To see the other types of publications on this topic, follow the link: Video game composers.

Journal articles on the topic 'Video game composers'

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

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Video game composers.'

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

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

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Golding, Dan. "Finding Untitled Goose Game’s Dynamic Music in the World of Silent Cinema." Journal of Sound and Music in Games 2, no. 1 (January 1, 2021): 1–16. http://dx.doi.org/10.1525/jsmg.2021.2.1.1.

Full text
Abstract:
There are three unusual things about Untitled Goose Game’s music. First, for an independent video game produced by a small studio, the music is dynamic and reactive to a high degree. The game uses pre-recorded, non-generative musical performances and yet will respond to onscreen events within a buffer of only a few seconds at maximum. Second, the music takes inspiration not from other dynamic music systems in video games but from the varying practices of musical accompaniment for silent cinema and early comedy, aiming to replicate affect rather than process. Finally, the music for Untitled Goose Game takes the unusual step of adapting pre-existing classical music from the public domain—in this case, six of Claude Debussy’s Préludes for solo piano—rather than creating an original score intended from its conception to be dynamic. Accordingly, this article outlines the dynamic music system at work in Untitled Goose Game and the influence drawn on for this system from non–video game approaches to musical accompaniment. The article discusses the varying practices for music for the silent era of cinema, the theoretical frameworks used to conceptualize these many divergent approaches, and how closely we might recognize their legacy at work in Untitled Goose Game’s soundtrack. Ultimately, this article argues that by looking to approaches beyond more familiar debates about dynamic music for video games, Untitled Goose Game helped shortcut familiar problems that confront developers and composers when working with dynamic and reactive music.
APA, Harvard, Vancouver, ISO, and other styles
2

Herro, Danielle C., Lorraine Lin, and Michelle Fowler. "Meet the (media) producers: artists, composers, and gamemakers." Journal of Applied Research in Higher Education 9, no. 1 (February 6, 2017): 40–53. http://dx.doi.org/10.1108/jarhe-04-2015-0029.

Full text
Abstract:
Purpose The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US. Participants identified as heavily involved in creating media such as anime, videos, fanfiction, webcomics, games, and digital music. Design/methodology/approach This exploratory study used qualitative research, thus data collection and analysis included questionnaires, interviews, and artifacts identifying and categorizing six main themes: game play preferences, persistence, early connections between game play and media, support and feedback, creations inspired by games, and significance of games in current lives. Findings The study found that most participants believed game play in childhood influenced increasingly complex media production habits. Six of the seven believed game play influenced their career path. The paper concludes with implications for education including games as conduits to personalized learning and career paths. Originality/value Results from this study extend prior research on the value of games to promote media production and meet personal and professional goals. This is significant as prior research linking early game play to media production influencing career goals is sparse.
APA, Harvard, Vancouver, ISO, and other styles
3

Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

Full text
Abstract:
Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
APA, Harvard, Vancouver, ISO, and other styles
4

Hambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.

Full text
Abstract:
“Navigable narratives” are a subgenre of narrative-based video games under the umbrella definition of “walking simulators.” While they are a subgenre of video games, analyzing their score or soundscape purely through a video game lens paints an incomplete picture because of their different artistic focus. Models like Elizabeth Medina-Gray's modular analysis are a useful start but insufficient on their own to understand this genre's sound. Rather, a participant's experience in a navigable narrative is often quite similar to that of a soundwalk, especially a virtual reality soundwalk; the game composer/audio designer creates an intricate soundscape through which the participant moves, and with the main focus on the story and gradual travel, the participant has more time and capacity than in a typical video game to build meaning from the soundwalk they perform. One of the major relationships navigable narratives have with soundwalks is the breakdown of diegesis in the soundscape the participant takes in, which is unlike most video games. To analyze the soundwalk and also the soundscape present in navigable narratives, I draw from R. Murray Schafer, Hildegard Westerkamp, and Janet Cardiff. In the opposite direction, in many ways navigable narratives are very much like “literary computer games,” or interactive narratives that may be analyzed via “ludostylistics” à la Janet Murray and Astrid Ensslin. A key element in many navigable narratives is the use of narrative time, as described by Alicyn Warren, rather than real time, which also sets navigable narratives apart from standard video games and especially from soundwalks. To explore these varied models and lenses, I demonstrate an analytical approach, using Leaving Lyndow (2017) as my primary case study. And so, between these analytical lenses of video game music theory, soundscape and soundwalk study, and ludostylistics applicable to literary computer games, I posit that the sound of navigable narratives is best understood through a synthesis of all three.
APA, Harvard, Vancouver, ISO, and other styles
5

Wajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.

Full text
Abstract:
Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.
APA, Harvard, Vancouver, ISO, and other styles
6

Millán, Anthony, Moises Mebarak, Martha Martínez-Banfi, Jeyleen Blanco, Daniela Rodríguez, María D'Aubeterre, and Mariano Chóliz. "Estructura del Test de Dependencia a los Videojuegos, relación con el juego, diferencias sexuales y tipologías de dependencia al juego en una muestra colombiana." Revista de Psicopatología y Psicología Clínica 26, no. 1 (April 16, 2021): 57. http://dx.doi.org/10.5944/rppc.27847.

Full text
Abstract:
Structure of the Video Game Dependence Test, relationship with playing, sex differences and typology of gambling dependence in a Colombian sampleAbstract: The objective of this study was to analyze the factorial structure and psychometric properties of the Video Game Dependence Test (TDV; Cholíz & Marco, 2011) in a Colombian sample, its ability to predict weekly game time, as well as differences by sex. The TDV was completed by a sample of 738 participants aged from 16 to 38 years. The factorial structure of the TDV was composed of these factors: impulsive gambling, compulsive gambling, and associated problems, constituting excellent predictors of weekly gambling time. Finally, we found 4 types of Video Game Dependence (DV): occasional gamer without DV, Gamer with DV awareness, Problematic gamer without DV awareness, and Frequent gamer without DV, 2 of which have a problematic relationship with video games.Keywords: Problematic gambling; dependence on videogames; psychological addiction; gamers; play frequency.Resumen: El objetivo del presente estudio fue examinar la estructura factorial y las propiedades psicométricas del Test de Dependencia de Videojuegos (TDV; Cholíz y Marco, 2011) con población colombiana, su capacidad para predecir el tiempo de juego semanal, así como las diferencias en función del sexo. El TDV fue cumplimentado por una muestra de 738 participantes, con edades entre los 16 y los 38 años. La estructura factorial de la TDV estaba compuesta por los siguientes factores: juego impulsivo, juego compulsivo y percepción de problemas asociados, los cuales fueron excelentes predictores del tiempo de juego semanal. Finalmente, encontramos 4 tipos de dependencia a los videojuegos (DV): jugador ocasional sin DV, jugador con conciencia de DV, jugador problemático sin conciencia de DV y jugador frecuente sin DV, de los cuales 2 de ellos tienen una relación problemática con los videojuegos.Palabras clave: Juego problemático; dependencia a los videojuegos; adicción psicológica; video jugadores; frecuencia de juego.
APA, Harvard, Vancouver, ISO, and other styles
7

Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.

Full text
Abstract:
We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-reflective relationship with the signs that compose it, a central notion to theories such as Iser’s and Dewey’s. Then, instead of focusing on strategies of immersion on large virtual worlds, we favor small independent casual games (such as Small Worlds, Grey, The Beggar, and Dys4ia) analyzing how, in these, take place experiences that allow us to re-examine the aesthetic potential of the medium.
APA, Harvard, Vancouver, ISO, and other styles
8

Possati, Luca M. "Is There a Digital World?" Techné: Research in Philosophy and Technology 25, no. 1 (2021): 1–25. http://dx.doi.org/10.5840/techne2021120130.

Full text
Abstract:
This article discusses the relation between software and human experience. I argue that software-based experiences are based on a radical discrepancy between the code and “lived experience.” This break is different than the so-called “opacity” of technology. I start analyzing a case study: the video game Assassin’s Creed Odyssey. Video games are one of the most profound digital experiences humans can have. When I play a video game I do not see the code. However, the code is the source of my experience. I claim that the code’s concealment is the necessary condition of the digital experience. I discuss the ontological definition of software as an entity. Software, I claim, is a complex object, composed of many different levels, whose unity is problematic. In the last part of the essay I argue that the break between lived experience and code is recomposed by imagination through the act of design.
APA, Harvard, Vancouver, ISO, and other styles
9

COLLINS, KAREN. "In the Loop: Creativity and Constraint in 8-bit Video Game Audio." Twentieth-Century Music 4, no. 2 (September 2007): 209–27. http://dx.doi.org/10.1017/s1478572208000510.

Full text
Abstract:
AbstractThis article explores the sound capabilities of video game consoles of the 8-bit era (c.1975–85) in order to discuss the impact that technological constraints had on shaping aesthetic decisions in the composition of music for the early generation of games. Comparing examples from the Commodore 64 (C64), the Nintendo Entertainment System (NES), the Atari VCS, and the arcade consoles, I examine various approaches and responses (in particular the use of looping) to similar technological problems, and illustrate how these responses are as much a decision made by the composer as a matter of technical necessity.
APA, Harvard, Vancouver, ISO, and other styles
10

Vallade, Benoît, Alexandre David, and Tomoharu Nakashima. "Three Layers Framework Concept for Adjustable Artificial Intelligence." Journal of Advanced Computational Intelligence and Intelligent Informatics 19, no. 6 (November 20, 2015): 867–79. http://dx.doi.org/10.20965/jaciii.2015.p0867.

Full text
Abstract:
This paper proposes a concept of layered framework for adjustable artificial intelligence. Artificial intelligences are used in various areas of computer science for decision making tasks. Traditionally artificial intelligences are developed in order to be used for a specific purpose within a particular software. However, this paper stands as the first step of a research in progress whose final objective is to design an artificial intelligence adjustable to every types of problems without any modification in its source code. The present work focuses on a framework of such an artificial intelligence and is conducted in the context of video games. This framework, composed of three layers, would be re-usable for all types of game.
APA, Harvard, Vancouver, ISO, and other styles
11

Pons Lelardeux, Catherine, Michel Galaup, Fabian Hall, and Pierre Lagarrigue. "Designing a Fantasy Bike-based Exergame to Foster Physical Activity." International Journal of Serious Games 7, no. 3 (September 25, 2020): 21–39. http://dx.doi.org/10.17083/ijsg.v7i3.362.

Full text
Abstract:
Authorities recommend the practice of moderate physical activity to improve health and quality of life. "Play’n Ride" is a bike-based exergame aimed at promoting and controlling physical activity. This paper presents the usefulness of using extrinsic fantasy and a commonplace real bike to address a wide audience. It depicts the interactive universe in which the player pedals a bike equipped with sensors to control the flight altitude of an imaginary character. one hundred and seventy-eight fan park visitors from all age groups from youths to retirees tested the game during the ’Tour de France 2019’. Data were collected from an online questionnaire composed of SUS questionnaire items and a digital tracking system attached to the game-engine in order to assess the usability, the learnability and the acceptability of the system. Analysis shows that using extrinsic fantasy makes exercising fun and it engages people of all ages regardless of their interest in video games or sports.
APA, Harvard, Vancouver, ISO, and other styles
12

Webster, Christine, François Garnier, and Anne Sedes. "Empty Room, how to compose and spatialize electroacoustic music in VR in ambisonic and binaural." International Journal of Virtual Reality 17, no. 2 (January 1, 2017): 30–39. http://dx.doi.org/10.20870/ijvr.2017.17.2.2889.

Full text
Abstract:
Presentation of the Empty Room project, dedicated to the exploration of new musical composition and spatialization methods in virtual 3D spaces developped on multiplayer or mono player technologies such as Second Life, Open Simulator and Unity 3D, using the latest video game and virtual reality technologies.
APA, Harvard, Vancouver, ISO, and other styles
13

Krishnaswami, Ravi. "Playing Songwriter." Journal of Sound and Music in Games 1, no. 2 (2020): 68–83. http://dx.doi.org/10.1525/jsmg.2020.1.2.68.

Full text
Abstract:
Video game developers go to great lengths to build worlds that are detailed, immersive, and believable. In addition to non-diegetic score to support the player's journey, in-world music is sometimes created for the radios, performance spaces, and streets that the player will encounter. This essay attempts to explore the collaborative decision-making process that shaped songs for two recent games, Dishonored 2 and Wolfenstein: The New Order. As the lead composer on both projects, I provide a firsthand account of how the songs were conceived, how they were deployed within and beyond the game, and the unexpected cultural relevance they had beyond their function within the gameworld. In contrasting these projects, I reveal how songs can map musical attributes to narrative aspects of a game's world, often on multiple levels simultaneously. Some connections are primary motivations while others happen as part of the creative problem-solving that is inevitably part of the songwriting process. Finally, in reflecting on my experience as a practitioner, I use auto-ethnography to explore how I experienced a delightful blurriness of identity while “playing” a songwriter in an imagined world.
APA, Harvard, Vancouver, ISO, and other styles
14

Freitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.

Full text
Abstract:
In the age of participatory and convergence paradigms, video game music has its own networked culture with cybercommunities that discuss, share, and create content, thus opening up a creative space for artistic activities in a constant digital flow. Music composition and production is one of these activities, with files made available on several platforms such as SoundCloud and YouTube, specifically in the format of modification files (or mods). Building on research for a master’s dissertation, this article examines a new model of online artistic production in the form of the circulation of musical mods that were composed and shared on the Nexus Mods platform for the The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim video games. These mods add new musical material that is similar to the existing soundtrack of both titles, but the majority of the files in this platform’s audio category are related only to sounds, not to musical composition. By using titles such as “better sounds” or “immersive sounds” to describe their additions, many modders aim to give other gamers a more immersive experience in the game(s). In this case, immersive relates not only to the musical style and sound quality of the aural effects but also a plausible construction of the reality in which the gamers live, play, and negotiate meaning relating to their own social context. Intersecting “playbour,” fandom, aural immersion, and audiovisual literacy, these audio modders work on adding new layers to the soundscapes and environments of the virtual worlds presented in the two games. The modders regard immersion as a key aspect of design and playability, and they contribute audio material to enable their social capital and visibility on online platforms.
APA, Harvard, Vancouver, ISO, and other styles
15

Gower, Lily, and Janet McDowall. "Interactive music video games and children's musical development." British Journal of Music Education 29, no. 1 (February 21, 2012): 91–105. http://dx.doi.org/10.1017/s0265051711000398.

Full text
Abstract:
Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9–11 years, and two specialist music teachers each participated in an individual semi-structured interview. The child participants were drawn from four metropolitan schools and the teachers were from different metropolitan schools. Results indicate that the games may help to develop some music skills and knowledge and that the games are of high interest and importance to students. The music teachers acknowledged the potential of interactive music video games to be incorporated into traditional music curriculum but they each expressed a belief that ideally the technology needs further development, including a greater capacity to compose and create using the programs. These findings suggest that, based on constructivist learning theories, there may be a place for these games in music education.
APA, Harvard, Vancouver, ISO, and other styles
16

Smith, Jennifer. "Voices, Combat, and Music." Journal of Sound and Music in Games 2, no. 2 (2021): 42–62. http://dx.doi.org/10.1525/jsmg.2021.2.2.42.

Full text
Abstract:
Role-playing video games can highlight a sense of player identification with a pre-made player-character through the inclusion of the voice; this can include diegetic character dialogue, the non-diegetic sung voice, and voice-overs. Ensuring that the player can connect with their player-character on an individual level is key to forming a suspension of disbelief and immersion with a game. Final Fantasy XV emphasizes collaboration between the player, player-characters, and non-playable characters during combat, cutscenes, and exploration. This camaraderie effect actively engages the player with multiple characters through the constant use of the diegetic spoken voice to communicate between the player-character, Noctis, and the three other character identities, Prompto, Ignis, and Gladiolus. The game’s opening rendition of Ben E. King’s “Stand by Me,” performed by Florence + the Machine, provides the player with four narrative themes that are present throughout the game. These themes include a coming-of-age story, character relationships, and the development of a greater evil within the narrative. Unique in its position as a pre-composed song, “Stand by Me” plants the idea that the player will not be alone in their journey, as character allies will stand by Noctis, from the beginning of the game. Final Fantasy XV uses vocalizations in both the diegetic and non-diegetic audio space in order to reflect the characteristics of the playable characters. The vocal relationship between the player’s characters provides directional feedback and information for the player within combat, alongside foretelling the stories of certain characters.
APA, Harvard, Vancouver, ISO, and other styles
17

Perrier-Melo, Raphael José, Jorge Luis de Brito-Gomes, Matheus Santos de Sousa Fernandes, Sandro Vinicius Vidal de Negreiros Pereira, and Manoel Da Cunha Costa. "INCIDÊNCIA DE LESÕES COM A PRÁTICA DE VIDEOGAMES ATIVOS." Manual Therapy, Posturology & Rehabilitation Journal 13 (May 19, 2015): 211. http://dx.doi.org/10.17784/mtprehabjournal.2015.13.211.

Full text
Abstract:
Introduction: The active video games (AVGs) emerge in order to enhance the participation of physical activity (PA) in sedentary people. However, it has been seen that the practice is associated with the development of many lesions. Objectives: To present a review of the major injuries reported during and/or after the session with active video games. Method: The procedure of search of the literature was composed by two researchers independently (RJ) and (JL), in databases: Bireme®, PubMed®, Scopus® and Web of Knowledge®, between the years 2006 (year of creation and sales of Nintendo Wii) to 2014, only in the english language. Results: Initially identified 664 articles. However, after the selection criteria thirteen papers were selected and analyzed, all were performed with the console Nintendo Wii. Moreover, it can be noted that the games presented a framework of injury with the degree of light to vigorous. Being the major injuries around the shoulder joint and knee. Conclusion: The sports games especially Wii tennis and Wii bowling are the ones generated under higher incidence of injuries with the practice of active video games.
APA, Harvard, Vancouver, ISO, and other styles
18

Chi, Yeong, Marvin Glen Lovett, and Orson Chi. "Gaming Motivations among American College Students." International Journal of Business and Management 12, no. 6 (May 18, 2017): 211. http://dx.doi.org/10.5539/ijbm.v12n6p211.

Full text
Abstract:
The purpose of this study was to examine American college students’ motivations related to video games and to identify groups exhibiting common patterns of responses. This study investigated the video gaming motivations of American college students through the adoption of a gaming motivation scale, developed by Lafrenière, et al., which was composed of 18 Likert-typed items. A questionnaire survey, administered to 191 American college students at a public university in South Texas, was employed to collect primary data for this study. The gaming motivations of these participants were examined through factor analysis, which identified four reliable factors. Cluster analysis was then employed to identify three prominent video gaming motivation groups. This research may provide practical marketing implications by proposing effective ways to better understand and target video gaming consumers. Research results may also provide direction for developing successful marketing strategies in the video gaming industry.
APA, Harvard, Vancouver, ISO, and other styles
19

Wu, WenJing, RunChao Chen, Hongfei Jia, Yongxing Li, and ZhiKang Liang. "Game theory modeling for vehicle–pedestrian interactions and simulation based on cellular automata." International Journal of Modern Physics C 30, no. 04 (April 2019): 1950025. http://dx.doi.org/10.1142/s0129183119500256.

Full text
Abstract:
In order to study the effect of crossing pedestrians on traffic performance at crosswalk without signal control, the work develops a game theory-based description of pedestrian–vehicle interactions, considering the decision-making uncertainty. The hybrid strategy of the game is obtained. The relevant parameters of the game model are calibrated by collected video data. The cellular automaton simulation system composed of a two-way four-lane traffic flow and pedestrian flow is constructed with the game model imbedded for identifying the effect of crossing pedestrians on traffic performance. The influencing factors are identified with their correlation analyzed by numerical simulation of different traffic conditions. According to the simulation results, the arrival rate of pedestrians has a great impact on traffic volume and pedestrian delay. The severity of conflicts between vehicles and pedestrians is classified and the causes are identified by analyzing the arrival rate of pedestrians and vehicles, respectively, and their relationship between one another. In addition, the threshold of traffic flow and pedestrian flow causing traffic conflicts and delay is proposed, also including the threshold of pedestrian arrival rate which will induce force crossing behaviors. The results show that the proposed model reconstructs the traits of traffic and pedestrian flow and their conflicts phenomenon at crosswalks. It provides some practical references for transportation agencies to meet pedestrians time-cost and comfort needs in crossing streets when they design pedestrian crossing facilities.
APA, Harvard, Vancouver, ISO, and other styles
20

Carmichael, Stephen W. "A Boy and His Atom." Microscopy Today 21, no. 4 (July 2013): 8. http://dx.doi.org/10.1017/s1551929513000618.

Full text
Abstract:
There are certainly “big movies” such as Gone with the Wind and “small movies” such as Beasts of the Southern Wild, but Andreas Heinrich, Chris Lutz, Susanne Baumann, and Ileana Rau at IBM literally have set a new Guinness World Record™ for the smallest movie ever made. Heinrich et al. used a remotely operated two-ton scanning tunneling microscope to manipulate carbon monoxide molecules into a pattern, then capture the image (at a magnification of about 100,000,000×!), then move a few atoms and capture another image, and so on. This was done at 268 degrees below zero Celsius. Then approximately 250 images were assembled into a stop-action movie accompanied by cute music that lasts a little over a minute. The “boy” appears to be composed of 88 individual atoms. He bounces a “ball” (a single atom) off a wall in a minuscule game of “handatom,” which is reminiscent of the early video game “Pong.” Then he bounces on a tiny trampoline. The movie concludes with a tasteful mention of IBM.
APA, Harvard, Vancouver, ISO, and other styles
21

Martínez-Borreguero, Guadalupe, Juan José Perera-Villalba, Milagros Mateos-Núñez, and Francisco Luis Naranjo-Correa. "Development of ICT-Based Didactic Interventions for Learning Sustainability Content: Cognitive and Affective Analysis." Sustainability 12, no. 9 (May 1, 2020): 3644. http://dx.doi.org/10.3390/su12093644.

Full text
Abstract:
Information and Communication Technologies (ICT) have been recognized as innovative resources for improving the teaching–learning process. The aim of this study was to design and validate ICT-based learning interventions for sustainability content from a cognitive and affective perspective. Specifically, didactic resources based on a discovery learning model, such as WebQuest and video games, have been used. The research design was of a quasi-experimental type with three groups of students who were given pre-test and post-test questionnaires. The sample was made up of 81 secondary school students, selected by means of non-probability sampling. The cognitive, behavioral, attitudinal, and emotional variables of the students were measured according to the teaching methodologies used. As a measurement instrument, a questionnaire was designed, composed of several blocks in relation to the variables under study. The results obtained reveal that ICT has a positive influence on the academic progress experienced by students, with the students who used video games obtaining better results than those who used WebQuest. The didactic interventions did not modify the attitude or the environmental behavior of the students regardless of the methodology used. Regarding emotions, it was observed that didactic interventions with ICT positively affected the emotions experienced by the students and contributed to fighting boredom.
APA, Harvard, Vancouver, ISO, and other styles
22

Madeira, Bruno Eduardo, and Luiz Velho. "Virtual Table-Teleporter: Image Processing and Rendering for Horizontal Stereoscopic Display." International Journal of Virtual Reality 12, no. 1 (January 1, 2013): 30–43. http://dx.doi.org/10.20870/ijvr.2013.12.1.2856.

Full text
Abstract:
We describe a new architecture composed of software and hardware for displaying stereoscopic images over a horizontal surface. It works as a ``Virtual Table and Teleporter'', in the sense that virtual objects depicted over a table have the appearance of real objects. This system can be used for visualization and interaction. We propose two basic configurations: the Virtual Table, consisting of a single display surface, and the Virtual Teleporter, consisting of a pair of tables for image capture and display. The Virtual Table displays either 3D computer generated images or previously captured stereoscopic video and can be used for interactive applications. The Virtual Teleporter captures and transmits stereoscopic video from one table to the other and can be used for telepresence applications. In both configurations the images are properly deformed and displayed for horizontal 3D stereo. In the Virtual Teleporter two cameras are pointed to the first table, capturing a stereoscopic image pair. These images are shown on the second table that is, in fact, a stereoscopic display positioned horizontally. Many applications can benefit from this technology such as virtual reality, games, teleconferencing, and distance learning. We present some interactive applications that we developed using this architecture.
APA, Harvard, Vancouver, ISO, and other styles
23

Menendez-Ferreira, Raquel, Antonio Gonzalez-Pardo, Roberto Ruíz Barquín, Antonio Maldonado, and David Camacho. "Design of a Software System to Support Value Education in Sports Through Gamification Techniques." Vietnam Journal of Computer Science 06, no. 01 (February 2019): 57–67. http://dx.doi.org/10.1142/s2196888819500039.

Full text
Abstract:
Nowadays, it is quite common to find violent acts in grassroot sports, such as football. Almost every week, it is possible to find news about team supporters fighting against each other, or football players arguing aggressively to the referee. And the worst part in this story is that most of these acts are watched by children. In order to alleviate this situation and create awareness of the necessity to create educational programs to prevent violence in sports, the European Union has funded several projects focused on this area. One of this project is called SAVEit project, and its goal is to create and develop innovative educational tools to promote values in grassroot sports. This paper presents the software architecture designed in SAVEit project to achieve this goal. This architecture is mainly composed of a Learning Management System, where coaches will learn about the values; a Team Management Site, where coaches can evaluate the values acquired by the children of the teams; and finally, a Video Game that using gamification techniques will keep the motivation of children during the learning process.
APA, Harvard, Vancouver, ISO, and other styles
24

Paschoalino, Gabriel Palmeira, Gabriel Kuga, Gisele Chiozi Gotardi, Rafael Simão, Fabio Augusto Barbieri, Martina Navarro, Paula Favaro Polastri, and Sérgio Tosi Rodrigues. "Racing videogame players’ driving experience in natural context does not affect gaze strategy towards tangent point during simulated curve negotiation, but the curvature angle does." Brazilian Journal of Motor Behavior 13, no. 4 (November 8, 2019): 113–23. http://dx.doi.org/10.20338/bjmb.v13i4.137.

Full text
Abstract:
During curve negotiation, drivers tend to look at the tangent point of the curve (TP) to control steering. There is a lack of evidence on how experiences of natural and simulated driving are related. The purpose of this study was to investigate effects of experience in natural driving on gaze behavior of racing videogame players. Additionally, it aimed to identify possible effects of curvature angle on fixation patterns. Twenty video game players composed two groups: drivers-gamers and no-drivers-gamers. Participants had their eye movements recorded while performing three laps racing on a videogame circuit, which had eleven curves. Areas of interest were defined relative to TP: 3 degrees, 10 degrees of visual angle, and Others. Dependent variables were: Number of Fixations and Total Duration of Fixations. Results showed that natural context driving experience did not change the tangent point visual strategy during curve negotiation in a racing videogame environment. All participants spent approximately half of their number of fixations and total fixation time within 10 degrees around the tangent point. Curvature angles modified fixation patterns, causing higher number of fixations and total fixation time during sharper curves.
APA, Harvard, Vancouver, ISO, and other styles
25

Oh, Yoonsin, Matthew S. Wiggins, and Mary Beth Leibham. "Comparisons of College Students’ Enjoyment in Physical Activity & Exergames." European Scientific Journal, ESJ 12, no. 34 (December 31, 2016): 60. http://dx.doi.org/10.19044/esj.2016.v12n34p60.

Full text
Abstract:
The purpose of this study was to compare college students’ enjoyment levels in three domains of activity (traditional physical activities, exergames, and non-exergames). Volunteers (n = 141) from a Midwestern university completed an online survey composed of a modified version of the Physical Activity Enjoyment Scale (PACES). Significant differences were detected across the three domains regarding level of enjoyment, F(2, 232) = 32.49, p < .001, with the highest enjoyment levels reported in the traditional physical activity domain. Additional results revealed that Wii Sports (49%) and Just Dance (29%) had the highest percentage of use with exergamers, while non-exergame participants reported playing video games such as Pokémon, Zelda, Mario Kart, Madden (59%), and Clash of Clans (25%). These results suggest that traditional physical activities and exergaming activities are psychologically enjoyable pursuits for college-aged individuals that can help increase their physical health and quality of life.
APA, Harvard, Vancouver, ISO, and other styles
26

Hernandez, Hamilton, Isabelle Poitras, Linda Fay, Ajmal Khan, Jean-Sébastien Roy, and Elaine Biddiss. "A gaming system with haptic feedback to improve upper extremity function: A prospective case series." Technology and Disability 33, no. 3 (August 17, 2021): 195–206. http://dx.doi.org/10.3233/tad-200319.

Full text
Abstract:
BACKGROUND: Video games can be used to motivate repetitive movements in paediatric rehabilitation. Most upper limb videogaming therapies do not however include haptic feedback which can limit their impact. OBJECTIVE: To explore the effectiveness of interactive computer play with haptic feedback for improving arm function in children with cerebral palsy (CP). METHODS: Eleven children with hemiplegic CP attended 12 therapist-guided sessions in which they used a gaming station composed of the Novint Falcon, custom-built handles, physical supports for the child’s arm, games, and an application to manage and calibrate therapeutic settings. Outcome measures included Quality of Upper Extremity Skills Test (QUEST) and Canadian Occupational Performance Measure (COPM). The study protocol is registered on clinicaltrials.gov (NCT04298411). RESULTS: Participants completed a mean of 3858 wrist extensions and 6665 elbow/shoulder movements during the therapist-guided sessions. Clinically important improvements were observed on the dissociated and grasp dimensions on the QUEST and the performance and satisfaction scales of the COPM (all p< 0.05). CONCLUSION: This study suggests that computer play with haptic feedback could be a useful and playful option to help improve the hand/arm capacities of children with CP and warrants further study. The opportunities and challenges of using low-cost, mainstream gaming software and hardware for therapeutic applications are discussed.
APA, Harvard, Vancouver, ISO, and other styles
27

DEMA, MESFIN A., and HAMED SARI-SARRAF. "A MAXIMUM ENTROPY BASED DATA-DRIVEN 3D SCENE GENERATION." International Journal of Semantic Computing 07, no. 01 (March 2013): 69–85. http://dx.doi.org/10.1142/s1793351x13400047.

Full text
Abstract:
Due to overwhelming use of 3D models in video games and virtual environments, there is a growing interest in 3D scene generation, scene understanding and 3D model retrieval. In this paper, we introduce a data-driven 3D scene generation approach from a Maximum Entropy (MaxEnt) model selection perspective. Using this model selection criterion, new scenes can be sampled by matching a set of contextual constraints that are extracted from training and synthesized scenes. Starting from a set of randomly synthesized configurations of objects in 3D, the MaxEnt distribution is iteratively sampled and updated until the constraints between training and synthesized scenes match, indicating the generation of plausible synthesized 3D scenes. To illustrate the proposed methodology, we use 3D training desk scenes that are composed of seven predefined objects with different position, scale and orientation arrangements. After applying the MaxEnt framework, the synthesized scenes show that the proposed strategy can generate reasonably similar scenes to the training examples without any human supervision during sampling.
APA, Harvard, Vancouver, ISO, and other styles
28

Trippett, David. "Facing Digital Realities: Where Media Do Not Mix." Cambridge Opera Journal 26, no. 1 (February 19, 2014): 41–64. http://dx.doi.org/10.1017/s0954586713000311.

Full text
Abstract:
AbstractWagner’s vaunted model of artistic synthesis persists in scholarly assessments of his work. But at its centre, the composer argued that the media of voice and orchestra do not mix: they retain their identities as separate channels of sound that can neither duplicate nor substitute for one another. Taking as a starting point Wagner’s claims for the non-adaptability of media, this article addresses the adaptation of Wagner’s music to the modern digital technologies of HD cinema and video game. Drawing on a wide circle of writers, from Schiller and Žižek to Bakhtin, Augé, Baudrillard and second-generation media theorists, it interrogates the concept of ‘reality’ within live acoustic performance, both historically, as a discursive concept, and technologically, via the sensory realism of digital simulcasting and telepresence. The philosophical opposition of appearance and reality fails when reality is defined by the intimate simulation of a sensory event as it is registered on the body. And by contrasting the traditions of high fidelity in (classical) sound recording with that of rendering sound in cinema, I suggest ways in which unmixable media appear to have an afterlife in modern technologies. This raises questions – in a post-Benjamin, post-McLuhan context – about our definition of ‘liveness’, the concept of authenticity within mediatised and acoustic sounds, and our vulnerability to the technological effects of media.
APA, Harvard, Vancouver, ISO, and other styles
29

Rocha, Ana Clara Bonini, Jorge Luís Barreto Pereira, Caio Felipe Teixeira Soares, Priscilla Barbosa, Amanda Cindy da Silva, André Marques de Moraes, and Wagner Rodrigues Martins. "The effects of a video game on student performance in the knowledge test in the discipline "Professional Practice and Ethics in Physiotherapy" from the University of Brasilia." ETD - Educação Temática Digital 19, no. 2 (April 27, 2017): 570. http://dx.doi.org/10.20396/etd.v19i2.8645950.

Full text
Abstract:
The current study aimed the evaluation of the long term effect of the educational video game (EVG) in the specific knowledge test (SKT) performance, opinion of satisfaction with the discipline (OSD) and learning perception of the subject matter (LP) of a graduation discipline in the Physiotherapy course of the Universidade de Brasília (UnB). This study is a randomized clinical trial with two groups: Experimental Group (EG): presential classes with extra class use of the EVG; Control Group (CG): only presential classes. Classes occurred once a week with the presence of both groups. Students allocated in EG accessed the EVG platform at least once a week. After 17 weeks the assessment tools were applied for the dependent variables: (I) SKT, (2) OSD, (3) LP. The Student t test was used to compare the SKT means between groups and absolute and relative frequencies were used to report SOD and LP scales. Data was analyzed with significance level of 5%. The sample consisted of a total of 71 students (22,83 [±3,35] years), composed by 62 female (87,3%) and 09 male (12,7%) individuals. There was significant statistical difference between EG and CG in SKT (p=0.006), with EG having higher means than CG. Regarding the secondary endpoints, EG had 100% answers in categories 4 and 5, while GC also showed responses in category 3. Results points that the EVG improved the performance in SKT. The opinion results indicate that the use of the EVG can increase the satisfaction with the discipline and LP.
APA, Harvard, Vancouver, ISO, and other styles
30

Adão, Telmo, Luís Pádua, Pedro Marques, Joaquim João Sousa, Emanuel Peres, and Luís Magalhães. "Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage." Computers 8, no. 2 (May 11, 2019): 38. http://dx.doi.org/10.3390/computers8020038.

Full text
Abstract:
Virtual models’ production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future directions.
APA, Harvard, Vancouver, ISO, and other styles
31

Torres-Ruiz, Miguel, Marco Moreno-Ibarra, Wadee Alhalabi, Rolando Quintero, and Giovanni Guzmán. "Towards a microscopic model for analyzing the pedestrian mobility in an urban infrastructure." Journal of Science and Technology Policy Management 9, no. 2 (July 2, 2018): 170–88. http://dx.doi.org/10.1108/jstpm-05-2017-0023.

Full text
Abstract:
Purpose Up-to-date, the simulation of pedestrian behavior is used to support the design and analysis of urban infrastructure and public facilities. The purpose of this paper is to present a microscopic model that describes pedestrian behavior in a two-dimensional space. It is based on multi-agent systems and cellular automata theory. The concept of layered-intelligent terrain from the video game industry is reused and concepts such as tracing, evasion and rejection effects related to pedestrian interactive behavior are involved. In a simulation scenario, an agent represents a pedestrian with homogeneous physical characteristics such as walking speed and height. The agents are moved through a discrete space formed by a lattice of hexagonal cells, where each one can contain up to one agent at the same time. The model was validated by using a test that is composed of 17 real data sets of pedestrian unidirectional flow. Each data set has been extracted from laboratory-controlled scenarios carried out with up to 400 people walking through a corridor whose configuration changed in form of the amplitude of its entrance doors and the amplitude of its exit doors from one experiment to another. Moreover, each data set contained different groups of coordinates that compose pedestrian trajectories. The scenarios were replicated and simulated using the proposed model, obtaining 17 simulated data sets. In addition, a measurement methodology based on Voronoi diagrams was used to compute the velocity, density and specific flow of pedestrians to build a time-series graphic and a set of heat maps for each of the real and simulated data sets. Design methodology/approach The approach consists of a multi-agent system and cellular automata theory. The obtained results were compared with other studies and a statistical analysis based on similarity measurement is presented. Findings A microscopic mobility model that describes pedestrian behavior in a two-dimensional space is presented. It is based on multi-agent systems and cellular automata theory. The concept of layered-intelligent terrain from the video game industry is reused and concepts such as tracing, evasion and rejection effects related to pedestrian interactive behavior are involved. On average, the simulated data sets are similar by 82 per cent in density and 62 per cent in velocity compared to the real data sets. It was observed that the relation between velocity and density from real scenarios could not be replicated. Research limitations/implications The main limitations are presented in the speed simulations. Although the obtained results present a similar behavior to the reality, it is necessary to introduce more variables in the model to improve the precision and calibration. Other limitation is the dimension for simulating variables at this moment 2D is presented. So the resolution of cells, making that pedestrian to occupy many cells at the same time and the addition of three dimensions to the terrain will be a good challenge. Practical implications In total, 17 data sets were generated as a case study. They contain information related to speed, trajectories, initial and ending points. The data sets were used to calibrate the model and analyze the behavior of pedestrians. Geospatial data were used to simulate the public infrastructure in which pedestrians navigate, taking into account the initial and ending points. Social implications The social impact is directly related to the behavior analysis of pedestrians to know tendencies, trajectories and other features that aid to improve the public facilities. The results could be used to generate policies oriented toward developing more consciousness in the public infrastructure development. Originality/value The general methodology is the main value of this work. Many approaches were used, designed and implemented for analyzing the pedestrians’ behavior. In addition, all the methods were implemented in plug-in for Quantum GIS. The analysis was described with heat maps and statistical approaches. In addition, the obtained results are focused on analyzing the density, speed and the relationship between these features.
APA, Harvard, Vancouver, ISO, and other styles
32

Bello, Robson Scarassati, and José Antonio Vasconcelos. "O VIDEOGAME COMO MÍDIA DE REPRESENTAÇÃO HISTÓRICA." Revista Observatório 3, no. 5 (August 1, 2017): 216. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n5p216.

Full text
Abstract:
Este artigo propõe apresentar, em um plano teórico, os Videogames como uma mídia de representação histórica que apresenta um discurso sobre o passado através de uma linguagem de conteúdo audiovisual composta por espaços virtuais estruturados em regras de jogo. Esse formato próprio deve ser entendido em seu caráter histórico, cuja representação estabelece um determinado olhar sobre o Outro, e em sua circulação pública de conteúdos históricos constituída dentro e a partir da Indústria Cultural. PALAVRAS-CHAVE: História; Videogame; Indústria Cultural; Representação; Simulação. ABSTRACT This essay intends to present, in a theoretical way, the Videogames as a medium of historical representation that creates a discourse over the past through a language of audiovisual content composed by virtual spaces structured by game rules. This format must be understood in its historical essence, in which its representations establish a certain look to the Other, as well in its public circulation of historical contentes constituted inside and through the Culture Industry. KEYWORDS: History; Videogame; Culture Industry; Representation; Simulation. RESUMEN Este artículo propone presentar, en un plano teórico, los Videojuegos como un medio de representación histórica que presenta un discurso sobre el pasado a través de un lenguaje de contenido audiovisual compuesto por espacios virtuales estructurados en reglas de juego. Este formato propio debe ser entendido en su carácter histórico, cuya representación establece una determinada mirada sobre el Otro, y en su circulación pública de contenidos históricos constituida dentro y desde la Industria Cultural. PALABRAS CLAVE: Historia; Video juego; Industria Cultural; Representación; Simulación.
APA, Harvard, Vancouver, ISO, and other styles
33

Nakayama, Shinnosuke, Marina Torre, Oded Nov, and Maurizio Porfiri. "Matching individual attributes with task types in collaborative citizen science." PeerJ Computer Science 5 (July 29, 2019): e209. http://dx.doi.org/10.7717/peerj-cs.209.

Full text
Abstract:
In citizen science, participants’ productivity is imperative to project success. We investigate the feasibility of a collaborative approach to citizen science, within which productivity is enhanced by capitalizing on the diversity of individual attributes among participants. Specifically, we explore the possibility of enhancing productivity by integrating multiple individual attributes to inform the choice of which task should be assigned to which individual. To that end, we collect data in an online citizen science project composed of two task types: (i) filtering images of interest from an image repository in a limited time, and (ii) allocating tags on the object in the filtered images over unlimited time. The first task is assigned to those who have more experience in playing action video games, and the second task to those who have higher intrinsic motivation to participate. While each attribute has weak predictive power on the task performance, we demonstrate a greater increase in productivity when assigning participants to the task based on a combination of these attributes. We acknowledge that such an increase is modest compared to the case where participants are randomly assigned to the tasks, which could offset the effort of implementing our attribute-based task assignment scheme. This study constitutes a first step toward understanding and capitalizing on individual differences in attributes toward enhancing productivity in collaborative citizen science.
APA, Harvard, Vancouver, ISO, and other styles
34

Rohleder, Jonas, and Tobias Vogt. "Changes in Floor Exercise Characteristics in World Elite Male Gymnasts." Journal of Human Kinetics 67, no. 1 (July 5, 2019): 291–300. http://dx.doi.org/10.2478/hukin-2018-0083.

Full text
Abstract:
AbstractIn artistic gymnastics, athletes need to compose their floor exercise routines in accordance with the Code of Points which is provided by the International Gymnastics Federation. In view of the latest rule modifications subsequent to the 2016 Olympic Games, this study investigates recent changes in judges’ scorings with respect to changes in the characteristics of floor exercise routines in world elite male gymnasts. Therefore, all floor exercise routines (n = 25) performed in the men’s floor exercise finals at the World Championships in 2013 (WC13), 2015 (WC15) and 2017 (WC17) were examined using video analysis. Gymnasts’ scores (difficulty, execution and final scores), element group distributions and further exercise characteristics (e.g., the total amount of somersaults, twists, and landing errors) were defined as variables. Decreases in difficulty and execution scores were revealed for WC17 compared to WC15 and WC13, respectively (p < .01). Additionally, a decrease in the number of backward jumped elements was observed at WC17 (p < .01), whereas the number of forward jumped elements increased (p < .01). Furthermore, a significantly increased number of landing errors (p < .05) negatively correlated with the decrease in execution (p < .001) and final scores (p < .05). To conclude, current compositional trends in men’s floor exercise encourage to include difficult forward jumps and multiple twisting connections in consideration of prudent teaching with respect to the gymnasts’ individual abilities and the decisive influence of stick landings.
APA, Harvard, Vancouver, ISO, and other styles
35

Kendall, Marshall, Anna Oeur, Susan E. Brien, Michael Cusimano, Shawn Marshall, Michael D. Gilchrist, and Thomas B. Hoshizaki. "Accident reconstructions of falls, collisions, and punches in sports." Journal of Concussion 4 (January 2020): 205970022093695. http://dx.doi.org/10.1177/2059700220936957.

Full text
Abstract:
Objective Impacts to the head are the primary cause of concussive injuries in sport and can occur in a multitude of different environments. Each event is composed of combinations of impact characteristics (striking velocity, impact mass, and surface compliance) that present unique loading conditions on the head and brain. The purpose of this study was to compare falls, collisions, and punches from accident reconstructions of sports-related head impacts using linear, rotational accelerations and maximal principal strain of brain tissue from finite element simulation. Methods This study compared four types of head impact events through reconstruction. Seventy-two head impacts were taken from medical reports of accidental falls and game video of ice hockey, American football, and mixed-martial arts. These were reconstructed using physical impact systems to represent helmeted and unhelmeted falls, player-to-player collisions, and punches to the head. Head accelerations were collected using a Hybrid III headform and were input into a finite element brain model used to approximate strain in the cerebrum associated with the external loading conditions. Results Significant differences ( p < 0.01) were found for peak linear and rotational accelerations magnitudes (30–300 g and 3.2–7.8 krad/s2) and pulse durations between all impact event types characterized by unique impact parameters. The only exception was found where punch impacts and helmeted falls had similar rotational durations. Regression analysis demonstrated that increases to strain from unhelmeted falls were significantly influenced by both linear and rotational accelerations, meanwhile helmeted falls, punches, and collisions were influenced by rotational accelerations alone. Conclusion This report illustrates that the four distinct impact events created unique peak head kinematics and brain tissue strain values. These distinct patterns of head acceleration characteristics suggest that it is important to keep in mind that head injury can occur from a range of low to high acceleration magnitudes and that impact parameters (surface compliance, striking velocity, and impact mass) play an important role on the duration-dependent tolerance to impact loading.
APA, Harvard, Vancouver, ISO, and other styles
36

Voskoboinikov, Yakov. "George Gershwin’s jazz transcriptions in piano performance of academic tradition." Aspects of Historical Musicology 19, no. 19 (February 7, 2020): 429–48. http://dx.doi.org/10.34064/khnum2-19.25.

Full text
Abstract:
Background. Today, jazz transcriptions of works by George Gershwin can be heard around the world. Works such as “The Man I Love”, “I Got Rhythm”, “Summertime”, “Liza”, “Fascinating Rhythm”, “Somebody Loves Me”, “Swanee”, included in the collection “Gershwin songs”, and also “Seven virtuoso etudes on the themes of G. Gershwin” by E. Wilde are performed by modern academic musicians. Thus, widely known performance versions of piano transcriptions “Gershwin songs” by M.-A. Hamelin, the song “The Man I Love” performed by A. Tharaud, P. Barton, and others famous performers. The evidence of growing interest of classical performers in the music of the American composer is the successful holding of the IV G. Gershvin International Music Competition in New York (on November 7–10, 2019). Director and main organizer of the competition, Michael Bulychev-Okser, is the American pianist, the main winner of many international competitions in the United States, Italy, Andorra, Spain and Mexico. How does a musician of academic direction, whose inner professional intentions and way of thinking are brought up on the classical repertoire, perceive Gershwin’s jazz compositions? What is the specificity of modern reading of his music? In which cultural traditions should we look for the key to understanding Gershwin’s musical language, its rhythmic and intonational specifics? Finally, can a jazz pianist consider himself completely free from the culture of the academic tradition by playing Gershwin? The search for answers to all these questions has identified the problematic perspective of this article. The purpose of the article is to reveal the characteristic features of the performance of G. Gershwin’s transcriptions by modern academic pianists using specific examples and to determine the interpretational tasks of the performer. The research methodology is based on a comprehensive genre andstyle approach to the study of musical material, and also includes a comparative method used for concidering different performance versions of the same work. The main results of the study. Jazz and the culture of academic music work closely together in the style of G. Gershwin. Indicative in this sense was the idea of a concert eloquently called “Reunion of Classics and Jazz” (1924), for which the “Rhapsody in Blue” was created and where it was first performed by the author with the orchestra of Paul Whiteman. G. Gershwin, more than any other composer of his time, communicated with African-American musicians: he knew Will Voderi, Lucky Roberts, Duke Ellington; heard New York pianists play downtown and often visited the “Cotton Club” and other places in Harlem to hear the bands of Duke Ellington, Cab Calloway and other jazz musicians. But not only jazz was the area of interest and creative acquaintances of Gershwin. Along with jazz culture, there were many other musical styles. In the works of G. Gershwin, Ch. Ives, A. Copland in the early 1920s – mid 1940s there is an original combination of deep folk intonation with the composer’s technique of the XX century, up to the use of dodecaphonic-serial technique (Copland). The fusion of jazz and academic branches in Gershwin’s music, above all, takes place at the level of form. “I took the blues and put it in a larger and more serious form”, said the composer (as quoted by Schneider, 1999: 67). As a pianist, Gershwin did not receive a systematic professional education as a child, although he later had enough teachers. But that didn’t stop him from becoming a real pianist-virtuoso and a brilliant improviser. One should listen to archival recordings of Gershwin’s performance to get an idea of his performance style. Samples of his piano performances have been partially preserved: some acoustic and electric recordings, radio recordings, two sound films and a large number of piano videos (Gibbons, 2002). The studio recording of “Rhapsody in Blue” demonstrates Gershwin’s completely “academic” pianism – with clear, well-founded articulation, bright sonic fullness, thoughtful agogics of expressive declamation, which is only emphasized by the well-organized metric pulsation and dynamics by active rhythmic movement – and his true virtuoso skill. Should a modern pianist, performing Gershwin’s works, follow the example of a balanced and rather “academic” performance, as in his studio recording “Rhapsody in Blue”, or follow Gershvin’s interpretation, which can be observed in the transcription “I Got Rhythm”, where he clearly prefers the jazz element? It makes sense to compare different examples of Gershwin’s popular piano transcription of “The Man I Love”. The performance version of the English pianist Paul Barton is an attempt to imitate the specifics of the freedom of sound of instrumental jazz styles, however, as one can hear, the musical intonation is not always convincing, the breath is a bit torn, the agogics of chord melodic constructions performance the agogics of chord melodic constructions (upper layers of texture) is greatly exaggerated and the performing is practically “released” from calculation and feeling of time. As an undoubted plus of this version it is necessary to note huge attention to harmony as such, to vertical and balance within a chord – Barton’s harmony “breathes” and moves. This approach can be justified, because the harmony of Gershwin’s songs is always diverse, bright and inventive. The record of Gershwin’s 1959 “Songbook” by Ella Fitzgerald is available today. The composition “The Man I Love” in her performance can be one of the possible orienting points in the intonation of the main melodic voice, the calculation of its unfolding in time, the display of interval “tensions” and melodic intentions in Gershwin’s music. E. Fitzgerald’s vocal-jazz style presupposes a different temporal organization of the melody, different from the one suggested by P. Barton – the movement of its vocal recitation-intonation and improvisational vocals is accelerated, then somewhat slowed down, thus creating “compensated time” of a musical work, and it is with soft, relaxed, naturally light breathing. The modern media space presents the album of French pianist Alexandre Tharaud “Swing in Paris”, which includes two compositions by Gershwin: “The Man I Love” and “Do it Again!”. Three different interpretations of “The Man I Love” are popular on the You Tube website, where each video is original in its own way. These performings are variants, but the concept of details – melodic constructions, organization of rhythmic accents, as well as a sense of Gershwin’s style, is preserved. The sophistication of the Parisian salon is what distinguishes the game of Tharaud. The musician has a sense of proportion and uses the full range of expressive means of academic pianism. At the same time, the development of the melodic line takes place organically and effortlessly, alluding to vocal genre examples, to free breathing and “blues” articulation of jazz vocalists; rhythmic accentuation is unobtrusive but clearly felt. Summing up, we note that the “Tharaud approach” is certainly the closest to the reference. Conclusions. Proceeding from the synthetic nature of G. Gershwin’s music, comprehension of its stylistic and cultural origins, analysis of listened musical samples, let us single out the interpretation constants that must be taken into account by the performer of his compositions. Among them – the inheritance of agogics, articulation, “light” breathing, inherent in the vocal jazz manner, in the intonation of the melody; “Breathing” harmony with a colorful timbre filling of chords and subvoices united into a movable vertical-horizontal complex; understanding of rhythm as an independent expressive sphere that has ethnic roots in the music of the African American tradition.
APA, Harvard, Vancouver, ISO, and other styles
37

Fernández-Montalvo, Javier, María Alicia Peñalva-Vélez, and Itziar Irazabal. "Internet Use Habits and Risk Behaviours in Preadolescence." Comunicar 22, no. 44 (January 1, 2015): 113–21. http://dx.doi.org/10.3916/c44-2015-12.

Full text
Abstract:
A striking increase in the use of new information and communication technology has come about in recent years. This study analysed the characteristics and habits of Internet use in a sample of pre-adolescents between 10 and 13 years of age, enrolled in the 6th grade of primary school in Navarra (Spain). Likewise, the existence of differential patterns in Internet use by sex was analysed, and risk behaviours were detected. The sample was composed of 364 students (206 boys and 158 girls) who were evaluated at their schools. Information about socio-demographic characteristics, Internet use habits, and online behaviours was collected using a data-gathering tool specifically designed for the study. The results demonstrated high Internet use by the adolescents studied. Girls used the Internet more for social relationships, whereas boys tended to use it differently, including accessing online games. Moreover, some risky behaviours were found, including interactions with strangers, giving out personal information, and sending photos and videos. Likewise, behaviours associated with «cyber-bullying» were detected. These results indicate the necessity of establishing prevention programs for safe and responsible Internet use. En los últimos años se ha producido un aumento espectacular del uso de las nuevas tecnologías de la información y de la comunicación. En este estudio se analizaron las características y el patrón del uso de Internet en una muestra de preadolescentes de entre 10 y 13 años, que cursan 6º curso de Educación Primaria en Navarra (España). Asimismo, se analizó la existencia de un perfil diferencial en el uso de Internet en función del sexo y se detectó la existencia de conductas de riesgo. La muestra estaba compuesta por 364 estudiantes (206 chicos y 158 chicas), que fueron evaluados en sus centros educativos. Se recogió información sobre las características sociodemográficas, los hábitos de uso de Internet y los comportamientos desarrollados en la Red a través de un instrumento de recogida de datos diseñado específicamente para la investigación. Los resultados mostraron un uso elevado de Internet por parte de los adolescentes estudiados. Las chicas usaban más Internet para las relaciones sociales, mientras que los chicos tendían a darle otro tipo de usos, como el acceso a juegos online. Además, se encontraron algunas conductas de riesgo, como quedar con desconocidos, dar datos personales o enviar fotos y vídeos. Asimismo, se encontraron comportamientos relacionados con el «ciberbullying». Estos resultados indican la necesidad de establecer programas de prevención para el uso seguro y responsable de Internet.
APA, Harvard, Vancouver, ISO, and other styles
38

Kocherzhuk, D. V. "Sound recording in pop art: differencing the «remake» and «remix» musical versions." Aspects of Historical Musicology 14, no. 14 (September 15, 2018): 229–44. http://dx.doi.org/10.34064/khnum2-14.15.

Full text
Abstract:
Background. Contemporary audio art in search of new sound design, as well as the artists working in the field of music show business, in an attempt to draw attention to the already well-known musical works, often turn to the forms of “remake” or “remix”. However, there are certain disagreements in the understanding of these terms by artists, vocalists, producers and professional sound engineer team. Therefore, it becomes relevant to clarify the concepts of “remake” and “remix” and designate the key differences between these musical phenomena. The article contains reasoned, from the point of view of art criticism, positions concerning the misunderstanding of the terms “remake” and “remix”, which are wide used in the circles of the media industry. The objective of the article is to explore the key differences between the principles of processing borrowed musical material, such as “remix” and “remake” in contemporary popular music, in particular, in recording studios. Research methodology. In the course of the study two concepts – «remake» and «remix» – were under consideration and comparison, on practical examples of some works of famous pop vocalists from Ukraine and abroad. So, the research methodology includes the methods of analysis for consideration of the examples from the Ukrainian, Russian and world show business and the existing definitions of the concepts “remake” and “remix”; as well as comparison, checking, coordination of the latter; formalization and generalization of data in getting the results of our study. The modern strategies of the «remake» invariance development in the work of musicians are taken in account; also, the latest trends in the creation of versions of «remix» by world class artists and performers of contemporary Ukrainian pop music are reflected. The results of the study. The research results reveal the significance of terminology pair «remix» and «remake» in the activities of the pop singer. It found that the differences of two similar in importance terms not all artists in the music industry understand. The article analyzes the main scientific works of specialists in the audiovisual and musical arts, in philosophical and sociological areas, which addressed this issue in the structure of music, such as the studies by V. Tormakhova, V. Otkydach, V. Myslavskyi, I. Tarasova, Yu. Koliadych, L. Zdorovenko and several others, and on this basis the essence of the concepts “remake” and “remix” reveals. The phenomenon of the “remake” is described in detail in the dictionary of V. Mislavsky [5], where the author separately outlined the concept of “remake” not only in musical art, but also in the film industry and the structure of video games. The researcher I. Tarasovа also notes the term “remake” in connection with the problem of protection of intellectual property and the certification of the copyright of the performer and the composer who made the original version of the work [13]. At the same time, the term “remix” in musical science has not yet found a precise definition. In contemporary youth pop culture, the principle of variation of someone else’s musical material called “remix” is associated with club dance music, the principle of “remake” – with the interpretation of “another’s” music work by other artist-singers. “Remake” is a new version or interpretation of a previously published work [5: 31]. Also close to the concept of “remake” the term “cover version” is, which is now even more often uses in the field of modern pop music. This is a repetition of the storyline laid down by the author or performer of the original version, however, in his own interpretation of another artist, while the texture and structure of the work are preserving. A. M. Tormakhova deciphered the term “remake” as a wide spectrum of changes in the musical material associated with the repetition of plot themes and techniques [14: 8]. In a general sense, “a wide spectrum of changes” is not only the technical and emotional interpretation of the work, including the changes made by the performer in style, tempo, rhythm, tessitura, but also it is an aspect of composing activity. For a composer this is an expression of creative thinking, the embodiment of his own vision in the ways of arrangement of material. For a sound director and a sound engineer, a “remix” means the working with computer programs, saturating music with sound effects; for a producer and media corporations it is a business. “Remake” is a rather controversial phenomenon in the music world. On the one hand, it is training for beginners in the field of art; on the other hand, the use of someone else’s musical material in the work can neighbor on plagiarism and provoke the occurrence of certain conflict situations between artists. From the point of view of show business, “remake” is only a method for remind of a piece to the public for the purpose of its commercial use, no matter who the song performed. Basically, an agreement concludes between the artists on the transfer or contiguity of copyright and the right to perform the work for profit. For example, the song “Diva” by F. Kirkorov is a “remake” of the work borrowed from another performer, the winner of the Eurovision Song Contest 1998 – Dana International [17; 20], which is reflected in the relevant agreement on the commercial use of musical material. Remix as a music product is created using computer equipment or the Live Looping music platform due to the processing of the original by introducing various sound effects into the initial track. Interest in this principle of material processing arose in the 80s of the XXth century, when dance, club and DJ music entered into mass use [18]. As a remix, one can considers a single piece of music taken as the main component, which is complemented in sequence by the components of the DJ profile. It can be various samples, the changing of the speed of sounding, the tonality of the work, the “mutation” of the soloist’s voice, the saturation of the voice with effects to achieve a uniform musical ensemble. To the development of such a phenomenon as a “remix” the commercial activities of entertainment facilities (clubs, concert venues, etc.) contributes. The remix principle is connected with the renewal of the musical “hit”, whose popularity gradually decreased, and the rotation during the broadcast of the work did not gain a certain number of listeners. Conclusions. The musical art of the 21st century is full of new experimental and creative phenomena. The process of birth of modified forms of pop works deserves constant attention not only from the representatives of the industry of show business and audiovisual products, but also from scientists-musicologists. Such popular musical phenomena as “remix” and “remake” have a number of differences. So, a “remix” is a technical form of interpreting a piece of music with the help of computer processing of both instrumental parts and voices; it associated with the introduction of new, often very heterogeneous, elements, with tempo changes. A musical product created according to this principle is intended for listeners of “club music” and is not related to the studio work of the performer. The main feature of the “remake”is the presence of studio work of the sound engineer, composer and vocalist; this work is aimed at modernizing the character of the song, which differs from the original version. The texture of the original composition, in the base, should be preserved, but it can be saturated with new sound elements, the vocal line and harmony can be partially changed according to interpreter’s own scheme. The introduction of the scientific definitions of these terms into a common base of musical concepts and the further in-depth study of all theoretical and practical components behind them will contribute to the correct orientation in terminology among the scientific workers of the artistic sphere and actorsvocalists.
APA, Harvard, Vancouver, ISO, and other styles
39

Spencer, Brooke. "Use of Progressive Rock in Donkey Kong Country (1994)." Inquiry@Queen's Undergraduate Research Conference Proceedings, March 25, 2019. http://dx.doi.org/10.24908/iqurcp.13289.

Full text
Abstract:
Whereas most of Nintendo’s music from the 1990s used basic looping structure and simple chiptune-reminiscent sounds, Donkey Kong Country (1994), composed by British composer David Wise rather than by Nintendo’s in-house composition team, featured texturally more complex music, including features characteristic of the 1970s/80s progressive rock style such as short repeated melodies and chord progressions with layering (Collins 44). For example, in “Fear Factory” (Figure 1), we hear a repeated chord progression of (VI, iv, i) underneath a faster eighth-note melody. Very little harmonic movement occurs and the focus is more on the melodic layers that occur in this top voice. In addition, “Fear Factory” includes unconventional punk, “mechanic/industrial”, and “glitch” noises that emphasize melodic content (https://www.youtube.com/watch?v=v18pEFQb3EM&t=45s). As William Cheng discusses in Sound Play, the use of such unconventional sounds often contribute to a feeling of dissociation and alienation in the player, and create a divide between diegetic (that is, music the characters are aware of) and non-diegetic (that is, “background” music) soundscapes (Cheng 98-9). While this is not a direct element of prog-rock, both industrial and prog-rock music styles feature a strong focus on texture. Collins speculates that this may have been an attempt by Nintendo to capitalize on the ‘edgier’ market of other game producers such as Sega (Collins 46). In this paper, an analysis of form, melodic structure, and instrumentation from Donkey Kong Country’s “Treetop Rock” and “Fear Factory” will demonstrate features atypical of Nintendo style, which normally features catchy tunes, simple instrumentation, and pop-inspired harmonies. Figure 1: e-: VI iv I VI ivBibliography Cheng, William. Sound Play: Video Games and the Musical Imagination. The Oxford Music/media Series. Oxford: Oxford University Press, 2014. Collins, Karen. Game Sound an Introduction to the History, and Practice of Video Game Music and Sound Design. Cambridge: MIT Press, 2008.
APA, Harvard, Vancouver, ISO, and other styles
40

Stevens, Joshua. "Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt." Games and Culture, April 3, 2020, 155541202091470. http://dx.doi.org/10.1177/1555412020914701.

Full text
Abstract:
This article considers how folklorism (i.e., artistic representations of folk culture) is aesthetically coded in the soundtrack of the commercially and critically successful The Witcher 3: Wild Hunt video game. Using the tripartite model developed by French musical semiotician Jean-Jacques Nattiez, I consider how the player encounters music and its attendant folklorism in the game (neutral level), how folklorism is embedded in the text through composer activities (poiesis), and how that folklorism can be interpreted by the game’s primarily Western Anglophone player-base (esthesis). The soundtrack’s folklorism as a stylistic musical phenomenon is also related to relevant ethnomusicological scholarship and considered within the larger cultural industry surrounding the game. In doing so, it is shown not only how The Witcher 3’s musical folklorism contributes to the game’s spatiotemporal aesthetics but also how creative musical intentions are transmitted, received, and mediated through the video game medium and its surrounding cultural discourses.
APA, Harvard, Vancouver, ISO, and other styles
41

Marshall, P. David, and Sue Morris. "Game." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1869.

Full text
Abstract:
What is game who got game Where's the game In life Behind the game Behind the game I got game She got game We got game They got game He got game -- He Got Game by Public Enemy(From the soundtrack to the 1998 Spike Lee film He Got Game) There is an interesting pattern that develops when a relatively new object of study is broached by cultural studies academics. A reflex response is to defend the reasons why you are giving time to studying these apparently innocuous pastimes. Defenses of television studies twenty-five years ago could have resembled the way that the new forms of games are now being investigated: a preamble of justification -- like an incredibly deep inhalation that has to precede a long-winded exhalation -- would be necessary before launching into the dance of critical analysis. Thankfully our authors have learned and progressed from their forebears at least in this issue (but probably not in every version of game material that you will see flowing outwards in the next few years) and our articles get to the heart of the game, conceptually, analytically and critically. What we're telling you is that this is a remarkable issue that, along with the online re-play conference of 1999, launches the study of games in the contemporary moment of new media game forms and their call and response to previous patterns of play and pastimes. The articles here represent cutting-edge thinking about games and we have, as your humble issue editors, collected those postures and positions in one place. The term pastime to describe playing games has become a bit antiquated, but we'd like to regenerate it here. Our various authors have obviously devoted an incredible number of hours to understanding the games that they describe: contemporary computer games, as much as learning the intricacies of a particular sport, often require an investment of time over weeks and months to achieve sometimes only limited mastery. A pastime has usually been relegated to rainy Saturday afternoons when children (or adults) couldn't work out what do with themselves and were trapped within the confines of the home. To pass the time the old standard board games would appear: from the Victorian Snakes and Ladders to the spirit of proprietorial capitalism of Monopoly; from the war dimensions of Risk and Chess to the mildly headache-producing Scrabble. Passing time could be seen as a description of what childhood has often been about: a transitional reality whose value is always questionable and debatable by others because it is seen as the foundation for the rest of life. Indeed, one element of the moral panic about contemporary computer games is a matter of adults trying to determine whether these games are valuable for their children's future employability in the information economy or a massive waste of time that can never be recovered (Marshall). The pastime, instead of being of peripheral importance has now moved centre-stage in contemporary life through the ubiquity of electronic games and the fact that these games no longer are clearly the province of adolescents but a major cultural reality for a very large population from the ages 5 to 50. The concept of game has similarly migrated, so that most of the authors who have written for this issue have dealt with video and computer games primarily and not with sport or board games or even television game shows, although we have our new and intriguing representative articles from some of these other domains. Several of our authors have been intrigued by how video and computer games have now become metaphors for contemporary life. Certainly recent films have used the game as the new way to deal with the fears and powers of general technological change. In "Flip Horizontal: Gaming as Redemption" José dos Santos Cabral Filho relies on Roger Callois's categories to debate the role of the game in the formation of identity in contemporary culture's continuous debate about the power of technology to determine, and the freedom that technology apparently endows to its users. "The Fortean Continuity of eXistenZ within a Virtual Environment" by Adam Dodd revisits the work of philosopher of the paranormal, Charles Fort, and explores the connections between his ontology of continuity and the movement of signs within a postmodern, virtual, networked environment, analysing Cronenberg's 'game' film eXistenZ and relationships between the body, media, truth and representation. In "Game" Rebecca Farley ponders the concepts of 'game' and 'play' and how these intersect with the values of the society in which games are produced and played, and argues for game theories that recognise the essential element central to all gaming experiences: the player. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics" by Axel Bruns looks at the shifting aesthetic relationship between words and images in new media as exemplified by the Internet, as a focus for an examination of the influences computer gaming has brought to the Internet, and to computing in general. Our tapestry on the game weaves from this larger conceptual pattern into analytical reflection about the aesthetics and narratives in particular games. In "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming", Jason Wilson identifies the limitations of critical approaches that focus mainly on the screen and on-screen events; he calls for an expanded aesthetics of gaming that recognises the possibilities for "hybrid, cyborg players to narrate performance, play and self" and then analyses how players access this in a variety of games. In "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game", Bernadette Flynn takes us on a guided tour through the virtual worlds of the exploration/adventure games Myst and The Crystal Key via the historic, visual structures of art, architecture and cinema, and examines how these past forms and influences are used to establish representational context, and position, and work to orient and narrate players through the ludic space. In "Computer Games and Narrative Progression", Mark Finn examines the varying degrees of success with which theories from existing media have been applied to computer games, and analyses a variety of console games, specifically using the concepts of narrative progression and subject positioning, showing how these are both enforced by the game and negotiated in the complex relationship between game and player. Computer games are highly diverse in terms of game genre, technology, interactivity and the positioning of the player -- physically, narratively, subjectively and ideologically. While certain analyses may be applied to games in general, some of the best work gets into the particularities of gameplay, success, pleasure and expertise. The two following articles each provide an in-depth analysis of a particular game -- how it is structured, how players interact with the game, and the ideological assumptions that are inherent in the game software. "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD" by Daniel Pargman takes us inside the world of the online adventure MUD (Multi-User Domain) in his analysis of the text-based SvenskMUD, which has been running in Sweden for the last nine years. In "Settler Stories: Representational Ideologies in Computer Strategy Gaming" Nick Caldwell examines a real-time strategy (RTS) game, The Settlers, demonstrating how ideological assumptions about culture and production may be actualised in a virtual environment. Our final two articles deal with the fascinating intersection between games and media: how games are used to create media content, and how this repositioning as media spectacle influences and indeed dictates many aspects of the game. In "Technology and Sport" Greg Levine discusses the impact of media broadcast of sporting matches on televised sport through an analysis of Australian Rules football and looks at the broader effects of technological innovation on sport. Carol Morgan examines another meeting of game and media in "Capitalistic Ideology as an 'Interpersonal Game': The Case of Survivor", an analysis of this year's highly popular game show Survivor and the economic and social ideals that are implicit in, and perpetuated by that particular game. Oh, and then there is our final, final submission that you should not miss -- like an extra game level that you haven't discovered yet: this contribution comes from a person who actually failed in his attempt to capture what he wanted to say through an article for submission to the 'game' issue. Jesper Juul, along with 3D graphics by Mads Rydahl, has created a game instead that is designed for your pleasure and for those who have waded through the articles of game theory. It's called "Game Liberation" and its composed of four levels where you as game theorist have to blast away to destroy each theory that tries to colonise games and claim they have worked out their cultural significance. So cool down with a pleasant round of Space Invader-style shoot-em-up after a hard day of facing the faux-titans of media and cultural studies. Experience the zen-zone pleasure of games firsthand without leaving your comfort zone of intellectual gymnastics. We have tried to capture here some of the surface and depth of game culture -- if we can be so bold as to propose a new area of cultural study that is consolidating as a clear and interesting domain of popular culture and intellectual inquiry. As our articles demonstrate game culture does not fit comfortably into past forms of media analysis although there are insights about games that can be teased outwards from their relationship to visual/textual media forms. We invite your comments so that the analytical/critical process initiated by this issue can continue and encourage you to extrapolate outwards through your interventions and contribution on the Media-Culture list associated with M/C. Our authors are thirsty for discussion and debate. Although the issue is not quite like an adventure game, we invite you to point and click and investigate its various threads of game culture. P. David Marshall & Sue Morris -- 'Game' Issue Editors References Marshall, P. David. "Technophobia: Videogames, Computer Hacks and Cybernetics." Media International Australia 85 (1997): 70-8. Citation reference for this article MLA style: P. David Marshall, Sue Morris. "Editorial: 'Game'." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/edit.php>. Chicago style: P. David Marshall, Sue Morris, "Editorial: 'Game'," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/edit.php> ([your date of access]). APA style: P. David Marshall, Sue Morris. (2000) Editorial: 'game'. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/edit.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
42

Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.729.

Full text
Abstract:
Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
APA, Harvard, Vancouver, ISO, and other styles
43

Bender, Stuart Marshall. "You Are Not Expected to Survive: Affective Friction in the Combat Shooter Game Battlefield 1." M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1207.

Full text
Abstract:
IntroductionI stumble to my feet breathing heavily and, over the roar of a tank, a nearby soldier yells right into my face: “We’re surrounded! We have to hold this line!” I follow him, moving past burning debris and wounded men being helped walk back in the opposite direction. Shells explode around me, a whistle sounds, and then the Hun attack; shadowy figures that I fire upon as they approach through the battlefield fog and smoke. I shoot some. I take cover behind walls as others fire back. I reload the weapon. I am hit by incoming fire, and a red damage indicator appears onscreen, so I move to a better cover position. As I am hit again and again, the image becomes blurry and appears as if in slow-motion, the sound also becoming muffled. As an enemy wielding a flame-thrower appears and blasts me with thick fire, my avatar gasps and collapses. The screen fades to black.So far, so very normal in the World War One themed first-person shooter Battlefield 1 (Electronic Arts 2016). But then the game does something unanticipated. I expect to reappear—or respawn—in the same scenario to play better, to stay in the fight longer. Instead, the camera view switches to an external position, craning upwards cinematically from my character’s dying body. Text superimposed over the view indicates the minimalist epitaph: “Harvey Nottoway 1889-1918.” The camera view then races backwards, high over the battlefield and finally settles into position behind a mounted machine-gun further back from the frontline as the enemy advances closer. Immediately I commence shooting, mowing down German troops as they enter our trenches. Soon I am hit and knocked away from the machine-gun. Picking up a shotgun I start shooting the enemy at close-quarters, until I am once again overrun and my character collapses. Now the onscreen text states I was playing as “Dean Stevenson 1899-1918.”I have attempted this prologue to the Battlefield 1 campaign a number of times. No matter how skilfully I play, or how effectively I simply run away and hide from the combat, this pattern continues: the structure of the game forces the player’s avatar to be repeatedly killed in order for the narrative to progress. Over a series of player deaths, respawning as an entirely new character each time, the combat grows in ferocity and the music also becomes increasingly frenetic. The fighting turns to hand-to-hand combat, or shovel-to-head combat to be more precise, and eventually an artillery barrage wipes everybody out (Figure 1). At this point, the prologue is complete and the gamer may continue in a variety of single-player episodes in different theatres of WW1, each of which is structured according to the normal rules of combat games: when your avatar is killed, you respawn at the most recent checkpoint for a follow-up attempt.What are we to make of this alternative narrative structure deployed by the opening episode of Battlefield 1? In contrast to the normal video-game affordances of re-playability until completion, this narrative necessitation of death is in some ways motivated by the onscreen text that introduces the prologue: “What follows is frontline combat. You are not expected to survive.” Certainly it is true that the rest of the game (either single-player or in its online multiplayer deathmatch mode) follows the predictable pattern of dying, replaying, completing. And also we would not expect Battlefield 1 to be motivated primarily by a kind of historical fidelity given that an earlier instalment in the series, Battlefield 1942 (2002) was described by one reviewer as:a comic book version of WWII. The fact that any player can casually hop into a tank, drive around, hop out and pick off an enemy soldier with a sniper rifle, hop into a plane, parachute out, and then call in artillery fire (within the span of a few minutes) should tell you a lot about the game. (Osborne)However what is happening in this will-to-die structure of the game’s prologue represents an alternative and affectively unsettling game experience both in its ludological structure as well as its affective impact. Defamiliarization and Humanization Drawing upon a phenomenology of game-play, whereby the scholar examines the game “as played” (see Atkins and Kryzwinska; Keogh; Wilson) to consider how the text reveals itself to the player, I argue that the introductory single-player episode of Battlefield 1 functions to create a defamiliarizing effect on the player. Defamiliarization, the Russian Formalist term for the effect created by art when some unusual aspect of a text challenges accepted perceptions and/or representations (Schklovski; Thompson), is a remarkably common effect created by the techniques used in combat cinema and video-games. This is unsurprising. After all, warfare is one of the very examples Schklovski uses as something that audiences have developed habituated responses to and which artworks must defamiliarize. The effect may be created by many techniques in a text, and in certain cases a work may defamiliarize even its own form. For instance, recent work on the violence in Saving Private Ryan shows that during the lengthy Omaha Beach sequence, the most vivid instances of violence—including the famous shot of a soldier picking up his dismembered arm—occur well after the audience has potentially become inured to the onslaught of the earlier frequent, but less graphic, carnage (Bender Film Style and WW2). To make these moments stand out with equivalent horrific impact against the background of the Normandy beach bloodbath Spielberg also treats them with a stuttered frame effect and accompanying audio distortion, motivated (to use a related Formalist term) by the character’s apparent concussion and temporary disorientation. Effectively a sequence of point of view shots then, this moment in Private Ryan has become a model for many other war texts, and indeed the player’s death in the opening sequence of Battlefield 1 is portrayed using a very similar (though not identical) audio-visual treatment (Figure 2).Although the Formalists never played videogames, recent scholarship has approached the medium from a similar perspective. For example, Brendan Keogh has focused on the challenges to traditional videogame pleasure generated by the 2012 dystopian shooter Spec Ops: The Line. Keogh notes that the game developers intended to create displeasure and “[forcing] the player to consider what is obscured in the pixilation of war” by, for instance, having them kill fellow American troops in order for the game narrative to continue (Keogh 9). In addition, the game openly taunts the player’s expectations of entertainment based, uncritical run-and-gun gameplay with onscreen text during level loading periods such as “Do you feel like a hero yet?” (8).These kinds of challenges to the expectations of entertainment in combat shooters are found also in one sequence from the 2009 game Call of Duty: Modern Warfare 2 in which the player—as an undercover operative—is forced to participate in a terrorist attack in which civilians are killed (Figure 3). While playing that level, titled “No Russian,” Timothy Welsh argues: “The player may shoot the unarmed civilians or not; the level still creeps slowly forward regardless” (Welsh 409). In Welsh’s analysis, this level emerges as an unusual attempt by a popular video game to “humanize” the non-playing characters that are ordinarily gunned down without any critical and self-reflective thought by the player in most shooter games. The player is forced into a scenario in which they must make a highly difficult ethical choice, but the game will show civilians being killed either way.In contrast to the usual criticisms of violent video games—eg., that they may be held responsible for school shootings, increased adolescent aggression and so on —the “No Russian” sequence drew dramatic complaints of being a “terrorist simulator” (Welsh 389). But for Welsh this ethical choice facing the player, to shoot or not to shoot civilians, raises the game to a textual experience offering self-inspection. As in the fictional theme park of Westworld (HBO 2016), it does not really matter to the digital victim if a player kills them, but it should—and does—matter to the player. There are no external consequences to killing a computer game character composed only of pixels, or killing/raping a robot in the Westworld theme park, however there are internal consequences: it makes you a killer, or a rapist (see Harris and Bloom).Thus, from the perspective of defamiliarization, the game can be regarded as creating the effect that Matthew Payne has labelled “critical displeasure.” Writing about the way this is created by Spec Ops, Payne argues that:the result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge. In particular, the game’s brutal mise-en-scène, its intertextual references to other war media, and its real and imagined opportunities for player choice, create a discordant feeling that lays bare the ease with which most video war games indulge in their power fantasies. (Payne 270)There is then, a minor tradition of alternative military-themed video game works that attempt to invite or enable the player to conduct a kind of ethical self-examination around their engagement with interactive representations of war via particular incursions of realism. The critical displeasure invoked by texts such as Spec Ops and the “No Russian” level of Call of Duty is particularly interesting in light of another military game that was ultimately cancelled by the publisher after it received public criticism. Titled Six Days in Fallujah, the game was developed with the participation of Marines who had fought in that real life battle and aimed to depict the events as they unfolded in 2004 during the campaign in Iraq. As Justin Rashid argues:the controversy that arose around Six Days in Fallujah was, of course, a result of the view that commercial video games can only ever be pure entertainment; games do not have the authority or credibility to be part of a serious debate. (Rashid 17)On this basis, perhaps a criterial attribute of an acceptable alternative military game is that there is enough familiarity to evoke some critical distance, but not too much familiarity that the player must think about legitimately real-life consequences and impact. After all, Call of Duty was a successful release, even amid the controversy of “No Russian.” This makes sense as the level does not really challenge the overall enjoyment of the game. The novelty of the level, on the one hand, is that it is merely one part of the general narrative and cannot be regarded as representative of the whole game experience. On the other hand, because none of the events and scenarios have a clear indexical relationship to real-world terrorist attacks (at least prior to the Brussels attack in 2016) it is easy to play the ethical choice of shooting or not shooting civilians as a mental exercise rather than a reflection on something that really happened. This is the same lesson learned by the developers of the 2010 game Medal of Honor who ultimately changed the name of the enemy soldiers from “The Taliban” to “OPFOR” (standing in for a generic “Opposing Forces”) after facing pressure from the US and UK Military who claimed that the multiplayer capacities of the game enabled players to play as the Taliban (see Rashid). Conclusion: Affective Friction in Battlefield 1In important ways then, these game experiences are precursors to Battlefield 1’s single player prologue. However, the latter does not attempt a wholesale deconstruction of the genre—as does Spec Ops—or represent an attempt to humanise (or perhaps re-humanise) the non-playable victim characters as Welsh suggests “No Russian” attempts to do. Battlefield 1’s opening structure of death-and-respawn-as-different-character can be read as humanizing the player’s avatar. But most importantly, I take Battlefield’s initially unusual gameplay as an aesthetic attempt to set a particular tone to the game. Motivated by the general cultural attitude of deferential respect for the Great War, Battlefield 1 takes an almost austere stance toward the violence depicted, paradoxically even as this impact is muted in the later gameplay structured according to normal multiplayer deathmatch rules of run-and-gun killing. The futility implied by the player’s constant dying is clearly motivated by an attempt at realism as one of the cultural memories of World War One is the sheer likelihood of being killed, whether as a frontline soldier or a citizen of a country engaged in combat (see Kramer). For Battlefield 1, the repeated dying is really part of the text’s aesthetic engagement. For this reason I prefer the term affective friction rather than critical displeasure. The austere tone of the game is indicated early, just prior to the prologue gameplay with onscreen text that reads:Battlefield 1 is based on events that unfolded over 100 years agoMore than 60 million soldiers fought in “The War to End All Wars”It ended nothing.Yet it changed the world forever. At a simple level, the player’s experience of being killed in order for the next part of the narrative to progress evokes this sense of futility. There have been real responses indicating this, for instance one reviewer argues that the structure is “a powerful treatment” (Howley). But there is potential for increased engagement with the game itself as the structure breaks the replay-cycle of usual games. For instance, another reviewer responds to the overall single-player campaign by suggesting “It is not something you can sit down and play through and not experience on a higher level than just clicking a mouse and tapping a keyboard” (Simpson). This affective friction amplifies, and draws attention to, the other advances in violent stylistics presented in the game. For instance, although the standard onscreen visual distortions are used to show character damage and the direction from which the attack came, the game does use slow-motion to draw out the character’s death. In addition, the game features incidental battlefield details of shell-shock, such as soldiers simply holding the head in their hands, frozen as the battle rages around them (Figure 4). The presence of flame-thrower troops, and subsequently the depictions of characters running as they burn to death are also significant developments in violent aesthetics from earlier games. These elements of violence are constitutive of the affective friction. We may marvel at the technical achievement of such real-time rendering of dynamic fire and the artistic care given to animate deaths and shell-shock depictions. But simultaneously, these “violent delights”—to borrow from Westworld’s citation of Shakespeare—are innovations upon the depictions of earlier games, even contemporary, combat games. Indeed, one critic has almost ashamedly noted: “For a game about one of the most horrific wars in human history, it sure is pretty” (Kain).These violent depictions show a continuation in the tradition of increased detail which has been linked to a model of “reported realism” as a means of understanding audience’s claims of realism in combat films and modern videogames as a result primarily of their hypersaturated audio-visual texture (Bender "Blood Splats"). Here, saturation refers not to the specific technical quality of colour saturation but to the densely layered audio-visual structure often found in contemporary films and videogames. For example, thick mixing of soundtracks, details of gore, and nuanced movements (particularly of dying characters) all contribute to a hypersaturated aesthetic which tends to prompt audiences to make claims of realism for a combat text regardless of whether or not these viewers/players have any real world referent for comparison. Of course, there are likely to be players who will simply blast through any shooter game, giving no regard to the critical displeasure offered by Spec Ops narrative choices or the ethical dilemma of “No Russian.” There are also likely to be players who bypass the single-player campaign altogether and only bother with the multiplayer deathmatch experience, which functions in the same way as it does in other shooter games, including the previous Battlefield games. But perhaps the value of this game’s attempt at alternative storytelling, with its emphasis on tone and affect, is that even the “kill-em-all” player may experience a momentary impact from the violence depicted. This is particularly important given that, to borrow from Stephanie Fisher’s argument in regard to WW2 games, many young people encounter the history of warfare through such popular videogames (Fisher). In the centenary period of World War One, especially in Australia amid the present Anzac commemorative moment, the opportunity for young audiences to engage with the significance of the events. As a side-note, the later part of the single-player campaign even has a Gallipoli sequence, though the narrative of this component is designed as an action-hero adventure. Indeed, this is one example of how the alternative dying-to-continue structure of the prologue creates an affective friction against the normal gameplay and narratives that feature in the rest of the text. The ambivalent ways in which this unsettling opening scenario impacts on the remainder of the game-play, including for instance its depiction of PTSD, is illustrated by some industry reviewers. As one reviewer argues, the game does generate the feeling that “war isn’t fun — except when it is” (Plante). From this view, the cognitive challenge created by the will to die in the prologue creates an affective friction with the normalised entertainment inherent in the game’s multiplayer run-and-gun components that dominate the rest of Battlefield 1’s experience. Therefore, although Battlefield 1 ultimately proves to be an entertainment-oriented combat shooter, it is significant that the developers of this major commercial production decided to include an experimental structure to the prologue as a way of generating tone and affect in a fresh way. ReferencesAtkins, Barry, and Tanya Kryzwinska. "Introduction: Videogame, Player, Text." Videogame, Player, Text. Eds. Atkins, Barry and Tanya Kryzwinska. Manchester: Manchester University Press, 2007.Bender, Stuart Marshall. "Blood Splats and Bodily Collapse: Reported Realism and the Perception of Violence in Combat Films and Videogames." Projections 8.2 (2014): 1-25.Bender, Stuart Marshall. Film Style and the World War II Combat Film. Newcastle, UK: Cambridge Scholars Publishing, 2013.Fisher, Stephanie. "The Best Possible Story? Learning about WWII from FPS Video Games." Guns, Grenades, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh Call and Katie Whitlock. New York: Continuum, 2012. 299-318.Harris, Sam, and Paul Bloom. "Waking Up with Sam Harris #56 – Abusing Dolores." Sam Harris 12 Dec. 2016. Howley, Daniel. "Review: Beautiful Battlefield 1 Gives the War to End All Wars Its Due Respect." Yahoo! 2016. Kain, Erik. "'Battlefield 1' Is Stunningly Beautiful on PC." Forbes 2016.Keogh, Brendan. Spec Ops: The Line's Conventional Subversion of the Military Shooter. Paper presented at DiGRA 2013: Defragging Game Studies.Kramer, Alan. Dynamic of Destruction: Culture and Mass Killing in the First World War. UK: Oxford University Press, 2007. Osborne, Scott. "Battlefield 1942 Review." Gamesport 2002. Payne, Matthew Thomas. "War Bytes: The Critique of Militainment in Spec Ops: The Line." Critical Studies in Media Communication 31.4 (2014): 265-82. Plante, Chris. "Battlefield 1 Is Excellent Because the Series Has Stopped Trying to Be Call of Duty." The Verge 2016. Rashid, Justin. Terrorism in Video Games and the Storytelling War against Extremism. Paper presented at Hawaii International Conference on Arts and Humanities, 9-12 Jan. 2011.Schklovski, Viktor. "Sterne's Tristram Shandy: Stylistic Commentary." Trans. Lee T. Lemon and Marion J. Reis. Russian Formalist Criticism: Four Essays. Lincoln: University of Nebraska Press, 1965. 25-60.Simpson, Campbell. "Battlefield 1 Isn't a Game: It's a History Lesson." Kotaku 2016. Thompson, Kristin. Breaking the Glass Armor: Neoformalist Film Analysis. New Jersey: Princeton University Press, 1988. Welsh, Timothy. "Face to Face: Humanizing the Digital Display in Call of Duty: Modern Warfare 2." Guns, Grenade, and Grunts: First-Person Shooter Games. Eds. Gerald A. Voorhees, Josh. Call, and Katie Whitlock. New York: Continuum, 2012. 389-414. Wilson, Jason Anthony. "Gameplay and the Aesthetics of Intimacy." PhD diss. Brisbane: Griffith University, 2007.
APA, Harvard, Vancouver, ISO, and other styles
44

Martin, Ryan. "Generative Music with the Living Machine: Using Rule-Based Improvisation to Generate Narrative and Soundtrack." Critical Studies in Improvisation / Études critiques en improvisation 12, no. 2 (December 23, 2018). http://dx.doi.org/10.21083/csieci.v12i2.4227.

Full text
Abstract:
This paper proposes the term generative improvisation to describe free improvisations that are constrained by a set of human-determined limits. The purpose of this term is to emphasize the way that rules limit performer choices and define the meanings of different musical gestures to generate specific kinds of performances. By examining Narrative Generator (for Living Machine), a rule-based improvisation for narrator, instruments, and electronics, I demonstrate that generative improvisation can be used to produce a performance of a coherent improvised narrative and soundtrack by basing the rules of the work on the theories and practices employed in film and video games. From there, the paper examines the relationships between different performers, the performers and the composer, and the composer, performer, and audience in the work, discussing the potential impacts of these relationships. Finally, I consider the role accessibility plays in spreading these potential impacts to a broader audience.
APA, Harvard, Vancouver, ISO, and other styles
45

"Real Time Facial Expression Recognition System Based on Deep Learning." International Journal of Recent Technology and Engineering 8, no. 2S11 (November 2, 2019): 4047–51. http://dx.doi.org/10.35940/ijrte.b1591.0982s1119.

Full text
Abstract:
The automatic detection of facial expressions is an active research topic, since its wide fields of applications in human-computer interaction, games, security or education. However, the latest studies have been made in controlled laboratory environments, which is not according to real world scenarios. For that reason, a real time Facial Expression Recognition System (FERS) is proposed in this paper, in which a deep learning approach is applied to enhance the detection of six basic emotions: happiness, sadness, anger, disgust, fear and surprise in a real-time video streaming. This system is composed of three main components: face detection, face preparation and face expression classification. The results of proposed FERS achieve a 65% of accuracy, trained over 35558 face images..
APA, Harvard, Vancouver, ISO, and other styles
46

Carvalho, Leonardo Soares de, Camila Sant Ana Crancianinov, Daniel Traina Gama, and Cynthia Yukiko Hiraga. "Effect of volume of practice in children with probable Developmental Coordination Disorder." Revista Brasileira de Cineantropometria & Desempenho Humano 22 (2020). http://dx.doi.org/10.1590/1980-0037.2020v22e72028.

Full text
Abstract:
Abstract Children with Developmental Coordination Disorder (DCD) demonstrate a slower and more gradual ability to acquire and learn motor skills with practice. One question then is whether a higher volume of practice for these children could match the performance of children with typical development (TD). The present study aims to examine the effects of a higher volume of practice by children with probable DCD (pDCD) in relation to a lower volume of practice by children with TD. The MABC-2 was used to identify the participants' level of motor difficulty and set the composition of the groups. Two active video games (Nintendo Wii) were used for the practice. Each group was composed of eight participants, paired up by gender and age, TD (M = 111.87 months; SD = 4.05) and pDCD (M = 115.87 months; SD = 4.96). The TD group participated in seven practice sessions and the pDCD group participated in eleven sessions. Results regarding performance on Wii console games showed significant improvement from the first day of practice to the last day in both groups (pDCD and TD). A higher volume of practice for children with pDCD compared to their TD peers helped to increase the performance of the former group. Therefore, the pDCD group achieved a performance similar to the TD group in both practiced games.
APA, Harvard, Vancouver, ISO, and other styles
47

Kreissl, Julian, Daniel Possler, and Christoph Klimmt. "Engagement With the Gurus of Gaming Culture: Parasocial Relationships to Let’s Players." Games and Culture, April 8, 2021, 155541202110052. http://dx.doi.org/10.1177/15554120211005241.

Full text
Abstract:
Let’s Players have emerged as a successful class of entertainers in the YouTube® universe. Most of their broadcasts not only relate to video games and gaming but also feature elements of talk shows and other modes of personality entertainment, including star–fan interaction through social media channels. Hence, they represent focal points of reference for gamers and important manifestations of contemporary gaming culture. The present contribution applies the concept of parasocial relationships (PSR) to examine how dimensional compositions and formation dynamics of audience engagement with Let’s Players are affected by the specific conditions of digital online media environments. Findings from an online survey indicate that PSR with popular Let’s Players are composed partially similar to “conventional” stars, but seem to rest more on interactive responsiveness and less on idolizing “larger-than-life” characters. Implications for PSR theory in hybrid mass/online communication settings and for digital gaming culture are discussed.
APA, Harvard, Vancouver, ISO, and other styles
48

"Coastal Pollution Management Plan in Odisha Coast." International Journal of Recent Technology and Engineering 8, no. 2S11 (November 2, 2019): 2994–3004. http://dx.doi.org/10.35940/ijrte.b1383.0982s1119.

Full text
Abstract:
sizeable infection people in Odisha Coast originate from every land based totally totally or ocean primarily based completely wearing activities from issue assets, for example, mechanical launch, oil slick occurrences, circle of relatives sewage and non thing assets like agribusiness keep going for walks off. the ones pollution may additionally have an impact on seaside the the front water tremendous, marine residue situations and unique life office work sincerely as normal territories like mangrove, ocean grass and coral reefs. The massive motives for marine infection are population development rapid urbanization and industrialization. Water excellent parameters for beach the the front waters of Odisha are fundamental to observe for distinguishing the crucial detail pollutants. Spatial styles of collection of physio-substance parameters, for example, Dissolved Oxygen (DO), suspended silt cognizance(SSC), chlorophyll-a, Nitrate (NO3), all out nitrogen and all out phosphorous(TP) had been completed making use of spatial interjection approach and incorporated with Land use/land cowl(LULC) maps. At ultimate optionally available subtleties of Odisha coast has been collected and contrasted and the accessible effects and prepared into cause pressure, pressure, state, impact and response (D-P-S-I-R), to find out the capability risks over the seaside natural device of Odisha. the usage of composts has likewise multiplied severa folds over time body, bringing approximately the complement beautify of seaside waters of Odisha. aside from that, there's expanding waterfront disintegration and bodily video games like sand mining, extreme urbanization and this enlargement consists of infection weight in Odisha coast. From the GIS information based totally marine contamination look at for the shore of Odisha it's been comprehended that the Odisha coast is significantly impacted by the usage of anthropogenic carrying sports and want to be determined constantly as a "top hotspot" for higher management of these seaside waters.
APA, Harvard, Vancouver, ISO, and other styles
49

Conti, Olivia. "Disciplining the Vernacular: Fair Use, YouTube, and Remixer Agency." M/C Journal 16, no. 4 (August 11, 2013). http://dx.doi.org/10.5204/mcj.685.

Full text
Abstract:
Introduction The research from which this piece derives explores political remix video (PRV), a genre in which remixers critique dominant discourses and power structures through guerrilla remixing of copyrighted footage (“What Is Political Remix Video?”). Specifically, I examined the works of political video remixer Elisa Kreisinger, whose queer remixes of shows such as Sex and the City and Mad Men received considerable attention between 2010 and the present. As a rhetoric scholar, I am attracted not only to the ways that remix functions discursively but also the ways in which remixers are constrained in their ability to argue, and what recourse they have in these situations of legal and technological constraint. Ultimately, many of these struggles play out on YouTube. This is unsurprising: many studies of YouTube and other user-generated content (UGC) platforms focus on the fact that commercial sites cannot constitute utopian, democratic, or free environments (Hilderbrand; Hess; Van Dijck). However, I find that, contrary to popular belief, YouTube’s commercial interests are not the primary factor limiting remixer agency. Rather, United States copyright law as enacted on YouTube has the most potential to inhibit remixers. This has led to many remixers becoming advocates for fair use, the provision in the Copyright Act of 1976 that allows for limited use of copyrighted content. With this in mind, I decided to delve more deeply into the framing of fair use by remixers and other advocates such as the Electronic Frontier Foundation (EFF) and the Center for Social Media. In studying discourses of fair use as they play out in the remix community, I find that the framing of fair use bears a striking similarity to what rhetoric scholars have termed vernacular discourse—a discourse emanating from a small segment of the larger civic community (Ono and Sloop 23). The vernacular is often framed as that which integrates the institutional or mainstream while simultaneously asserting its difference through appropriation and subversion. A video qualifies as fair use if it juxtaposes source material in a new way for the purposes of critique. In turn, a vernacular text asserts its “vernacularity” by taking up parts of pre-existing dominant institutional discourses in a way that resonates with a smaller community. My argument is that this tension between institutional and vernacular gives political remix video a multivalent argument—one that presents itself both in the text of the video itself as well as in the video’s status as a fair use of copyrighted material. Just as fair use represents the assertion of creator agency against unfair copyright law, vernacular discourse represents the assertion of a localised community within a world dominated by institutional discourses. In this way, remixers engage rights holders and other institutions in a pleasurable game of cat and mouse, a struggle to expose the boundaries of draconian copyright law. YouTube’s Commercial InterestsYouTube’s commercial interests operate at a level potentially invisible to the casual user. While users provide YouTube with content, they also provide the site with data—both metadata culled from their navigations of the site (page views, IP addresses) as well as member-provided data (such as real name and e-mail address). YouTube mines this data for a number of purposes—anything from interface optimisation to targeted advertising via Google’s AdSense. Users also perform a certain degree of labour to keep the site running smoothly, such as reporting videos that violate the Terms of Service, giving videos the thumbs up or thumbs down, and reporting spam comments. As such, users involved in YouTube’s participatory culture are also necessarily involved in the site’s commercial interests. While there are legitimate concerns regarding the privacy of personal information, especially after Google introduced policies in 2012 to facilitate a greater flow of information across all of their subsidiaries, it does not seem that this has diminished YouTube’s popularity (“Google: Privacy Policy”).Despite this, some make the argument that users provide the true benefit of UGC platforms like YouTube, yet reap few rewards, creating an exploitative dynamic (Van Dijck, 46). Two assumptions seem to underpin this argument: the first is that users do not desire to help these platforms prosper, the second is that users expect to profit from their efforts on the website. In response to these arguments, it’s worth calling attention to scholars who have used alternative economic models to account for user-platform coexistence. This is something that Henry Jenkins addresses in his recent book Spreadable Media, largely by focusing on assigning alternate sorts of value to user and fan labour—either the cultural worth of the gift, or the satisfaction of a job well done common to pre-industrial craftsmanship (61). However, there are still questions of how to account for participatory spaces in which labours of love coexist with massively profitable products. In service of this point, Jenkins calls up Lessig, who posits that many online networks operate as hybrid economies, which combine commercial and sharing economies. In a commercial economy, profit is the primary consideration, while a sharing economy is composed of participants who are there because they enjoy doing the work without any expectation of compensation (176). The strict separation between the two economies is, in Lessig’s estimation, essential to the hybrid economy’s success. While it would be difficult to incorporate these two economies together once each had been established, platforms like YouTube have always operated under the hybrid principle. YouTube’s users provide the site with its true value (through their uploading of content, provision of metadata, and use of the site), yet users do not come to YouTube with these tasks in mind—they come to YouTube because it provides an easy-to-use platform by which to share amateur creativity, and a community with whom to interact. Additionally, YouTube serves as the primary venue where remixers can achieve visibility and viral status—something Elisa Kreisinger acknowledged in our interviews (2012). However, users who are not concerned with broad visibility as much as with speaking to particular viewers may leave YouTube if they feel that the venue does not suit their content. Some feminist fan vidders, for instance, have withdrawn from YouTube due to what they perceived as a community who didn’t understand their work (Kreisinger, 2012). Additionally, Kreisinger ended up garnering many more views of her Queer Men remix on Vimeo due simply to the fact that the remix’s initial upload was blocked via YouTube’s Content ID feature. By the time Kreisinger had argued her case with YouTube, the Vimeo link had become the first stop for those viewing and sharing the remix, which received 72,000 views to date (“Queer Men”). Fair Use, Copyright, and Content IDThis instance points to the challenge that remixers face when dealing with copyright on YouTube, a site whose processes are not designed to accommodate fair use. Specifically, Title II, Section 512 of the DMCA (the Digital Millennium Copyright Act, passed in 1998) states that certain websites may qualify as “safe harbours” for copyright infringement if users upload the majority of the content to the site, or if the site is an information location service. These sites are insulated from copyright liability as long as they cooperate to some extent with rights holders. A common objection to Section 512 is that it requires media rights holders to police safe harbours in search of infringing content, rather than placing the onus on the platform provider (Meyers 939). In order to cooperate with Section 512 and rights holders, YouTube initiated the Content ID system in 2007. This system offers rights holders the ability to find and manage their content on the site by creating archives of footage against which user uploads are checked, allowing rights holders to automatically block, track, or monetise uses of their content (it is also worth noting that rights holders can make these responses country-specific) (“How Content ID Works”). At the current time, YouTube has over 15 million reference files against which it checks uploads (“Statistics - YouTube”). Thus, it’s fairly common for uploaded work to get flagged as a violation, especially when that work is a remix of popular institutional footage. If an upload is flagged by the Content ID system, the user can dispute the match, at which point the rights holder has the opportunity to either allow the video through, or to issue a DMCA takedown notice. They can also sue at any point during this process (“A Guide to YouTube Removals”). Content ID matches are relatively easy to dispute and do not generally require legal intervention. However, disputing these automatic takedowns requires users to be aware of their rights to fair use, and requires rights holders to acknowledge a fair use (“YouTube Removals”). This is only compounded by the fact that fair use is not a clearly defined right, but rather a vague provision relying on a balance between four factors: the purpose of the use, character of the work, the amount used, and the effect on the market value of the original (“US Copyright Office–Fair Use”). As Aufderheide and Jaszi observed in 2008, the rejection of videos for Content ID matches combined with the vagaries of fair use has a chilling effect on user-generated content. Rights Holders versus RemixersRights holders’ objections to Section 512 illustrate the ruling power dynamic in current intellectual property disputes: power rests with institutional rights-holding bodies (the RIAA, the MPAA) who assert their dominance over DMCA safe harbours such as YouTube (who must cooperate to stay in business) who, in turn, exert power over remixers (the lowest on the food chain, so to speak). Beyond the observed chilling effect of Content ID, remix on YouTube is shot through with discursive struggle between these rights-holding bodies and remixers attempting to express themselves and reach new communities. However, this has led political video remixers to become especially vocal when arguing for their uses of content. For instance, in the spring of 2009, Elisa Kreisinger curated a show entitled “REMOVED: The Politics of Remix Culture” in which blocked remixes screened alongside the remixers’ correspondence with YouTube. Kreisinger writes that each of these exchanges illustrate the dynamic between rights holders and remixers: “Your video is no longer available because FOX [or another rights-holding body] has chosen to block it (“Remixed/Removed”). Additionally, as Jenkins notes, even Content ID on YouTube is only made available to the largest rights holders—smaller companies must still go through an official DMCA takedown process to report infringement (Spreadable 51). In sum, though recent technological developments may give the appearance of democratising access to content, when it comes to policing UGC, technology has made it easier for the largest rights holders to stifle the creation of content.Additionally, it has been established that rights holders do occasionally use takedowns abusively, and recent court cases—specifically Lenz v. Universal Music Corp.—have established the need for rights holders to assess fair use in order to make a “good faith” assertion that users intend to infringe copyright prior to issuing a takedown notice. However, as Joseph M. Miller notes, the ruling fails to rebalance the burdens and incentives between rights holders and users (1723). This means that while rights holders are supposed to take fair use into account prior to issuing takedowns, there is no process in place that either effectively punishes rights holders who abuse copyright, or allows users to defend themselves without the possibility of massive financial loss (1726). As such, the system currently in place does not disallow or discourage features like Content ID, though cases like Lenz v. Universal indicate a push towards rebalancing the burden of determining fair use. In an effort to turn the tables, many have begun arguing for users’ rights and attempting to parse fair use for the layperson. The Electronic Frontier Foundation (EFF), for instance, has espoused an “environmental rhetoric” of fair use, casting intellectual property as a resource for users (Postigo 1020). Additionally, they have created practical guidelines for UGC creators dealing with DMCA takedowns and Content ID matches on YouTube. The Center for Social Media has also produced a number of fair use guides tailored to different use cases, one of which targeted online video producers. All of these efforts have a common goal: to educate content creators about the fair use of copyrighted content, and then to assert their use as fair in opposition to large rights-holding institutions (though they caution users against unfair uses of content or making risky legal moves that could lead to lawsuits). In relation to remix specifically, this means that remixers must differentiate themselves from institutional, commercial content producers, standing up both for the argument contained in their remix as well as their fair use of copyrighted content.In their “Code of Best Practices for Fair Use in Online Video,” the Center for Social Media note that an online video qualifies as a fair use if (among other things) it critiques copyrighted material and if it “recombines elements to make a new work that depends for its meaning on (often unlikely) relationships between the elements” (8). These two qualities are also two of the defining qualities of political remix video. For instance, they write that work meets the second criteria if it creates “new meaning by juxtaposition,” noting that in these cases “the recombinant new work has a cultural identity of its own and addresses an audience different from those for which its components were intended” (9). Remixes that use elements of familiar sources in unlikely combinations, such as those made by Elisa Kreisinger, generally seek to reach an audience who are familiar with the source content, but also object to it. Sex and the City, for instance, while it initially seemed willing to take on previously “taboo” topics in its exploration of dating in Manhattan, ended with each of the heterosexual characters paired with an opposite sex partner, and forays from this heteronormative narrative were contained either within in one-off episodes or tokenised gay characters. For this reason, Kreisinger noted that the intended audience for Queer Carrie were the queer and feminist viewers of Sex and the City who felt that the show was overly normative and exclusionary (Kreisinger, Art:21). As a result, the target audience of these remixes is different from the target audience of the source material—though the full nuance of the argument is best understood by those familiar with the source. Thus, the remix affirms the segment of the viewing community who saw only tokenised representations of their identity in the source text, and in so doing offers a critique of the original’s heteronormative focus.Fair Use and the VernacularVernacular discourse, as broadly defined by Kent A. Ono and John M. Sloop, refers to discourses that “emerge from discussions between members of self-identified smaller communities within the larger civic community.” It operates partially through appropriating dominant discourses in ways better suited to the vernacular community, through practices of pastiche and cultural syncretism (23). In an effort to better describe the intricacies of this type of discourse, Robert Glenn Howard theorised a hybrid “dialectical vernacular” that oscillates between institutional and vernacular discourse. This hybridity arises from the fact that the institutional and the vernacular are fundamentally inseparable, the vernacular establishing its meaning by asserting itself against the institutional (Howard, Toward 331). When put into use online, this notion of a “dialectical vernacular” is particularly interesting as it refers not only to the content of vernacular messages but also to their means of production. Howard notes that discourse embodying the dialectical vernacular is by nature secondary to institutional discourse, that the institutional must be clearly “structurally prior” (Howard, Vernacular 499). With this in mind it is unsurprising that political remix video—which asserts its secondary nature by calling upon pre-existing copyrighted content while simultaneously reaching out to smaller segments of the civic community—would qualify as a vernacular discourse.The notion of an institutional source’s structural prevalence also echoes throughout work on remix, both in practical guides such as the Center for Social Media’s “Best Practices” as well as in more theoretical takes on remix, like Eduardo Navas’ essay “Turbulence: Remixes + Bonus Beats,” in which he writes that:In brief, the remix when extended as a cultural practice is a second mix of something pre-existent; the material that is mixed for a second time must be recognized, otherwise it could be misunderstood as something new, and it would become plagiarism […] Without a history, the remix cannot be Remix. An elegant theoretical concept, this becomes muddier when considered in light of copyright law. If the history of remix is what gives it its meaning—the source text from which it is derived—then it is this same history that makes a fair use remix vulnerable to DMCA takedowns and other forms of discipline on YouTube. However, as per the criteria outlined by the Center for Social Media, it is also from this ironic juxtaposition of institutional sources that the remix object establishes its meaning, and thus its vernacularity. In this sense, the force of a political remix video’s argument is in many ways dependent on its status as an object in peril: vulnerable to the force of a law that has not yet swung in its favor, yet subversive nonetheless.With this in mind, YouTube and other UGC platforms represent a fraught layer of mediation between institutional and vernacular. As a site for the sharing of amateur video, YouTube has the potential to affirm small communities as users share similar videos, follow one particular channel together, or comment on videos posted by people in their networks. However, YouTube’s interface (rife with advertisements, constantly reminding users of its affiliation with Google) and cooperation with rights holders establish it as an institutional space. As such, remixes on the site are already imbued with the characteristic hybridity of the dialectical vernacular. This is especially true when the remixers (as in the case of PRV) have made the conscious choice to advocate for fair use at the same time that they distribute remixes dealing with other themes and resonating with other communities. ConclusionPolitical remix video sits at a fruitful juncture with regard to copyright as well as vernacularity. Like almost all remix, it makes its meaning through juxtaposing sources in a unique way, calling upon viewers to think about familiar texts in a new light. This creation invokes a new audience—a quality that makes it both vernacular and also a fair use of content. Given that PRV is defined by the “guerrilla” use of copyrighted footage, it has the potential to stand as a political statement outside of the thematic content of the remix simply due to the nature of its composition. This gives PRV tremendous potential for multivalent argument, as a video can simultaneously represent a marginalised community while advocating for copyright reform. This is only reinforced by the fact that many political video remixers have become vocal in advocating for fair use, asserting the strength of their community and their common goal.In addition to this argumentative richness, PRV’s relation to fair use and vernacularity exposes the complexity of the remix form: it continually oscillates between institutional affiliations and smaller vernacular communities. However, the hybridity of these remixes produces tension, much of which manifests on YouTube, where videos are easily responded to and challenged by both institutuional and vernacular authorities. In addition, a tension exists in the remix text itself between the source and the new, remixed message. Further research should attend to these areas of tension, while also exploring the tenacity of the remix community and their ability to advocate for themselves while circumventing copyright law.References“About Political Remix Video.” Political Remix Video. 15 Feb. 2012. ‹http://www.politicalremixvideo.com/what-is-political-remix/›.Aufderheide, Patricia, and Peter Jaszi. Reclaiming Fair Use: How to Put Balance Back in Copyright. Chicago: U of Chicago P, 2008. Kindle.“Code of Best Practices for Fair Use in Online Video.” The Center For Social Media, 2008. Van Dijck, José. “Users like You? Theorizing Agency in User-Generated Content.” Media Culture Society 31 (2009): 41-58.“A Guide to YouTube Removals,” The Electronic Frontier Foundation, 15 June 2013 ‹https://www.eff.org/issues/intellectual-property/guide-to-YouTube-removals›.Hilderbrand, Lucas. “YouTube: Where Cultural Memory and Copyright Converge.” Film Quarterly 61.1 (2007): 48-57.Howard, Robert Glenn. “The Vernacular Web of Participatory Media.” Critical Studies in Media Communication 25.5 (2008): 490-513.Howard, Robert Glenn. “Toward a Theory of the World Wide Web Vernacular: The Case for Pet Cloning.” Journal of Folklore Research 42.3 (2005): 323-60.“How Content ID Works.” YouTube. 21 June 2013. ‹https://support.google.com/youtube/answer/2797370?hl=en›.Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: New York U P, 2013. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York U P, 2006. Kreisinger, Elisa. Interview with Nick Briz. Art:21. Art:21, 30 June 2011. 21 June 2013.Kreisinger, Elisa. “Queer Video Remix and LGBTQ Online Communities,” Transformative Works and Cultures 9 (2012). 19 June 2013 ‹http://journal.transformativeworks.org/index.php/twc/article/view/395/264›.Kreisinger, Elisa. Pop Culture Pirate. < http://www.popculturepirate.com/ >.Lessig, Lawrence. Remix: Making Art and Commerce Thrive in the Hybrid Economy. New York: Penguin Books, 2008. PDF.Meyers, B.G. “Filtering Systems or Fair Use? A Comparative Analysis of Proposed Regulations for User-Generated Content.” Cardozo Arts & Entertainment Law Journal 26.3: 935-56.Miller, Joseph M. “Fair Use through the Lenz of § 512(c) of the DMCA: A Preemptive Defense to a Premature Remedy?” Iowa Law Review 95 (2009-2010): 1697-1729.Navas, Eduardo. “Turbulence: Remixes + Bonus Beats.” New Media Fix 1 Feb. 2007. 10 June 2013 ‹http://newmediafix.net/Turbulence07/Navas_EN.html›.Ono, Kent A., and John M. Sloop. Shifting Borders: Rhetoric, Immigration and California’s Proposition 187. Philadelphia: Temple U P, 2002.“Privacy Policy – Policies & Principles.” Google. 19 June 2013 ‹http://www.google.com/policies/privacy/›.Postigo, Hector. “Capturing Fair Use for The YouTube Generation: The Digital Rights Movement, the Electronic Frontier Foundation, and the User-Centered Framing of Fair Use.” Information, Communication & Society 11.7 (2008): 1008-27.“Statistics – YouTube.” YouTube. 21 June 2013 ‹http://www.youtube.com/yt/press/statistics.html›.“US Copyright Office: Fair Use,” U.S. Copyright Office. 19 June 2013 ‹http://www.copyright.gov/fls/fl102.html›.“YouTube Help.” YouTube FAQ. 19 June 2013 ‹http://support.google.com/youtube/?hl=en&topic=2676339&rd=2›.
APA, Harvard, Vancouver, ISO, and other styles
50

Pedersen, Isabel, and Kristen Aspevig. "Being Jacob: Young Children, Automedial Subjectivity, and Child Social Media Influencers." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1352.

Full text
Abstract:
Introduction Children are not only born digital, they are fashioned toward a lifestyle that needs them to be digital all the time (Palfrey and Gasser). They click, tap, save, circulate, download, and upload the texts of their lives, their friends’ lives, and the anonymous lives of the people that surround them. They are socialised as Internet consumers ready to participate in digital services targeted to them as they age such as Snapchat, Instagram, and YouTube. But they are also fashioned as producers, whereby their lives are sold as content on these same markets. As commodities, the minutiae of their lives become the fodder for online circulation. Paradoxically, we also celebrate these digital behaviours as a means to express identity. Personal profile-building for adults is considered agency-building (Beer and Burrows), and as a consequence, we praise children for mimicking these acts of adult lifestyle. This article reflects on the Kids, Creative Storyworlds, and Wearables project, which involved an ethnographic study with five young children (ages 4-7), who were asked to share their autobiographical stories, creative self-narrations, and predictions about their future mediated lives (Atkins et al.). For this case study, we focus on commercialised forms of children’s automedia, and we compare discussions we had with 6-year old Cayden, a child we met in the study who expresses the desire to make himself famous online, with videos of Jacob, a child vlogger on YouTube’s Kinder Playtime, who clearly influences children like Cayden. We argue that child social influencers need consideration both as autobiographical agents and as child subjects requiring a sheltered approach to their online lives.Automedia Automedia is an emergent genre of autobiography (Smith and Watson Reading 190; “Virtually Me” 78). Broadcasting one’s life online takes many forms (Kennedy “Vulnerability”). Ümit Kennedy argues “Vlogging on YouTube is a contemporary form of autobiography in which individuals engage in a process of documenting their life on a daily or weekly basis and, in doing so, construct[ing] their identity online” (“Exploring”). Sidonie Smith and Julia Watson write that “visual and digital modes are projecting and circulating not just new subjects but new notions of subjectivity through the effects of automediality” with the result that “the archive of the self in time, in space and in relation expands and is fundamentally reorganized” (Reading 190). Emma Maguire addresses what online texts “tell us about cultural understandings of selfhood and what it means to communicate ‘real’ life through media” naming one tool, “automedia”. Further, Julie Rak calls on scholars “to rethink ‘life’ and ‘writing’ as automedia” to further “characterize the enactment of a personal life story in a new media environment.” We define automedia as a genre that involves the practices of creating, performing, sharing, circulating, and (at times) preserving one’s digital life narrative meant for multiple publics. Automedia revises identity formation, embodiment, or corporealities in acts of self-creation (Brophy and Hladki 4). Automedia also emphasizes circulation. As shared digital life texts now circulate through the behaviours of other human subjects, and automatically via algorithms in data assemblages, we contend that automediality currently involves a measure of relinquishing control over perpetually evolving mediatised environments. One cannot control how a shared life narrative will meet a public in the future, which is a revised way of thinking about autobiography. For the sake of this paper, we argue that children’s automedia ought to be considered a creative, autobiographical act, in order to afford child authors who create them the consideration they deserve as agents, now and in the future. Automedial practices often begin when children receive access to a device. The need for a distraction activity is often the reason parents hand a young child a smartphone, iPad, or even a wearable camera (Nansen). Mirroring the lives of parents, children aspire to share representations of their own personal lives in pursuit of social capital. They are often encouraged to use technologies and apps as adults do–to track aspects of self, broadcast life stories and eventually “live share” them—effectively creating, performing, sharing, and at times, seeking to preserve a public life narrative. With this practice, society inculcates children into spheres of device ubiquity, “socializing them to a future digital lifestyle that will involve always carrying a computer in some form” (Atkins et al. 49). Consequently, their representations become inculcated in larger media assemblages. Writing about toddlers, Nansen describes how the “archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito)” (Nansen). Children, like adult citizens, are increasingly faced with choices “not structured by their own preferences but by the economic imperatives of the private corporations that have recently come to dominate the internet” (Andrejevic). Recent studies have shown that for children and youth in the digital age, Internet fame, often characterized by brand endorsements, is a major aspiration (Uhls and Greenfield, 2). However, despite the ambition to participate as celebrity digital selves, children are also mired in the calls to shield them from exposure to screens through institutions that label these activities detrimental. In many countries, digital “protections” are outlined by privacy commissioners and federal or provincial/state statutes, (e.g. Office of the Privacy Commissioner of Canada). Consequently, children are often caught in a paradox that defines them either as literate digital agents able to compose or participate with their online selves, or as subjectified wards caught up in commercial practices that exploit their lives for commercial gain.Kids, Creative Storyworlds and Wearables ProjectBoth academic and popular cultural critics continually discuss the future but rarely directly engage the people who will be empowered (or subjugated) by it as young adults in twenty years. To address children’s lack of agency in these discussions, we launched the Kids, Creative Storyworlds and Wearables project to bring children into a dialogue about their own digital futures. Much has been written on childhood agency and participation in culture and mediated culture from the discipline of sociology (James and James; Jenks; Jenkins). In previous work, we addressed the perspective of child autobiographical feature filmmakers to explore issues of creative agency and consent when adult gatekeepers facilitate children in film production (Pedersen and Aspevig “My Eyes”; Pedersen and Aspevig “Swept”). Drawing on that previous work, this project concentrates on children’s automediated lives and the many unique concerns that materialize with digital identity-building. Children are categorised as a vulnerable demographic group necessitating special policy and legislation, but the lives they project as children will eventually become subsumed in their own adult lives, which will almost certainly be treated and mediated in a much different manner in the future. We focused on this landscape, and sought to query the children on their futures, also considering the issues that arise when adult gatekeepers get involved with child social media influencers. In the Storyworlds ethnographic study, children were given a wearable toy, a Vtech smartwatch called Kidizoom, to use over a month’s timeframe to serve as a focal point for ethnographic conversations. The Kidizoom watch enables children to take photos and videos, which are uploaded to a web interface. Before we gave them the tech, we asked them questions about their lives, including What are machines going to be like in the future? Can you imagine yourself wearing a certain kind of computer? Can you tell/draw a story about that? If you could wear a computer that gave you a super power, what would it be? Can you use your imagination to think of a person in a story who would use technology? In answering, many of them drew autobiographical drawings of technical inventions, and cast themselves in the images. We were particularly struck by the comments made by one participant, Cayden (pseudonym), a 6-year-old boy, and the stories he told us about himself and his aspirations. He expressed the desire to host a YouTube channel about his life, his activities, and the wearable technologies his family already owned (e.g. a GroPro camera) and the one we gave him, the Kidizoom smartwatch. He talked about how he would be proud to publically broadcast his own videos on YouTube, and about the role he had been allowed to play in the making of videos about his life (that were not broadcast). To contextualize Cayden’s commentary and his automedial aspirations, we extended our study to explore child social media influencers who broadcast components of their personal lives for the deliberate purpose of popularity and the financial gain of their parents.We selected the videos of Jacob, a child vlogger because we judged them to be representative of the kinds that Cayden watched. Jacob reviews toys through “unboxing videos,” a genre in which a child tells an online audience her or his personal experiences using new toys in regular, short videos on a social media site. Jacob appears on a YouTube channel called Kinder Playtime, which appears to be a parent-run channel that states that, “We enjoy doing these things while playing with our kids: Jacob, Emily, and Chloe” (see Figure 1). In one particular video, Jacob reviews the Kidizoom watch, serving as a child influencer for the product. By understanding Jacob’s performance as agent-driven automedia, as well as being a commercialised, mediatised form of advertising, we get a clearer picture of how the children in the study are coming to terms with their own digital selfhood and the realisation that circulated, life-exposing videos are the expectation in this context.Children are implicated in a range of ways through “family” influencer and toy unboxing videos, which are emergent entertainment industries (Abidin 1; Nansen and Nicoll; Craig and Cunningham 77). In particular, unboxing videos do impact child viewers, especially when children host them. Jackie Marsh emphasizes the digital literacy practices at play here that co-construct viewers as “cyberflâneur[s]” and she states that “this mode of cultural transmission is a growing feature of online practices for this age group” (369). Her stress, however, is on how the child viewer enjoys “the vicarious pleasure he or she may get from viewing the playing of another child with the toy” (376). Marsh writes that her study subject, a child called “Gareth”, “was not interested in being made visible to EvanHD [a child celebrity social media influencer] or other online peers, but was content to consume” the unboxing videos. The concept of the cyberflâneur, then, is fitting as a mediatising co-constituting process of identity-building within discourses of consumerism. However, in our study, the children, and especially Cayden, also expressed the desire to create, host, and circulate their own videos that broadcast their lives, also demonstrating awareness that videos are valorised in their social circles. Child viewers watch famous children perform consumer-identities to create an aura of influence, but viewers simultaneously aspire to become influencers using automedial performances, in essence, becoming products, themselves. Jacob, Automedial Subjects and Social Media InfluencersJacob is a vlogger on YouTube whose videos can garner millions of views, suggesting that he is also an influencer. In one video, he appears to be around the age of six as he proudly sits with folded hands, bright eyes, and a beaming, but partly toothless smile (see Figure 2). He says, “Welcome to Kinder Playtime! Today we have the Kidi Zoom Smartwatch DX. It’s from VTech” (Kinder Playtime). We see the Kidi Zoom unboxed and then depicted in stylized animations amid snippets of Jacob’s smiling face. The voice and hands of a faceless parent guide Jacob as he uses his new wearable toy. We listen to both parent and child describe numerous features for recording and enhancing the wearer’s daily habits (e.g. calculator, calendar, fitness games), and his dad tells him it has a pedometer “which tracks your steps” (Kinder Playtime). But the watch is also used by Jacob to mediate himself and his world. We see that Jacob takes pictures of himself on the tiny watch screen as he acts silly for the camera. He also uses the watch to take personal videos of his mother and sister in his home. The video ends with his father mentioning bedtime, which prompts a “thank you” to VTech for giving him the watch, and a cheerful “Bye!” from Jacob (Kinder Playtime). Figure 1: Screenshot of Kinder Playtime YouTube channel, About page Figure 2: Screenshot of “Jacob,” a child vlogger at Kinder Playtime We chose Jacob for three reasons. First, he is the same age as the children in the Storyworlds study. Second, he reviews the smart watch artifact that we gave to the study children, so there was a common use of automedia technology. Third, Jacob’s parents were involved with his broadcasts, and we wanted to work within the boundaries of parent-sanctioned practices. However, we also felt that his playful approach was a good example of how social media influence overlaps with automediality. Jacob is a labourer trading his public self-representations in exchange for free products and revenue earned through the monetisation of his content on YouTube. It appears that much of what Jacob says is scripted, particularly the promotional statements, like, “Today we have the Kidizoom Smartwatch DX. It’s from VTech. It’s the smartest watch for kids” (Kinder Playtime). Importantly, as an automedial subject Jacob reveals aspects of his self and his identity, in the manner of many child vloggers on public social media sites. His product reviews are contextualised within a commoditised space that provides him a means for the public performance of his self, which, via YouTube, has the potential to reach an enormous audience. YouTube claims to have “over a billion users—almost one-third of all people on the Internet—and every day people watch hundreds of millions of hours on YouTube and generate billions of views” (YouTube). Significantly, he is not only filmed by others, Jacob is also a creative practitioner, as Cayden aspired to become. Jacob uses high-tech toys, in this case, a new wearable technology for self-compositions (the smart watch), to record himself, friends, family or simply the goings-on around him. Strapped to his wrist, the watch toy lets him play at being watched, at being quantified and at recording the life stories of others, or constructing automediated creations for himself, which he may upload to numerous social media sites. This is the start of his online automediated life, which will be increasingly under his ownership as he ages. To greater or lesser degrees, he will later be able to curate, add to, and remediate his body of automedia, including his digital past. Kennedy points out that “people are using YouTube as a transformative tool, and mirror, to document, construct, and present their identity online” (“Exploring”). Her focus is on adult vloggers who consent to their activities. Jacob’s automedia is constructed collaboratively with his parents, and it is unclear how much awareness he has of himself as an automedia creator. However, if we don’t afford Jacob the same consideration as we afford adult autobiographers, that the depiction of his life is his own, we will reduce his identity performance to pure artifice or advertisement. The questions Jacob’s videos raise around agency, consent, and creativity are important here. Sidonie Smith asks “Can there be a free, agentic space; and if so, where in the world can it be found?” (Manifesto 188). How much agency does Jacob have? Is there a liberating aspect in the act of putting personal technology into the hands of a child who can record his life, himself? And finally, how would an adult Jacob feel about his childhood self advertising these products online? Is this really automediality if Jacob does not fully understand what it means to publicly tell a mediated life story?These queries lead to concerns over child social media influence with regard to legal protection, marketing ethics, and user consent. The rise of “fan marketing” presents a nexus of stealth marketing to children by other children. Stealth marketing involves participants, in this case, fans, who do not know they are involved in an advertising scheme. For instance, the popular Minecon Minecraft conference event sessions have pushed their audience to develop the skills to become advocates and advertisers of their products, for example by showing audiences how to build a YouTube channel and sharing tips for growing a community. Targeting children in marketing ploys seems insidious. Marketing analyst Sandy Fleisher describes the value of outsourcing marketing to fan labourers:while Grand Theft Auto spent $120 million on marketing its latest release, Minecraft fans are being taught how to create and market promotional content themselves. One [example] is Minecraft YouTuber, SkydoesMinecraft. His nearly 7 million strong YouTube army, almost as big as Justin Bieber’s, means his daily videos enjoy a lot of views; 1,419,734,267 to be precise. While concerns about meaningful consent that practices like this raise have led some government bodies, and consumer and child protection groups to advocate restrictions for children, other critics have questioned the limits placed on children’s free expression by such restrictions. Tech commentator Larry Magid has written that, “In the interest of protecting children, we sometimes deny them the right to access material and express themselves.” Meghan M. Sweeney notes that “the surge in collaborative web models and the emphasis on interactivity—frequently termed Web 2.0—has meant that children are not merely targets of global media organizations” but have “multiple opportunities to be active, critical, and resistant producers”...and ”may be active agents in the production and dissemination of information” (68). Nevertheless, writes Sweeney, “corporate entities can have restrictive effects on consumers” (68), by for example, limiting imaginative play to the choices offered on a Disney website, or limiting imaginative topics to commercial products (toys, video games etc), as in YouTube review videos. Automedia is an important site from which to consider young children’s online practices in public spheres. Jacob’s performance is indeed meant to influence the choice to buy a toy, but it is also meant to influence others in knowing Jacob as an identity. He means to share and circulate his self. Julie Rak recalls Paul John Eakin’s claims about life-writing that the “process does not even occur at the level of writing, but at the level of living, so that identity formation is the result of narrative-building.” We view Jacob’s performance along these lines. Kinder Playtime offers him a constrained, parent-sanctioned (albeit commercialised) space for role-playing, a practice bound up with identity-formation in the life of most children. To think through the legality of recognising Jacob’s automedial content as his life, Rak is also useful: “In Eakin’s work in particular, we can see evidence of John Locke’s contention that identity is the expression of consciousness which is continuous over time, but that identity is also a product, one’s own property which is a legal entity”. We have argued that children are often caught in the paradox that defines them either as literate digital creators composing and circulating their online selves or as subjectified personas caught up in commercial advertising practices that use their lives for commercial gain. However, through close observation of individual children, one who we met and questioned in our study, Cayden, the other who we met through his mediated, commercialized, and circulated online persona, Jacob, we argue that child social influencers need consideration as autobiographical agents expressing themselves through automediality. As children create, edit, and grow digital traces of their lives and selves, how these texts are framed becomes increasingly important, in part because their future adult selves have such a stake in the matter: they are being formed through automedia. Moreover, these children’s coming of age may bring legal questions about the ownership of their automedial products such as YouTube videos, an enduring legacy they are leaving behind for their adult selves. Crucially, if we reduce identity performances such as unboxing, toy review videos, and other forms of children’s fan marketing to pure advertisement, we cannot afford Jacob and other child influencers the agency that their self representation is legally and artistically their own.ReferencesAbidin, Crystal. “#familygoals: Family Influencers, Calibrated Amateurism, and Justifying Young Digital Labor.” Social Media + Society 3.2 (2017): 1-15.Andrejevic, Mark. “Privacy, Exploitation, and the Digital Enclosure.” Amsterdam Law Forum 1.4 (2009). <http://amsterdamlawforum.org/article/view/94/168>.Atkins, Bridgette, Isabel Pedersen, Shirley Van Nuland, and Samantha Reid. “A Glimpse into the Kids, Creative Storyworlds and Wearables Project: A Work-in-Progress.” ICET 60th World Assembly: Teachers for a Better World: Creating Conditions for Quality Education – Pedagogy, Policy and Professionalism. 2017. 49-60.Beer, David, and Roger Burrows. “Popular Culture, Digital Archives and the New Social Life of Data.” Theory, Culture & Society 30.4 (2013): 47–71.Brophy, Sarah, and Janice Hladki. Introduction. Pedagogy, Image Practices, and Contested Corporealities. Eds. Sarah Brophy and Janice Hladki. New York, NY: Routledge, 2014. 1-6.Craig, David, and Stuart Cunningham. “Toy Unboxing: Living in a(n Unregulated) Material World.” Media International Australia 163.1 (2017): 77-86.Fleischer, Sandy. “Watch Out for That Creeper: What Minecraft Teaches Us about Marketing.” Digital Marketing Magazine. 30 May 2014. <http://digitalmarketingmagazine.co.uk/articles/watch-out-for-that-creeper-what-minecraft-teaches-us-about-marketing>.James, Allison, and Adrian James. Key Concepts in Childhood Studies. London: Sage, 2012.Jenkins, Henry. The Childhood Reader. New York: NYU P, 1998.Jenks, Chris. Childhood. 2nd ed. London: Routledge, 2015.Kennedy, Ümit. "Exploring YouTube as a Transformative Tool in the 'The Power of MAKEUP!' Movement." M/C Journal 19.4 (2016). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1127>.———. “The Vulnerability of Contemporary Digital Autobiography” a/b: Auto/Biography Studies 32.2 (2017): 409-411.Kinder Playtime. “VTech Kidizoom Smart Watch DX Review by Kinder Playtime.” YouTube, 4 Nov. 2015. <https://www.youtube.com/watch?v=JaxCSjwZjcA&t=28s>.Magid, Larry. “Protecting Children Online Needs to Allow for Their Right to Free Speech.” ConnectSafely 29 Aug. 2014. <http://www.connectsafely.org/protecting-children-online-needs-to-allow-for-their-right-to-free-speech/>.Maguire, Emma. “Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website.” M/C Journal 17.3 (2014). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/821>.Marsh, Jackie. “‘Unboxing’ Videos: Co-construction of the Child as Cyberflâneur.” Discourse: Studies in the Cultural Politics of Education 37.3 (2016): 369-380.Nansen, Bjorn. “Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques.” M/C Journal 18.5 (2015). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1026>.———, and Benjamin Nicoll. “Toy Unboxing Videos and the Mimetic Production of Play.” Paper presented at the 18th Annual Conference of Internet Researchers (AoIR), Tartu, Estonia. 2017.Palfrey, John, and Urs Gasser. Born Digital: How Children Grow Up in a Digital Age. New York: Basic Books, 2016.Pedersen, Isabel, and Kristen Aspevig. “‘My Eyes Ended Up at My Fingertips, My Ears, My Nose, My Mouth’: Antoine, Autobiographical Documentary, and the Cinematic Depiction of a Blind Child Subject.” Biography: An Interdisciplinary Quarterly 34.4 (2011).Pedersen, Isabel, and Kristen Aspevig. “‘Swept to the Sidelines and Forgotten’: Cultural Exclusion, Blind Persons’ Participation, and International Film Festivals.” Canadian Journal of Disability Studies 3.3 (2014): 29-52.Rak, Julie. “First Person? Life Writing versus Automedia.” International Association for Biography and Autobiography Europe (IABA Europe). Vienna, Austria. 30 Oct. – 3 Nov. 2013.Smith, Sidonie. “The Autobiographical Manifesto.” Ed. Shirely Neuman. Autobiography and Questions of Gender. London: Frank Cass, 1991.———, and Julia Watson. Reading Autobiography. Minneapolis: U of Minnesota P, 2010.———. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: U of Wisconsin P, 2014. 70-95.Sweeney, Meghan. “‘Where Happily Ever After Happens Every Day’: Disney's Official Princess Website and the Commodification of Play.” Jeunesse: Young People, Texts, Cultures 3.2 (2011): 66-87.Uhls, Yalda, and Particia Greenfield. “The Value of Fame: Preadolescent Perceptions of Popular Media and Their Relationship to Future Aspirations.” Developmental Psychology 48.2 (2012): 315-326.YouTube. “YouTube for Press.” 2017. <https://www.youtube.com/yt/about/press/>.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography