Academic literature on the topic 'Shadow warrior (Computer file)'

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

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Shadow warrior (Computer file).'

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

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

Journal articles on the topic "Shadow warrior (Computer file)"

1

Jaboyedoff, M., and V. Labiouse. "Technical Note: Preliminary estimation of rockfall runout zones." Natural Hazards and Earth System Sciences 11, no. 3 (March 15, 2011): 819–28. http://dx.doi.org/10.5194/nhess-11-819-2011.

Full text
Abstract:
Abstract. Rockfall propagation areas can be determined using a simple geometric rule known as shadow angle or energy line method based on a simple Coulomb frictional model implemented in the CONEFALL computer program. Runout zones are estimated from a digital terrain model (DTM) and a grid file containing the cells representing rockfall potential source areas. The cells of the DTM that are lowest in altitude and located within a cone centered on a rockfall source cell belong to the potential propagation area associated with that grid cell. In addition, the CONEFALL method allows estimation of mean and maximum velocities and energies of blocks in the rockfall propagation areas. Previous studies indicate that the slope angle cone ranges from 27° to 37° depending on the assumptions made, i.e. slope morphology, probability of reaching a point, maximum run-out, field observations. Different solutions based on previous work and an example of an actual rockfall event are presented here.
APA, Harvard, Vancouver, ISO, and other styles
2

Ahmed, Ali, and Loay George. "Compression image sharing using DCT- Wavelet transform and coding by Blackely method." Iraqi Journal for Computers and Informatics 43, no. 1 (June 30, 2017): 28–39. http://dx.doi.org/10.25195/ijci.v43i1.74.

Full text
Abstract:
The increased use of computer and internet had been related to the wide use of multimedia information. The requirement forprotecting this information has risen dramatically. To prevent the confidential information from being tampered with, one needs toapply some cryptographic techniques. Most of cryptographic strategies have one similar weak point that is the information is centralized.To overcome this drawback the secret sharing was introduced. It’s a technique to distribute a secret among a group of members, suchthat every member owns a share of the secret; but only a particular combination of shares could reveal the secret. Individual sharesreveal nothing about the secret. The major challenge faces image secret sharing is the shadow size; that's the complete size of the lowestneeded of shares for revealing is greater than the original secret file. So the core of this work is to use different transform codingstrategies in order to get as much as possible the smallest share size. In this paper Compressive Sharing System for Images UsingTransform Coding and Blackely Method based on transform coding illustration are introduced. The introduced compressive secretsharing scheme using an appropriate transform (Discrete cosine transform and Wavelet) are applied to de-correlate the image samples,then feeding the output (i.e., compressed image data) to the diffusion scheme which is applied to remove any statistical redundancy orbits of important attribute that will exist within the compressed stream and in the last the (k, n) threshold secret sharing scheme, where nis the number of generated shares and k is the minimum needed shares for revealing. For making a certain high security level, eachproduced share is passed through stream ciphering depends on an individual encryption key belongs to the shareholder.
APA, Harvard, Vancouver, ISO, and other styles
3

Vinodhini, V., C. Kumuthini, and K. Santhi. "A Study on Behavioural Analysis of Specific Ransomware and its Comparison with DBSCAN-MP." International Journal of Scientific Research in Computer Science, Engineering and Information Technology, January 1, 2021, 01–06. http://dx.doi.org/10.32628/cseit206670.

Full text
Abstract:
Ransomware attack is known to as WCRY or WannaCry. This ransomware is intriguing advantage of a recently disclosed Microsoft vulnerability (“MS17-010 – “Eternalblue” ) coupled with the Shadow Brokers tools release. After a computer is fouled, WannaCry ransomware targets and encrypts 176 file types. Some of the file types WannaCry targets are database related files, multimedia and archive related files, as well as Microsoft Office documents. In its ransom note, which supports 27 languages, it initially demands US$300 worth of Bitcoins from its fatalities—an amount that increases incrementally after a definite time limit. The victim is also given seven days before the pretentious files are deleted. The WannaCry Ransomware consists of multiple components. It arrives on the ruined computer in the form of a dropper, a self-reliant program that extracts the other application mechanism embedded within it. Those components include: An application that encrypts and decrypts data Files containing encryption keys A copy of Tor The program secret code is not obfuscated and was relatively easy for security pros to analyze. Once it is launched, WannaCry tries to access a hard-coded URL (the so-called kill switch); if it can't, it proceeds to investigate for and encrypt files in a slew of important formats, ranging from Microsoft Office files to MP3s and MKVs, leaving them completely inaccessible to the user. It then displays a ransom notice, demanding numbers in Bitcoin to decrypt the files.
APA, Harvard, Vancouver, ISO, and other styles
4

Caldwell, Nick. "Settler Stories." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1879.

Full text
Abstract:
The computer game is perhaps the fastest growing and most quickly evolving cultural leisure technology in the western world. Invented as a form just under 40 years ago with the creation of Space War at MIT, computer and video games collectively account for hundreds of billions of dollars in sales across the world. And yet critical analysis of this cultural form is still in its infancy. Perhaps the sheer speed of the development of games may account for this. Thirty years ago, strategy games were screens of text instructions and a prompt where you could type a weather forecast. Today pretty much all games are flawlessly shaded and rendered polygons. The technology of film has barely changed at all in the same period. In any case, the critical study of games began in the eighties. The focus initially was on the psychology of the gamer. Most game players were children and teenagers during this period, and the focussing of their leisure time on this new and strange computer technology became a source of extreme moral panic for educators, parents and researchers alike. Later, research into the cultures of gaming would become more nuanced, and begin to detail the semiotics and narrative structures of games. It is in that kind of frame that this article is positioned. I want to look closely at a particular strategy game series, The Settlers. Firstly, however, a description of the strategy game genre. Strategy games put the player into a simulated inhabited environment and give the player almost total control over that environment and its simulated inhabitants. The strategy game has many genres, including the simulation game and the god game, but the sub-genre I will focus on in this paper is the real-time strategy game. The game requires the player to develop a functioning economy, geared around the production of weapons and armies, which are sent out to combat neighbouring tribes or armies. Real-time games typically give greater tactical control of the armies to the player, and slightly less detailed economic control. The aim is basically to amass as much gold or whatever as possible to buy as many troops as possible. However, the game I am about to discuss is, in addition to being a simple game of war, a very interesting simulation of economic and logistical constraints. The Settlers is series of fantasy computer strategy games developed by the German game design firm Blue Byte. The three extant Settlers games can be considered an evolution of game design rather than a continuing narrative, so, given the time constraints, for the purposes of this paper I will address only one game in the series, the most recently released title, The Settlers 3. The Settlers 3 tells the story of three expansionist empires, the Romans, the Egyptians, and the Asians, who have been thrust onto an uninhabited continent by the gods of their peoples to determine who is the fittest to survive. In other words, the game is founded from the beginning on a socio-Darwinian premise. In each level of the game, the settlers of each tribe must, under their player's direction, build an efficient and well maintained colony with a fully operating economy in order to achieve a set objective, which is usually to wipe out the opposing tribes by building up a large army, though it may be also to amass a predetermined level of a particular resource. Each level begins with about twenty settlers, a small guard hut to define the limits of the borders and a barely adequate supply of wooden planks, stone slabs and tools with which to begin to construct the economy. The player chooses building types from a menu and places them on the screen. Immediately the appropriate number of settlers walk across the landscape, leaving visible tracks in their wake, to pick up tools and supplies in order to construct the building. Typically, the player will order the construction of a woodcutter's hut, a sawmill, a stone cutter and a forester to ensure the steady flow of the basic construction materials to the rest of the colony. From this point more guard huts and towers are constructed to expand into new territory, and farms are built to feed the miners. Once constructed, the mine produce coal, gold and ore, which is sent down to the smelters to make iron bars (to make swords and tools) and gold bars (to pay the troops). Luxuries such as beer and wine are produced as a sacrifice to the gods. This results in rewards such as magical spells and promotion of the soldiers. Occasionally, incursions of enemy troops must be dealt with -- if they take a guard tower in battle, the borders, represented by lines of coloured flags, shrink, leading to the collapse and destruction of any building outside the boundaries. Finally, sufficient swords, bows and spears are produced, the soldiers are promoted, and they set off to pillage and destroy their neighbours' territory. If the previously mentioned enemy incursions were frequent enough, the final conflict where the player's warriors brutally annihilate the enemy is tremendously satisfying. The problematics of that particular game construct are left as an exercise for the audience. When territory is taken, the villages of the enemy go up in smoke and their resources are left lying on the ground, for the settlers to pick up and use for the benefit of the player. One of the things that make the game so fascinating to play is the complexity of the simulation. It must be said right away that the game employs many abstractions to make it playable and not utterly boring. For instance, only the miners out of all the settlers actually need food, and the mechanism by which new settlers are actually created is a bit vague (you construct a building called a "residence", and when it's completed, new setters simply troop out. And there only seem to be male settlers, unless you play the Amazons). Nonetheless, the game still quite explicitly details things most games of its type gloss right over. Unlike most games, pulling out all the stops in production just leads to bottlenecks where the transportation infrastructure can't get the goods to their destinations. Production levels have to be carefully monitored and throttled back where necessary to ensure the smooth flow of resources from A to B, C and D. Resources themselves -- coal lumps, gold bricks, fish, loaves of bread, swords --are modelled individually: you can actually track the process whereby an individual sheaf of wheat is harvested, picked up by a settler, carried off to the mill, turned into flour, sent to the bakery, made into a loaf of bread, and delivered to the coal miner for consumption. With its attention to the gritty detail of getting stuff from one place to the next, The Settlers is one of the very few truly logistically precise strategy games. Before I begin the analysis proper, I want to introduce some key terms that I'll be using a bit idiosyncratically in this paper. I'll be talking about gameplay quite a bit. Gameplay is a bit of a sliding signifier in the discourse of gaming theory -- loosely speaking it's that indefinable something that gets a player heated up about a game and keeps them playing for days on end. But here I want to be more precise. I'll offer a strategic definition. Gameplay is a way of quantifying the operations of a kind of economy of desire that operates between the player and the game itself. This economy has, as its constitutive elements, such factors as attention span, pleasure, ratio of novelty to repetition. These elements are in constant circulation in a game and the resulting economy is responsible for a good deal of the dynamism of the experience: in other words, the gameplay. What I want to focus on in this paper is what comes from the precise moment where two, quite central impulses of gameplay are in perfect balance, just before the first surrenders its grasp and the second takes over. The first impulse of play consists of two elements -- the visual presentation of the game, i.e. the pretty pictures that draw you in, and the narrative pretext of the story, the thing that gives what you are doing some kind of sense. It is on these two elements that classical ideological analysis of gameplay is typically founded. For instance, the archetypal platform game where all the female characters are helpless maidens who only exist as a way of getting the masculine protagonist into the action. The second impulse of gameplay is what might be called the "process", the somewhat under-theorised state where the visual trappings of the game and the motivating story line have slipped into the background, leaving only the sense of seamless integration of the player into the game's cybernetic feedback loop. The visual presentation and narrative pretext of The Settlers draws the player into a familiar fantasy of pre-modern existence. Presented to the player is a beautifully rendered virgin wilderness, filled with rolling hills, magnificent mountain ranges and vast forests, resounding with the sounds of the stream and brook, and the rustling of the wildlife. Into this wilderness the player must project an empire. That empire will consist of an elaborately detailed network (and I use the term deliberately) of cottage industries, labourers, paths, commodities, resources, defensive structures and places of worship. Real-world economic activities are consummately simulated as complex flows of information. The simulation is always fascinating to watch. Each node in this network, be it a fisherman's hut, a bakery, or a smelter, is exquisitely rendered, and full of picturesque, yet highly functional, animation. For instance, the process of a fisherman leaving his hut, going to a stream, setting his line, and catching a fish is visually expressive and lively, but it also is a specific bottleneck in the production process -- it takes a finite time, during which the carrier settlers stand around waiting for produce to deliver. This, then, is the game's crucial dialectic. What is depicted is a visually sumptuous, idyllic existence, but on closer inspection is a model of constant, uninterrupted, backbreaking labour. There are not even demarcations of day and night in the game -- life is perpetually midday and the working day will last forever. To put it less simply, perhaps, the game purposefully reifies the human social condition as being a reflexively structured mechanism of economic production under the guise of an ideologically idyllic pastoral paradise. It positions the player as not merely complicit in this mechanism but the fundamental point of determination within it. The balancing moment then is the point where the player begins to ignore or take for granted the visual lushness of the game's graphics and to focus instead on the underlying system, to internalise the lessons of the game -- the particular ideological and discursive assumptions about how economic and political systems successfully operate -- and to apply these lessons to the correct playing of the game, almost like a transition between REM dream-state sleep and deep sleep. And the analogy to sleep is not entirely specious -- critics and players alike have noted the way time stops when you play a game, with whole nights and days seemingly swallowed up in seconds of game time. The type of focus I am describing is not an interpretative one -- players are not expected to gain new insights of meaning from the act of playing at this new level of intensity, instead they are simply to blend their thoughts, actions and reactions with the dynamic processes of the game system. In a sense, a computer game is less a textual form than it is a kind of tool: in the same way proficient word processor users becomes so fluent in the operations of their software that the trappings -- toolbars, menus, mouse -- become secondary to the smooth continuous process of churning out words. Such a relationship does not exactly inspire thoughtful contemplation about the repressive qualities of Microsoft's hegemonic domination of office software, and the similar relationship with the computer game makes any kind of reflexivity about the gameplay's cultural referents seem simply counterproductive. It's an interesting dilemma for the theorist of gaming -- the point at which the underlying structure comes most clearly into focus during the state of play/analysis is also the moment when one is most resistant to the need to draw the wider connections. In this paper, I've tried to take a suggestive approach, to point out some of the ways that ideological assumptions about culture and production can be actualised in a simulated environment. And hopefully, I've also pointed out some of the pitfalls in a purely ideological analysis of games. Games are never just about the ideology. A nuanced analysis from a cultural studies point of view must also take into account the quite complex ways games not only articulate certain ideologies but they also complicate them. Beyond that, analysis must take into account the ways that games go beyond the paradigm of textuality and begin to take on the aspect of being whole systems of symbolic manipulation and transmission. It is only at this point that any kind of comprehensive and theoretically precise engagement with games as cultural texts and processes can be seriously begun. References Crawford, Chris. The Art of Computer Game Design. Berkeley, California: Osborne / McGraw-Hill, 1984. Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. New York: HarperCollins, 1990. Fleming, Dan. Powerplay: Toys as Popular Culture. Manchester and New York: Manchester UP, 1996. Freidman, Ted. "Making Sense of Software: Computer Games and Interactive Textuality." CyberSociety: Computer-Mediated Communication and Community. Ed. Steven G. Jones. Thousand Oaks: Sage, 1995. 73-89. Virilio, Paul. War and Cinema: The Logistics of Perception. Trans. Patrick Camiller. London and New York: Verso, 1989. Citation reference for this article MLA style: Nick Caldwell. "Settler Stories: Representational Ideologies in Computer Strategy Gaming." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/settlers.php>. Chicago style: Nick Caldwell, "Settler Stories: Representational Ideologies in Computer Strategy Gaming," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/settlers.php> ([your date of access]). APA style: Nick Caldwell. (2000) Settler Stories: Representational Ideologies in Computer Strategy Gaming. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/settlers.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
5

Pardy, Maree. "A Waste of Space: Bodies, Time and Urban Renewal." M/C Journal 13, no. 4 (August 18, 2010). http://dx.doi.org/10.5204/mcj.275.

Full text
Abstract:
“This table breeds idleness!” read the text of a handwritten message placed prominently on the table I shared with 5 of my friends many years ago in secondary school. Ours was one of several tables positioned to the side of the main teaching area of the classroom where we would gather on arrival, decant our bags to tables, gossip with our ‘group’ and then begin our school day. It was also a space where we could sit or study quietly between classes and during free periods. The note about our idleness was left only on ‘our’ table. Recognising the handwriting of our classroom teacher, Sister Celestine, we greeted her note with restrained laughter and a sense of teenage pride. Her reprimand was stern, but she had also acknowledged our specialness. We were seen as we might have wanted to be seen, recalcitrant, not too hardworking, slightly roguish, and a bit improper.That note, and its words, stayed with me for a long time. There was something wonderfully urgent about this call to reflexivity; and something pleasantly disturbing about the panicky tone of its message. It seemed a peculiar expression of both crisis and care. ‘Idleness’ was a word we rarely encountered. In fact, it seemed such an old fashioned utterance, belonging more to a past era of our nun and the vernacular of her time. What was it that moved this nun to construe our mischief and our youthful conviviality as idleness? We considered ourselves spirited and boisterous, certainly not inert, as the word seemed to imply. This was curious, but it was the word ‘breeds’ that captured me more. What precisely is the generative or reproductive power of the conjunction of our bodies and this table? The concern was clearly not just about our idleness, but also about the breeding power of this table.Idleness here speaks to us of what happens when proper things are not happening. When the table and our bodies converge in this space of idleness we are in the terrain of waste: wasting time (that could be spent on studying), wasting potential (that could advance our life prospects), wasting space (that could be used productively). The breeding of idleness is a judgement about how we are occupying this time and space. The table is a wasted space, and in turn it produces us as a waste of space. It is regulated by a circular logic. We are wasting time, which is wasting space; this in turn produces us as the wasters of that space. The space of the table might be used more purposefully, but not while it is breeding us. The nun’s note to us might have read, “You are a waste of space because you are wasting time.” Time is thus spatialised. The ‘table of idleness’ has returned to me in recent times as a partial metaphor for the paradigm of urban renewal. Contemporary urban renewal and regeneration programs in places like the UK, Europe, North America and Australia are inspired to use space more productively, and to design and develop urban space in ways that enable the production of vibrant, clean, safer places where cultural diversity might be experienced as cosmopolitan chic. Tethering modern urban design to property development and the trend to ‘lifestyle’ based local economies, urban renewal is a strategy sweeping most postindustrial economies. Suburbs ripe for these renewal, regeneration or revitalisation projects are identified in part through the presence of dormant, derelict spaces, in other words, wasted spaces from bygone eras. Typically these suburbs show the signs of neglect associated with economic change. They have become dormant as large-scale deindustrialisation and the development of large shopping malls away from urban centres sees people exiting the suburbs to work and shop. Street life diminishes and local businesses struggle or close, leaving landscapes of decaying infrastructure and urban decline. Urban renewal apprehends such idle spaces as wasted opportunities that can be designed and developed into a usefulness that provides lifestyles of comfort, vitality and urban safety. But these wasted spaces also produce shadow wastes. Much like our table of indolence and time wasting, these spaces are considered breeding grounds, not just for a sense of urban dullness and decay but, more worryingly, for generating urban sloth and danger. They become the breeding grounds for what is now commonly referred to as ‘antisocial behaviour’ or ‘urban incivility’. That is, those who ‘unproductively’ and ‘dangerously’ occupy particular urban public spaces. In the inner western Melbourne suburb of Footscray, which is currently undergoing renewal, these bodies are identified as the unruly public drinkers and drug users, black African men who have created a street café culture, and people with mental health difficulties who occupy the streets and who at times display anomalous bodily comportment and atypical civil demeanours. Many of these people are poor and sometimes engage in unconventional modalities of conviviality. A contemporary urban version of the idle schoolgirls in many ways, they sit at tables, on footpaths, in stairwells, on seats, in parks and often linger around railways stations. They are the unproductive, idle, culturally defunct bodies of the present day. It is useful to hold these bodies in mind when considering the waste products, and waste producers, of present time In the discourse of urban renewal, Footscray is depicted as a once thriving regional hub that has been ‘in decline’ since the 1980s. Decline here is code for the loss of industry and retail business alongside rising levels of poverty, cultural diversity, and public crime (predominantly drug related and property crime). A suburb in the grip of uneven gentrifying change, its dominant image of danger and diversity still sabotages its ‘lifestyle potential’. It remains a wasted space.The nexus of urban renewal and wasted space reveals a double obligation of renewal programs. The need to remove the waste, to ‘clean up’ the debris and decay of a bygone industrial and suburban era and to ‘clean out’ its progeny, the bodies borne of, and now further wasting, this wasted space. In this sense idle space as waste entails a bio-politics that produces particular bodies as a ‘waste of space’. Urban Dictionary defines waste of space thus: 1. A person devoid of any redeeming characteristics; 2. Someone who consumes valuable resources without contributing anything to society. A bum. A drain on the economy. 3. A person or occasionally an object which nobody is fond of. In fact, most people hate this person/thing and find it completely useless. 4. Completely useless people. 5. Waste of room, usually on computer hard drives, that could be used for better things. It is therefore worth considering the conceptual and historical trajectory of the link between waste and idleness as a prelude to considering in more detail some of the anxieties associated with the disorderly urban effects of idle bodies in wasted spaces. Waste as Improper UseAt its most elemental, waste is a judgment. Waste as profligate or excess consumption, or as leftover material, or as something that has deteriorated through neglect or lack of effort, is a moral reckoning. Judgments about waste signal a moral economy far more than they do a fiscal one. In his book On Garbage, John Scanlan notes that ‘waste’ in its old and middle English modes referred to a land or an environment that was unsuitable to human habitation. This reference was gradually replaced by the corresponding terms ‘wilderness’ or ‘desert’, thus marking the beginning of waste as reprimand. Bringing together modern and pre-modern language usage, Scanlan suggests that waste at its most general refers to an imbalance (22). Whether it is rubbish, junk, clutter or other extravagance excess, and squander, waste is too much, but also too little in the sense of ‘not making the best use of something’ (time, resources, opportunities). Pared right down waste refers to the proper use of something. Scanlan again: “‘waste’ carries force because of the way in which it symbolises an idea of improper use, and therefore operates within a more or less moral economy of the right, the good, the proper, their opposites and all values in between” (22 my emphasis). In the contemporary urban domain this might refer to the overuse of vast tracts of land exhausted or wrecked by industry, the abandonment or underutilisation of shops and commons, or the improper and uncivil use of the space that lingers. Scanlan traces this idea of waste as improper use back to the relation between self and natural space that inheres in seventeenth century English political philosophy. Referring to the work of John Locke in particular, waste is conceived as the original condition of the chaos of nature. For Locke selfhood became linked to freedom from this chaos and entailed the virtue, indeed the necessity, of human labour and intervention to ward off the potential ruin that nature may inflict. Locke outlines a philosophical and ethical basis for claims to property over land and natural resources such that “claims to property ownership rest on an idea of the proper use of land which entails the appropriation (through the use of one’s labour) of its previously unused potential” (Scanlan 24). Hence, “Land that is left wholly to nature, that hath no improvement of pasturage, tillage, or planting, is called, as indeed it is, waste; and we shall see the benefit of it amount to little more than nothing.” (Locke quoted in Scanlan 24). This Lockean understanding of waste has come to be associated with his theories of property rights, but, as Scanlan points out, it was also driven by the idea that any benefits derived from property were “dependent on a duty to a higher power” (26).Nature is construed as useless and chaotic (waste) in the absence of human intervention. Property and ‘land use’ were not just about use by humans, but use for humans in order to defend them against the unruliness of nature and the disorder and ruin it might issue. The danger of going to rack and ruin through the disorder of untamed waste is crucial to this understanding. To neglect nature through idleness or lack of intervention is to invite ruin. Idleness thus breeds waste. There is a link here between land and character, for doing nothing or not doing things properly corresponds with improper character. Scanlan advances that waste can best be understood here as an indeterminacy signaling the need for form and discipline. He notes that Montaigne in his essay On Idleness compares wasted land with the idle mind, which when undisciplined allows wildness of character and purpose. Reminiscent of schoolgirls at their table of idleness, the defunct bodies of urban life are seen to be without purpose or goal and to be wasteful of life itself. As a consequence they are deemed to be inviting havoc and all its destructive tendencies. This fear of the indeterminacy of waste, says Scanlan, portends the social and cultural links between “waste, imperfection, disorder and ruin” (25). While concepts of properness and proper use have multiple histories, it is not difficult to see how these seventeenth century Enlightenment associations of proper use and rights to property underpinned the period of new imperialism of the nineteenth century. We might say then that waste features prominently in the imperialist imaginary. Codes of properness, as in the proper use of things, are time and place specific, hence interrogating the meanings of ‘proper use’ entails a prior enquiry into the framing of time. It is linear time, that is, time as progress which frames imperial and colonial history. Progress is movement away from scarcity, disorder and deficiency towards enlightened reason, discipline and mastery. However, this notion of progress, which is central to ideologies of both Enlightenment and imperialism, is always dependent on a shadow other: backwardness. Anne McClintock emphasises a corresponding need to always travel backwards in time in order to apprehend the colonised spaces and people as existing in an eternally prior time, as obsolete historical subjects. According to McClintock, imperialist discourse relies on two principal tropes: panoptical time and anachronistic space. She explains that the eighteenth century historians and empiricists required “a visual paradigm […] to display evolutionary progress as a measurable spectacle.” Progress is fundamentally a visually driven process and narrative. Panoptical time is depicted as “the image of global history consumed—at a glance—in a single spectacle from the point of privileged invisibility” (37). Marginal groups are placed outside of history in the sense that they can be seen by the bourgeoisie, who itself remains unseen. In this spectacle of progress, history appears static and fixed, but this is countered through the invention of the trope of anachronistic space. This space denies the agency of the archaic subjects that exist outside and therefore threaten history as progress. McClintock explains: “the agency of women, the colonised and the industrial working class are disavowed and projected onto anachronistic space: prehistoric, atavistic and irrational, inherently out of place in the historical time of modernity” (40). If imperial panoptical time produces inferior subjects who are “hemmed in” (Fanon 29) by anterior time and anachronistic space, contemporary urban renewal projects prompt questions about their time, the time of now. How might we conceptualise the time/space of now, and are these regulatory technologies of panoptical time and anachronistic space at work in the time/space of now? In what way is urban renewal a contemporary “measurable spectacle of progress” in an age of postindustrial neoliberalism?Urban Space, Proper Use and Idle BodiesIn a recent article on sexual politics and torture, Judith Butler argues that the ways in which debates of this nature are framed “are already imbued with the problem of time, of progress in particular, and in certain notions of what it means to unfold a future of freedom in time” (1). Butler reminds us that hegemonic conceptions of progress endure, and continue to define themselves over and against a pre-modern temporality produced for self-legitimation. This narrative of progressive modernity continues to spatialise time. For her it is the framing of modernity as sexual freedom that apprehends others as outmoded and stuck in anachronistic space. The time of now in the urban setting is the time of neoliberal modernity, a time that is also driven by spectacle. The vision of freedom through lifestyle consumption similarly identifies others who are outside this time and who threaten it. Neoliberalism as the ideology of a radically free market that institutes economic deregulation, tariff reduction, public financial support for business and its shareholders, and the reduced role of government in areas of welfare and social expenditure, the effects of which are discernable at the urban scale. For Neil Brenner and Nik Theodore, “actually existing neoliberalism” is witnessed in what they call the “creative destruction” that inheres in the urbanisation of neoliberalism. In this materialisation of neoliberal time, modernity and progress continue to be driven visually. Thus this neoliberal/urban nexus depends on further sub-units of time, nominated by Brenner and Theodore as moments of (visual) “destruction and creation.” A series of examples of such creative destruction are offered by Brenner and Theodore and include the destruction of rights through the creation policing and social exclusion agendas. They argue that the mechanism of “re-regulating urban civility” entails moments of destroying notions of the liberal city in which all inhabitants are entitled to social services and political rights, and moments of creating zero tolerance policing, new forms of social surveillance and new policies to prevent social exclusion. The destructive moment of “re-representing the city” recasts the postwar image of the working class through visions of urban disorder, dangerous classes of people and of economic decline, involves the creative moment of entrepreneurial discourses about the need for revitalisation, renewal and reinvestment in urban areas (372). The ‘proper use’ of neoliberal urban space depends on the dynamic of destruction/creation through a new consumer-driven urban entrepreneurialism. Urban renewal as proper neoliberal usage is a re-ordering of space to make it fit for purpose. Proper use here follows the Lockean impulse of human intervention through planning, design and redevelopment, is now apprehended not as service to God, but capitulation to the dictates of the neoliberal agendas implemented by the combined forces of the state and capital. The moral economy of waste is at work in the moral economy of urban renewal, As Sharon Zukin elaborates: “the look and feel of cities reflect decisions about what and who should be visible and what should not, concepts of order and disorder, and on uses of aesthetic power” (7). At the crux of waste, and of urban renewal, is an anxiety about visibility, therefore the persistently visible presence of waste as idleness, has become an acute focus of contemporary urban governance and police ‘law and order’ campaigns. Modernity and progress must materialise as an urban aesthetic that is purposeful and vibrant, not idle and wasteful.The indeterminacy of waste thus becomes determined by its attribution as ‘garbage’ to be disposed of, banished, evicted, cast out. Waste converted to garbage is made into an object disconnected from the process of its production. Garbage is a noun rather than a verb, and as such, it conceals process. Creative destruction is again at play; waste is destroyed (as process) and garbage (as object) is produced. In the suburbs this conversion from process to object is narrated through the objectifying language of anti social behavior and incivility. I recently attended Maribyrnong council meeting (Maribyrnong being the local government authority for Footscray), where a discussion about cleaning up the central activity district quickly became a discussion about “those antisocial people.” This was not the terminology of council officers, but of a number of ratepayers. This anxiety about the image of the area is reflected also in the minutes of a further council meeting where differences between the stigmatised image of Footscray was compared with the changing images of other inner municipalities: “The visibility of these antisocial behaviours and the associated negative impact has significantly diminished in these [other] areas due to the gentrification of the inner-city, and the associated revitalisation of street activities. [Our municipality] is on the cusp of a similar transformation. In the meantime the social issues … continue to remain more visible” (71). These bodies are the garbage to be removed from the urban landscape so it might be made anew.The bodies at the imaginative centre of this cleansing impulse are those bodies that one might see as the waste products of neoliberalism. Loic Wacquant suggests that today’s urban policies focus on “making the dangerous and dirty classes invisible.” This, he argues is “leading to a cleansing of the urban environment and the streets from the physical and human detritus wrought by economic deregulation and welfare retrenchment” (198). Consequently, waste in urban renewal both conceals and reveals the shadow side of contemporary cultural politics. Public policy is increasingly concerned with the detritus, yet the failed and wasted bodies that litter the streets and stations, these bodies and their predicaments, as with other garbage objects, are steadfastly disconnected from the policies and processes that produced and continue to ‘breed’ them. The moral economy of urban renewal targets a cluster of wastes—idle bodies, wasted time, and improper uses of space—all fused in an endless reproduction of uselessness. This coalescence of wastes and wasters forms the spectacle of contemporary urban decay and failure. Neoliberal urban renewal begins to mimic Locke’s taming of nature, making it useful as a defense against ruin and disorder. The uncultivated bodies of urban waste are contemporary versions of Lockean wildness. Being of such poor character they have no right to occupy the property in which they idle. Through the panoptical time of neoliberalism they are cast as remarkable spectacles of failure, out of place in this time and space. They are wasting time, and are themselves a waste of space. References Brenner, Neil and Nik Theodore. “Cities and the Geographies of ‘Actually Existing Neoliberalism’.” Antipode 34.3 (July 2002): 349-79.Butler, Judith. “Sexual Politics, Torture and Secular Time.” The British Journal of Sociology 59.1 (2008): 1-23.Fanon, Frantz. Wretched of the Earth. London: Penguin, 1963.Maribyrnong City Council. Ordinary Meeting Minutes, File no: HEA-60-014, 29 April. 2010.McClintock, Anne. Imperial Leather: Race, Gender and Sexuality in the Colonial Contest. London: Routledge, 1995.Scanlan, John. On Garbage. London: Reaktion, 2005.Wacquant, Loic. “Relocating Gentrification: The Working Class, Science and the State in Recent Urban Research.” International Journal of Urban and Regional Research 32.1 (2008): 198-205.Zukin, Sharon. The Culture of Cities. Malden, Massachusetts: Blackwell, 1995.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Shadow warrior (Computer file)"

1

Mendoza, Jonathan. Shadow warrior: Official strategies & secrets. San Francisco: Sybex, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Durgala, Michael, Rob Brown, and Robert E. Waring. Shadow Warrior: The Complete Survival Guide. Maui, HI: Sandwich Islands Pububliching Company, Limited, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Knaak, Richard A. The kingdom of shadow. New York: Pocket Books, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Farkas, Bart. Shadows of the Empire GAME SECRETS: Star Wars. Rocklin, USA: Prima Publishing, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Farkas, Bart. Star Wars: Shadows of the Empire: The Official Strategy Guide. Rocklin, Calif: Prima Games, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Boyer, Crispin. Sendai Special: Star Wars: Shadows of the Empire. Lombard, IL: Ziff-Davis Publishing Company, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Mcdermott, Leeanne. GamePro Presents: Sega Genesis Games Secrets: Greatest Tips. Rocklin: Prima Publishing, 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Arnold, J. Douglas, and Zach Meston. Awesome Sega Genesis Secrets 3. Lahaina, HI: Sandwich Islands Publishing, 1993.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. 2nd ed. New York: Bantam Books, 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. New York, N.Y.: Bantam Books, 1991.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography