Journal articles on the topic 'Programming languages (Electronic computers) Computer graphics'

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1

NAKAMURA, M. "A Behavioral Specification of Imperative Programming Languages." IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences E89-A, no. 6 (June 1, 2006): 1558–65. http://dx.doi.org/10.1093/ietfec/e89-a.6.1558.

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Kaczmarek, Wojciech, Bartłomiej Lotys, Szymon Borys, Dariusz Laskowski, and Piotr Lubkowski. "Controlling an Industrial Robot Using a Graphic Tablet in Offline and Online Mode." Sensors 21, no. 7 (April 1, 2021): 2439. http://dx.doi.org/10.3390/s21072439.

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The article presents the possibility of using a graphics tablet to control an industrial robot. The paper presents elements of software development for offline and online control of a robot. The program for the graphic tablet and the operator interface was developed in C# language in Visual Studio environment, while the program controlling the industrial robot was developed in RAPID language in the RobotStudio environment. Thanks to the development of a digital twin of the real robotic workstation, tests were carried out on the correct functioning of the application in offline mode (without using the real robot). The obtained results were verified in online mode (on a real production station). The developed computer programmes have a modular structure, which makes it possible to easily adapt them to one’s needs. The application allows for changing the parameters of the robot and the parameters of the path drawing. Tests were carried out on the influence of the sampling frequency and the tool diameter on the quality of the reconstructed trajectory of the industrial robot. The results confirmed the correctness of the application. Thanks to the new method of robot programming, it is possible to quickly modify the path by the operator, without the knowledge of robot programming languages. Further research will focus on analyzing the influence of screen resolution and layout scale on the accuracy of trajectory generation.
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Taranchuk, V. B. "FEATURES OF FUNCTIONAL PROGRAMMING OF INTERACTIVE GRAPHICAL APPLICATIONS." Vestnik of Samara University. Natural Science Series 21, no. 6 (May 17, 2017): 178–89. http://dx.doi.org/10.18287/2541-7525-2015-21-6-178-189.

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In the article methodical and technical solutions which essentially expand capabilities of creation of the electronic intelligent educational resources contain- ing mathematical notation of any level of complexity and graphics illustrations of all types and categories are discussed. Base units of program modules, key constructions of codes, functions and options of language of the system of com- puter algebra Mathematica are explained. Main rules of preparation of freely distributed interactive program applications of CDF format are noted. Exam- ples from practice of preparation of teaching materials of discipline ”Computer Graphics” are given. User interface and results of execution of program modules are illustrated.
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Dinh, Van Quang, and Yves Marechal. "GPU-based parallelization for bubble mesh generation." COMPEL - The international journal for computation and mathematics in electrical and electronic engineering 36, no. 4 (July 3, 2017): 1184–97. http://dx.doi.org/10.1108/compel-11-2016-0476.

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Purpose In FEM computations, the mesh quality improves the accuracy of the approximation solution and reduces the computation time. The dynamic bubble system meshing technique can provide high-quality meshes, but the packing process is time-consuming. This paper aims to improve the running time of the bubble meshing by using the advantages of parallel computing on graphics processing unit (GPU). Design/methodology/approach This paper is based on the analysis of the processing time on CPU. A massively parallel computing-based CUDA architecture is proposed to improve the bubble displacement and database updating. Constraints linked to hardware considerations are taken into account. Finally, speedup factors are provided on test cases and real scale examples. Findings The numerical experiences show the efficiency of parallel performance reaches a speedup of 35 compared to the serial implementation. Research limitations/implications This contribution is so far limited to two-dimensional (2D) geometries although the extension to three-dimension (3D) is straightforward regarding the meshing technique itself and the GPU implementation. The authors’ works are based on a CUDA environment which is widely used by developers. C\C++ and Java were the programming languages used. Other languages may of course lead to slightly different implementations. Practical implications This approach makes it possible to use bubble meshing technique for both initial design and optimization, as excellent meshes can be built in few seconds. Originality/value Compared to previous works, this contribution shows that the scalability of the bubble meshing technique needs to solve two key issues: reach a T(N) global cost of the implementation and reach a very fast size map interpolation strategy.
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Kim, Sungmin. "Development of a computer-aided design software for smart garments." International Journal of Clothing Science and Technology 29, no. 6 (November 6, 2017): 845–56. http://dx.doi.org/10.1108/ijcst-02-2017-0011.

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Purpose The purpose of this paper is to develop a computer-aided design software for smart garments. Design/methodology/approach A circuit design software with graphical user interface and an automatic Arduino code generator has been developed. Findings Complex circuit design for smart garment can be performed using an intuitive graphical user interface. Sophisticated C codes for activating the smart garment can be generated without in-depth knowledge of C language and electronic devices. Research limitations/implications Circuit wiring is performed manually. Further work will be focused on the generation of an algorithm that can find the overlap-free design of complex circuit. Practical implications Smart garments with complex functions are expected to be designed more easily without in-depth knowledge of electronic circuits and computer programming. Social implications Researchers of smart garment will be able to concentrate on the actual function of smart garments rather than coding the complex C programs. Originality/value This is the first computer-aided smart garment design software that can not only design the circuit but also generate the computer codes.
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EBERBACH, EUGENIUSZ. "SEMAL: A COST LANGUAGE BASED ON THE CALCULUS OF SELF-MODIFIABLE ALGORITHMS." International Journal of Software Engineering and Knowledge Engineering 04, no. 03 (September 1994): 391–408. http://dx.doi.org/10.1142/s0218194094000192.

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The design, specification, and preliminary implementation of the SEMAL language, based upon the Calculus of Self-modifiable Algorithms model of computation is presented. A Calculus of Self-modifiable Algorithms is a universal theory for parallel and intelligent systems, integrating different styles of programming, and applied to a wealth of domains of future generation computers. It has some features from logic, rule-based, procedural, functional, and object-oriented programming. It has been designed to be a relatively universal tool for AI similar to the way Hoare’s Communicating Sequential Processes and Milner’s Calculus of Communicating Systems are basic theories for parallel systems. The formal basis of this approach is described. The model is used to derive a new programming paradigm, so-called cost languages and new computer architectures cost-driven computers. As a representative of cost languages, the SEMAL language is presented.
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COSTAGLIOLA, GENNARO, RITA FRANCESE, and GIUSEPPE SCANNIELLO. "A VISUAL SYSTEM SUPPORTING SOFTWARE REUSE IN THE BANKING LEGACY SYSTEM CONTEXT." International Journal of Software Engineering and Knowledge Engineering 13, no. 01 (February 2003): 83–101. http://dx.doi.org/10.1142/s0218194003001202.

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Banking legacy systems intensively exchange messages in electronic format. Such systems are, for their nature, difficult to update and maintain. As a consequence, the introduction of new types of messages is a hard task. Adding new functionalities requires custom coding and software reuse is seen as a key to obtain a better time-to-market factor, risk and cost reduction. In this paper we describe the architecture and part of the implementation of the SI.RE. Visual System, an Interbanking Network Information System that lets us generate gateways for the exchange of electronic messages among banking legacy systems and supports software reuse. In particular, the SI.RE visual system contains a Visual Programming Environment that allows us to obtain a rapid development of the message handling functions. This environment implements a Visual Programming Language UVG that allows a programmer to reuse COBOL routines.
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Slyvotskaya, O., and T. Saliy. "Effective modern software tools for the development of electronic teaching aids." Bulletin of the Innovative University of Eurasia 82, no. 2 (June 24, 2021): 81–88. http://dx.doi.org/10.37788/2021-2/81-88.

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In the context of the transition to the updated content of education, the development and implementation of electronic learning tools in computer science is becoming more relevant than ever. The lack of e-learning tools, developed in full accordance with modern requirements, a variety of software tools and shells to create them, requiring a developer of different levels of training in the use of software, has necessitated a more detailed review and analysis of the problem of development and implementation in the educational process by teachers author's e-learning products. The article identifies the main advantages and disadvantages of some software tools for the development of electronic textbooks. The ArticulateStoryline program is singled out as one of the most effective modern software tools for the development of electronic textbooks in secondary schools. А сomparative analysis of software is carried out on a number of criteria: simplicity and usability, available in ready-made templates, the ability to work with layers, create test items, an opportunity to build ready graphics, video and sound files, the possibility of placing on a single slide multi-page text. The features of the Articulate Storyline program are presented in more detail. The possibility of using this software tool is noted, both by an ordinary user through the use of ready-made templates, and by a more advanced professional through the capabilities of the built-in JavaScript programming language. The program features are presented on the example of the development of an electronic textbook on computer science for the 4th grade. The result of the implementation of the capabilities of the software tool was the development of an electronic textbook, which reflects such features of Articulate Storyline as the use of a set of ready-made characters, the ZoomPicture function, the insertion of video files, a variety of interactive tasks organized through the use of Hotspot slides and SequenceDrag-and-Drop. The electronic textbook provides independent cognitive activity of students, increasing the level of their motivation in learning, ensuring self-control.
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Mathew, Ann Neethu, Rohini V., and Joy Paulose. "NLP-based personal learning assistant for school education." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 5 (October 1, 2021): 4522. http://dx.doi.org/10.11591/ijece.v11i5.pp4522-4530.

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Computer-based knowledge and computation systems are becoming major sources of leverage for multiple industry segments. Hence, educational systems and learning processes across the world are on the cusp of a major digital transformation. This paper seeks to explore the concept of an artificial intelligence and natural language processing (NLP) based intelligent tutoring system (ITS) in the context of computer education in primary and secondary schools. One of the components of an ITS is a learning assistant, which can enable students to seek assistance as and when they need, wherever they are. As part of this research, a pilot prototype chatbot was developed, to serve as a learning assistant for the subject Scratch (Scratch is a graphical utility used to teach school children the concepts of programming). By the use of an open source natural language understanding (NLU) or NLP library, and a slackbased UI, student queries were input to the chatbot, to get the sought explanation as the answer. Through a two-stage testing process, the chatbot’s NLP extraction and information retrieval performance were evaluated. The testing results showed that the ontology modelling for such a learning assistant was done relatively accurately, and shows its potential to be pursued as a cloud-based solution in future.
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KAZIMIERCZUK, MARIAN K., and ROBERT S. GEISE. "SINGLE-LOOP CURRENT-MODE CONTROL OF A PWM BOOST DC-TO-DC CONVERTER WITH A NON-SYMMETRIC PHASE CONTROLLER." Journal of Circuits, Systems and Computers 05, no. 04 (December 1995): 699–734. http://dx.doi.org/10.1142/s0218126695000412.

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An extensive small-signal analysis of a single-loop current-mode control strategy for a pulse-width-modulated (PWM) boost DC-to-DC power converter operating in continuous conduction mode (CCM) is proposed using a new non-symmetric phase controller. To model the boost power stage, a linear circuit model is used which includes all parasitic components such as the equivalent series resistance (ESR) of the filter capacitor, the ESR of the inductor, the transistor ON-resistance, and the diode forward resistance and offset voltage. A boost power stage design example gives component design equations and will serve to illustrate the closed-loop converter design. A design procedure for the new non-symmetric phase controller is presented. Open-loop and closed-loop circuit models and transfer functions are derived for the boost PWM converter and illustrated by Bode plots. An approach is presented for simplifying closed-loop transfer functions, using Euler's identity, into a format which is conducive to modeling in any high level programming language on a personal computer. Bode plots are obtained using a data analysis software package Axum 3.0 which combines a programming language, spread-sheet, and publication quality technical graphics. The proposed control scheme directly controls the inductor current and indirectly controls the load current and output voltage. The closed-loop transfer functions of the proposed control scheme do not contain a righthalf plane (RHP) zero, in contrast to the closed-loop transfer functions of a single-loop voltage-mode control scheme. The absence of the RHP zero provides better stability by making it easier to obtain large or specified gain and phase margins.
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11

Rath, Kamlesh, Venkatesh Choppella, and Steven D. Johnson. "Decomposition of Sequential Behavior Using Interface Specification and Complementation." VLSI Design 3, no. 3-4 (January 1, 1995): 347–58. http://dx.doi.org/10.1155/1995/74543.

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Decomposition of system behavior along functional boundaries into interacting sequential components is a key step in top-down system design. In this paper, we present sequential decomposition, a method for factoring sequential components from a system specification based on interface specifications of the components. The resulting components can be independently synthesized, or realized using off-the-shelf components. We introduce interface specification language (ISL), based on finite-state machine semantics, to specify the input/output behavior of synchronous sub-systems. A component is factored from a system by embedding an implementation of the complement of its interface into the system description. The composition of a machine with its complement is shown to be isomorphic to the machine, and the composition of a machine with an implementation of its component is shown to be a safe interaction. We apply sequential decomposition to a non-trivial example, a special-purpose computer with Scheme programming language primitives as its instructions.
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12

Burch, Michael, and Elisabeth Melby. "What more than a hundred project groups reveal about teaching visualization." Journal of Visualization 23, no. 5 (June 25, 2020): 895–911. http://dx.doi.org/10.1007/s12650-020-00659-6.

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Abstract The growing number of students can be a challenge for teaching visualization lectures, supervision, evaluation, and grading. Moreover, designing visualization courses by matching the different experiences and skills of the students is a major goal in order to find a common solvable task for all of them. Particularly, the given task is important to follow a common project goal, to collaborate in small project groups, but also to further experience, learn, or extend programming skills. In this article, we survey our experiences from teaching 116 student project groups of 6 bachelor courses on information visualization with varying topics. Moreover, two teaching strategies were tried: 2 courses were held without lectures and assignments but with weekly scrum sessions (further denoted by TS1) and 4 courses were guided by weekly lectures and assignments (further denoted by TS2). A total number of 687 students took part in all of these 6 courses. Managing the ever growing number of students in computer and data science is a big challenge in these days, i.e., the students typically apply a design-based active learning scenario while being supported by weekly lectures, assignments, or scrum sessions. As a major outcome, we identified a regular supervision either by lectures and assignments or by regular scrum sessions as important due to the fact that the students were relatively unexperienced bachelor students with a wide range of programming skills, but nearly no visualization background. In this article, we explain different subsequent stages to successfully handle the upcoming problems and describe how much supervision was involved in the development of the visualization project. The project task description is given in a way that it has a minimal number of requirements but can be extended in many directions while most of the decisions are up to the students like programming languages, visualization approaches, or interaction techniques. Finally, we discuss the benefits and drawbacks of both teaching strategies. Graphic abstract
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A.N., Khimich, Chistyakova T.V., Sydoruk V.A., and Yershov P.S. "Intellectual computer mathematics system inparsolver." Artificial Intelligence 25, no. 4 (December 25, 2020): 60–71. http://dx.doi.org/10.15407/jai2020.04.060.

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The paper considers the intellectual computer mathematics system InparSolver, which is designed to automatically explore and solve basic classes of computational mathematics problems on multi-core computers with graphics accelerators. The problems of results reliability of solving problems with approximate input data are outlined. The features of the use of existing computer mathematics systems are analyzed, their weaknesses are found. The functionality of InparSolver, some innovative approaches to the implementation of effective solutions to problems in a hybrid architecture are described. Examples of applied usage of InparSolver for processes mathematical modeling in various subject areas are given. Nowadays, new more complex objects and phenomena in many subject areas (nuclear energy, mechanics, chemistry, molecular biology, medicine, etc.) are constantly emerging, which are subject to mathematical research on a computer. This encourages the development of new numerical methods and technologies of mathematical modeling, as well as the creation of more powerful computers for their implementation. With the advent and constant development of supercomputers of various architectures, the problems of their effective use, expansion of tasks range should be solved, ensuring the reliability of computer results and increasing the level of intellectual information support for users ‒ specialists in various fields. Today, the issues of solving these problems are given special attention by many specialists in the fields of information technology and parallel programming. The world's leadingscientists in the field of computer technology see the solution to the problems of efficient usage of modern supercomputers in algorithmic software creation that easily adapts to different computer architectures with different types of memory and coprocessors, supports efficient parallelism on millions of cores etc. In addition, improving the efficiency of high-performance computing on modern supercomputers is provided by their intellectualization, transferring to the computer to perform a significant part of the functions (symbolic languages for computer problem statement, research of mathematical models properties, visualization and analysis of tasks results, etc.). The industry of development and usage of intelligent computer technologies is one of the main directions of science and technology development in modern society
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Song, Zhe, Xing Mu, and Hou-Xing Zhou. "High Performance Computing of Complex Electromagnetic Algorithms Based on GPU/CPU Heterogeneous Platform and Its Applications to EM Scattering and Multilayered Medium Structure." International Journal of Antennas and Propagation 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/9173062.

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The fast and accurate numerical analysis for large-scale objects and complex structures is essential to electromagnetic simulation and design. Comparing to the exploration in EM algorithms from mathematical point of view, the computer programming realization is coordinately significant while keeping up with the development of hardware architectures. Unlike the previous parallel algorithms or those implemented by means of parallel programming on multicore CPU with OpenMP or on a cluster of computers with MPI, the new type of large-scale parallel processor based on graphics processing unit (GPU) has shown impressive ability in various scenarios of supercomputing, while its application in computational electromagnetics is especially expected. This paper introduces our recent work on high performance computing based on GPU/CPU heterogeneous platform and its application to EM scattering problems and planar multilayered medium structure, including a novel realization of OpenMP-CUDA-MLFMM, a developed ACA method and a deeply optimized CG-FFT method. With fruitful numerical examples and their obvious enhancement in efficiencies, it is convincing to keep on deeply investigating and understanding the computer hardware and their operating mechanism in the future.
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Vehlies, Uwe. "Stepwise Transformation of Algorithms into Array Processor Architectures by the DECOMP." VLSI Design 3, no. 1 (January 1, 1995): 67–80. http://dx.doi.org/10.1155/1995/76861.

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A formal approach for the transformation of computation intensive digital signal processing algorithms into suitable array processor architectures is presented. It covers the complete design flow from algorithmic specifications in a high-level programming language to architecture descriptions in a hardware description language. The transformation itself is divided into manageable design steps and implemented in the CAD-tool DECOMP which allows the exploration of different architectures in a short time. With the presented approach data independent algorithms can be mapped onto array processor architectures. To allow this, a known mapping methodology for array processor design is extended to handle inhomogeneous dependence graphs with nonregular data dependences. The implementation of the formal approach in the DECOMP is an important step towards design automation for massively parallel systems.
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Egorova, P. A., T. G. Mukhina, S. N. Sorokoumova, and D. D. Mukhina. "MONITORING ANALYSIS OF EFFICIENCY OF PROFESSIONAL COMPUTERS AND SYSTEM REQUIREMENTS FOR THE ORGANIZATION OF ELECTRONIC-EDUCATIONAL ENVIRONMENT OF HIGHER EDUCATION INSTITUTIONS IN THE CONDITIONS OF EDUCATIONAL INCLUSION." Vestnik of Minin University 6, no. 3 (November 10, 2018): 12. http://dx.doi.org/10.26795/2307-1281-2018-6-3-12.

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Introduction:in the process of training specialists in various fields of activity, one of the strategic directions is the education of persons with disabilities. The main task is to make higher education more “sensitive” towards students with disabilities. To give them more freedom of choice, based primarily on the desire of students to get an interesting profession for themselves. One of the main activities on this path is the elimination of all kinds of barriers in education, based on the use of information and communication technologies. Multipurpose use of computer equipment in working with students with HIA allows the introduction of the main classical didactic principles for the implementation of the process of training and education (science, systematic and consistent, conscientiousness and strength of training, students' activity principles and use of visual aids), and also increase the effectiveness of the principle of accounting for age and individual characteristics of students. In the conditions of professional activity in educational organizations, there is a tendency towards the request of high-performance computing means - personal computers (PCs), workstations united by telecommunications computer networks, and the organization faces the problem of choosing the priority of investment. The question is to be asked which information technology object is more priority for the formation of an electronic educational environment. At the same time, on the one hand, it makes sense to make an assumption about investing in technological equipment, the physical deterioration of which (in many cases - extreme) and obsolescence contribute to the deterioration of the quality of the organization of educational activities, its technological capabilities and appreciation. On the other hand, scientific and technical progress offers new solutions and functionalities in the form of modern information technologies (IT). However, in order to achieve maximum IT, monitoring and evaluation of the computing power of the PC is necessary. In this regard, the goal of the research is to conduct a monitoring analysis of the effectiveness of professional computers and system requirements for the timely identification of obsolete personal computers and forecasting the potential life of personal computers in an educational organization to determine the readiness of a university to create and maintain an inclusive educational environment.Materials and methods: for monitoring the effectiveness of professional computers and system requirements for the organization of the electronic educational environment of the university in terms of educational inclusion, the educational process was divided into three areas: "Engineering graphics", "Programming" and "Computer Science". Within each area, a reference software product was identified - the product that is most often used in this area of study and / or the most costly in terms of resources consumed. For the “Engineering graphics” specialty, the reference product was “AutoCAD”, for the “Programming” specialty - “Microsoft Visual Studio”, for the “Informatics” specialty - “Microsoft Office”.Results:Forecasting in our study is presented as the construction of a trend line (a graph of a prediction function). Using this function, approximate ratings of software products of subsequent versions were calculated, which made it possible to track the physical and moral obsolescence of classrooms.Discussion and Conclusions: long-term experience of using information technologies in the learning process proves the readiness of an educational organization to effectively create an inclusive educational environment, with the goal of developing successful socialization and professional development in students with disabilities.
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Zhang, Weini. "Research on Recognition Method of Basketball Goals Based on Image Analysis of Computer Vision." Journal of Sensors 2021 (September 20, 2021): 1–11. http://dx.doi.org/10.1155/2021/5269431.

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Moving target detection is involved in many engineering applications, but basketball has some difficulties because of the time-varying speed and uncertain path. The purpose of this paper is to use computer vision image analysis to identify the path and speed of a basketball goal, so as to meet the needs of recognition and achieve trajectory prediction. This research mainly discusses the basketball goal recognition method based on computer vision. In the research process, Kalman filter is used to improve the KCF tracking algorithm to track the basketball path. The algorithm of this research is based on MATLAB, so it can avoid the mixed programming of MATLAB and other languages and reduce the difficulty of interface design software. In the aspect of data acquisition, the extended EPROM is used to store user programs, and parallel interface chips (such as 8255A) can be configured in the system to output switch control signals and display and print operations. The automatic basketball bowling counter based on 8031 microprocessor is used as the host computer. After the level conversion by MAX232, it is connected with the RS232C serial port of PC, and the collected data is sent to the workstation recording the results. In order to consider the convenience of user operation, the GUI design of MATLAB is used to facilitate the exchange of information between users and computers so that users can see the competition results intuitively. The processing frame rate of the tested video image can reach 60 frames/second, more than 25 frames/second, which meet the real-time requirements of the system. The results show that the basketball goal recognition method used in this study has strong anti-interference ability and stable performance.
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Masic, Izet. "The History and New Trends of Medical Informatics." Donald School Journal of Ultrasound in Obstetrics and Gynecology 7, no. 3 (2013): 301–12. http://dx.doi.org/10.5005/jp-journals-10009-1298.

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ABSTRACT The breakthrough of the computer and information technologies in all the segments of the society, led to the needs for the computer and information technologies. The knowledge of information technology is now part of general literacy. The computer literacy does not require comprehensive and detailed knowledge of the electronics or programming. Although with the electronic computer which is the invention of our age, the attempts of the construction of the first machine for the processing of the information reach far in the history of human civilization. The only and global function of a computer data processing can be naturally separated into the series of the other elementary operations, as for examples are: ‘the followup of the data, their registration, reproduction, selection, sorting, and comparison’ and so on. The computers are being classified according to ‘the purpose, type and computer size’. According to the purpose the computers it can be of the general and specific purposes. The computers for the general purpose serve for the commercial applications or any other application that is necessary. If medical informatics is regarded as a scientific discipline dealing with theory and practice of information processes in medicine, comprising data communication by information and communication technologies (ICT), with computers as an especially important ICT, then it can be stated that the history medical informatics is connected with the beginnings of computer usage in medicine. The medical informatics is the foundation for understanding and practice of the up-to-day medicine. Its basic tool is the computer, subject of studying and the means by which the aspects and achieve the new knowledge in the studying of a man, his health and disease, and functioning of the total health activities. Current network system possesses the limited global performance in the organization of health care, and that is especially expressed in the clinical medicine, where the computer technology has not received the wanted applications yet. In front of us lies the brilliant future of the medical informatics. It should expect that the application of terminal and personal computers with more simple manners of operation will enable routine use of computer technology by all health professionals in the fields of telemedicine, distance learning (DL) (web-based medical education), application of ICT, medical robotics, genomics, etc. The development of nature languages for communication with the computers and the identification of input voice will make the work simpler. Regarding the future of medical informatics education there are numerous controversies. Everybody agrees that the medical informatics is very significant for the whole health care and for the needs for personnel. However, there is not yet the general agreement regarding the teaching programs, because the medical informatics is very involved and propulsive, what makes the performance of the stable education programs more difficult. There are also not general agreement in which year of studding should transfer the knowledge from medical informatics. The majority of the experts still agree that the priority should be given in later study years, since more and more students enroll the faculties with prior informatics illiteracy, and the comprehension of some medical informatics fields is not possible without prior clinical knowledge. How to cite this article Masic I. The History and New Trends of Medical Informatics. Donald School J Ultrasound Obstet Gynecol 2013;7(3):301-312.
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Brown, Andrew R. "Code Jamming." M/C Journal 9, no. 6 (December 1, 2006). http://dx.doi.org/10.5204/mcj.2681.

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Jamming culture has become associated with digital manipulation and reuse of materials. As well, the term jamming has long been used by musicians (and other performers) to mean improvisation, especially in collaborative situations. A practice that gets to the heart of both these meanings is live coding; where digital content (music and/or visuals predominantly) is created through computer programming as a performance. During live coding performances digital content is created and presented in real time. Normally the code from the performers screen is displayed via data projection so that the audience can see the unfolding process as well as see or hear the artistic outcome. This article will focus on live coding of music, but the issues it raises for jamming culture apply to other mediums also. Live coding of music uses the computer as an instrument, which is “played” by the direct construction and manipulation of sonic and musical processes. Gestural control involves typing at the computer keyboard but, unlike traditional “keyboard” instruments, these key gestures are usually indirect in their effect on the sonic result because they result in programming language text which is then interpreted by the computer. Some live coding performers, notably Amy Alexander, have played on the duality of the keyboard as direct and indirect input source by using it as both a text entry device, audio trigger, and performance prop. In most cases, keyboard typing produces notational description during live coding performances as an indirect music making, related to what may previously have been called composing or conducting; where sound generation is controlled rather than triggered. The computer system becomes performer and the degree of interpretive autonomy allocated to the computer can vary widely, but is typically limited to probabilistic choices, structural processes and use of pre-established sound generators. In live coding practices, the code is a medium of expression through which creative ideas are articulated. The code acts as a notational representation of computational processes. It not only leads to the sonic outcome but also is available for reflection, reuse and modification. The aspects of music described by the code are open to some variation, especially in relation to choices about music or sonic granularity. This granularity continuum ranges from a focus on sound synthesis at one end of the scale to the structural organisation of musical events or sections at the other end. Regardless of the level of content granularity being controlled, when jamming with code the time constraints of the live performance environment force the performer to develop succinct and parsimonious expressions and to create processes that sustain activity (often using repetition, iteration and evolution) in order to maintain a coherent and developing musical structure during the performance. As a result, live coding requires not only new performance skills but also new ways of describing the structures of and processes that create music. Jamming activities are additionally complex when they are collaborative. Live Coding performances can often be collaborative, either between several musicians and/or between music and visual live coders. Issues that arise in collaborative settings are both creative and technical. When collaborating between performers in the same output medium (e.g., two musicians) the roles of each performer need to be defined. When a pianist and a vocalist improvise the harmonic and melodic roles are relatively obvious, but two laptop performers are more like a guitar duo where each can take any lead, supportive, rhythmic, harmonic, melodic, textual or other function. Prior organisation and sensitivity to the needs of the unfolding performance are required, as they have always been in musical improvisations. At the technical level it may be necessary for computers to be networked so that timing information, at least, is shared. Various network protocols, most commonly Open Sound Control (OSC), are used for this purpose. Another collaboration takes place in live coding, the one between the performer and the computer; especially where the computational processes are generative (as is often the case). This real-time interaction between musician and algorithmic process has been termed Hyperimprovisation by Roger Dean. Jamming cultures that focus on remixing often value the sharing of resources, especially through the movement and treatment of content artefacts such as audio samples and digital images. In live coding circles there is a similarly strong culture of resource sharing, but live coders are mostly concerned with sharing techniques, processes and tools. In recognition of this, it is quite common that when distributing works live coding artists will include descriptions of the processes used to create work and even share the code. This practice is also common in the broader computational arts community, as evident in the sharing of flash code on sites such as Levitated by Jared Tarbell, in the Processing site (Reas & Fry), or in publications such as Flash Maths Creativity (Peters et al.). Also underscoring this culture of sharing, is a prioritising of reputation above (or prior to) profit. As a result of these social factors most live coding tools are freely distributed. Live Coding tools have become more common in the past few years. There are a number of personalised systems that utilise various different programming languages and environments. Some of the more polished programs, that can be used widely, include SuperCollider (McCartney), Chuck (Wang & Cook) and Impromptu (Sorensen). While these environments all use different languages and varying ways of dealing with sound structure granularity, they do share some common aspects that reveal the priorities and requirements of live coding. Firstly, they are dynamic environments where the musical/sonic processes are not interrupted by modifications to the code; changes can be made on the fly and code is modifiable at runtime. Secondly, they are text-based and quite general programming environments, which means that the full leverage of abstract coding structures can be applied during live coding performances. Thirdly, they all prioritise time, both at architectural and syntactic levels. They are designed for real-time performance where events need to occur reliably. The text-based nature of these tools means that using them in live performance is barely distinguishable from any other computer task, such as writing an email, and thus the practice of projecting the environment to reveal the live process has become standard in the live coding community as a way of communicating with an audience (Collins). It is interesting to reflect on how audiences respond to the projection of code as part of live coding performances. In the author’s experience as both an audience member and live coding performer, the reception has varied widely. Most people seem to find it curious and comforting. Even if they cannot follow the code, they understand or are reassured that the performance is being generated by the code. Those who understand the code often report a sense of increased anticipation as they see structures emerge, and sometimes opportunities missed. Some people dislike the projection of the code, and see it as a distasteful display of virtuosity or as a distraction to their listening experience. The live coding practitioners tend to see the projection of code as a way of revealing the underlying generative and gestural nature of their performance. For some, such as Julian Rohrhuber, code projection is a way of revealing ideas and their development during the performance. “The incremental process of livecoding really is what makes it an act of public reasoning” (Rohrhuber). For both audience and performer, live coding is an explicitly risky venture and this element of public risk taking has long been central to the appreciation of the performing arts (not to mention sport and other cultural activities). The place of live coding in the broader cultural setting is still being established. It certainly is a form of jamming, or improvisation, it also involves the generation of digital content and the remixing of cultural ideas and materials. In some ways it is also connected to instrument building. Live coding practices prioritise process and therefore have a link with conceptual visual art and serial music composition movements from the 20th century. Much of the music produced by live coding has aesthetic links, naturally enough, to electronic music genres including musique concrète, electronic dance music, glitch music, noise art and minimalism. A grouping that is not overly coherent besides a shared concern for processes and systems. Live coding is receiving greater popular and academic attention as evident in recent articles in Wired (Andrews), ABC Online (Martin) and media culture blogs including The Teeming Void (Whitelaw 2006). Whatever its future profile in the boarder cultural sector the live coding community continues to grow and flourish amongst enthusiasts. The TOPLAP site is a hub of live coding activities and links prominent practitioners including, Alex McLean, Nick Collins, Adrian Ward, Julian Rohrhuber, Amy Alexander, Frederick Olofsson, Ge Wang, and Andrew Sorensen. These people and many others are exploring live coding as a form of jamming in digital media and as a way of creating new cultural practices and works. References Andrews, R. “Real DJs Code Live.” Wired: Technology News 6 July 2006. http://www.wired.com/news/technology/0,71248-0.html>. Collins, N. “Generative Music and Laptop Performance.” Contemporary Music Review 22.4 (2004): 67-79. Fry, Ben, and Casey Reas. Processing. http://processing.org/>. Martin, R. “The Sound of Invention.” Catapult. ABC Online 2006. http://www.abc.net.au/catapult/indepth/s1725739.htm>. McCartney, J. “SuperCollider: A New Real-Time Sound Synthesis Language.” The International Computer Music Conference. San Francisco: International Computer Music Association, 1996. 257-258. Peters, K., M. Tan, and M. Jamie. Flash Math Creativity. Berkeley, CA: Friends of ED, 2004. Reas, Casey, and Ben Fry. “Processing: A Learning Environment for Creating Interactive Web Graphics.” International Conference on Computer Graphics and Interactive Techniques. San Diego: ACM SIGGRAPH, 2003. 1. Rohrhuber, J. Post to a Live Coding email list. livecode@slab.org. 10 Sep. 2006. Sorensen, A. “Impromptu: An Interactive Programming Environment for Composition and Performance.” In Proceedings of the Australasian Computer Music Conference 2005. Eds. A. R. Brown and T. Opie. Brisbane: ACMA, 2005. 149-153. Tarbell, Jared. Levitated. http://www.levitated.net/daily/index.html>. TOPLAP. http://toplap.org/>. Wang, G., and P.R. Cook. “ChucK: A Concurrent, On-the-fly, Audio Programming Language.” International Computer Music Conference. ICMA, 2003. 219-226 Whitelaw, M. “Data, Code & Performance.” The Teeming Void 21 Sep. 2006. http://teemingvoid.blogspot.com/2006/09/data-code-performance.html>. Citation reference for this article MLA Style Brown, Andrew R. "Code Jamming." M/C Journal 9.6 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0612/03-brown.php>. APA Style Brown, A. (Dec. 2006) "Code Jamming," M/C Journal, 9(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0612/03-brown.php>.
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PEREZ-GARCIA, Víctor, Joel QUINTANILLA-DOMINGUEZ, Israel YAÑEZ-VARGAS, and José AGUILERA-GONZALEZ. "Design y development of a graphical user interface in LabVIEW for acquisition and visualization of climatological data (temperature and relative humidity)." Journal of Technological Prototypes, August 30, 2020, 18–29. http://dx.doi.org/10.35429/jtp.2020.18.6.18.29.

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This paper describes the design and development of a Graphical User Interface through the virtual instrumentation software NI LabVIEW using the VISA function, to graphically visualize and storage the data of the climatological variables of temperature and relative humidity. The graphical interface offers the option to export the date, time and data of the two variables to text documents with extension “.txt”, which acquires the information of the electronic board wireless monitoring and control, which uses a main device PIC16F877A microcontroller. AMT1001 Precision Analog Sensor was used to sense temperature and relative humidity. The PIC16F877A was programmed using a C programming language in the CCS Compiler compiler, to the data acquisition, and send it via RS232 communication to the computer, using the PL2303 module USB to TTL converter. To check the GUI operation, the electronic wireless monitoring and control card was connected to the computer equipment by wire, however, the monitoring of the climate variables can be done wirelessly by XBEE technology. Future work aims to monitor the climate of a horticultural greenhouse with XBBE technology, so that the data is sent wirelessly to a computer that has the GUI, and is also connected to Ethernet or WIFI, which will have the LabVIEW graphical interface explained in this article, and the data will be displayed / analyzed through the internet.
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Ellis, Katie, and Mike Kent. "iTunes Is Pretty (Useless) When You’re Blind: Digital Design Is Triggering Disability When It Could Be a Solution." M/C Journal 11, no. 3 (July 2, 2008). http://dx.doi.org/10.5204/mcj.55.

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Introduction This year, 2008, marks the tenth anniversary of the portable MP3 player. MPMan F10, the first such device to utilise the MP3-encoding format, was launched in March 1998 (Smith). However it was not until April 2003 when Apple Inc launched the iPod that the market began the massive growth that has made the devices almost ubiquitous in everyday life. In 2006 iPods were rated as more popular than beer amongst college students in the United States, according to Student Monitor. Beer had only previously surpassed in popularity once before, in 1997, by the Internet (Zeff). This year will also see the launch in Australia of the latest offering in this line of products – the iPhone – which incorporates the popular MP3 player in an advanced mobile phone. The iPhone features a touch-sensitive flat screen that serves as the interface for its operating system. While the design is striking, it also generates accessibility problems. There are obvious implications for those with vision impairments when there are no physical markers to point towards the phone’s functions (Crichton). This article critically examines the promise of Internet-based digital technology to open up the world to people with disabilities, and the parallel danger that the social construction of disability in the digital environment will simply come to mirror pre-existing analogue discrimination. This paper explores how technologies and innovations designed to improve access by the disabled actually enhance access for all users. The first part of the paper focuses on ‘Web 2.0’ and digital access for people with disability, particularly those with vision impairment. The online software that drives the iPod and iPhone and exclusively delivers content to these devices is iTunes. While iTunes seems on the surface to provide enormous opportunity for the vision impaired to access a broad selection of audio content, its design actually works to inhibit access to the platform for this group. Apple promotes the use of iTunes in educational settings through the iTunes U channel, and this potentially excludes those who have difficulty with access to the technology. Critically, it is these excluded people who, potentially, could benefit the most from the new technology. We consider the difficulty experienced by users of screen readers and braille tablets in relation to iTunes and highlight the potential problems for universities who seek to utilise iTunes U. In the second part of the paper we reframe disability accessibility as a principle of universal access and design and outline how changes made to assist users with disability can enhance the learning experience of all students using the Lectopia lecture recording and distribution system as an example. The third section of the paper situates these digital developments within the continuum of disability theory deploying Finkelstein’s three stages of disability development. The focus then shifts to the potential of online virtual worlds such as Second Life to act as a place where the promise of technology to mediate for disability might be realised. Goggin and Newell suggest that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. This article argues that accessibility must be addressed through the context of design and shared open standards for digital platforms. Web 2.0 and Accessibility The World Wide Web based its successful development on a set of common standards that worked across different software and operating systems. This interoperability held out great opportunity for the implementation of enabling software for those with disability, particularly sight and hearing impairments. The increasing sophistication and diversification of online content has confounded this initial promise. Websites have become more complex, particularly with the rise of ‘Web 2.0’ and the associated trends in coding and website design. This has aggravated attempts to mediate this content for a disabled audience through software (Zajicek). As Wood notes, ‘these days many computers are used principally to access the Internet – and there is no telling what a blind person will encounter there’. As the content requiring translation – either from text into audio or onto a braille tablet, or from audio into text captions – become less standardised and more complex, it becomes both harder for software to act as a translator, and harder to navigate this media once translated. This is particularly the case when links are generated ‘on the fly’ for each view of a website and where images replace words as hyperlinks. These problems can trace their origin to before the development of the World Wide Web. Reihing, addressing another Apple product in 1987 notes: The Apple Macintosh is particularly hard to use because it depends heavily on graphics. Some word processors ‘paint’ pictures of letters on the screen instead of using standard computer codes, and speech or braille devices can’t cope (in Goggin and Newell). Web 2.0 sites loaded with Ajax and other forms of Java scripting present a particular challenge for translation software (Zajicek). iTunes, an iconic Web 2.0 application, is a further step away from easily translated content as proprietary software that while operating though the Internet, does not conform to Web standards. Many translation software packages are unable to read the iTunes software at all or are limited and only able to read part of the page, but not enough of it to use the program (Furendal). As websites utilising ‘Web 2.0’ technology increase in popularity they become less attractive to users who are visually impaired, particularly because the dynamic elements can not be accessed using screen readers provided with the operating system (Bigham, Prince and Ladner). While at one level this presents an inability for a user with a disability to engage with the popular software, it also meant that universities seeking to use iTunes U to deliver content were excluding these students. To Apple’s credit they have taken some of these access concerns on board with the recent release of both the Apple operating system and iTunes, to better enable Apple’s own access software to translate the iTunes screen for blind users. However this also illustrates the problems with this type of software operating outside of nominated standards as there are still serious problems with access to iTunes on Microsoft’s dominant Windows operating system (Furendal). While Widows provides its own integrated screen reading software, the company acknowledges that this is not sufficiently powerful for regular use by disabled users who will need to use more specialised programs (Wood). The recent upgrade of the standard Windows operating system from XP to Vista seems to have abandoned the previous stipulation that there was a keyboard shortcut for each operation the system performed – a key requirement for those unable to use a visual interface on the screen to ‘point and click’ with a mouse (Wood). Other factors, such as the push towards iTunes U, explored in the next section, explain the importance of digital accessibility for everyone, not just the disabled as this technology becomes ubiquitous. The use of Lectopia in higher education demonstrates the value of flexibility of delivery to the whole student population, inclusive of the disabled. iPods and Higher Education iTunes is the enabling software supporting the iPod and iPhone. As well as commercial content, iTunes also acts as a distribution medium for other content that is free to use. It allows individuals or organisations to record and publish audio and video files – podcasts and vodcasts – that can be automatically downloaded from the Internet and onto individual computers and iPods as they become available. Significantly this technology has provided opportunities for educational use. iTunes U has been developed by Apple to facilitate the delivery of content from universities through the service. While Apple has acknowledged that this is, in part, a deliberate effort to drive the uptake of iTunes (Udell), there are particular opportunities for the distribution of information through this channel afforded by the technology. Duke University in the United States was an early adopter, distributing iPods to each of its first-year students for educational use as early as 2004 (Dean). A recent study of students at The University of Western Australia (UWA) by Williams and Fardon found that students who listen to lectures through portable media players such as iPods (the ‘Pod’ in iPod stands for ‘portable on demand’) have a higher attendance rate at lectures than those who do not. In 1998, the same year that the first portable MP3 player was being launched, the Lectopia (or iLecture) lecture recording and distribution system was introduced in Australia at UWA to enable students with disabilities better access to lecture materials. While there have been significant criticisms of this platform (Brabazon), the broad uptake and popularity of this technology, both at UWA and at many universities across Australia, demonstrates how changes made to assist disability can potentially help the broader community. This underpins the concept of ‘universal design’ where consideration given to people with disability also improves the lives of people without disability. A report by the Australian Human Rights and Equal Opportunity Commission, examined the accessibility of digital technology. Disability issues, such as access to digital content, were reframed as universal design issues: Disability accessibility issues are more accurately perceived in many cases as universal access issues, such that appropriate design for access by people with disabilities will improve accessibility and usability for … the community more generally. The idea of universal access was integral to Tim Berners-Lee’s original conception of the Web – however the platform has developed into a more complex and less ordered environment that can stray from agreed standards (Edwards, "Stop"). iTunes comes with its own accessibility issues. Furendal demonstrated that its design has added utility for some impairments notably dyslexia and colour blindness. However, as noted above, iTunes is highly problematic for those with other vision impairment particularly the blind. It is an example of the condition noted by Regan: There exists a false perception among designers that accessibility represents a restriction on creativity. There are few examples that exist in the world that can dissuade designers of this notion. While there are no technical reasons for this division between accessibility and design, the notion exists just the same. The invisibility of this issue confirms that while an awareness of differing abilities can assist all users, this blinkered approach to diverse visual acuities is not only blocking social justice imperatives but future marketing opportunities. The iPhone is notable for problems associated with use by people with disabilities, particularly people with hearing (Keizer) and vision impairments (Crichton). In colder climates the fact that the screen would not be activated by a gloved hand has also been a problem, its design reflects bias against not just the physically impaired. Design decisions reflect the socially constructed nature of disability where disability is related to how humans have chosen to construct the world (Finkelstein ,"To Deny"). Disability Theory and Technology Nora Groce conducted an anthropological study of Martha’s Vineyard in the United States. During the nineteenth century the island had an unusually high incidence of deafness. In response to this everyone on the island was able to communicate in sign language, regardless of the hearing capability, as a standard mode of communication. As a result the impairment of deafness did not become a disability in relation to communication. Society on the island was constructed to be inclusive without regard to a person’s hearing ability. Finkelstein (Attitudes) identified three stages of disability ‘creation’ to suggest disability (as it is defined socially) can be eradicated through technology. He is confident that the third phase, which he argues has been occurring in conjunction with the information age, will offset many of the prejudicial attitudes established during the second phase that he characterised as the industrial era. Digital technologies are often presented as a way to eradicate disability as it is socially constructed. Discussions around the Web and the benefits for people with disability usually centre on accessibility and social interaction. Digital documents on the Internet enable people with disability greater access than physical spaces, such as libraries, especially for the visually impaired who are able to make use of screen readers. There are more than 38 million blind people who utilise screen reading technology to access the Web (Bigham, Prince and Ladner). A visually impaired person is able to access digital texts whereas traditional, analogue, books remain inaccessible. The Web also allows people with disability to interact with others in a way that is not usually possible in general society. In a similar fashion to arguments that the Web is both gender and race neutral, people with disability need not identify as disabled in online spaces and can instead be judged on their personality first. In this way disability is not always a factor in the social encounter. These arguments however fail to address several factors integral to the social construction of disability. While the idea that a visually impaired person can access books electronically, in conjunction with a screen reader, sounds like a disability-free utopia, this is not always the case as ‘digital’ does not always mean ‘accessible’. Often digital documents will be in an image format that cannot be read by the user’s screen reader and will need to be converted and corrected by a sighted person. Sapey found that people with disabilities are excluded from informational occupations. Computer programming positions were fourth least likely of the 58 occupations examined to employ disabled people. As Rehing observed in 1987, it is a fantasy to think that accessibility for blind people simply means turning on a computer (Rehing in Goggin and Newell). Although it may sound empowering for people with disability to interact in an environment where they can live out an identity different from the rhythm of their daily patterns, the reality serves to decrease the visibility of disability in society. Further, the Internet may not be accessible for people with disability as a social environment in the first place. AbilityNet’s State of the eNation Web Accessibility Report: Social Networking Sites found a number of social networking sites including the popular MySpace and Facebook are inaccessible to users with a number of different disabilities, particularly those with a visual impairment such as blindness or a cognitive disability like dyslexia. This study noted the use of ‘Captcha’ – ‘Completely Automated Public Turing test to tell Computers and Humans Apart’ – technology designed to differentiate between a person signing up for an account and an automated computer process. This system presents an image of a word deliberately blurred and disfigured so that it cannot be readily identified by a computer, which can only be translated by a human user. This presents an obstacle to people with a visual impairment, particularly those relying on transcription software that will, by design, not be able to read the image, as well as those with dyslexia who may also have trouble translating the image on the screen. Virtual Worlds and New Possibilities The development of complex online virtual worlds such as Second Life presents their own set of challenges for access, for example, the use of Captcha. However they also afford opportunity. With over a million residents, there is a diversity of creativity. People are using Second Life to try on different identities or campaign for causes relevant in the real world. For example, Simon Stevens (Simon Walsh in SL), runs the nightclub Wheelies in the virtual world and continues to use a wheelchair and helmet in SL – similar to his real-life self: I personally changed Second Life’s attitude toward disability when I set up ‘Wheelies’, its first disability nightclub. This was one of those daft ideas which grew and grew and… has remained a central point for disability issues within Second Life. Many new Disabled users make contact with me for advice and wheelies has helped some of them ‘come out’ and use a wheelchair (Carter). Able-bodied people are also becoming involved in raising disability awareness through Second Life, for example Fez Richardson is developing applications for use in Second Life so that the non-disabled can experience the effects of impairment in this virtual realm (Cassidy) Tertiary Institutions are embracing the potential of Second Life, utilising the world as a virtual classroom. Bates argues that Second Life provides a learning environment free of physical barriers that has the potential to provide an enriched learning experience for all students regardless of whether they have a disability. While Second Life might be a good environment for those with mobility impairment there are still potential access problems for the vision and hearing impaired. However, Second Life has recently become open source and is actively making changes to aid accessibility for the visually impaired including an audible system where leaves rustle to denote a tree is nearby, and text to speech software (Sierra). Conclusion Goggin and Newell observe that new technology is a prominent component of social, cultural and political changes with the potential to mitigate for disability. The uneven interface of the virtual and the analogue, as demonstrated by the implementation and operation of iTunes, indicates that this mitigation is far from an inevitable consequence of this development. However James Edwards, author of the Brothercake blog, is optimistic that technology does have an important role in decreasing disability in wider society, in line with Finkelstein’s third phase: Technology is the last, best hope for accessibility. It's not like the physical world, where there are good, tangible reasons why some things can never be accessible. A person who's blind will never be able to drive a car manually; someone in a wheelchair will never be able to climb the steps of an ancient stone cathedral. Technology is not like the physical world – technology can take any shape. Technology is our slave, and we can make it do what we want. With technology there are no good reasons, only excuses (Edwards, "Technology"). Internet-based technologies have the potential to open up the world to people with disabilities, and are often presented as a way to eradicate disability as it is socially constructed. While Finkelstein believes new technologies characteristic of the information age will offset many of the prejudicial attitudes established during the industrial revolution, where technology was established around able-bodied norms, the examples of the iPhone and Captcha illustrate that digital technology is often constructed in the same social world that people with disability are routinely disabled by. The Lectopia system on the other hand enables students with disabilities to access lecture materials and highlights the concept of universal access, the original ideology underpinning design of the Web. Lectopia has been widely utilised by many different types of students, not just the disabled, who are seeking flexibility. While we should be optimistic, we must also be aware as noted by Goggin and Newell the Internet cannot be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Accessibility is a universal design issue that potentially benefits both those with a disability and the wider community. References AbilityNet Web Accessibility Team. State of the eNation Web Accessibility Reports: Social Networking Sites. AbilityNet. January 2008. 12 Apr. 2008 ‹http://www.abilitynet.org.uk/docs/enation/2008SocialNetworkingSites.pdf›. Bates, Jacqueline. "Disability and Access in Virtual Worlds." Paper presented at Alternative Format Conference, LaTrobe University, Melbourne, 21–23 Jan. 2008. Bigham, Jeffrey P., Craig M. Prince, and Richard E. Ladner . "WebAnywhere: A Screen Reader On-the-Go." Paper presented at 17th International World Wide Web Conference, Beijing, 21–22 April 2008. 29 Apr. 2008 ‹http://webinsight.cs.washington.edu/papers/webanywhere-html/›. Brabazon, Tara. "Socrates in Earpods: The iPodification of Education." Fast Capitalism 2.1, (July 2006). 8 June 2008 ‹http://www.uta.edu/huma/agger/fastcapitalism/2_1/brabazon.htm›. Carter, Paul. "Virtually the Same." Disability Now (May 2007). Cassidy, Margaret. "Flying with Disability in Second Life." Eureka Street 18.1 (10 Jan. 2008): 22-24. 15 June 2007 ‹http://www.eurekastreet.com.au/article.aspx?aeid=4849›. Crichton, Paul. "More on the iPhone…" Access 2.0. BBC.co.uk 22 Jan. 2007. 12 Apr. 2008 ‹http://www.bbc.co.uk/blogs/access20/2007/01/more_on_the_iphone.shtml›. Dean, Katie. "Duke Gives iPods to Freshmen." Wired Magazine (20 July 2004). 29 Apr. 2008 ‹http://www.wired.com/entertainment/music/news/2004/07/64282›. Edwards, James. "Stop Using Ajax!" Brothercake (24 April 2008). 1 May 2008 ‹http://dev.opera.com/articles/view/stop-using-ajax›. –––. "Technology Is the Last, Best Hope for Accessibility." Brothercake 13 Mar. 2007. 1 May 2008 ‹http://www.brothercake.com/site/resources/reference/hope›. Finkelstein, Victor. "To Deny or Not to Deny Disability." Magic Carpet 27.1 (1975): 31-38. 1 May 2008 ‹http://www.independentliving.org/docs1/finkelstein.html›. –––. Attitudes and Disabled People: Issues for Discussion. Geneva: World Rehabilitation Fund, 1980. 1 May 2008 ‹http://www.leeds.ac.uk/disability-studies/archiveuk/finkelstein/attitudes.pdf›. Furendal, David. "Downloading Music and Videos from the Internet: A Study of the Accessibility of The Pirate Bay and iTunes store." Presentation at Uneå University, 24 Jan. 2007. 13 Apr. 2008 ‹http://www.david.furendal.com/Accessibility.aspx›. Groce, Nora E. Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard. Cambridge, MA: Harvard University, 1985. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Oxford: Rowman & Littlefield, 2003. Human Rights and Equal Opportunities Commission. Accessibility of Electronic Commerce and New Service and Information Technologies for Older Australians and People with a Disability. 31 March 2000. 30 Apr. 2008 ‹http://www.hreoc.gov.au/disability_rights/inquiries/ecom/ecomrep.htm#BM2_1›. Keizer, Gregg. "Hearing Loss Group Complains to FCC about iPhone." Computerworld (20 Sep. 2007). 12 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9037999›. Regan, Bob. "Accessibility and Design: A Failure of the Imagination." ACM International Conference Proceedings Series 63: Proceedings of The 2004 International Cross-disciplinary Workshop on Web Accessibility (W4A). 29–37. Sapey, Bob. "Disablement in the Information Age." Disability and Society 15.4 (June 2000): 619–637. Sierra. "IBM Project: Second Life Accessible for Blind People." Techpin (24 Sep. 2007). 3 May 2008 ‹http://www.techpin.com/ibm-project-second-life-accessible-for-blind-people/›. Smith, Tony. "Ten Years Old: The World’s First MP3 Player." Register Hardware (10 Mar. 2008). 12 Apr. 2008 ‹http://www.reghardware.co.uk/2008/03/10/ft_first_mp3_player/›. Udell, Jon. "The iTunes U Agenda." InfoWorld (22 Feb. 2006). 13 Apr. 2008 ‹http://weblog.infoworld.com/udell/2006/02/22.html›. Williams, Jocasta, and Michael Fardon. "Perpetual Connectivity: Lecture Recordings and Portable Media Players." Proceedings from Ascilite, Singapore, 2–5 Dec. 2007. 1084–1092. Wood, Lamont. "Blind Users Still Struggle with 'Maddening' Computing Obstacles." Computerworld (16 Apr. 2008). 27 Apr. 2008 ‹http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9077118&source=NLT_AM&nlid=1›. Zajicek, Mary. "Web 2.0: Hype or Happiness?" Paper presented at International Cross-Disciplinary Conference on Web Accessibility, Banff, Canada, 2–9 May 2007. 12 Apr. 2008 ‹http://www.w4a.info/2007/prog/k2-zajicek.pdf›. Zeff, Robbin. "Universal Design across the Curriculum." New Directions for Higher Education 137 (Spring 2007): 27–44.
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Otsuki, Grant Jun. "Augmenting Japan’s Bodies and Futures: The Politics of Human-Technology Encounters in Japanese Idol Pop." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.738.

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Perfume is a Japanese “techno-pop” idol trio formed in 2000 consisting of three women–Ayano Omoto, Yuka Kashino, and Ayaka Nishiwaki. Since 2007, when one of their songs was selected for a recycling awareness campaign by Japan's national public broadcaster, Perfume has been a consistent fixture in the Japanese pop music charts. They have been involved in the full gamut of typical idol activities, from television and radio shows to commercials for clothing brands, candy, and drinks. Their success reflects Japanese pop culture's long-standing obsession with pop idols, who once breaking into the mainstream, become ubiquitous cross-media presences. Perfume’s fame in Japan is due in large part to their masterful performance of traditional female idol roles, through which they assume the kaleidoscopic positions of daughter, sister, platonic friend, and heterosexual romantic partner depending on the standpoint of the beholder. In the lyrical content of their songs, they play the various parts of the cute but shy girl who loves from a distance, the strong compatriot that pushes the listener to keep striving for their dreams, and the kindred spirit with whom the listener can face life's ordinary challenges. Like other successful idols, their extensive lines of Perfume-branded merchandise and product endorsements make the exercise of consumer spending power by their fans a vehicle for them to approach the ideals and experiences that Perfume embodies. Yet, Perfume's videos, music, and stage performances are also replete with subversive images of machines, virtual cities and landscapes, and computer generated apparitions. In their works, the traditional idol as an object of consumer desire co-exists with images of the fragmentation of identity, distrust in the world and the senses, and the desire to escape from illusion, all presented in terms of encounters with technology. In what their fans call the "Near Future Trilogy", a set of three singles released soon after their major label debut (2005-06), lyrics refer to the artificiality and transience of virtual worlds ("Nothing I see or touch has any reality" from "Electro-World," or "I want to escape. I want to destroy this city created by immaculate computation" from "Computer City"). In their later work, explicit lyrical references to virtual worlds and machines largely disappear, but they are replaced with images and bodily performances of Perfume with robotic machinery and electronic information. Perfume is an idol group augmented by technology. In this paper, I explore the significance of these images of technological augmentation of the human body in the work of Perfume. I suggest that the ways these bodily encounters of the human body and technology are articulated in their work reflect broader social and economic anxieties and hopes in Japan. I focus in the first section of this paper on describing some of the recurring technological motifs in their works. Next, I show how their recent work is an experiment with the emergent possibilities of human-technology relationships for imagining Japan's future development. Not only in their visual and performance style, but in their modes of engagement with their fans through new media, I suggest that Perfume itself is attempting to seek out new forms of value creation, which hold the promise of pushing Japan out of the extended economic and social stagnation of its 1990s post-bubble "Lost Decade,” particularly by articulating how they connect with the world. The idol's technologically augmented body becomes both icon and experiment for rethinking Japan and staking out a new global position for it. Though I have referred above to Perfume as its three members, I also use the term to signify the broader group of managers and collaborating artists that surrounds them. Perfume is a creation of corporate media companies and the output of development institutions designed to train multi-talented entertainers from a young age. In addition to the three women who form the public face of Perfume, main figures include music producer Yasutaka Nakata, producer and choreographer MIKIKO, and more recently, the new media artist Daito Manabe and his company, Rhizomatiks. Though Perfume very rarely appear on stage or in their videos with any other identifiable human performers, every production is an effort involving dozens of professional staff. In this respect, Perfume is a very conventional pop idol unit. The attraction of these idols for their fans is not primarily their originality, creativity, or musicality, but their professionalism and image as striving servants (Yano 336). Idols are beloved because they "are well-polished, are trained to sing and act, maintain the mask of stardom, and are extremely skillful at entertaining the audience" (Iwabuchi 561). Moreover, their charisma is based on a relationship of omoiyari or mutual empathy and service. As Christine Yano has argued for Japanese Enka music, the singer must maintain the image of service to his or her fans and reach out to them as if engaged in a personal relationship with each (337). Fans reciprocate by caring for the singer, and making his or her needs their own, not the least of which are financial. The omoiyari relationship of mutual empathy and care is essential to the singer’s charismatic appeal (Yano 347). Thus it does not matter to their fans that Perfume do not play their own instruments or write their own songs. These are jobs for other professionals. However, mirroring the role of the employee in the Japanese company-as-family (see Kondo), their devotion to their jobs as entertainers, and their care and respect for their fans must be evident at all times. The tarnishing of this image, for instance through revelations of underage smoking or drinking, can be fatal, and has resulted in banishment from the media spotlight for some former stars. A large part of Japanese stars' conventional appeal is based on their appearance as devoted workers, consummate professionals, and partners in mutual empathy. As charismatic figures that exchange cultural ideals for fans’ disposable income, it is not surprising that many authors have tied the emergence of the pop idol to the height of Japan's economic prosperity in the 1970s and 1980s, when the social contract between labor and corporations that provided both lifelong employment and social identity had yet to be seriously threatened. Aoyagi suggests (82) that the idol system is tied to post-war consumerism and the increased importance of young adults, particularly women, as consumers. As this correlation between the health of idols and the economy might imply, there is a strong popular connection between concerns of social fission and discontent and economic stagnation. Koichi Iwabuchi writes that Japanese media accounts in the 1990s connected the health of the idol system to the "vigor of society" (555). As Iwabuchi describes, some Japanese fans have looked for their idols abroad in places such as Hong Kong, with a sense of nostalgia for a kind of stardom that has waned in Japan and because of "a deep sense of disillusionment and discontent with Japanese society" (Iwabuchi 561) following the collapse of Japan's bubble economy in the early 1990s. In reaction to the same conditions, some Japanese idols have attempted to exploit this nostalgia. During a brief period of fin-de-siècle optimism that coincided with neoliberal structural reforms under the government of Junichiro Koizumi, Morning Musume, the most popular female idol group at the time, had a hit single entitled "Love Machine" that ended the 1990s in Japan. The song's lyrics tie together dreams of life-long employment, romantic love, stable traditional families, and national resurgence, linking Japan's prosperity in the world at large to its internal social, emotional, and economic health. The song’s chorus declares, "The world will be envious of Japan's future!", although that future still has yet to materialize. In its place has appeared the "near-future" imaginary of Perfume. As mentioned above, the lyrics of some of their early songs referenced illusory virtual worlds that need to be destroyed or transcended. In their later works, these themes are continued in images of the bodies of the three performers augmented by technology in various ways, depicting the performers themselves as robots. Images of the three performers as robots are first introduced in the music video for their single "Secret Secret" (2007). At the outset of the video, three mannequins resembling Perfume are frozen on a futuristic TV soundstage being dressed by masked attendants who march off screen in lock step. The camera fades in and out, and the mannequins are replaced with the human members frozen in the same poses. Other attendants raise pieces of chocolate-covered ice cream (the music video also served as an advertisement for the ice cream) to the performers' mouths, which when consumed, activate them, launching them into a dance consisting of stilted, mechanical steps, and orthogonal arm positions. Later, one of the performers falls on stairs and appears to malfunction, becoming frozen in place until she receives another piece of ice cream. They are later more explicitly made into robots in the video for "Spring of Life" (2012), in which each of the three members are shown with sections of skin lifted back to reveal shiny, metallic parts inside. Throughout this video, their backs are connected to coiled cables hanging from the ceiling, which serve as a further visual sign of their robotic characters. In the same video, they are also shown in states of distress, each sitting on the floor with parts exposed, limbs rigid and performing repetitive motions, as though their control systems have failed. In their live shows, themes of augmentation are much more apparent. At a 2010 performance at the Tokyo Dome, which was awarded the jury selection prize in the 15th Japan Media Arts Festival by the Japanese Agency for Cultural Affairs, the centerpiece was a special performance entitled "Perfume no Okite" or "The Laws of Perfume." Like "Secret Secret," the performance begins with the emergence of three mannequins posed at the center of the stadium. During the introductory sequence, the members rise out of a different stage to the side. They begin to dance, synchronized to massively magnified, computer generated projections of themselves. The projections fluctuate between photorealistic representations of each member and ghostly CG figures consisting of oscillating lines and shimmering particles that perform the same movements. At the midpoint, the members each face their own images, and state their names and dates of birth before uttering a series of commands: "The right hand and right leg are together. The height of the hands must be precise. Check the motion of the fingers. The movement of the legs must be smooth. The palms of the hands must be here." With each command, the members move their own bodies mechanically, mirrored by the CG figures. After more dancing with their avatars, the performance ends with Perfume slowly lowered down on the platform at the center of the stage, frozen in the same poses and positions as the mannequins, which have now disappeared. These performances cleverly use images of robotic machinery in order to subvert Perfume's idol personas. The robotic augmentations are portrayed as vectors for control by some unseen external party, and each of the members must have their life injected into them through cables, ice cream, or external command, before they can begin to dance and sing as pop idols. Pop idols have always been manufactured products, but through such technological imagery Perfume make their own artificiality explicit, revealing to the audience that it is not the performers they love, but the emergent and contingently human forms of a social, technological, and commercial system that they desire. In this way, these images subvert the performers' charisma and idol fans' own feelings of adoration, revealing the premise of the idol system to have been manufactured to manipulate consumer affect and desire. If, as Iwabuchi suggests, some fans of idols are attracted to their stars by a sense of nostalgia for an age of economic prosperity, then Perfume's robotic augmentations offer a reflexive critique of this industrial form. In "The Laws of Perfume", the commands that comport their bodies may be stated in their own voices, yet they issue not from the members themselves, but their magnified and processed avatars. It is Perfume the commercial entity speaking. The malfunctioning bodies of Perfume depicted in "Secret Secret" and "Spring of Life" do not detract from their charisma as idols as an incident of public drunkenness might, because the represented breakdowns in their performances are linked not to the moral purity or professionalism of the humans, but to failures of the technological and economic systems that have supported them. If idols of a past age were defined by their seamless and idealized personas as entertainers and employees, then it is fitting that in an age of much greater economic and social uncertainty that they should acknowledge the cracks in the social and commercial mechanisms from which their carefully designed personas emerge. In these videos and performances, the visual trope of technological body augmentation serves as a means for representing both the dependence of the idol persona on consumer capitalism, and the fracturing of that system. However, they do not provide an answer to the question of what might lie beyond the fracturing. The only suggestions provided are the disappearance of that world, as in the end of "Computer City," or in the reproduction of the same structure, as when the members of Perfume become mannequins in "The Laws of Perfume" and "Secret Secret." Interestingly, it was with Perfume's management's decision to switch record labels and market Perfume to an international audience that Perfume became newly augmented, and a suggestion of an answer became visible. Perfume began their international push in 2012 with the release of a compilation album, "Love the World," and live shows and new media works in Asia and Europe. The album made their music available for purchase outside of Japan for the first time. Its cover depicts three posed figures computer rendered as clouds of colored dots produced from 3D scans of the members. The same scans were used to create 3D-printed plastic figures, whose fabrication process is shown in the Japanese television ad for the album. The robotic images of bodily augmentation have been replaced by a more powerful form of augmentation–digital information. The website which accompanied their international debut received the Grand Prix of the 17th Japan Media Arts Prize. Developed by Daito Manabe and Rhizomatiks, visitors to the Perfume Global website were greeted by a video of three figures composed of pulsating clouds of triangles, dancing to a heavy, glitch-laden electronic track produced by Nakata. Behind them, dozens of tweets about Perfume collected in real-time scroll across the background. Controls to the side let visitors change not only the volume of the music, but also the angle of their perspective, and the number and responsiveness of the pulsating polygons. The citation for the site's prize refers to the innovative participatory features of the website. Motion capture data from Perfume, music, and programming examples used to render the digital performance were made available for free to visitors, who were encouraged to create their own versions. This resulted in hundreds of fan-produced videos showing various figures, from animals and cartoon characters to swooshing multi-colored lines, dancing the same routine. Several of these were selected to be featured on the website, and were later integrated into the stage performance of the piece during Perfume's Asia tour. A later project extended this idea in a different direction, letting website visitors paint animations on computer representations of the members, and use a simple programming language to control the images. Many of these user creations were integrated into Perfume's 2013 performance at the Cannes Lions International Festival as advertising. Their Cannes performance begins with rapidly shifting computer graphics projected onto their costumes as they speak in unison, as though they are visitors from another realm: "We are Perfume. We have come. Japan is far to the east. To encounter the world, the three of us and everyone stand before you: to connect you with Japan, and to communicate with you, the world." The user-contributed designs were projected on to the members' costumes as they danced. This new mode of augmentation–through information rather than machinery–shows Perfume to be more than a representation of Japan's socio-economic transitions, but a live experiment in effecting these transitions. In their international performances, their bodies are synthesized in real-time from the performers' motions and the informatic layer generated from tweets and user-generated creations. This creates the conditions for fans to inscribe their own marks on to Perfume, transforming the emotional engagement between fan and idol into a technological linkage through which the idols’ bodies can be modified. Perfume’s augmented bodies are not just seen and desired, but made by their fans. The value added by this new mode of connection is imagined as the critical difference needed to transform Perfume from a local Japanese idol group into an entity capable of moving around the world, embodying the promise of a new global position for Japan enabled through information. In Perfume, augmentation suggests a possible answer to Japan’s economic stagnation and social fragmentation. It points past a longing for the past towards new values produced in encounters with the world beyond Japan. Augmentations newly connect Perfume and Japan with the world economically and culturally. At the same time, a vision of Japan emerges, more mobile, flexible, and connected perhaps, yet one that attempts to keep Japan a distinct entity in the world. Bodily augmentations, in media representations and as technological practices, do more than figuratively and materially link silicon and metal with flesh. They mark the interface of the body and technology as a site of transnational connection, where borders between the nation and what lies outside are made References Aoyagi, Hiroshi. Islands of Eight Million Smiles: Idol Performance and Symbolic Production in Contemporary Japan. Cambridge, Mass.: Harvard University Press, 2005. Iwabuchi, Koichi. "Nostalgia for a (Different) Asian Modernity: Media Consumption of "Asia" in Japan." positions: east asia cultures critique 10.3 (2002): 547-573. Kondo, Dorinne K. Crafting Selves: Power, Gender and Discourses of Identity in a Japanese Workplace. Chicago and London: University of Chicago Press, 1990. Morning Musume. “Morning Musume ‘Love Machine’ (MV).” 15 Oct. 2010. 4 Dec. 2013 ‹http://www.youtube.com/watch?v=6A7j6eryPV4›. Perfume. “[HD] Perfume Performance Cannes Lions International Festival of Creativity.” 20 June 2013. 11 Nov. 2013 ‹http://www.youtube.com/watch?v=gI0x5vA7fLo›. ———. “[SPOT] Perfume Global Compilation “LOVE THE WORLD.”” 11 Sep. 2012. 11 Nov. 2013 ‹http://www.youtube.com/watch?v=28SUmWDztxI›. ———. “Computer City.” 18 June 2013. 10 Oct. 2013 ‹http://www.youtube.com/watch?v=jOXGKTrsRNg›. ———. “Electro World.” 18 June 2013. 10 Oct. 2013 ‹http://www.youtube.com/watch?v=8zh0ouiYIZc›. ———. “Perfume no Okite.” 8 May 2011. 10 Oct. 2013 ‹http://www.youtube.com/watch?v=2EjOistJABM›. ———. “Perfume Official Global Website.” 2012. 11 Nov. 2013 ‹http://perfume-global.com/project.html›. ———. “Secret Secret.” 18 Jan. 2012. 10 Oct. 2013 ‹http://www.youtube.com/watch?v=birLzegOHyU›. ———. “Spring of Life.” 18 June 2013. 10 Oct. 2013 ‹http://www.youtube.com/watch?v=7PtvnaEo9-0›. Yano, Christine. "Charisma's Realm: Fandom in Japan." Ethnology 36.4 (1997): 335-49.
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Deck, Andy. "Treadmill Culture." M/C Journal 6, no. 2 (April 1, 2003). http://dx.doi.org/10.5204/mcj.2157.

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Since the first days of the World Wide Web, artists like myself have been exploring the new possibilities of network interactivity. Some good tools and languages have been developed and made available free for the public to use. This has empowered individuals to participate in the media in ways that are quite remarkable. Nonetheless, the future of independent media is clouded by legal, regulatory, and organisational challenges that need to be addressed. It is not clear to what extent independent content producers will be able to build upon the successes of the 90s – it is yet to be seen whether their efforts will be largely nullified by the anticyclones of a hostile media market. Not so long ago, American news magazines were covering the Browser War. Several real wars later, the terms of surrender are becoming clearer. Now both of the major Internet browsers are owned by huge media corporations, and most of the states (and Reagan-appointed judges) that were demanding the break-up of Microsoft have given up. A curious about-face occurred in U.S. Justice Department policy when John Ashcroft decided to drop the federal case. Maybe Microsoft's value as a partner in covert activity appealed to Ashcroft more than free competition. Regardless, Microsoft is now turning its wrath on new competitors, people who are doing something very, very bad: sharing the products of their own labour. This practice of sharing source code and building free software infrastructure is epitomised by the continuing development of Linux. Everything in the Linux kernel is free, publicly accessible information. As a rule, the people building this "open source" operating system software believe that maintaining transparency is important. But U.S. courts are not doing much to help. In a case brought by the Motion Picture Association of America against Eric Corley, a federal district court blocked the distribution of source code that enables these systems to play DVDs. In addition to censoring Corley's journal, the court ruled that any programmer who writes a program that plays a DVD must comply with a host of license restrictions. In short, an established and popular media format (the DVD) cannot be used under open source operating systems without sacrificing the principle that software source code should remain in the public domain. Should the contents of operating systems be tightly guarded secrets, or subject to public review? If there are capable programmers willing to create good, free operating systems, should the law stand in their way? The question concerning what type of software infrastructure will dominate personal computers in the future is being answered as much by disappointing legal decisions as it is by consumer choice. Rather than ensuring the necessary conditions for innovation and cooperation, the courts permit a monopoly to continue. Rather than endorsing transparency, secrecy prevails. Rather than aiming to preserve a balance between the commercial economy and the gift-economy, sharing is being undermined by the law. Part of the mystery of the Internet for a lot of newcomers must be that it seems to disprove the old adage that you can't get something for nothing. Free games, free music, free pornography, free art. Media corporations are doing their best to change this situation. The FBI and trade groups have blitzed the American news media with alarmist reports about how children don't understand that sharing digital information is a crime. Teacher Gail Chmura, the star of one such media campaign, says of her students, "It's always been interesting that they don't see a connection between the two. They just don't get it" (Hopper). Perhaps the confusion arises because the kids do understand that digital duplication lets two people have the same thing. Theft is at best a metaphor for the copying of data, because the original is not stolen in the same sense as a material object. In the effort to liken all copying to theft, legal provisions for the fair use of intellectual property are neglected. Teachers could just as easily emphasise the importance of sharing and the development of an electronic commons that is free for all to use. The values advanced by the trade groups are not beyond question and are not historical constants. According to Donald Krueckeberg, Rutgers University Professor of Urban Planning, native Americans tied the concept of property not to ownership but to use. "One used it, one moved on, and use was shared with others" (qtd. in Batt). Perhaps it is necessary for individuals to have dominion over some private data. But who owns the land, wind, sun, and sky of the Internet – the infrastructure? Given that publicly-funded research and free software have been as important to the development of the Internet as have business and commercial software, it is not surprising that some ambiguity remains about the property status of the dataverse. For many the Internet is as much a medium for expression and the interplay of languages as it is a framework for monetary transaction. In the case involving DVD software mentioned previously, there emerged a grass-roots campaign in opposition to censorship. Dozens of philosophical programmers and computer scientists asserted the expressive and linguistic bases of software by creating variations on the algorithm needed to play DVDs. The forbidden lines of symbols were printed on T-shirts, translated into different computer languages, translated into legal rhetoric, and even embedded into DNA and pictures of MPAA president Jack Valenti (see e.g. Touretzky). These efforts were inspired by a shared conviction that important liberties were at stake. Supporting the MPAA's position would do more than protect movies from piracy. The use of the algorithm was not clearly linked to an intent to pirate movies. Many felt that outlawing the DVD algorithm, which had been experimentally developed by a Norwegian teenager, represented a suppression of gumption and ingenuity. The court's decision rejected established principles of fair use, denied the established legality of reverse engineering software to achieve compatibility, and asserted that journalists and scientists had no right to publish a bit of code if it might be misused. In a similar case in April 2000, a U.S. court of appeals found that First Amendment protections did apply to software (Junger). Noting that source code has both an expressive feature and a functional feature, this court held that First Amendment protection is not reserved only for purely expressive communication. Yet in the DVD case, the court opposed this view and enforced the inflexible demands of the Digital Millennium Copyright Act. Notwithstanding Ted Nelson's characterisation of computers as literary machines, the decision meant that the linguistic and expressive aspects of software would be subordinated to other concerns. A simple series of symbols were thereby cast under a veil of legal secrecy. Although they were easy to discover, and capable of being committed to memory or translated to other languages, fair use and other intuitive freedoms were deemed expendable. These sorts of legal obstacles are serious challenges to the continued viability of free software like Linux. The central value proposition of Linux-based operating systems – free, open source code – is threatening to commercial competitors. Some corporations are intent on stifling further development of free alternatives. Patents offer another vulnerability. The writing of free software has become a minefield of potential patent lawsuits. Corporations have repeatedly chosen to pursue patent litigation years after the alleged infringements have been incorporated into widely used free software. For example, although it was designed to avoid patent problems by an array of international experts, the image file format known as JPEG (Joint Photographic Experts Group) has recently been dogged by patent infringement charges. Despite good intentions, low-budget initiatives and ad hoc organisations are ill equipped to fight profiteering patent lawsuits. One wonders whether software innovation is directed more by lawyers or computer scientists. The present copyright and patent regimes may serve the needs of the larger corporations, but it is doubtful that they are the best means of fostering software innovation and quality. Orwell wrote in his Homage to Catalonia, There was a new rule that censored portions of the newspaper must not be left blank but filled up with other matter; as a result it was often impossible to tell when something had been cut out. The development of the Internet has a similar character: new diversions spring up to replace what might have been so that the lost potential is hardly felt. The process of retrofitting Internet software to suit ideological and commercial agendas is already well underway. For example, Microsoft has announced recently that it will discontinue support for the Java language in 2004. The problem with Java, from Microsoft's perspective, is that it provides portable programming tools that work under all operating systems, not just Windows. With Java, programmers can develop software for the large number of Windows users, while simultaneously offering software to users of other operating systems. Java is an important piece of the software infrastructure for Internet content developers. Yet, in the interest of coercing people to use only their operating systems, Microsoft is willing to undermine thousands of existing Java-language projects. Their marketing hype calls this progress. The software industry relies on sales to survive, so if it means laying waste to good products and millions of hours of work in order to sell something new, well, that's business. The consequent infrastructure instability keeps software developers, and other creative people, on a treadmill. From Progressive Load by Andy Deck, artcontext.org/progload As an Internet content producer, one does not appeal directly to the hearts and minds of the public; one appeals through the medium of software and hardware. Since most people are understandably reluctant to modify the software running on their computers, the software installed initially is a critical determinant of what is possible. Unconventional, independent, and artistic uses of the Internet are diminished when the media infrastructure is effectively established by decree. Unaccountable corporate control over infrastructure software tilts the playing field against smaller content producers who have neither the advance warning of industrial machinations, nor the employees and resources necessary to keep up with a regime of strategic, cyclical obsolescence. It seems that independent content producers must conform to the distribution technologies and content formats favoured by the entertainment and marketing sectors, or else resign themselves to occupying the margins of media activity. It is no secret that highly diversified media corporations can leverage their assets to favour their own media offerings and confound their competitors. Yet when media giants AOL and Time-Warner announced their plans to merge in 2000, the claim of CEOs Steve Case and Gerald Levin that the merged companies would "operate in the public interest" was hardly challenged by American journalists. Time-Warner has since fought to end all ownership limits in the cable industry; and Case, who formerly championed third-party access to cable broadband markets, changed his tune abruptly after the merger. Now that Case has been ousted, it is unclear whether he still favours oligopoly. According to Levin, global media will be and is fast becoming the predominant business of the 21st century ... more important than government. It's more important than educational institutions and non-profits. We're going to need to have these corporations redefined as instruments of public service, and that may be a more efficient way to deal with society's problems than bureaucratic governments. Corporate dominance is going to be forced anyhow because when you have a system that is instantly available everywhere in the world immediately, then the old-fashioned regulatory system has to give way (Levin). It doesn't require a lot of insight to understand that this "redefinition," this slight of hand, does not protect the public from abuses of power: the dissolution of the "old-fashioned regulatory system" does not serve the public interest. From Lexicon by Andy Deck, artcontext.org/lexicon) As an artist who has adopted telecommunications networks and software as his medium, it disappoints me that a mercenary vision of electronic media's future seems to be the prevailing blueprint. The giantism of media corporations, and the ongoing deregulation of media consolidation (Ahrens), underscore the critical need for independent media sources. If it were just a matter of which cola to drink, it would not be of much concern, but media corporations control content. In this hyper-mediated age, content – whether produced by artists or journalists – crucially affects what people think about and how they understand the world. Content is not impervious to the software, protocols, and chicanery that surround its delivery. It is about time that people interested in independent voices stop believing that laissez faire capitalism is building a better media infrastructure. The German writer Hans Magnus Enzensberger reminds us that the media tyrannies that affect us are social products. The media industry relies on thousands of people to make the compromises necessary to maintain its course. The rapid development of the mind industry, its rise to a key position in modern society, has profoundly changed the role of the intellectual. He finds himself confronted with new threats and new opportunities. Whether he knows it or not, whether he likes it or not, he has become the accomplice of a huge industrial complex which depends for its survival on him, as he depends on it for his own. He must try, at any cost, to use it for his own purposes, which are incompatible with the purposes of the mind machine. What it upholds he must subvert. He may play it crooked or straight, he may win or lose the game; but he would do well to remember that there is more at stake than his own fortune (Enzensberger 18). Some cultural leaders have recognised the important role that free software already plays in the infrastructure of the Internet. Among intellectuals there is undoubtedly a genuine concern about the emerging contours of corporate, global media. But more effective solidarity is needed. Interest in open source has tended to remain superficial, leading to trendy, cosmetic, and symbolic uses of terms like "open source" rather than to a deeper commitment to an open, public information infrastructure. Too much attention is focussed on what's "cool" and not enough on the road ahead. Various media specialists – designers, programmers, artists, and technical directors – make important decisions that affect the continuing development of electronic media. Many developers have failed to recognise (or care) that their decisions regarding media formats can have long reaching consequences. Web sites that use media formats which are unworkable for open source operating systems should be actively discouraged. Comparable technologies are usually available to solve compatibility problems. Going with the market flow is not really giving people what they want: it often opposes the work of thousands of activists who are trying to develop open source alternatives (see e.g. Greene). Average Internet users can contribute to a more innovative, free, open, and independent media – and being conscientious is not always difficult or unpleasant. One project worthy of support is the Internet browser Mozilla. Currently, many content developers create their Websites so that they will look good only in Microsoft's Internet Explorer. While somewhat understandable given the market dominance of Internet Explorer, this disregard for interoperability undercuts attempts to popularise standards-compliant alternatives. Mozilla, written by a loose-knit group of activists and programmers (some of whom are paid by AOL/Time-Warner), can be used as an alternative to Microsoft's browser. If more people use Mozilla, it will be harder for content providers to ignore the way their Web pages appear in standards-compliant browsers. The Mozilla browser, which is an open source initiative, can be downloaded from http://www.mozilla.org/. While there are many people working to create real and lasting alternatives to the monopolistic and technocratic dynamics that are emerging, it takes a great deal of cooperation to resist the media titans, the FCC, and the courts. Oddly enough, corporate interests sometimes overlap with those of the public. Some industrial players, such as IBM, now support open source software. For them it is mostly a business decision. Frustrated by the coercive control of Microsoft, they support efforts to develop another operating system platform. For others, including this writer, the open source movement is interesting for the potential it holds to foster a more heterogeneous and less authoritarian communications infrastructure. Many people can find common cause in this resistance to globalised uniformity and consolidated media ownership. The biggest challenge may be to get people to believe that their choices really matter, that by endorsing certain products and operating systems and not others, they can actually make a difference. But it's unlikely that this idea will flourish if artists and intellectuals don't view their own actions as consequential. There is a troubling tendency for people to see themselves as powerless in the face of the market. This paralysing habit of mind must be abandoned before the media will be free. Works Cited Ahrens, Frank. "Policy Watch." Washington Post (23 June 2002): H03. 30 March 2003 <http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?la... ...nguage=printer>. Batt, William. "How Our Towns Got That Way." 7 Oct. 1996. 31 March 2003 <http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm>. Chester, Jeff. "Gerald Levin's Negative Legacy." Alternet.org 6 Dec. 2001. 5 March 2003 <http://www.democraticmedia.org/resources/editorials/levin.php>. Enzensberger, Hans Magnus. "The Industrialisation of the Mind." Raids and Reconstructions. London: Pluto Press, 1975. 18. Greene, Thomas C. "MS to Eradicate GPL, Hence Linux." 25 June 2002. 5 March 2003 <http://www.theregus.com/content/4/25378.php>. Hopper, D. Ian. "FBI Pushes for Cyber Ethics Education." Associated Press 10 Oct. 2000. 29 March 2003 <http://www.billingsgazette.com/computing/20001010_cethics.php>. Junger v. Daley. U.S. Court of Appeals for 6th Circuit. 00a0117p.06. 2000. 31 March 2003 <http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0... ...117p.06>. Levin, Gerald. "Millennium 2000 Special." CNN 2 Jan. 2000. Touretzky, D. S. "Gallery of CSS Descramblers." 2000. 29 March 2003 <http://www.cs.cmu.edu/~dst/DeCSS/Gallery>. Links http://artcontext.org/lexicon/ http://artcontext.org/progload http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0117p.06 http://www.billingsgazette.com/computing/20001010_cethics.html http://www.cs.cmu.edu/~dst/DeCSS/Gallery http://www.democraticmedia.org/resources/editorials/levin.html http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm http://www.mozilla.org/ http://www.theregus.com/content/4/25378.html http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?language=printer Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Deck, Andy. "Treadmill Culture " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/04-treadmillculture.php>. APA Style Deck, A. (2003, Apr 23). Treadmill Culture . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/04-treadmillculture.php>
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24

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

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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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