Academic literature on the topic 'Street Fighter Alpha (Game)'

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Journal articles on the topic "Street Fighter Alpha (Game)"

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Yoon, Jangwon. "A Study on Game Character Motion of Fighting Game -Focusing on Motion of Street Fighter Character Ryu-." Journal of Image and Cultural Contents 18 (October 31, 2019): 213–37. http://dx.doi.org/10.24174/jicc.2019.10.18.213.

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Arya, Ashima, Sapna Juneja, Meenakshi Aggarwal, and Abhinav Juneja. "Inside the Mind of the Machine: An Exploratory Study of Street Fighter Players Using Voice Recognition System." Asian Journal of Computer Science and Technology 9, no. 2 (November 5, 2020): 1–3. http://dx.doi.org/10.51983/ajcst-2020.9.2.2646.

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Computer games are part of our modern way of life. However, sure classes of human beings are excluded from this shape of leisure and social interaction because they're not able to use the interface of video games. The cause for this may be deficits in motor manage, vision or listening to. By the use of automated speech popularity structures (ASR), voice pushed instructions may be used to control the game, which may for that reason open up the opportunity for people with motor system trouble to be blanketed in- game communities. The aim of this paper is to discover a preferred way of using voice instructions in games which makes use of a speech popularity gadget within the backend and that can be universally applied for designing inclusive games.
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Skolnik, Michael Ryan, and Steven Conway. "Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and theStreet FighterCommunity." Games and Culture 14, no. 7-8 (August 28, 2017): 742–62. http://dx.doi.org/10.1177/1555412017727687.

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Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.
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Arzate Cruz, Christian, and Jorge Ramirez Uresti. "HRLB⌃2: A Reinforcement Learning Based Framework for Believable Bots." Applied Sciences 8, no. 12 (December 1, 2018): 2453. http://dx.doi.org/10.3390/app8122453.

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The creation of believable behaviors for Non-Player Characters (NPCs) is key to improve the players’ experience while playing a game. To achieve this objective, we need to design NPCs that appear to be controlled by a human player. In this paper, we propose a hierarchical reinforcement learning framework for believable bots (HRLB⌃2). This novel approach has been designed so it can overcome two main challenges currently faced in the creation of human-like NPCs. The first difficulty is exploring domains with high-dimensional state–action spaces, while satisfying constraints imposed by traits that characterize human-like behavior. The second problem is generating behavior diversity, by also adapting to the opponent’s playing style. We evaluated the effectiveness of our framework in the domain of the 2D fighting game named Street Fighter IV. The results of our tests demonstrate that our bot behaves in a human-like manner.
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Souza, Alisson Preto, and Lis Yana De Lima Martinez. "Intermidialidade em um passeio pela narrativa nos jogos de luta." Travessias 15, no. 2 (August 31, 2021): 304–16. http://dx.doi.org/10.48075/rt.v15i2.27779.

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O objetivo desse artigo é refletir sobre conceitos de mídia juntamente com os processos da narrativa nos videogames, sobretudo, no gênero dos jogos de luta. Para tanto, uma revisão voltada à narrativa e às mídias foi realizada, cobrindo ideias de McLuhan (2013), Jenkins (2009), Todorov (2006) e Barthes (2011). Então, o espaço duplo entre jogo e narrativa interativa ajudou a compreender como narrativas têm sido apresentadas, considerando aspectos como estrutura e mercado. Mortal Kombat (1992-) e Street Fighter (1987-) foram usados como exemplos de jogos em que o importante papel da narrativa prevalece, sobretudo, em paralelo à evolução do hardware e ao perfil do jogador. Após a comparação, esse trabalho identificou mudanças na comunicação e no comportamento social devido à narrativa e às questões de consumo. Além disso, concluiu-se que o mercado é um aspecto que define parcialmente como o poder e o conhecimento se conectam com narrativas por meio do acesso ao game Na busca por compreender a relação entre os layouts, a finalidade e o entrelace do universo narrativo, da relação com a interatividade e o reconhecimento do jogar pela empresa que possui a franquia desses jogos.
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Lemon, Andy, and Hillegonda C. Rietveld. "The Street Fighter Lady: Invisibility and Gender in Game Composition." Transactions of the Digital Games Research Association 5, no. 1 (March 12, 2020). http://dx.doi.org/10.26503/todigra.v5i1.112.

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The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design. Yoko Shimomura, the female composer who produced the iconic soundtrack for the 1991 arcade game, Street Fighter II (Capcom 1991), seems to have been invisible to game developers and music producers, which is partly due to the way in which the game is credited as a team effort. Regardless of their personal gender identity, game composers respond to themed briefs by drawing on transnational musical ideas and gendered stereotypes that resonate with the Global Popular. Game music, as imagined as suitable for hyper-masculine game arcades, seems to draw on a masculinist aesthetic developed in Hollywood compositions. In turn, Street Fighter II’s music and the competitive game culture of arcade fighting games has been interwoven with masculinist music scenes of hip-hop and grime. The discussion of the music of Street Fighter II and the musical versions it inspired, nevertheless highlights that although seemingly simplified gendered stereotypes are reproduced within the game, gender identification itself can be complex within the context of game music composition.
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Egliston, Ben. "Building Skill in Videogames: A Play of Bodies, Controllers and Game-Guides." M/C Journal 20, no. 2 (April 26, 2017). http://dx.doi.org/10.5204/mcj.1218.

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IntroductionIn his now-seminal book, Pilgrim in the Microworld (1983), David Sudnow details his process of learning to play the game Breakout on the Atari 2600. Sudnow develops an account of his graduation from a novice (having never played a videogame prior, and middle-aged at time of writing) to being able to fluidly perform the various configurative processes involved in an acclimated Breakout player’s repertoire.Sudnow’s account of videogame skill-development is not at odds with common-sense views on the matter: people become competent at videogames by playing them—we get used to how controllers work and feel, and to the timings of the game and those required of our bodies, through exposure. We learn by playing, failing, repeating, and ultimately internalising the game’s rhythms—allowing us to perform requisite actions. While he does not put it in as many words, Sudnow’s account affords parity to various human and nonhuman stakeholders involved in videogame-play: technical, temporal, and corporeal. Essentially, his point is that intertwined technical systems like software and human-interface devices—with their respective temporal rhythms, which coalesce and conflict with those of the human player—require management to play skilfully.The perspective Sudnow develops here is no doubt important, but modes of building competency cannot be strictly fixed around a player-videogame relationship; a relatively noncontroversial view in game studies. Videogame scholars have shown that there is currency in understanding how competencies in gameplay arise from engaging with ancillary objects beyond the thresholds of player-game relations; the literature to date casting a long shadow across a broad spectrum of materials and practices. Pursuing this thread, this article addresses the enterprise (and conceptualisation) of ‘skill building’ in videogames (taken as the ability to ‘beat games’ or cultivate the various competencies to do so) via the invocation of peripheral objects or practices. More precisely, this article develops the perspective that we need to attend to the impacts of ancillary objects on play—positioned as hybrid assemblage, as described in the work of writers like Sudnow. In doing so, I first survey how the intervention of peripheral game material has been researched and theorised in game studies, suggesting that many accounts deal too simply with how players build skill through these means—eliding the fact that play works as an engine of many moving parts. We do not simply become ‘better’ at videogames by engaging peripheral material. Furthering this view, I visit recent literature broadly associated with disciplines like post-phenomenology, which handles the hybridity of play and its extension across bodies, game systems, and other gaming material—attending to how skill building occurs; that is, through the recalibration of perceptual faculties operating in the bodily and temporal dimensions of videogame play. We become ‘better’ at videogames by drawing on peripheral gaming material to augment how we negotiate the rhythms of play.Following on from this, I conclude by mobilising post-phenomenological thinking to further consider skill-building through peripheral material, showing how such approaches can generate insights into important and emerging areas of this practice. Following recent games research, such as the work of James Ash, I adopt Bernard Stiegler’s formulation of technicity—pointing toward the conditioning of play through ancillary gaming objects: focusing particularly on the relationship between game skill, game guides, and embodied processes of memory and perception.In short, this article considers videogame skill-building, through means beyond the game, as a significant recalibration of embodied, temporal, and technical entanglements involved in play. Building Skill: From Guides to BodiesThere is a handsome literature that has sought to conceptualise the influence of ancillary game material, which can be traced to earlier theories of media convergence (Jenkins). More incisive accounts (pointing directly at game-skill) have been developed since, through theoretical rubrics such as paratext and metagaming. A point of congruence is the theme of relation: the idea that the locus of understanding and meaning can be specified through things outside the game. For scholars like Mia Consalvo (who popularised the notion of paratext in game studies), paratexts are a central motor in play. As Consalvo suggests, paratexts are quite often primed to condition how we do things in and around videogames; there is a great instructive potential in material like walkthrough guides, gaming magazines and cheating devices. Subsequent work has since made productive use of the concept to investigate game-skill and peripheral material and practice. Worth noting is Chris Paul’s research on World of Warcraft (WoW). Paul suggests that players disseminate high-level strategies through a practice known as ‘Theorycraft’ in the game’s community: one involving the use of paratextual statistics applications to optimise play—the results then disseminated across Web-forums (see also: Nardi).Metagaming (Salen and Zimmerman 482) is another concept that is often used to position the various extrinsic objects or practices installed in play—a concept deployed by scholars to conceptualise skill building through both games and the things at their thresholds (Donaldson). Moreover, the ability to negotiate out-of-game material has been positioned as a form of skill in its own right (see also: Donaldson). Becoming familiar with paratextual resources and being able to parse this information could then constitute skill-building. Ancillary gaming objects are important, and as some have argued, central in gaming culture (Consalvo). However, critical areas are left unexamined with respect to skill-building, because scholars often fail to place paratexts or metagaming in the contexts in which they operate; that is, amongst the complex technical, embodied and temporal conjunctures of play—such as those described by Sudnow. Conceptually, much of what Sudnow says in Microworld undergirds the post-human, object-oriented, or post-phenomenological literature that has begun to populate game studies (and indeed media studies more broadly). This materially-inflected writing takes seriously the fact that technical objects (like videogames) and human subjects are caught up in the rhythms of each other; digital media exists “as a mode or cluster of operations in consort with matter”, as Anna Munster tells us (330).To return to videogames, Patrick Crogan and Helen Kennedy argue that gameplay is about a “technicity” between human and nonhuman things, irreducible to any sole actor. Play is a confluence of metastable forces and conditions, a network of distributed agencies (see also Taylor, Assemblage). Others like Brendan Keogh forward post-phenomenological approaches (operating under scholars like Don Ihde)—looking past the subject-centred nature of videogame research. Ultimately, these theorists situate play as an ‘exploded diagram’, challenging anthropocentric accounts.This position has proven productive in research on ‘skilled’ or ‘high-level’ play (fertile ground for considering competency-development). Emma Witkowski, T.L. Taylor (Raising), and Todd Harper have suggested that skilled play in games emerges from the management of complex embodied and technical rhythms (echoing the points raised prior by Sudnow).Placing Paratexts in PlayWhile we have these varying accounts of how skill develops within and beyond player-game relationships, these two perspectives are rarely consolidated. That said, I address some of the limited body of work that has sought to place the paratext in the complex and distributed conjunctures of play; building a vocabulary and framework via encounters with what could loosely be called post-phenomenological thinking (not dissimilar to the just surveyed accounts). The strength of this work lies in its development of a more precise view of the operational reality of playing ‘with’ paratexts. The recent work of Darshana Jayemanne, Bjorn Nansen, and Thomas Apperley theorises the outward expansion of games and play, into diverse material, social, and spatial dimensions (147), as an ‘aesthetics of recruitment’. Consideration is given to ‘paratextual’ play and skill. For instance, they provide the example of players invoking the expertise they have witnessed broadcast through Websites like Twitch.tv or YouTube—skill-building operating here across various fronts, and through various modalities (155). Players are ‘recruited’, in different capacities, through expanded interfaces, which ultimately contour phenomenological encounters with games.Ash provides a fine-grained account in research on spatiotemporal perception and videogames—one much more focused on game-skill. Ash examines how high-level communities of players cultivate ‘spatiotemporal sensitivity’ in the game Street Fighter IV through—in Stiegler’s terms—‘exteriorising’ (Fault) game information into various data sets—producing what he calls ‘technicity’. In this way, Ash suggests that these paratextual materials don’t merely ‘influence play’ (Technology 200), but rather direct how players perceive time, and habituate exteriorised temporal rhythms into their embodied facility (a translation of high-level play). By doing so, the game can be played more proficiently. Following the broadly post-phenomenological direction of these works, I develop a brief account of two paratextual practices. Like Ash, I deploy the work of Stiegler (drawing also on Ash’s usage). I utilise Stiegler’s theoretical schema of technicity to roughly sketch how some other areas of skill-building via peripheral material can be placed within the context of play—looking particularly at the conditioning of embodied faculties of player anticipation, memory and perception through play and paratext alike. A Technicity of ParatextThe general premise of Stiegler’s technicity is that the human cannot be thought of independent from their technical supplements—that is, ‘exterior’ technical objects which could include, but are not limited to, technologies (Fault). Stiegler argues that the human, and their fundamental memory structure is finite, and as such is reliant on technical prostheses, which register and transmit experience (Fault 17). This technical supplement is what Stiegler terms ‘tertiary retention’. In short, for Stiegler, technicity can be understood as the interweaving of ‘lived’ consciousness (Cinematic 21) with tertiary retentional apparatus—which is palpably felt in our orientations in and toward time (Fault) and space (including the ‘space’ of our bodies, see New Critique 11).To be more precise, tertiary retention conditions the relationship between perception, anticipation, and subjective memory (or what Stiegler—by way of phenomenologist Edmund Husserl, whose work he renovates—calls primary retention, protention, and secondary retention respectively). As Ash demonstrates (Technology), Stiegler’s framework is rich with potential in investigating the relationship between videogames and their peripheral materials. Invoking technicity, we can rethink—and expand on—commonly encountered forms of paratexts, such as game guides or walkthroughs (an example Consalvo gives in Cheating). Stiegler’s framework provides a means to assess the technical organisation (through both games and paratexts) of embodied and temporal conditions of ‘skilled play’. Following Stiegler, Consalvo’s example of a game guide is a kind of ‘exteriorisation of play’ (to the guide) that adjusts the embodied and temporal conditions of anticipation and memory (which Sudnow would tell us are key in skill-development). To work through an example, if I was playing a hard game (such as Dark Souls [From Software]), the general idea is that I would be playing from memories of the just experienced, and with expectations of what’s to come based on everything that’s happened prior (following Stiegler). There is a technicity in the game’s design here, as Ash would tell us (Technology 190-91). By way of Stiegler (and his reading of Heidegger), Ash argues a popular trend in game design is to force a technologically-mediated interplay between memory, anticipation, and perception by making videogames ‘about’ a “a future outside of present experience” (Technology 191), but hinging this on past-memory. Players then, to be ‘skilful’, and move forward through the game environment without dying, need to manage cognitive and somatic memory (which, in Dark Souls, is conventionally accrued through trial-and-error play; learning through error incentivised through punitive game mechanics, such as item-loss). So, if I was playing against one of the game’s ‘bosses’ (powerful enemies), I would generally only be familiar with the way they manoeuvre, the speed with which they do so, and where and when to attack based on prior encounter. For instance, my past-experience (of having died numerous times) would generally inform me that using a two-handed sword allows me to get in two attacks on a boss before needing to retreat to avoid fatal damage. Following Stiegler, we can understand the inscription of videogame experience in objects like game guides as giving rise to anticipation and memory—albeit based on a “past that I have not lived but rather inherited as tertiary retentions” (Cinematic 60). Tertiary retentions trigger processes of selection in our anticipations, memories, and perceptions. Where videogame technologies are traditionally the tertiary retentions in play (Ash, Technologies), the use of game-guides refracts anticipation, memory, and perception through joint systems of tertiary retention—resulting in the outcome of more efficiently beating a game.To return to my previous example of navigating Dark Souls: where I might have died otherwise, via the guide, I’d be cognisant to the timings within which I can attack the boss without sustaining damage, and when to dodge its crushing blows—allowing me to eventually defeat it and move toward the stage’s end (prompting somatic and cognitive memory shifts, which influence my anticipation in-game). Through ‘neurological’ accounts of technology—such as Stiegler’s technicity—we can think more closely about how playing with a skill-building apparatus (like a game guide) works in practice; allowing us to identify how various situations ingame can be managed via deferring functions of the player (such as memory) to exteriorised objects—shifting conditions of skill building. The prism of technicity is also useful in conceptualising some of the new ways players are building skill beyond the game. In recent years, gaming paratexts have transformed in scope and scale. Gaming has shifted into an age of quantification—with analytics platforms which harvest, aggregate, and present player data gaining significant traction, particularly in competitive and multiplayer videogames. These platforms perform numerous operations that assist players in developing skill—and are marketed as tools for players to improve by reflecting on their own practices and the practices of others (functioning similarly to the previously noted practice of TheoryCraft, but operating at a wider scale). To focus on one example, the WarCraftLogs application in WoW (Image 1) is a highly-sophisticated form of videogame analytics; the perspective of technicity providing insights into its functionality as skill-building apparatus.Image 1: WarCraftLogs. Image credit: Ben Egliston. Following Ash’s use of Stiegler (Technology), quantifying the operations that go into playing WoW can be conceptualised as what Stiegler calls a system of traces (Technology 196). Because of his central thesis of ‘technical existence’, Stiegler maintains that ‘interiority’ is coincident with technical support. As such, there is no calculation, no mental phenomena, that does not arise from internal manipulation of exteriorised symbols (Cinematic 52-54). Following on with his discussion of videogames, Ash suggests that in the exteriorisation of gameplay there is “no opposition between gesture, calculation and the representation of symbols” (Technology 196); the symbols working as an ‘abbreviation’ of gameplay that can be read as such. Drawing influence from this view, I show that ‘Big Data’ analytics platforms like WarCraftLogs similarly allow users to ‘read’ play as a set of exteriorised symbols—with significant outcomes for skill-building; allowing users to exteriorise their own play, examine the exteriorised play of others, and compare exteriorisations of their own play with those of others. Image 2: WarCraftLogs Gameplay Breakdown. Image credit: Ben Egliston.Image 2 shows a screenshot of the WarCraftLogs interface. Here we can see the exteriorisation of gameplay, and how the platform breaks down player inputs and in-game occurrences (written and numeric, like Ash’s game data). The screenshot shows a ‘raid boss’ (where players team up to defeat powerful computer-controlled enemies)—atomising the sequence of inputs a player has made over the course of the encounter. This is an accurate ledger of play—a readout that can speak to mechanical performance (specific ingame events occurred at a specific time), as well as caching and providing parses of somatic inputs and execution (e.g. ability to trace the rates at which players expend in-game resources can provide insights into rapidity of button presses). If information falls outside what is presented, players can work with an Application Programming Interface to develop customised readouts (this is encouraged through other game-data platforms, like OpenDota in Dota 2). Through this system, players can exteriorise their own input and output or view the play of others—both useful in building skill. The first point here—of exteriorising one’s own experience—resonates with Stiegler’s renovation of Husserl's ‘temporal object’—that is, an object that exists in and is formed through time—through temporal fluxes of what appears, what happens and what manifests itself in disappearing (Cinematic 14). Stiegler suggests that tertiary retentional apparatus (e.g. a gramophone) allow us to re-experience a temporal object (e.g. a melody) which would otherwise not be possible due to the finitude of human memory.To elaborate, Stiegler argues that primary memories recede into secondary memory (which is selective reactivation of perception), but through technologies of recording, (such as game-data) we can re-experience these things verbatim. So ultimately, games analytics platforms—as exteriorised technologies of recording—facilitate this after-the-fact interplay between primary and secondary memory where players can ‘audit’ their past performance, reflecting on well-played encounters or revising error. These platforms allow the detailed examination of responses to game mechanics, and provide readouts of the technical and embodied rhythms of play (which can be incorporated into future play via reading the data). Beyond self-reflection, these platforms allow the examination of other’s play. The aggregation and sorting of game-data makes expertise both visible and legible. To elaborate, players are ranked on their performance based on all submitted log-data, offering a view of how expertise ‘works’.Image 3: Top-Ranking Players in WarCraftLogs. Image credit: Ben Egliston.Image 3 shows the top-ranked players on an encounter (the top 10 of over 100,000 logs), which means that these players have performed most competently out of all gameplay parses (the metric being most damage dealt per-second in defeating a boss). Users of the platform can look in detail at the actions performed by top players in that encounter—reading and mobilising data in a similar manner to game-guides; markedly different, however, in terms of the scope (i.e. there are many available logs to draw from) and richness of the data (more detailed and current—with log rankings recalibrated regularly). Conceptually, we can also draw parallels with previous work (see: Ash, Technology)—where the habituation of expert game data can produce new videogame technicities; ways of ‘experiencing’ play as ‘higher-level’ organisation of space and time (Ash, Technology). So, if a player wanted to ‘learn from the experts’ they would restructure their own rhythms of play around high-level logs which provide an ordered readout of various sequences of inputs involved in playing well. Moreover, the platform allows players to compare their logs to those of others—so these various introspective and outward-facing uses can work together, conditioning anticipations with inscriptions of past-play and ‘prosthetic’ memories through other’s log-data. In my experience as a WoW player, I often performed better (or built skill) by comparing and contrasting my own detailed readouts of play to the inputs and outputs of the best players in the world.To summarise, through technicity, I have briefly shown how exteriorising play shifts the conditions of skill-building from recalibrating msnesic and anticipatory processes through ‘firsthand’ play, to reworking these functions through engaging both games and extrinsic objects, like game guides and analytics platforms. Additionally, by reviewing and adopting various usages of technicity, I have pointed out how we might more holistically situate the gaming paratext in skill building. Conclusion There is little doubt—as exemplified through both scholarly and popular interest—that paratextual videogame material reframes modes of building game skill. Following recent work, and by providing a brief account of two paratextual practices (venturing the framework of technicity, via Stiegler and Ash—showing the complication of memory, perception, and anticipation in skill-building), I have contended that videogame-skill building—via paratextual material—can be rendered a process of operating outside of, but still caught up in, the complex assemblages of time, bodies, and technical architectures described by Sudnow at this article’s outset. Additionally, by reviewing and adopting ideas associated with technics and post-phenomenology, this article has aimed to contribute to the development of more ‘complete’ accounts of the processes and practices comprising skill building regimens of contemporary videogame players.References Ash, James. “Technology, Technicity and Emerging Practices of Temporal Sensitivity in Videogames.” Environment and Planning A 44.1 (2012): 187-201.———. “Technologies of Captivation: Videogames and the Attunement of Affect.” Body and Society 19.1 (2013): 27-51.Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge: Massachusetts Institute of Technology P, 2007. Crogan, Patrick, and Helen Kennedy. “Technologies between Games and Culture.” Games and Culture 4.2 (2009): 107-14.Donaldson, Scott. “Mechanics and Metagame: Exploring Binary Expertise in League of Legends.” Games and Culture (2015). 4 Jun. 2015 <http://journals.sagepub.com/doi/abs/10.1177/1555412015590063>.From Software. Dark Souls. Playstation 3 Game. 2011.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge, 2014.Jayemanne, Darshana, Bjorn Nansen, and Thomas H. Apperley. “Postdigital Interfaces and the Aesthetics of Recruitment.” Transactions of the Digital Games Research Association 2.3 (2016): 145-72.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.Keogh, Brendan. “Across Worlds and Bodies.” Journal of Games Criticism 1.1 (2014). Jan. 2014 <http://gamescriticism.org/articles/keogh-1-1/>.Munster, Anna. “Materiality.” The Johns Hopkins Guide to Digital Media. Eds. Marie-Laure Ryan, Lori Emerson, and Benjamin J. Robertson. Baltimore: Johns Hopkins UP, 2014. 327-30. Nardi, Bonnie. My Life as Night Elf Priest: An Anthropological Account of World of Warcraft. Ann Arbor: Michigan UP, 2010. OpenDota. OpenDota. Web browser application. 2017.Paul, Christopher A. “Optimizing Play: How Theory Craft Changes Gameplay and Design.” Game Studies: The International Journal of Computer Game Research 11.2 (2011). May 2011 <http://gamestudies.org/1102/articles/paul>.Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge: Massachusetts Institute of Technology P, 2004.Stiegler, Bernard. Technics and Time, 1: The Fault of Epimetheus. Stanford: Stanford UP, 1998.———. For a New Critique of Political Economy. Cambridge: Polity, 2010.———. Technics and Time, 3: Cinematic Time and the Question of Malaise. Stanford: Stanford UP, 2011.Sudnow, David. Pilgrim in the Microworld. New York: Warner Books, 1983.Taylor, T.L. “The Assemblage of Play.” Games and Culture 4.4 (2009): 331-39.———. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. Cambridge: Massachusetts Institute of Technology P, 2012.WarCraftLogs. WarCraftLogs. Web browser application. 2016.Witkowski, Emma. “On the Digital Playing Field: How We ‘Do Sport’ with Networked Computer Games.” Games and Culture 7.5 (2012): 349-74.
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Kangas, Sonja. "From Haptic Interfaces to Man-Machine Symbiosis." M/C Journal 2, no. 6 (September 1, 1999). http://dx.doi.org/10.5204/mcj.1787.

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Until the 1980s research into computer technology was developing outside of a context of media culture. Until the 1970s the computer was seen as a highly effective calculator and a tool for the use in government, military and economic life. Its popular image from the 1940s to 1950s was that of a calculator. At that time the computer was a large machine which only white lab-coated engineers could understand. The computer was studied as a technical instrument, not from the viewpoint of the user. The peculiar communication between the user -- engineers at this point -- and the machine was described in caricatures like those in Electric Media (Brown & Marks 100). Many comics handled the issue of understanding. In one cartoon one engineer asks another: "Do you ever feel that it is trying to tell us something?" And in Robert Sherman Townes's novel "Problem of Emmy", the computer (Emmy) acts out of control and prints the words: "WHO AM I WHO AM I WHO AM I?". In these examples the man-machine relationship was taken under consideration, but the attitude towards the relationship was that of a master-tool way. The user was pronouncedly in control and the machine just a passive tool. After the 1980s the image of the computer was turning into that of a playful toy and a game machine, thanks to the game houses' and marketing departments' efforts. Suddenly the player was playing with the computer, and even fairly often got beaten by it. That definitely raises feelings towards the machine! The playing situation was so intensive that the player did not often pay any attention to the interface, and the roles were not so clear anymore. This was a step towards the idea of natural communication between human and machine. Later science fiction influenced depictions of virtual reality, and haptic interfaces mediated the ideas into reality. In this paper I will discuss the man-machine relationship from the viewpoint of interface design. My expertise is in electronic games, and thus I will use examples from the game industry. This paper is a sidetrack of RAID -- Research of Adaptive User Interface Design, which was going on at the University of Lapland, Finland in 1995-1999. The RAID project was about research into adaptive interface design from the viewpoint of media archaeology, electronic games, toys and media art. Early Visions Already in the 1960s, MIT professor J.C.R. Licklider wrote about man-machine symbiosis. He saw that "man machine symbiosis is an expected development in cooperative interaction between men and electronic computers". He believed that it would lead to a new kind of cooperative partnership between man and machine (9). Licklider's visions are important, because the relationship between man and machine was seen generally differently at those days. At the time of the first mainframe computers in the 1940s, man and machine were seen as separate entities from the viewpoint of data processing. The operator put in data to the machine, which processed it by its own language which only the machine and very few engineers could understand. Fear -- a fearful affection -- has affected the development of machines and the idea of man-machine relationships throughout the decades. One reason for this is that the ordinary person had no contact to the computer. That has led to fears that when cooperating with the machine, the user will become enslaved by it, or sucked into it, as in Charlie Chaplin's film Modern Times (1936). The machine captivates its user's body, punishes it and makes its movement impossible at the end. Or the machine will keep the body's freedom, but adapt its functions to work by the automatic rhythm: the human body will be subordinated to the machine or made a part of it. What Is the Interface? In reality there still is a mediator between the user and the machine: the interface. It is a connector -- a boundary surface -- that enables the user to control the machine. There has been no doubt who is in charge of whom, but the public image of the machine is changing from "computer as a tool" to "computer as an entertainment medium". That is also changing the somewhat fearful relationship to the computer, because such applications place the player much more intensively immersed in the game world. The machine as a tool does not lose its meaning but its functionality and usability are being developed towards more entertainment-like attributes. The interface is an environment and a structural system that consists of the physical machine, a virtual programming environment, and the user. The system becomes perfect when all its parts will unite as a functional, interactive whole. Significant thresholds will arise through the hapticity of the interface, on one hand questioning the bodily relationship between user and machine and on the other hand creating new ways of being with the machine. New haptic (wearable computing) and spatial (sensors in a reactive space) interfaces raise the question of man-machine symbiosis from a new perspective. Interfaces in a Game World In games the man-machine relationship is seen with much less emotion than when using medical applications, for example. The strength of electronic games is in the goal-oriented interaction. The passivity of older machines has been replaced by the information platform where the player's actions have an immediate effect in the virtual world. The player is already surrounded by the computer: at home sitting by the computer holding a joystick and in the arcades sometimes sitting inside the computer or even being tied up with the computer (as in gyroscope VR applications). The symbiosis in game environments is essential and simple. During the 1980s and 1990s a lot of different virtual reality gear variants were developed in the "VR boom". Some systems were more or less masked arcade game machines that did not offer any real virtuality. Virtuality was seen as a new way of working with a machine, but most of the applications did not support the idea far enough. Neither did the developers pay attention to interface design nor to new ways of experiencing and feeling pleasure through the machine. At that time the most important thing was to build a plausible "virtual reality system". Under the futuristic cover of the machine there was usually a PC and a joystick or mouse. Usually a system could easily be labelled as a virtual theater, a dome or a cabin, which all refer to entertainment simulators. At the beginning of the 1990s, data glasses and gloves were the most widely used interfaces within the new interaction systems. Later the development turned from haptic interfaces towards more spatial ideas -- from wearable systems to interaction environments. Still there are only few innovative applications available. One good example is Vivid Group's old Mandala VR system which was later in the 1990s developed further to the Holopod system. It has been promoted as the interface of the future and new way of being with the computer. As in the film Modern Times so also with Holopod the player is in a way sucked inside the game world. But this time with the user's consent. Behind the Holopod is Vivid Group's Mandala VGC (Video Gesture Control) technology which they have been developing since 1986. The Mandala VGC system combines real time video images of the player with the game scene. The player in the real world is the protagonist in the game world. So the real world and the game world are united. That makes it possible to sense the real time movement as well as interaction between the platform and the player. Also other manufacturers like American Holoplex has developed similar systems. Their system is called ThunderCam. Like Konami's Dance Dance Revolution, it asks heavy physical involvement in the Street Fighter combat game. Man-Man and Man-Machine Cooperation One of the most important elements in electronic games has been reaction ability. Now the playing is turning closer to a new sport. Different force feedback systems combined with haptic interfaces will create much more diverse examples of action. For example, the Japanese Konami corporation has developed a haptic version of a popular Playstation dance game where karaoke and an electronic version of the Twister game are combined. Besides new man-machine cooperative applications, there are also under development some multi-user environments where the user interacts with the computer-generated world as well as with other players. The Land of Snow and Ice has been under development for about a year now in the University of Lapland, Finland. It is a tourism project that is supposed to be able to create a sensation of the arctic environment throughout the year. Temperature and atmosphere are created with the help of refrigerating equipment. In the space there are virtual theatre and enhanced ski-doo as interfaces. The 3-D software makes the sensation very intense, and a hydraulic platform extends the experience. The Land of Snow and Ice is interesting from the point of view of the man-machine relationship in the way that it brings a new idea to the interface design: the use of everyday objects as interfaces. The machine is "hidden" inside an everyday object and one is interacting and using the machine in a more natural way. For example, the Norwegian media artist Stahl Stenslie has developed "an 'intelligent' couch through which you communicate using your body through tactile and visual stimuli". Besides art works he has also talked about new everyday communication environments, where the table in a café could be a communication tool. One step towards Stenslie's idea has already become reality in Lasipalatsi café in Helsinki, Finland. The tables are good for their primary purpose, but you can also surf the Internet and read your e-mail with them, while drinking your tea. These kind of ideas have also been presented within 'intelligent home' speculations. Intelligent homes have gained acceptance and there are already several intelligent homes in the world. Naturally there will always be opposition, because the surface between man and machine is still a very delicate issue. In spite of this, I see such homogeneous countries as Finland, for example, to be a good testing ground for a further development of new man-machine interaction systems. Pleasure seems to be one of the key words of the future, and with the new technology, one can make everyday routines easier, pleasure more intense and the Internet a part of social communication: within the virtual as well as in real world communities. In brief, I have introduced two ideas: using games as a testing ground, and embedding haptic and spatial interfaces inside everyday objects. It is always difficult to predict the future and there are always at least technology, marketing forces, popular culture and users that will affect what the man-machine relationship of the future will be like. I see games and game interfaces as the new developing ground for a new kind of man-machine relationship. References Barfield, W., and T.A. Furness. Virtual Environments and Advanced Interface Design. New York: Oxford UP, 1995. Brown, Les, and Sema Marks. Electric Media. New York: Hargrove Brace Jovanovich, 1974. Burdea, G., and P. Coiffet. Virtual Reality Technology. New York: John Wiley and Sons, 1994. Greelish, David. "Hictorically Brewed Magazine. A Retrospective." Classic Computing. 1 Sep. 1999 <http://www.classiccomputing.com/mag.php>. Huhtamo, Erkki. "Odottavasta Operaattorista Kärsimättömäksi Käyttäjäksi. Interaktiivisuuden Arkeologiaa." Mediaevoluutiota. Eds. Kari Hintikka and Seppo Kuivakari. Rovaniemi: U of Lapland P, 1997. Jones, Steve, ed. Virtual Culture: Identity and Communication in Cybersociety. Thousand Oaks, Calif.: Sage, 1997. Kuivakari, Seppo, ed. Keholliset Käyttöliittymät. Helsinki: TEKES, 1999. 1 Sep. 1999 <http://media.urova.fi/~raid>. Licklider, J.C.R. "Man-Computer Symbiosis." 1960. 1 Sep. 1999 <http://memex.org/licklider.pdf>. Picard, Rosalind W. Affective Computing. Cambridge, Mass.: MIT P, 1997. "Return of the Luddites". Interview with Kirkpatrick Sale. Wired Magazine June 1995. Stenslie, Stahl. Artworks. 1 Sep. 1999 <http://sirene.nta.no/stahl/>. Citation reference for this article MLA style: Sonja Kangas. "From Haptic Interfaces to Man-Machine Symbiosis." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/haptic.php>. Chicago style: Sonja Kangas, "From Haptic Interfaces to Man-Machine Symbiosis," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]). APA style: Sonja Kangas. (1999) From haptic interfaces to man-machine symbiosis. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]).
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9

Deer, Patrick, and Toby Miller. "A Day That Will Live In … ?" M/C Journal 5, no. 1 (March 1, 2002). http://dx.doi.org/10.5204/mcj.1938.

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Abstract:
By the time you read this, it will be wrong. Things seemed to be moving so fast in these first days after airplanes crashed into the World Trade Center, the Pentagon, and the Pennsylvania earth. Each certainty is as carelessly dropped as it was once carelessly assumed. The sounds of lower Manhattan that used to serve as white noise for residents—sirens, screeches, screams—are no longer signs without a referent. Instead, they make folks stare and stop, hurry and hustle, wondering whether the noises we know so well are in fact, this time, coefficients of a new reality. At the time of writing, the events themselves are also signs without referents—there has been no direct claim of responsibility, and little proof offered by accusers since the 11th. But it has been assumed that there is a link to US foreign policy, its military and economic presence in the Arab world, and opposition to it that seeks revenge. In the intervening weeks the US media and the war planners have supplied their own narrow frameworks, making New York’s “ground zero” into the starting point for a new escalation of global violence. We want to write here about the combination of sources and sensations that came that day, and the jumble of knowledges and emotions that filled our minds. Working late the night before, Toby was awoken in the morning by one of the planes right overhead. That happens sometimes. I have long expected a crash when I’ve heard the roar of jet engines so close—but I didn’t this time. Often when that sound hits me, I get up and go for a run down by the water, just near Wall Street. Something kept me back that day. Instead, I headed for my laptop. Because I cannot rely on local media to tell me very much about the role of the US in world affairs, I was reading the British newspaper The Guardian on-line when it flashed a two-line report about the planes. I looked up at the calendar above my desk to see whether it was April 1st. Truly. Then I got off-line and turned on the TV to watch CNN. That second, the phone rang. My quasi-ex-girlfriend I’m still in love with called from the mid-West. She was due to leave that day for the Bay Area. Was I alright? We spoke for a bit. She said my cell phone was out, and indeed it was for the remainder of the day. As I hung up from her, my friend Ana rang, tearful and concerned. Her husband, Patrick, had left an hour before for work in New Jersey, and it seemed like a dangerous separation. All separations were potentially fatal that day. You wanted to know where everyone was, every minute. She told me she had been trying to contact Palestinian friends who worked and attended school near the event—their ethnic, religious, and national backgrounds made for real poignancy, as we both thought of the prejudice they would (probably) face, regardless of the eventual who/what/when/where/how of these events. We agreed to meet at Bruno’s, a bakery on La Guardia Place. For some reason I really took my time, though, before getting to Ana. I shampooed and shaved under the shower. This was a horror, and I needed to look my best, even as men and women were losing and risking their lives. I can only interpret what I did as an attempt to impose normalcy and control on the situation, on my environment. When I finally made it down there, she’d located our friends. They were safe. We stood in the street and watched the Towers. Horrified by the sight of human beings tumbling to their deaths, we turned to buy a tea/coffee—again some ludicrous normalization—but were drawn back by chilling screams from the street. Racing outside, we saw the second Tower collapse, and clutched at each other. People were streaming towards us from further downtown. We decided to be with our Palestinian friends in their apartment. When we arrived, we learnt that Mark had been four minutes away from the WTC when the first plane hit. I tried to call my daughter in London and my father in Canberra, but to no avail. I rang the mid-West, and asked my maybe-former novia to call England and Australia to report in on me. Our friend Jenine got through to relatives on the West Bank. Israeli tanks had commenced a bombardment there, right after the planes had struck New York. Family members spoke to her from under the kitchen table, where they were taking refuge from the shelling of their house. Then we gave ourselves over to television, like so many others around the world, even though these events were happening only a mile away. We wanted to hear official word, but there was just a huge absence—Bush was busy learning to read in Florida, then leading from the front in Louisiana and Nebraska. As the day wore on, we split up and regrouped, meeting folks. One guy was in the subway when smoke filled the car. Noone could breathe properly, people were screaming, and his only thought was for his dog DeNiro back in Brooklyn. From the panic of the train, he managed to call his mom on a cell to ask her to feed “DeNiro” that night, because it looked like he wouldn’t get home. A pregnant woman feared for her unborn as she fled the blasts, pushing the stroller with her baby in it as she did so. Away from these heart-rending tales from strangers, there was the fear: good grief, what horrible price would the US Government extract for this, and who would be the overt and covert agents and targets of that suffering? What blood-lust would this generate? What would be the pattern of retaliation and counter-retaliation? What would become of civil rights and cultural inclusiveness? So a jumble of emotions came forward, I assume in all of us. Anger was not there for me, just intense sorrow, shock, and fear, and the desire for intimacy. Network television appeared to offer me that, but in an ultimately unsatisfactory way. For I think I saw the end-result of reality TV that day. I have since decided to call this ‘emotionalization’—network TV’s tendency to substitute analysis of US politics and economics with a stress on feelings. Of course, powerful emotions have been engaged by this horror, and there is value in addressing that fact and letting out the pain. I certainly needed to do so. But on that day and subsequent ones, I looked to the networks, traditional sources of current-affairs knowledge, for just that—informed, multi-perspectival journalism that would allow me to make sense of my feelings, and come to a just and reasoned decision about how the US should respond. I waited in vain. No such commentary came forward. Just a lot of asinine inquiries from reporters that were identical to those they pose to basketballers after a game: Question—‘How do you feel now?’ Answer—‘God was with me today.’ For the networks were insistent on asking everyone in sight how they felt about the end of las torres gemelas. In this case, we heard the feelings of survivors, firefighters, viewers, media mavens, Republican and Democrat hacks, and vacuous Beltway state-of-the-nation pundits. But learning of the military-political economy, global inequality, and ideologies and organizations that made for our grief and loss—for that, there was no space. TV had forgotten how to do it. My principal feeling soon became one of frustration. So I headed back to where I began the day—The Guardian web site, where I was given insightful analysis of the messy factors of history, religion, economics, and politics that had created this situation. As I dealt with the tragedy of folks whose lives had been so cruelly lost, I pondered what it would take for this to stop. Or whether this was just the beginning. I knew one thing—the answers wouldn’t come from mainstream US television, no matter how full of feelings it was. And that made Toby anxious. And afraid. He still is. And so the dreams come. In one, I am suddenly furloughed from my job with an orchestra, as audience numbers tumble. I make my evening-wear way to my locker along with the other players, emptying it of bubble gum and instrument. The next night, I see a gigantic, fifty-feet high wave heading for the city beach where I’ve come to swim. Somehow I am sheltered behind a huge wall, as all the people around me die. Dripping, I turn to find myself in a media-stereotype “crack house” of the early ’90s—desperate-looking black men, endless doorways, sudden police arrival, and my earnest search for a passport that will explain away my presence. I awake in horror, to the realization that the passport was already open and stamped—racialization at work for Toby, every day and in every way, as a white man in New York City. Ana’s husband, Patrick, was at work ten miles from Manhattan when “it” happened. In the hallway, I overheard some talk about two planes crashing, but went to teach anyway in my usual morning stupor. This was just the usual chatter of disaster junkies. I didn’t hear the words, “World Trade Center” until ten thirty, at the end of the class at the college I teach at in New Jersey, across the Hudson river. A friend and colleague walked in and told me the news of the attack, to which I replied “You must be fucking joking.” He was a little offended. Students were milling haphazardly on the campus in the late summer weather, some looking panicked like me. My first thought was of some general failure of the air-traffic control system. There must be planes falling out of the sky all over the country. Then the height of the towers: how far towards our apartment in Greenwich Village would the towers fall? Neither of us worked in the financial district a mile downtown, but was Ana safe? Where on the college campus could I see what was happening? I recognized the same physical sensation I had felt the morning after Hurricane Andrew in Miami seeing at a distance the wreckage of our shattered apartment across a suburban golf course strewn with debris and flattened power lines. Now I was trapped in the suburbs again at an unbridgeable distance from my wife and friends who were witnessing the attacks first hand. Were they safe? What on earth was going on? This feeling of being cut off, my path to the familiar places of home blocked, remained for weeks my dominant experience of the disaster. In my office, phone calls to the city didn’t work. There were six voice-mail messages from my teenaged brother Alex in small-town England giving a running commentary on the attack and its aftermath that he was witnessing live on television while I dutifully taught my writing class. “Hello, Patrick, where are you? Oh my god, another plane just hit the towers. Where are you?” The web was choked: no access to newspapers online. Email worked, but no one was wasting time writing. My office window looked out over a soccer field to the still woodlands of western New Jersey: behind me to the east the disaster must be unfolding. Finally I found a website with a live stream from ABC television, which I watched flickering and stilted on the tiny screen. It had all already happened: both towers already collapsed, the Pentagon attacked, another plane shot down over Pennsylvania, unconfirmed reports said, there were other hijacked aircraft still out there unaccounted for. Manhattan was sealed off. George Washington Bridge, Lincoln and Holland tunnels, all the bridges and tunnels from New Jersey I used to mock shut down. Police actions sealed off the highways into “the city.” The city I liked to think of as the capital of the world was cut off completely from the outside, suddenly vulnerable and under siege. There was no way to get home. The phone rang abruptly and Alex, three thousand miles away, told me he had spoken to Ana earlier and she was safe. After a dozen tries, I managed to get through and spoke to her, learning that she and Toby had seen people jumping and then the second tower fall. Other friends had been even closer. Everyone was safe, we thought. I sat for another couple of hours in my office uselessly. The news was incoherent, stories contradictory, loops of the planes hitting the towers only just ready for recycling. The attacks were already being transformed into “the World Trade Center Disaster,” not yet the ahistorical singularity of the emergency “nine one one.” Stranded, I had to spend the night in New Jersey at my boss’s house, reminded again of the boundless generosity of Americans to relative strangers. In an effort to protect his young son from the as yet unfiltered images saturating cable and Internet, my friend’s TV set was turned off and we did our best to reassure. We listened surreptitiously to news bulletins on AM radio, hoping that the roads would open. Walking the dog with my friend’s wife and son we crossed a park on the ridge on which Upper Montclair sits. Ten miles away a huge column of smoke was rising from lower Manhattan, where the stunning absence of the towers was clearly visible. The summer evening was unnervingly still. We kicked a soccer ball around on the front lawn and a woman walked distracted by, shocked and pale up the tree-lined suburban street, suffering her own wordless trauma. I remembered that though most of my students were ordinary working people, Montclair is a well-off dormitory for the financial sector and high rises of Wall Street and Midtown. For the time being, this was a white-collar disaster. I slept a short night in my friend’s house, waking to hope I had dreamed it all, and took the commuter train in with shell-shocked bankers and corporate types. All men, all looking nervously across the river toward glimpses of the Manhattan skyline as the train neared Hoboken. “I can’t believe they’re making us go in,” one guy had repeated on the station platform. He had watched the attacks from his office in Midtown, “The whole thing.” Inside the train we all sat in silence. Up from the PATH train station on 9th street I came onto a carless 6th Avenue. At 14th street barricades now sealed off downtown from the rest of the world. I walked down the middle of the avenue to a newspaper stand; the Indian proprietor shrugged “No deliveries below 14th.” I had not realized that the closer to the disaster you came, the less information would be available. Except, I assumed, for the evidence of my senses. But at 8 am the Village was eerily still, few people about, nothing in the sky, including the twin towers. I walked to Houston Street, which was full of trucks and police vehicles. Tractor trailers sat carrying concrete barriers. Below Houston, each street into Soho was barricaded and manned by huddles of cops. I had walked effortlessly up into the “lockdown,” but this was the “frozen zone.” There was no going further south towards the towers. I walked the few blocks home, found my wife sleeping, and climbed into bed, still in my clothes from the day before. “Your heart is racing,” she said. I realized that I hadn’t known if I would get back, and now I never wanted to leave again; it was still only eight thirty am. Lying there, I felt the terrible wonder of a distant bystander for the first-hand witness. Ana’s face couldn’t tell me what she had seen. I felt I needed to know more, to see and understand. Even though I knew the effort was useless: I could never bridge that gap that had trapped me ten miles away, my back turned to the unfolding disaster. The television was useless: we don’t have cable, and the mast on top of the North Tower, which Ana had watched fall, had relayed all the network channels. I knew I had to go down and see the wreckage. Later I would realize how lucky I had been not to suffer from “disaster envy.” Unbelievably, in retrospect, I commuted into work the second day after the attack, dogged by the same unnerving sensation that I would not get back—to the wounded, humbled former center of the world. My students were uneasy, all talked out. I was a novelty, a New Yorker living in the Village a mile from the towers, but I was forty-eight hours late. Out of place in both places. I felt torn up, but not angry. Back in the city at night, people were eating and drinking with a vengeance, the air filled with acrid sicklysweet smoke from the burning wreckage. Eyes stang and nose ran with a bitter acrid taste. Who knows what we’re breathing in, we joked nervously. A friend’s wife had fallen out with him for refusing to wear a protective mask in the house. He shrugged a wordlessly reassuring smile. What could any of us do? I walked with Ana down to the top of West Broadway from where the towers had commanded the skyline over SoHo; downtown dense smoke blocked the view to the disaster. A crowd of onlookers pushed up against the barricades all day, some weeping, others gawping. A tall guy was filming the grieving faces with a video camera, which was somehow the worst thing of all, the first sign of the disaster tourism that was already mushrooming downtown. Across the street an Asian artist sat painting the street scene in streaky black and white; he had scrubbed out two white columns where the towers would have been. “That’s the first thing I’ve seen that’s made me feel any better,” Ana said. We thanked him, but he shrugged blankly, still in shock I supposed. On the Friday, the clampdown. I watched the Mayor and Police Chief hold a press conference in which they angrily told the stream of volunteers to “ground zero” that they weren’t needed. “We can handle this ourselves. We thank you. But we don’t need your help,” Commissioner Kerik said. After the free-for-all of the first couple of days, with its amazing spontaneities and common gestures of goodwill, the clampdown was going into effect. I decided to go down to Canal Street and see if it was true that no one was welcome anymore. So many paths through the city were blocked now. “Lock down, frozen zone, war zone, the site, combat zone, ground zero, state troopers, secured perimeter, national guard, humvees, family center”: a disturbing new vocabulary that seemed to stamp the logic of Giuliani’s sanitized and over-policed Manhattan onto the wounded hulk of the city. The Mayor had been magnificent in the heat of the crisis; Churchillian, many were saying—and indeed, Giuliani quickly appeared on the cover of Cigar Afficionado, complete with wing collar and the misquotation from Kipling, “Captain Courageous.” Churchill had not believed in peacetime politics either, and he never got over losing his empire. Now the regime of command and control over New York’s citizens and its economy was being stabilized and reimposed. The sealed-off, disfigured, and newly militarized spaces of the New York through which I have always loved to wander at all hours seemed to have been put beyond reach for the duration. And, in the new post-“9/11” post-history, the duration could last forever. The violence of the attacks seemed to have elicited a heavy-handed official reaction that sought to contain and constrict the best qualities of New York. I felt more anger at the clampdown than I did at the demolition of the towers. I knew this was unreasonable, but I feared the reaction, the spread of the racial harassment and racial profiling that I had already heard of from my students in New Jersey. This militarizing of the urban landscape seemed to negate the sprawling, freewheeling, boundless largesse and tolerance on which New York had complacently claimed a monopoly. For many the towers stood for that as well, not just as the monumental outposts of global finance that had been attacked. Could the American flag mean something different? For a few days, perhaps—on the helmets of firemen and construction workers. But not for long. On the Saturday, I found an unmanned barricade way east along Canal Street and rode my bike past throngs of Chinatown residents, by the Federal jail block where prisoners from the first World Trade Center bombing were still being held. I headed south and west towards Tribeca; below the barricades in the frozen zone, you could roam freely, the cops and soldiers assuming you belonged there. I felt uneasy, doubting my own motives for being there, feeling the blood drain from my head in the same numbing shock I’d felt every time I headed downtown towards the site. I looped towards Greenwich Avenue, passing an abandoned bank full of emergency supplies and boxes of protective masks. Crushed cars still smeared with pulverized concrete and encrusted with paperwork strewn by the blast sat on the street near the disabled telephone exchange. On one side of the avenue stood a horde of onlookers, on the other television crews, all looking two blocks south towards a colossal pile of twisted and smoking steel, seven stories high. We were told to stay off the street by long-suffering national guardsmen and women with southern accents, kids. Nothing happening, just the aftermath. The TV crews were interviewing worn-out, dust-covered volunteers and firemen who sat quietly leaning against the railings of a park filled with scraps of paper. Out on the West Side highway, a high-tech truck was offering free cellular phone calls. The six lanes by the river were full of construction machinery and military vehicles. Ambulances rolled slowly uptown, bodies inside? I locked my bike redundantly to a lamppost and crossed under the hostile gaze of plainclothes police to another media encampment. On the path by the river, two camera crews were complaining bitterly in the heat. “After five days of this I’ve had enough.” They weren’t talking about the trauma, bodies, or the wreckage, but censorship. “Any blue light special gets to roll right down there, but they see your press pass and it’s get outta here. I’ve had enough.” I fronted out the surly cops and ducked under the tape onto the path, walking onto a Pier on which we’d spent many lazy afternoons watching the river at sunset. Dust everywhere, police boats docked and waiting, a crane ominously dredging mud into a barge. I walked back past the camera operators onto the highway and walked up to an interview in process. Perfectly composed, a fire chief and his crew from some small town in upstate New York were politely declining to give details about what they’d seen at “ground zero.” The men’s faces were dust streaked, their eyes slightly dazed with the shock of a horror previously unimaginable to most Americans. They were here to help the best they could, now they’d done as much as anyone could. “It’s time for us to go home.” The chief was eloquent, almost rehearsed in his precision. It was like a Magnum press photo. But he was refusing to cooperate with the media’s obsessive emotionalism. I walked down the highway, joining construction workers, volunteers, police, and firemen in their hundreds at Chambers Street. No one paid me any attention; it was absurd. I joined several other watchers on the stairs by Stuyvesant High School, which was now the headquarters for the recovery crews. Just two or three blocks away, the huge jagged teeth of the towers’ beautiful tracery lurched out onto the highway above huge mounds of debris. The TV images of the shattered scene made sense as I placed them into what was left of a familiar Sunday afternoon geography of bike rides and walks by the river, picnics in the park lying on the grass and gazing up at the infinite solidity of the towers. Demolished. It was breathtaking. If “they” could do that, they could do anything. Across the street at tables military policeman were checking credentials of the milling volunteers and issuing the pink and orange tags that gave access to ground zero. Without warning, there was a sudden stampede running full pelt up from the disaster site, men and women in fatigues, burly construction workers, firemen in bunker gear. I ran a few yards then stopped. Other people milled around idly, ignoring the panic, smoking and talking in low voices. It was a mainly white, blue-collar scene. All these men wearing flags and carrying crowbars and flashlights. In their company, the intolerance and rage I associated with flags and construction sites was nowhere to be seen. They were dealing with a torn and twisted otherness that dwarfed machismo or bigotry. I talked to a moustachioed, pony-tailed construction worker who’d hitched a ride from the mid-west to “come and help out.” He was staying at the Y, he said, it was kind of rough. “Have you been down there?” he asked, pointing towards the wreckage. “You’re British, you weren’t in World War Two were you?” I replied in the negative. “It’s worse ’n that. I went down last night and you can’t imagine it. You don’t want to see it if you don’t have to.” Did I know any welcoming ladies? he asked. The Y was kind of tough. When I saw TV images of President Bush speaking to the recovery crews and steelworkers at “ground zero” a couple of days later, shouting through a bullhorn to chants of “USA, USA” I knew nothing had changed. New York’s suffering was subject to a second hijacking by the brokers of national unity. New York had never been America, and now its terrible human loss and its great humanity were redesignated in the name of the nation, of the coming war. The signs without a referent were being forcibly appropriated, locked into an impoverished patriotic framework, interpreted for “us” by a compliant media and an opportunistic regime eager to reign in civil liberties, to unloose its war machine and tighten its grip on the Muslim world. That day, drawn to the river again, I had watched F18 fighter jets flying patterns over Manhattan as Bush’s helicopters came in across the river. Otherwise empty of air traffic, “our” skies were being torn up by the military jets: it was somehow the worst sight yet, worse than the wreckage or the bands of disaster tourists on Canal Street, a sign of further violence yet to come. There was a carrier out there beyond New York harbor, there to protect us: the bruising, blustering city once open to all comers. That felt worst of all. In the intervening weeks, we have seen other, more unstable ways of interpreting the signs of September 11 and its aftermath. Many have circulated on the Internet, past the blockages and blockades placed on urban spaces and intellectual life. Karl-Heinz Stockhausen’s work was banished (at least temporarily) from the canon of avant-garde electronic music when he described the attack on las torres gemelas as akin to a work of art. If Jacques Derrida had described it as an act of deconstruction (turning technological modernity literally in on itself), or Jean Baudrillard had announced that the event was so thick with mediation it had not truly taken place, something similar would have happened to them (and still may). This is because, as Don DeLillo so eloquently put it in implicit reaction to the plaintive cry “Why do they hate us?”: “it is the power of American culture to penetrate every wall, home, life and mind”—whether via military action or cultural iconography. All these positions are correct, however grisly and annoying they may be. What GK Chesterton called the “flints and tiles” of nineteenth-century European urban existence were rent asunder like so many victims of high-altitude US bombing raids. As a First-World disaster, it became knowable as the first-ever US “ground zero” such precisely through the high premium immediately set on the lives of Manhattan residents and the rarefied discussion of how to commemorate the high-altitude towers. When, a few weeks later, an American Airlines plane crashed on take-off from Queens, that borough was left open to all comers. Manhattan was locked down, flown over by “friendly” bombers. In stark contrast to the open if desperate faces on the street of 11 September, people went about their business with heads bowed even lower than is customary. Contradictory deconstructions and valuations of Manhattan lives mean that September 11 will live in infamy and hyper-knowability. The vengeful United States government and population continue on their way. Local residents must ponder insurance claims, real-estate values, children’s terrors, and their own roles in something beyond their ken. New York had been forced beyond being the center of the financial world. It had become a military target, a place that was receiving as well as dispatching the slings and arrows of global fortune. Citation reference for this article MLA Style Deer, Patrick and Miller, Toby. "A Day That Will Live In … ?" M/C: A Journal of Media and Culture 5.1 (2002). [your date of access] < http://www.media-culture.org.au/0203/adaythat.php>. Chicago Style Deer, Patrick and Miller, Toby, "A Day That Will Live In … ?" M/C: A Journal of Media and Culture 5, no. 1 (2002), < http://www.media-culture.org.au/0203/adaythat.php> ([your date of access]). APA Style Deer, Patrick and Miller, Toby. (2002) A Day That Will Live In … ?. M/C: A Journal of Media and Culture 5(1). < http://www.media-culture.org.au/0203/adaythat.php> ([your date of access]).
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10

Losh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no. 5 (October 1, 2007). http://dx.doi.org/10.5204/mcj.2710.

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Abstract:
On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctioned, and witnesses complained of “technical problems” several times. By the end of the day it seemed that what was to be remembered about the hearing was the shocking revelation that terrorists were using videogames to recruit young jihadists. The Associated Press wrote a short, restrained article about the hearing that only mentioned “computer games and recruitment videos” in passing. Eager to have their version of the news item picked up, Reuters made videogames the focus of their coverage with a headline that announced, “Islamists Using US Videogames in Youth Appeal.” Like a game of telephone, as the Reuters videogame story was quickly re-run by several Internet news services, each iteration of the title seemed less true to the exact language of the original. One Internet news service changed the headline to “Islamic militants recruit using U.S. video games.” Fox News re-titled the story again to emphasise that this alert about technological manipulation was coming from recognised specialists in the anti-terrorism surveillance field: “Experts: Islamic Militants Customizing Violent Video Games.” As the story circulated, the body of the article remained largely unchanged, in which the Reuters reporter described the digital materials from Islamic extremists that were shown at the congressional hearing. During the segment that apparently most captured the attention of the wire service reporters, eerie music played as an English-speaking narrator condemned the “infidel” and declared that he had “put a jihad” on them, as aerial shots moved over 3D computer-generated images of flaming oil facilities and mosques covered with geometric designs. Suddenly, this menacing voice-over was interrupted by an explosion, as a virtual rocket was launched into a simulated military helicopter. The Reuters reporter shared this dystopian vision from cyberspace with Western audiences by quoting directly from the chilling commentary and describing a dissonant montage of images and remixed sound. “I was just a boy when the infidels came to my village in Blackhawk helicopters,” a narrator’s voice said as the screen flashed between images of street-level gunfights, explosions and helicopter assaults. Then came a recording of President George W. Bush’s September 16, 2001, statement: “This crusade, this war on terrorism, is going to take a while.” It was edited to repeat the word “crusade,” which Muslims often define as an attack on Islam by Christianity. According to the news reports, the key piece of evidence before Congress seemed to be a film by “SonicJihad” of recorded videogame play, which – according to the experts – was widely distributed online. Much of the clip takes place from the point of view of a first-person shooter, seen as if through the eyes of an armed insurgent, but the viewer also periodically sees third-person action in which the player appears as a running figure wearing a red-and-white checked keffiyeh, who dashes toward the screen with a rocket launcher balanced on his shoulder. Significantly, another of the player’s hand-held weapons is a detonator that triggers remote blasts. As jaunty music plays, helicopters, tanks, and armoured vehicles burst into smoke and flame. Finally, at the triumphant ending of the video, a green and white flag bearing a crescent is hoisted aloft into the sky to signify victory by Islamic forces. To explain the existence of this digital alternative history in which jihadists could be conquerors, the Reuters story described the deviousness of the country’s terrorist opponents, who were now apparently modifying popular videogames through their wizardry and inserting anti-American, pro-insurgency content into U.S.-made consumer technology. One of the latest video games modified by militants is the popular “Battlefield 2” from leading video game publisher, Electronic Arts Inc of Redwood City, California. Jeff Brown, a spokesman for Electronic Arts, said enthusiasts often write software modifications, known as “mods,” to video games. “Millions of people create mods on games around the world,” he said. “We have absolutely no control over them. It’s like drawing a mustache on a picture.” Although the Electronic Arts executive dismissed the activities of modders as a “mustache on a picture” that could only be considered little more than childish vandalism of their off-the-shelf corporate product, others saw a more serious form of criminality at work. Testifying experts and the legislators listening on the committee used the video to call for greater Internet surveillance efforts and electronic counter-measures. Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source. Ironically, the moment in the movie from which the sound clip is excerpted is one about intelligence gathering. As an agent of Team America, a fictional elite U.S. commando squad, the hero of the film’s all-puppet cast, Gary Johnston, is impersonating a jihadist radical inside a hostile Egyptian tavern that is modelled on the cantina scene from Star Wars. Additional laughs come from the fact that agent Johnston is accepted by the menacing terrorist cell as “Hakmed,” despite the fact that he utters a series of improbable clichés made up of incoherent stereotypes about life in the Middle East while dressed up in a disguise made up of shoe polish and a turban from a bathroom towel. The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists. It wasn’t intended for the purpose what it was portrayed to be by the media. So no I don’t regret making a funny video . . . why should I? The only thing I regret is thinking that news from Reuters was objective and always right. The least they could do is some online research before publishing this. If they label me al-Qaeda just for making this silly video, that makes you think, what is this al-Qaeda? And is everything al-Qaeda? Although Sonic Jihad dismissed his own work as “silly” or “funny,” he expected considerably more from a credible news agency like Reuters: “objective” reporting, “online research,” and fact-checking before “publishing.” Within the week, almost all of the salient details in the Reuters story were revealed to be incorrect. SonicJihad’s film was not made by terrorists or for terrorists: it was not created by “Islamic militants” for “Muslim youths.” The videogame it depicted had not been modified by a “tech-savvy militant” with advanced programming skills. Of course, what is most extraordinary about this story isn’t just that Reuters merely got its facts wrong; it is that a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play. Based on their exchanges in the public record, elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal. This environment of cultural reaction can be used to explain why policy makers’ reaction to terrorists’ use of networked communication and digital media actually tells us more about our own American ideologies about technology and rhetoric in a contemporary information environment. When the experts come forward at the Sonic Jihad hearing to “walk us through the media and some of the products,” they present digital artefacts of an information economy that mirrors many of the features of our own consumption of objects of electronic discourse, which seem dangerously easy to copy and distribute and thus also create confusion about their intended meanings, audiences, and purposes. From this one hearing we can see how the reception of many new digital genres plays out in the public sphere of legislative discourse. Web pages, videogames, and Weblogs are mentioned specifically in the transcript. The main architecture of the witnesses’ presentation to the committee is organised according to the rhetorical conventions of a PowerPoint presentation. Moreover, the arguments made by expert witnesses about the relationship of orality to literacy or of public to private communications in new media are highly relevant to how we might understand other important digital genres, such as electronic mail or text messaging. The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property. To explain embarrassing leaks of infinitely replicable digital files, witness Ron Roughead says, “We’re not even sure that they don’t even hack into the kinds of spaces that hold photographs in order to get pictures that our forces have taken.” Another witness, Undersecretary of Defense for Policy and International Affairs, Peter Rodman claims that “any video game that comes out, as soon as the code is released, they will modify it and change the game for their needs.” Thus, the implication of these witnesses’ testimony is that the release of code into the public domain can contribute to political subversion, much as covert intrusion into computer networks by stealthy hackers can. However, the witnesses from the Pentagon and from the government contractor SAIC often present a contradictory image of the supposed terrorists in the hearing transcripts. Sometimes the enemy is depicted as an organisation of technological masterminds, capable of manipulating the computer code of unwitting Americans and snatching their rightful intellectual property away; sometimes those from the opposing forces are depicted as pre-modern and even sub-literate political innocents. In contrast, the congressional representatives seem to focus on similarities when comparing the work of “terrorists” to the everyday digital practices of their constituents and even of themselves. According to the transcripts of this open hearing, legislators on both sides of the aisle express anxiety about domestic patterns of Internet reception. Even the legislators’ own Web pages are potentially disruptive electronic artefacts, particularly when the demands of digital labour interfere with their duties as lawmakers. Although the subject of the hearing is ostensibly terrorist Websites, Representative Anna Eshoo (D-California) bemoans the difficulty of maintaining her own official congressional site. As she observes, “So we are – as members, I think we’re very sensitive about what’s on our Website, and if I retained what I had on my Website three years ago, I’d be out of business. So we know that they have to be renewed. They go up, they go down, they’re rebuilt, they’re – you know, the message is targeted to the future.” In their questions, lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions. Representative Alcee Hastings (D-Florida) compares the polluting power of insurgent bloggers to that of influential online muckrakers from the American political Right. Hastings complains of “garbage on our regular mainstream news that comes from blog sites.” Representative Heather Wilson (R-New Mexico) attempts to project a media-savvy persona by bringing up the “phenomenon of blogging” in conjunction with her questions about jihadist Websites in which she notes how Internet traffic can be magnified by cooperative ventures among groups of ideologically like-minded content-providers: “These Websites, and particularly the most active ones, are they cross-linked? And do they have kind of hot links to your other favorite sites on them?” At one point Representative Wilson asks witness Rodman if he knows “of your 100 hottest sites where the Webmasters are educated? What nationality they are? Where they’re getting their money from?” In her questions, Wilson implicitly acknowledges that Web work reflects influences from pedagogical communities, economic networks of the exchange of capital, and even potentially the specific ideologies of nation-states. It is perhaps indicative of the government contractors’ anachronistic worldview that the witness is unable to answer Wilson’s question. He explains that his agency focuses on the physical location of the server or ISP rather than the social backgrounds of the individuals who might be manufacturing objectionable digital texts. The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries. The residual subtexts in the witnesses’ conjectures about competing cultures of orality and literacy may tell us something about a reactionary rhetoric around videogames and digital culture more generally. According to the experts before Congress, the Middle Eastern audience for these videogames and Websites is limited by its membership in a pre-literate society that is only capable of abortive cultural production without access to knowledge that is archived in printed codices. Sometimes the witnesses before Congress seem to be unintentionally channelling the ideas of the late literacy theorist Walter Ong about the “secondary orality” associated with talky electronic media such as television, radio, audio recording, or telephone communication. Later followers of Ong extend this concept of secondary orality to hypertext, hypermedia, e-mail, and blogs, because they similarly share features of both speech and written discourse. Although Ong’s disciples celebrate this vibrant reconnection to a mythic, communal past of what Kathleen Welch calls “electric rhetoric,” the defence industry consultants express their profound state of alarm at the potentially dangerous and subversive character of this hybrid form of communication. The concept of an “oral tradition” is first introduced by the expert witnesses in the context of modern marketing and product distribution: “The Internet is used for a variety of things – command and control,” one witness states. “One of the things that’s missed frequently is how and – how effective the adversary is at using the Internet to distribute product. They’re using that distribution network as a modern form of oral tradition, if you will.” Thus, although the Internet can be deployed for hierarchical “command and control” activities, it also functions as a highly efficient peer-to-peer distributed network for disseminating the commodity of information. Throughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order. Witness Eric Michael describes the “oral tradition” and the conventions of communal life in the Middle East to emphasise the primacy of speech in the collective discursive practices of this alien population: “I’d like to point your attention to the media types and the fact that the oral tradition is listed as most important. The other media listed support that. And the significance of the oral tradition is more than just – it’s the medium by which, once it comes off the Internet, it is transferred.” The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era. The oral tradition now also has an aspect of rumor. A[n] event takes place. There is an explosion in a city. Rumor is that the United States Air Force dropped a bomb and is doing indiscriminate killing. This ends up being discussed on the street. It ends up showing up in a Friday sermon in a mosque or in another religious institution. It then gets recycled into written materials. Media picks up the story and broadcasts it, at which point it’s now a fact. In this particular case that we were telling you about, it showed up on a network television, and their propaganda continues to go back to this false initial report on network television and continue to reiterate that it’s a fact, even though the United States government has proven that it was not a fact, even though the network has since recanted the broadcast. In this example, many-to-many discussion on the “street” is formalised into a one-to many “sermon” and then further stylised using technology in a one-to-many broadcast on “network television” in which “propaganda” that is “false” can no longer be disputed. This “oral tradition” is like digital media, because elements of discourse can be infinitely copied or “recycled,” and it is designed to “reiterate” content. In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.” The film by SonicJihad is chosen as the final clip by the witnesses before Congress, because it allegedly combines many different types of emotional appeal, and thus it conveniently ties together all of the themes that the witnesses present to the legislators about unreliable oral or rhetorical sources in the Middle East: And there you see how all these products are linked together. And you can see where the games are set to psychologically condition you to go kill coalition forces. You can see how they use humor. You can see how the entire campaign is carefully crafted to first evoke an emotion and then to evoke a response and to direct that response in the direction that they want. Jihadist digital products, especially videogames, are effective means of manipulation, the witnesses argue, because they employ multiple channels of persuasion and carefully sequenced and integrated subliminal messages. To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses. This sharp criticism of the artful use of a presentation style that is “crafted” is ironic, given that the witnesses’ “compilation” of jihadist digital material is staged in the form of a carefully structured PowerPoint presentation, one that is paced to a well-rehearsed rhythm of “slide, please” or “next slide” in the transcript. The transcript also reveals that the members of the House Intelligence Committee were not the original audience for the witnesses’ PowerPoint presentation. Rather, when it was first created by SAIC, this “expert” presentation was designed for training purposes for the troops on the ground, who would be facing the challenges of deployment in hostile terrain. According to the witnesses, having the slide show showcased before Congress was something of an afterthought. Nonetheless, Congressman Tiahrt (R-KN) is so impressed with the rhetorical mastery of the consultants that he tries to appropriate it. As Tiarht puts it, “I’d like to get a copy of that slide sometime.” From the hearing we also learn that the terrorists’ Websites are threatening precisely because they manifest a polymorphously perverse geometry of expansion. For example, one SAIC witness before the House Committee compares the replication and elaboration of digital material online to a “spiderweb.” Like Representative Eshoo’s site, he also notes that the terrorists’ sites go “up” and “down,” but the consultant is left to speculate about whether or not there is any “central coordination” to serve as an organising principle and to explain the persistence and consistency of messages despite the apparent lack of a single authorial ethos to offer a stable, humanised, point of reference. In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.” Of course, to maintain their share of the government market, the Science Applications International Corporation also employs practices of publicity and promotion through the Internet and digital media. They use HTML Web pages for these purposes, as well as PowerPoint presentations and online video. The rhetoric of the Website of SAIC emphasises their motto “From Science to Solutions.” After a short Flash film about how SAIC scientists and engineers solve “complex technical problems,” the visitor is taken to the home page of the firm that re-emphasises their central message about expertise. The maps, uniforms, and specialised tools and equipment that are depicted in these opening Web pages reinforce an ethos of professional specialisation that is able to respond to multiple threats posed by the “global war on terror.” By 26 June 2006, the incident finally was being described as a “Pentagon Snafu” by ABC News. From the opening of reporter Jake Tapper’s investigative Webcast, established government institutions were put on the spot: “So, how much does the Pentagon know about videogames? Well, when it came to a recent appearance before Congress, apparently not enough.” Indeed, the very language about “experts” that was highlighted in the earlier coverage is repeated by Tapper in mockery, with the significant exception of “independent expert” Ian Bogost of the Georgia Institute of Technology. If the Pentagon and SAIC deride the legitimacy of rhetoric as a cultural practice, Bogost occupies himself with its defence. In his recent book Persuasive Games: The Expressive Power of Videogames, Bogost draws upon the authority of the “2,500 year history of rhetoric” to argue that videogames represent a significant development in that cultural narrative. Given that Bogost and his Watercooler Games Weblog co-editor Gonzalo Frasca were actively involved in the detective work that exposed the depth of professional incompetence involved in the government’s line-up of witnesses, it is appropriate that Bogost is given the final words in the ABC exposé. As Bogost says, “We should be deeply bothered by this. We should really be questioning the kind of advice that Congress is getting.” Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see. References ABC News. “Terrorist Videogame?” Nightline Online. 21 June 2006. 22 June 2006 http://abcnews.go.com/Video/playerIndex?id=2105341>. Bogost, Ian. Persuasive Games: Videogames and Procedural Rhetoric. Cambridge, MA: MIT Press, 2007. Game Politics. “Was Congress Misled by ‘Terrorist’ Game Video? We Talk to Gamer Who Created the Footage.” 11 May 2006. http://gamepolitics.livejournal.com/285129.html#cutid1>. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. julieb. “David Morgan Is a Horrible Writer and Should Be Fired.” Online posting. 5 May 2006. Dvorak Uncensored Cage Match Forums. http://cagematch.dvorak.org/index.php/topic,130.0.html>. Mahmood. “Terrorists Don’t Recruit with Battlefield 2.” GGL Global Gaming. 16 May 2006 http://www.ggl.com/news.php?NewsId=3090>. Morgan, David. “Islamists Using U.S. Video Games in Youth Appeal.” Reuters online news service. 4 May 2006 http://today.reuters.com/news/ArticleNews.aspx?type=topNews &storyID=2006-05-04T215543Z_01_N04305973_RTRUKOC_0_US-SECURITY- VIDEOGAMES.xml&pageNumber=0&imageid=&cap=&sz=13&WTModLoc= NewsArt-C1-ArticlePage2>. Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London/New York: Methuen, 1982. Parker, Trey. Online posting. 7 May 2006. 9 May 2006 http://www.treyparker.com>. Plato. “Gorgias.” Plato: Collected Dialogues. Princeton: Princeton UP, 1961. Shrader, Katherine. “Pentagon Surfing Thousands of Jihad Sites.” Associated Press 4 May 2006. SonicJihad. “SonicJihad: A Day in the Life of a Resistance Fighter.” Online posting. 26 Dec. 2005. Planet Battlefield Forums. 9 May 2006 http://www.forumplanet.com/planetbattlefield/topic.asp?fid=13670&tid=1806909&p=1>. Tapper, Jake, and Audery Taylor. “Terrorist Video Game or Pentagon Snafu?” ABC News Nightline 21 June 2006. 30 June 2006 http://abcnews.go.com/Nightline/Technology/story?id=2105128&page=1>. U.S. Congressional Record. Panel I of the Hearing of the House Select Intelligence Committee, Subject: “Terrorist Use of the Internet for Communications.” Federal News Service. 4 May 2006. Welch, Kathleen E. Electric Rhetoric: Classical Rhetoric, Oralism, and the New Literacy. Cambridge, MA: MIT Press, 1999. Citation reference for this article MLA Style Losh, Elizabeth. "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/08-losh.php>. APA Style Losh, E. (Oct. 2007) "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/08-losh.php>.
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Dissertations / Theses on the topic "Street Fighter Alpha (Game)"

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Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

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SU, YU-FENG, and 蘇裕峰. "A case study of narrative analysis on the scenes for the fighting game “Street Fighter” series." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2f33c9.

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碩士
國立高雄師範大學
視覺設計學系
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The research was to study the game scenarios in the CAPCOM series game "Street Fighter" from 1991 to 2000. Using Researcher’s own experience as a senior game user, we chose to use narrative analysis as a method to explore the game scenarios relationships with characters, plots, and events. In addition, geography connotations, subcultures, and interpretations of scenes of game users are also observed and analyzed from the perspective by geography and sociology. Then we discovered that the users had a series of correlations with the characters, plots, and events of the game when games are played. One conclution is to produce rich geography meanings, including architectural features of different cultures, modern and postmodernism which inspires user's curiosity; the second one is that the symbol of the scenes also shows multiple conversion, such as the building, the image of the hint, that constitutes a stage of user's imagination. Last is user's interpretation for the game. By gazing through the game, uers indulge thamselves in a false illusion. And immersing themselves in rich world framework, users are busily playing roles of a specific scripts between the foreground and the backstage of the game, making the virtual boundary of the game itself obscure. The symbol of the game replacing the real world, and even more above. The contexts betwin the game and real world, are constructing this sacred temple.
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Salinas, Efren Julian. "Competitive video gaming, the sport of the future." 2013. http://hdl.handle.net/2152/22690.

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Competitive video gaming is experiencing exponential growth. Advances in technology and global Internet penetration has created highly dedicated fan bases for games played at a competitive level. Game developing companies are beginning to focus their attention on making games for the new eSports market. How avid eSports fans view competitive gaming is disrupting traditional consumption models. Twitch.TV a site that streams live gaming content is seeing massive growth. Now, more than ever, dedicated gamers can live off of playing games – whether by competing in tournaments as sponsored players or running ads on their Twitch.TV live stream while they play. The communities that have developed around different genres of competitive games are as varied as traditional sports such as Major League Baseball or the National Football League. A new industry with a complex infrastructure is developing in this new market.
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Books on the topic "Street Fighter Alpha (Game)"

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Carle, Chris. Street fighter: The complete history. San Francisco: Chronicle Books, 2010.

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Ken, Schmidt, Marcus Phillip, and Bogenn Tim, eds. Street fighter alpha 3: Official strategy guide. Indianapolis, Ind: BradyGames, 2003.

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Street fighter IV: Prima official game guide. Roseville, CA: Prima Games, 2009.

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USA, Capcom, ed. Super Street fighter IV: Prima official game guide. Roseville. CA: Prima Games, 2010.

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Cuellar, Joey. Street fighter anniversary collection: Official fighter's guide. Indianapolis, IN: Brady Pub., 2005.

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Inc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Redmond, USA: Microsoft Pr, 1991.

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Sandler, Corey. The Official TurboGrafx-16 Game Encyclopdia. New York, NY: Bantam Books, 1990.

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Tom, Badgett, ed. Official Sega Genesis and Game Gear strategies, 2ND Edition. Toronto: Bantam Books, 1991.

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Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. New York: Bantam Books, 1992.

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Tom, Badgett, ed. Ultimate unauthorized Nintendo game strategies: Winning Strategies for 100 Top Games. New York: Bantam Books, 1989.

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Book chapters on the topic "Street Fighter Alpha (Game)"

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Patterson, Christopher B. "Global Game." In Open World Empire, 37–76. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0002.

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This chapter argues that video games, unlike literature and film, are most often depicted as a form of global art, free of ideologies and nationalist boundaries. It examines how such “global games” reconceive of race as campy and Asiatic through experiences of play, focusing on the games Street Fighter II, League of Legends, and Overwatch. These games, conceived as “global,” contain a dizzying diversity of racial stereotypes that fluctuate between the empowering and the offensive. Exploring theories of camp sensibility (Susan Sontag), traveling erotics (Roland Barthes), and Japanese aesthetics, this chapter asks how “global games” are played as gateways into “the Asiatic,” a playful and digital form of Asian-ish representation that straddles notions of the queer, the exotic, the bizarre, and the Orientalist.
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Conference papers on the topic "Street Fighter Alpha (Game)"

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Rocha, Gabriel Lopes, João Teixeira Araújo, and Flávio Luiz Schiavoni. "Ha Dou Ken Music: Mapping a joysticks as a musical controller." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.

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The structure of a digital musical instrument (DMI) can be splitted up in three parts: interface, mapping and synthesizer. For DMI’s, in which sound synthesis is done via software, the interaction interface serves to capture the performer’s gestures, which can be mapped under various techniques to different sounds. In this work, we bring videogame controls as an interface for musical interaction. Due to its great presence in popular culture and its ease of access, even people who are not in the habit of playing electronic games possibly interacted with this kind of interface once in a lifetime. Thus, gestures like pressing a sequence of buttons, pressing them simultaneously or sliding your fingers through the control can be mapped for musical creation. This work aims the elaboration of a strategy in which several gestures captured by the interface can influence one or several parameters of the sound synthesis, making a mapping denominated many to many. Buttons combinations used to perform game actions that are common in fighting games, like Street Fighter, were mapped to the synthesizer to create a music. Experiments show that this mapping is capable of influencing the musical expression of a DMI making it closer to an acoustic instrument.
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