Literatura académica sobre el tema "Video recordings – Production and direction – Fiction"

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Artículos de revistas sobre el tema "Video recordings – Production and direction – Fiction"

1

Louw, S. "Die ontvanger en Die vuurtoring, ’n metadiëgetiese televisiedrama". Literator 13, n.º 3 (6 de mayo de 1992): 111–22. http://dx.doi.org/10.4102/lit.v13i3.780.

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The perceiver of Die vuurtoring (The lighthouse) is placed in an awkward position due to the unusual code structures in this metafilmic teleplay. The prologue is separated from the metadiegetic level by the title sequence, whereupon the diegetic direction changes completely. The nature of the narrative following this sequence is only recognized as metadiegetic at the end of the teleplay. After the punctuation of the title sequence metafilm is foregrounded. Internal cameras, video and sound recordings feature throughout the narrative. The narrating style also changes into a metafilmic presentation: in a single filmic syntagm the colour rendering might fade and change to black/white; other sequences might be rendered in both colour and black/white; or only as black/white syntagms. During these black/white sequences an extradiegetic voice comments on aspects which are external to the diegesis. The process of decoding this teleplay is problematic and the reader/receptor has to work very hard in the production of meaning.
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2

Jautakytė, Žydrė. "The Situation of the National Music Curriculum Implementation: what do the Arts Maturity Examination Results Reveal". Pedagogika 117, n.º 1 (5 de marzo de 2015): 86–97. http://dx.doi.org/10.15823/p.2015.069.

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After the restoration of Lithuanian independence, since 1994 the preparation of the national curriculums for general education schools started. However, through this period the actual situation of the national music curriculum implementation has been explored to a limited extent. As the awareness of the importance of an evidences and data to the formation and creation of the education content is notably growing nowadays, it is important to collect various data about the actual situation of music education on purpose to improve it. In this article the results of the analysis of the arts maturity examination works in the music field are introduced and some generalized propositions are given about the actual situation of music education and the emerging fields of the music education practice, which are problemic or need to be improved. Research aim is to describe the situation of Lithuanian national music curriculum implementation on the ground of an analysis of student’s art maturity examination works in the music field. Research method is analysis of pedagogical literature, education documents and content of student’s art maturity examination works in musical field. Research organization and results. Since 2013 a new arts maturity examination has been implemented, which has a music direction and is a long-term task, consisting of these examined parts: a creative process, an art work (an interpretation of music works or the musical production), description of creative work and its presentation. National examination center, which coordinates the implementation of examination, under its determinate order has selected and presented 43 works of music interpretation and 10 works of musical production for the analysis, while the total number of performed works is 241. The material for analysis consisted of the description of a creative work (scanned variant of an original text), audio and video recordings of presentations of creative works. Material was analyzed on the grounds of examination evaluation criteria. When analysis was done, the generalized propositions of fulfilment to criteria in student works were presented and they also were compared to the national music curriculum provisions and the parallels with its implementation situation were drawn. Analysis of 30 video recordings of music interpretation examination, in which students performing their prepared program were recorded, has shown that 19 of them have chosen works that does not correspond to their abilities, i. e. are too difficult or too easy. Only 9 of these works show an original interpretation. It emerged that those students who have demonstrated the interpretation abilities while implementing an exam program, in the creative work description have also gone deep to the nuances of the style, genre and work’s impressiveness and have described their conception on the grounds of analysis of works’ texts and context. With reference to the analysis of 43 descriptions of creative works it is possible to state that only 5 of them fully correspond to criteria. Analyzed descriptions revealed that students’ capacities to analyze musical works, explore context and use concepts purposefully are not explicit. It was quite difficult for the students to formulate the idea and conception of a creative work and to use data of the context exploration to describe their project. Also the mistakes of general writing rules, grammar, style, selection and generalization of information and citation were noticed. From 10 analyzed musical composition 5 students’ works can be evaluated as excellent, they fully corresponds to the examination evaluation criteria. 3 works are weak, they could not be characterized as authentic works. It was discovered that students, who have chosen an examination in musical creation field, were inspired by their own experience and that music lessons have had a little influence on their choice. Half of the students, who have chosen this direction, has demonstrated very good results of both creative work and description writing.
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3

Britto, Mauro Luís Borsoi y João Ricardo Viola dos Santos. "Uma discussão de discussões de professores de Matemática que analisam produções escritas em um grupo de trabalho". Revista Brasileira de Educação em Ciências e Educação Matemática 2, n.º 1 (3 de mayo de 2018): 127. http://dx.doi.org/10.33238/rebecem.2018.v.2.n.1.19430.

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Resumo: O objetivo deste trabalho é investigar discussões de professores de matemática em um grupo de trabalho no qual analisam produções escritas em matemática. Sob uma análise qualitativa de pesquisa, os dados foram produzidos por meio de gravações de vídeos e áudios, em oito encontros de um grupo de trabalho. As principais referências teórico-metodológicas são trabalhos que envolvem a Análise da Produção Escrita (APE) e o Modelo dos Campos Semânticos (MCS). O grupo de trabalho como espaço formativo se apresenta como uma possibilidade para a formação (inicial e em serviço) de professores que ensinam matemática. As discussões realizadas pelos professores são na direção de um refinamento de seus olhares para as produções de seus alunos, um detalhamento de suas atitudes e ações na elaboração e implementação de atividades e de um conhecimento das sutilezas que envolvem os processos de produção de significados, na direção de ler, plausivelmente, o que acontece em sala de aula.Palavras-chave: Análise da Produção Escrita; Formação de Professores de Matemática; Grupo de Trabalho; Modelo dos Campos Semânticos. A discussion of discussion of Math teachers that analyzes written productions in a work groupAbstract: The aim of this paper is to investigate mathematics teachers discussion in a work group in which they analyze written work in mathematics. We carry out a qualitative research and the data were produced through video and audio recordings in eight meetings of a working group. The principal theoretical and methodological references are works about written work analysis and Model of Semantic Fields. The work group with formative space presents itself as a possibility for the preparation (pre-service and in-service) of mathematics teachers. The discussions carried out by the teachers are towards a refinement of their views for the productions of their students, a detailing of their attitudes and actions in the elaboration and implementation of activities and a knowledge of the subtleties that involve the processes of meaning production, in the direction of reading, plausibly, what happens in the classroom.Keywords: Written Work Analysis; Mathematics Teacher Education; Work Group; Model of Semantic Fields.
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4

Botaș, Adina. "BOOK REVIEW Paul Nanu and Emilia Ivancu (Eds.) Limba română ca limbă străină. Metodologie și aplicabilitate culturală. Turun yliopisto, 2018. Pp. 1-169. ISBN: 978-951-29-7035-3 (Print) ISBN: 978-951-29-7036-0 (PDF)." JOURNAL OF LINGUISTIC AND INTERCULTURAL EDUCATION 12, n.º 3 (27 de diciembre de 2019): 161–66. http://dx.doi.org/10.29302/jolie.2019.12.3.11.

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Increasing preoccupations and interest manifested for the Romanian language as a foreign language compose a focused and clear expression in the volume “Romanian as a foreign language. Methodology and cultural applicability”, launched at the Turku University publishing house, Finland (2018). The editors, Paul Nanu (Department of Romanian Language and Culture, University of Turku, Finland) and Emilia Ivancu (Department of Romanian Studies of the Adam Mickiewicz University of Poznań, Poland) with this volume, continue a series of activities dedicated to the promotion of the Romanian language and culture outside the country borders. This volume brings together a collection of articles, previously announced and briefly presented at a round table organized by the two Romanian lectors, as a section of the International Conference “Dialogue of cultures between tradition and modernity”, (Philological Research and Multicultural Dialogue Centre, Department of Philology, Faculty of History and Philology, “1 Decembrie 1918” University of Alba Iulia). The thirteen authors who sign the articles are teachers of Romanian as a foreign language, either in the country or abroad. The challenge launched by the organisers pointed both at the teaching methods of Romanian as a foreign language – including the authors’ reflections upon the available textbooks (Romanian language textbooks) and the cultural implications of this perspective on the Romanian language. It is probably no accident that the first article of the aforementioned volume – “Particularities of teaching Romanian as a foreign language for the preparatory year. In quest of “the ideal textbook’’ (Cristina Sicoe, University of the West, Timișoara) – brings a strict perspective upon that what should be, from the author’s point of view, “the ideal textbook”. The fact that it does not exist, and has little chances ever to exist, could maybe be explained by the multitude of variables which appear in practice, within the didactic triangle composed by teacher – student – textbook. The character of the variables is the result of particular interactions established between the components of the triad. A concurrent direction is pointed out by the considerations that make the object of the second article, “To a new textbook of Romanian language as a foreign language’’ (Ana-Maria Radu-Pop, University of the West, Timișoara). While the previous article was about an ideal textbook for foreign students in the preparatory year of Romanian, this time, the textbook in question has another target group, namely Erasmus students and students from Centres of foreign languages. Considering that this kind of target group “forms a distinct category”, the author pleads for the necessity of editing adequate textbooks with a part made of themes, vocabulary, grammar and a part made of culture and civilization – the separation into parts belongs to the author – that should consider the needs of this target group, their short stay in Romania (three months to one year) and, last but not least, the students’ poor motivation. These distinctive notes turn the existent RFL textbooks[1] in that which the author calls “level crossings”, which she explains in a humorous manner[2]. Since the ideal manual seems to be in no hurry to appear, the administrative-logistic implications of teaching Romanian as a foreign language (for the preparatory year) should be easier to align with the standards of efficiency. This matter is addressed by Mihaela Badea and Cristina Iridon from the Oil & Gas University of Ploiești, in the article “Administrative/logistic difficulties of teaching RFL. Case study”. Starting from a series of practical experiences, the authors are purposing to suggest “several ideas to improve existent methodologies of admitting foreign students and to review the ARACIS criteria from March 2017, regarding external evaluation of the ‘Romanian as a foreign language’ study programme”. Among other things, an external difficulty is highlighted (common to all universities in the country), namely the permission to register foreign students until the end of the first semester of the academic year, meaning around the middle of February. The authors punctually describe the unfortunate implications of this legal aspect and the regrettable consequences upon the quality of the educational act. They suggest that the deadline for admitting foreign students not exceed the 1st of December of every academic year. The list of difficulties in teaching Romanian as a foreign language is extremely long, reaching sensitive aspects from an ethical perspective of multiculturalism. This approach belongs to Constantin Mladin from Ss. Cyril and Methodius University in Skopje, Macedonia, who writes about “The role of the ethical component in the learning process of a foreign language and culture. The Macedonian experience”. Therefore, we are moving towards the intercultural competences which, as the author states, are meant to “adequately and efficiently round the acquired language competences”. In today’s Macedonian society, that which the author refers to, a society claimed to be multiethnic, multilingual and pluriconfessional, the emotional component of an intercultural approach needs a particular attention. Thus, reconfigurations of the current didactic model are necessary. The solution proposed and successfully applied by Professor Constantin Mladin is that of shaking the natural directions in which a foreign language and culture is acquired: from the source language/culture towards the target language/culture. All this is proposed in the context in which the target group is extremely heterogeneous and its “emotional capacity of letting go of the ethnocentric attitudes and perceptions upon otherness” seem to lack. When speaking about ‘barriers’, we often mean ‘difficulty’. The article written by Silvia Kried Stoian and Loredana Netedu from the Oil & Gas University of Ploiești, called “Barriers in the intercultural communication of foreign students in the preparatory year”, is the result of a micro-research done upon a group of 37 foreign students from 10 different countries/cultural spaces, belonging to different religions (plus atheists), speakers of different languages. From the start, there are many differences to be reconciled in a way reasonable enough to reduce most barriers that appear in their intercultural communication. Beneficial and obstructive factors – namely communication barriers – coexist in a complex communicational environment, which supposes identifying and solving the latter, in the aim of softening the cultural shock experienced within linguistic and cultural immersion. Several solutions are recommended by the two authors. An optimistic conclusion emerges in the end, namely the possibility that the initial inconvenient of the ethnical, linguistic and cultural heterogeneity become “an advantage in learning the Romanian language and acquiring intercultural communication”. Total immersion (linguistic and cultural), as well as the advantage it represents as far as exposure to language is concerned, is the subject of the article entitled “Cultural immersion and exposure to language”, written by Adina Curta (“1 Decembrie 1918” University of Alba Iulia). Considered to be a factor of rapid progress and effectiveness of acquisition, exposure to language that arises from the force of circumstances could be extended to that what may be named orchestrated exposure to language. This phrase is consented to reunite two types of resources, “a category of statutory resources, which are the CEFRL suggestions, and a category of particular resources, which should be the activities proposed by the organizers of the preparatory year of RFL”. In this respect, we are dealing with several alternating roles of the teacher who, besides being an expert, animator, facilitator of the learning process or technician, also becomes a cultural and linguistic coach, sending to the group of immersed students a beneficial message of professional and human polyvalence. A particular experience is represented by teaching the Romanian language at the Sapienza University of Rome, Italy. This experience is presented by Nicoleta Neșu in the article “The Romanian language, between mother tongue and ethnic language. Case study”. The particular situation is generated by the nature of the target group, a group of students coming, on the one hand, from Romanian families, who, having lived in Italy since early childhood, have studied in the Italian language and are now studying the Romanian language (mother tongue, then ethnic language) as L1, and, on the other hand, Italian mother tongue students who study the Romanian language as a foreign language. The strategies that are used and the didactic approach are constantly in need of particularization, depending on the statute that the studied language, namely the Romanian language, has in each case. In the area of teaching methodology for Romanian as a foreign language, suggestions and analyses come from four authors, namely Eliana-Alina Popeți (West University of Timișoara), “Teaching the Romanian language to students from Romanian communities from Serbia. Vocabulary exercise”, Georgeta Orian (“1 Decembrie 1918” University of Alba Iulia) “The Romanian language in the rhythm of dance and hip-hop music”, Coralia Telea (“1 Decembrie 1918” University of Alba Iulia), “Explanation during the class of Romanian as a foreign language” and Emilia Ivancu (Adam Mickiewicz University of Poznań, Poland), “Romanian (auto)biographic discourse or the effect of literature upon learning RFL”. The vocabulary exercise proposed to the students by Eliana-Alina Popeți is a didactic experiment through which the author checked the hypothesis according to which a visual didactic material eases the development of vocabulary, especially since the textual productions of the students, done through the technique that didactics calls “reading images”, were video recorded and submitted to mutual evaluation as well as to self-evaluation of grammar, coherence and pronunciation. The role of the authentic iconographic document is attested in the didactics of modern languages, as the aforementioned experiment confirms once again the high coefficient of interest and attention of the students, as well as the vitality and authenticity of interaction within the work groups. It is worth mentioning that these students come from the Serbian Republic and are registered in the preparatory year at the Faculty of Letters, History and Theology of the West University of Timișoara. Most of them are speakers of different Romanian patois, only found on the territory of Serbia. The activity consisted of elaborating written texts starting from an image (a postcard reproducing a portrait of the Egyptian artist Eman Osama), imagining a possible biography of the character. In the series of successful authentic documents in teaching-learning foreign languages, there is also the song. The activities described by Georgeta Orian were undertaken either with Erasmus students from the preparatory year at the “1 Decembrie 1989” University of Alba Iulia, or with Polish students (within the Department of Romanian Studies in Poznań), having high communication competences (B1-B2, or even more). There were five activities triggered by Romanian songs, chosen by criteria of sympathy with the interests of the target group: youngsters, late teenagers. The stake was “a more pleasant and, sometimes, a more useful learning process”, mostly through discovery, through recourse to musical language, which has the advantage of breaking linguistic barriers in the aim of creating a common space in which the target language, a language of “the other”, becomes the instrument of speaking about what connects us. The didactic approach, when it comes to Romanian as a foreign language taught to students of the preparatory year cannot avoid the extremely popular method of the explanation. Its story is told by Coralia Telea. With a use of high scope, the explanation steps in in various moments and contexts: for transmitting new information, for underlining mechanisms generating new rules, in evaluation activities (result appreciation, progress measurements). Still, the limits of this method are not left out, among which the risk of the teachers to annoy their audience if overbidding this method. Addressing (Polish) students from the Master’s Studies Program within the Romania Philology at the Adam Mickiewicz University of Poznań, Emilia Ivancu crosses, through her article, the methodological dimensions of teaching Romanian as a foreign language, entering the curricular territory of the problematics in question by proposing an optional course entitled Romanian (auto)biographic discourse”. Approaching contact with the Romanian language as a foreign language at an advanced level, the stakes of the approach and the proposed contents differ, obviously, from the ones only regarding the creation and development of the competence of communication in the Romanian Language. The studied texts have been grouped into correspondence/epistolary discourse, diaries, memoires and (auto)biography as fiction. Vasile Alecsandri, Sanda Stolojan, Paul Goma, Neagoe Basarab, Norman Manea, Mircea Eliade are just a few of the writers concerned, submitted to discussions with the help of a theoretical toolbox, offered to the students as recordings of cultural broadcasts, like Profesioniștii or Rezistența prin cultură etc. The consequences of this complex approach consisted, on the one hand, of the expansion of the readings for the students and, on the other hand, in choosing to write dissertations on these topics. A “tangible” result of Emilia Ivancu’s course is the elaboration of a volume entitled România la persoana întâi, perspective la persoana a treia (Romania in the first person, perspectives in the third person), containing seven articles written by Polish Master’s students. Master’s theses, a PhD thesis, several translations into the Polish language are also “fruits” of the initiated course. Of all these, the author extracted several conclusions supporting the merits and usefulness of her initiative. The volume ends with a review signed by Adina Curta (1 Decembrie 1918 University of Alba Iulia), “The Romanian language, a modern, wanted language. Iuliana Wainberg-Drăghiciu – Textbook of Romanian language as a foreign language”. The textbook elaborated by Iuliana Wainberg-Drăghiciu (“1 Decembrie 1918” University of Alba Iulia) respects the CEFRL suggestions, points at the communicative competences (linguistic, sociolinguistic and pragmatic) described for levels A1 and A2, has a high degree of accessibility through a trilingual dictionary (Romanian-English-French) which it offers to foreign students and through the phonetic transcription of new vocabulary units.
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5

Green, Lelia y Carmen Guinery. "Harry Potter and the Fan Fiction Phenomenon". M/C Journal 7, n.º 5 (1 de noviembre de 2004). http://dx.doi.org/10.5204/mcj.2442.

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The Harry Potter (HP) Fan Fiction (FF) phenomenon offers an opportunity to explore the nature of fame and the work of fans (including the second author, a participant observer) in creating and circulating cultural products within fan communities. Matt Hills comments (xi) that “fandom is not simply a ‘thing’ that can be picked over analytically. It is also always performative; by which I mean that it is an identity which is (dis-)claimed, and which performs cultural work”. This paper explores the cultural work of fandom in relation to FF and fame. The global HP phenomenon – in which FF lists are a small part – has made creator J K Rowling richer than the Queen of England, according to the 2003 ‘Sunday Times Rich List’. The books (five so far) and the films (three) continue to accelerate the growth in Rowling’s fortune, which quadrupled from 2001-3: an incredible success for an author unknown before the publication of Harry Potter and the Philosopher’s Stone in 1997. Even the on-screen HP lead actor, Daniel Radcliffe, is now Britain’s second wealthiest teenager (after England’s Prince Harry). There are other globally successful books, such as the Lord of the Rings trilogy, and the Narnia collection, but neither of these series has experienced the momentum of the HP rise to fame. (See Endnote for an indication of the scale of fan involvement with HP FF, compared with Lord of the Rings.) Contemporary ‘Fame’ has been critically defined in relation to the western mass media’s requirement for ‘entertaining’ content, and the production and circulation of celebrity as opposed to ‘hard news’(Turner, Bonner and Marshall). The current perception is that an army of publicists and spin doctors are usually necessary, but not sufficient, to create and nurture global fame. Yet the HP phenomenon started out with no greater publicity investment than that garnered by any other promising first novelist: and given the status of HP as children’s publishing, it was probably less hyped than equivalent adult-audience publications. So are there particular characteristics of HP and his creator that predisposed the series and its author to become famous? And how does the fame status relate to fans’ incorporation of these cultural materials into their lives? Accepting that it is no more possible to predict the future fame of an author or (fictional) character than it is to predict the future financial success of a book, film or album, there is a range of features of the HP phenomenon that, in hindsight, helped accelerate the fame momentum, creating what has become in hindsight an unparalleled global media property. J K Rowling’s personal story – in the hands of her publicity machine – itself constituted a magical myth: the struggling single mother writing away (in longhand) in a Scottish café, snatching odd moments to construct the first book while her infant daughter slept. (Comparatively little attention was paid by the marketers to the author’s professional training and status as a teacher, or to Rowling’s own admission that the first book, and the outline for the series, took five years to write.) Rowling’s name itself, with no self-evident gender attribution, was also indicative of ambiguity and mystery. The back-story to HP, therefore, became one of a quintessentially romantic endeavour – the struggle to write against the odds. Publicity relating to the ‘starving in a garret’ background is not sufficient to explain the HP/Rowling grip on the popular imagination, however. Instead it is arguable that the growth of HP fame and fandom is directly related to the growth of the Internet and to the middle class readers’ Internet access. If the production of celebrity is a major project of the conventional mass media, the HP phenomenon is a harbinger of the hyper-fame that can be generated through the combined efforts of the mass media and online fan communities. The implication of this – evident in new online viral marketing techniques (Kirby), is that publicists need to pique cyber-interest as well as work with the mass media in the construction of celebrity. As the cheer-leaders for online viral marketing make the argument, the technique “provides the missing link between the [bottom-up] word-of-mouth approach and the top-down, advertainment approach”. Which is not to say that the initial HP success was a function of online viral marketing: rather, the marketers learned their trade by analysing the magnifier impact that the online fan communities had upon the exponential growth of the HP phenomenon. This cyber-impact is based both on enhanced connectivity – the bottom-up, word-of-mouth dynamic, and on the individual’s need to assume an identity (albeit fluid) to participate effectively in online community. Critiquing the notion that the computer is an identity machine, Streeter focuses upon (649) “identities that people have brought to computers from the culture at large”. He does not deal in any depth with FF, but suggests (651) that “what the Internet is and will come to be, then, is partly a matter of who we expect to be when we sit down to use it”. What happens when fans sit down to use the Internet, and is there a particular reason why the Internet should be of importance to the rise and rise of HP fame? From the point of view of one of us, HP was born at more or less the same time as she was. Eleven years old in the first book, published in 1997, Potter’s putative birth year might be set in 1986 – in line with many of the original HP readership, and the publisher’s target market. At the point that this cohort was first spellbound by Potter, 1998-9, they were also on the brink of discovering the Internet. In Australia and many western nations, over half of (two-parent) families with school-aged children were online by the end of 2000 (ABS). Potter would notionally have been 14: his fans a little younger but well primed for the ‘teeny-bopper’ years. Arguably, the only thing more famous than HP for that age-group, at that time, was the Internet itself. As knowledge of the Internet grew stories about it constituted both news and entertainment and circulated widely in the mass media: the uncertainty concerning new media, and their impact upon existing social structures, has – over time – precipitated a succession of moral panics … Established commercial media are not noted for their generosity to competitors, and it is unsurprising that many of the moral panics circulating about pornography on the Net, Internet stalking, Web addiction, hate sites etc are promulgated in the older media. (Green xxvii) Although the mass media may have successfully scared the impressionable, the Internet was not solely constructed as a site of moral panic. Prior to the general pervasiveness of the Internet in domestic space, P. David Marshall discusses multiple constructions of the computer – seen by parents as an educational tool which could help future-proof their children; but which their children were more like to conceptualise as a games machine, or (this was the greater fear) use for hacking. As the computer was to become a site for the battle ground between education, entertainment and power, so too the Internet was poised to be colonised by teenagers for a variety of purposes their parents would have preferred to prevent: chat, pornography, game-playing (among others). Fan communities thrive on the power of the individual fan to project themselves and their fan identity as part of an ongoing conversation. Further, in constructing the reasons behind what has happened in the HP narrative, and in speculating what is to come, fans are presenting themselves as identities with whom others might agree (positive affirmation) or disagree (offering the chance for engagement through exchange). The genuinely insightful fans, who apparently predict the plots before they’re published, may even be credited in their communities with inspiring J K Rowling’s muse. (The FF mythology is that J K Rowling dare not look at the FF sites in case she finds herself influenced.) Nancy Baym, commenting on a soap opera fan Usenet group (Usenet was an early 1990s precursor to discussion groups) notes that: The viewers’ relationship with characters, the viewers’ understanding of socioemotional experience, and soap opera’s narrative structure, in which moments of maximal suspense are always followed by temporal gaps, work together to ensure that fans will use the gaps during and between shows to discuss with one another possible outcomes and possible interpretations of what has been seen. (143) In HP terms the The Philosopher’s Stone constructed a fan knowledge that J K Rowling’s project entailed at least seven books (one for each year at Hogwarts School) and this offered plentiful opportunities to speculate upon the future direction and evolution of the HP characters. With each speculation, each posting, the individual fan can refine and extend their identity as a member of the FF community. The temporal gaps between the books and the films – coupled with the expanding possibilities of Internet communication – mean that fans can feel both creative and connected while circulating the cultural materials derived from their engagement with the HP ‘canon’. Canon is used to describe the HP oeuvre as approved by Rowling, her publishers, and her copyright assignees (for example, Warner Bros). In contrast, ‘fanon’ is the name used by fans to refer the body of work that results from their creative/subversive interactions with the core texts, such as “slash” (homo-erotic/romance) fiction. Differentiation between the two terms acknowledges the likelihood that J K Rowling or her assignees might not approve of fanon. The constructed identities of fans who deal solely with canon differ significantly from those who are engaged in fanon. The implicit (romantic) or explicit (full-action descriptions) sexualisation of HP FF is part of a complex identity play on behalf of both the writers and readers of FF. Further, given that the online communities are often nurtured and enriched by offline face to face exchanges with other participants, what an individual is prepared to read or not to read, or write or not write, says as much about that person’s public persona as does another’s overt consumption of pornography; or diet of art house films, in contrast to someone else’s enthusiasm for Friends. Hearn, Mandeville and Anthony argue that a “central assertion of postmodern views of consumption is that social identity can be interpreted as a function of consumption” (106), and few would disagree with them: herein lies the power of the brand. Noting that consumer culture centrally focuses upon harnessing ‘the desire to desire’, Streeter’s work (654, on the opening up of Internet connectivity) suggests a continuum from ‘desire provoked’; through anticipation, ‘excitement based on what people imagined would happen’; to a sense of ‘possibility’. All this was made more tantalising in terms of the ‘unpredictability’ of how cyberspace would eventually resolve itself (657). Thus a progression is posited from desire through to the thrill of comparing future possibilities with eventual outcomes. These forces clearly influence the HP FF phenomenon, where a section of HP fans have become impatient with the pace of the ‘official’/canon HP text. J K Rowling’s writing has slowed down to the point that Harry’s initial readership has overtaken him by several years. He’s about to enter his sixth year (of seven) at secondary school – his erstwhile-contemporaries have already left school or are about to graduate to University. HP is yet to have ‘a relationship’: his fans are engaged in some well-informed speculation as to a range of sexual possibilities which would likely take J K Rowling some light years from her marketers’ core readership. So the story is progressing more slowly than many fans would choose and with less spice than many would like (from the evidence of the web, at least). As indicated in the Endnote, the productivity of the fans, as they ‘fill in the gaps’ while waiting for the official narrative to resume, is prodigious. It may be that as the fans outstrip HP in their own social and emotional development they find his reactions in later books increasingly unbelievable, and/or out of character with the HP they felt they knew. Thus they develop an alternative ‘Harry’ in fanon. Some FF authors identify in advance which books they accept as canon, and which they have decided to ignore. For example, popular FF author Midnight Blue gives the setting of her evolving FF The Mirror of Maybe as “after Harry Potter and the Goblet of Fire and as an alternative to the events detailed in Harry Potter and the Order of the Phoenix, [this] is a Slash story involving Harry Potter and Severus Snape”. Some fans, tired of waiting for Rowling to get Harry grown up, ‘are doin’ it for themselves’. Alternatively, it may be that as they get older the first groups of HP fans are unwilling to relinquish their investment in the HP phenomenon, but are equally unwilling to align themselves uncritically with the anodyne story of the canon. Harry Potter, as Warner Bros licensed him, may be OK for pre-teens, but less cool for the older adolescent. The range of identities that can be constructed using the many online HP FF genres, however, permits wide scope for FF members to identify with dissident constructions of the HP narrative and helps to add to the momentum with which his fame increases. Latterly there is evidence that custodians of canon may be making subtle overtures to creators of fanon. Here, the viral marketers have a particular challenge – to embrace the huge market represented by fanon, while not disturbing those whose HP fandom is based upon the purity of canon. Some elements of fanon feel their discourses have been recognised within the evolving approved narrative . This sense within the fan community – that the holders of the canon have complimented them through an intertextual reference – is much prized and builds the momentum of the fame engagement (as has been demonstrated by Watson, with respect to the band ‘phish’). Specifically, Harry/Draco slash fans have delighted in the hint of a blown kiss from Draco Malfoy to Harry (as Draco sends Harry an origami bird/graffiti message in a Defence against the Dark Arts Class in Harry Potter and the Prisoner of Azkaban) as an acknowledgement of their cultural contribution to the development of the HP phenomenon. Streeter credits Raymond’s essay ‘The Cathedral and the Bazaar’ as offering a model for the incorporation of voluntary labour into the marketplace. Although Streeter’s example concerns the Open Source movement, derived from hacker culture, it has parallels with the prodigious creativity (and productivity) of the HP FF communities. Discussing the decision by Netscape to throw open the source code of its software in 1998, allowing those who use it to modify and improve it, Streeter comments that (659) “the core trope is to portray Linux-style software development like a bazaar, a real-life competitive marketplace”. The bazaar features a world of competing, yet complementary, small traders each displaying their skills and their wares for evaluation in terms of the product on offer. In contrast, “Microsoft-style software production is portrayed as hierarchical and centralised – and thus inefficient – like a cathedral”. Raymond identifies “ego satisfaction and reputation among other [peers]” as a specific socio-emotional benefit for volunteer participants (in Open Source development), going on to note: “Voluntary cultures that work this way are not actually uncommon [… for example] science fiction fandom, which unlike hackerdom has long explicitly recognized ‘egoboo’ (ego-boosting, or the enhancement of one’s reputation among other fans) as the basic drive behind volunteer activity”. This may also be a prime mover for FF engagement. Where fans have outgrown the anodyne canon they get added value through using the raw materials of the HP stories to construct fanon: establishing and building individual identities and communities through HP consumption practices in parallel with, but different from, those deemed acceptable for younger, more innocent, fans. The fame implicit in HP fandom is not only that of HP, the HP lead actor Daniel Radcliffe and HP’s creator J K Rowling; for some fans the famed ‘state or quality of being widely honoured and acclaimed’ can be realised through their participation in online fan culture – fans become famous and recognised within their own community for the quality of their work and the generosity of their sharing with others. The cultural capital circulated on the FF sites is both canon and fanon, a matter of some anxiety for the corporations that typically buy into and foster these mega-media products. As Jim Ward, Vice-President of Marketing for Lucasfilm comments about Star Wars fans (cited in Murray 11): “We love our fans. We want them to have fun. But if in fact someone is using our characters to create a story unto itself, that’s not in the spirit of what we think fandom is about. Fandom is about celebrating the story the way it is.” Slash fans would beg to differ, and for many FF readers and writers, the joy of engagement, and a significant engine for the growth of HP fame, is partly located in the creativity offered for readers and writers to fill in the gaps. Endnote HP FF ranges from posts on general FF sites (such as fanfiction.net >> books, where HP has 147,067 stories [on 4,490 pages of hotlinks] posted, compared with its nearest ‘rival’ Lord of the rings: with 33,189 FF stories). General FF sites exclude adult content, much of which is corralled into 18+ FF sites, such as Restrictedsection.org, set up when core material was expelled from general sites. As an example of one adult site, the Potter Slash Archive is selective (unlike fanfiction.net, for example) which means that only stories liked by the site team are displayed. Authors submitting work are asked to abide by a list of ‘compulsory parameters’, but ‘warnings’ fall under the category of ‘optional parameters’: “Please put a warning if your story contains content that may be offensive to some authors [sic], such as m/m sex, graphic sex or violence, violent sex, character death, major angst, BDSM, non-con (rape) etc”. Adult-content FF readers/writers embrace a range of unexpected genres – such as Twincest (incest within either of the two sets of twin characters in HP) and Weasleycest (incest within the Weasley clan) – in addition to mainstream romance/homo-erotica pairings, such as that between Harry Potter and Draco Malfoy. (NB: within the time frame 16 August – 4 October, Harry Potter FF writers had posted an additional 9,196 stories on the fanfiction.net site alone.) References ABS. 8147.0 Use of the Internet by Householders, Australia. http://www.abs.gov.au/ausstats/abs@.nsf/ e8ae5488b598839cca25682000131612/ ae8e67619446db22ca2568a9001393f8!OpenDocument, 2001, 2001>. Baym, Nancy. “The Emergence of Community in Computer-Mediated Communication.” CyberSociety: Computer-Mediated Communication and Community. Ed. S. Jones. Thousand Oaks, CA: Sage, 1995. 138-63. Blue, Midnight. “The Mirror of Maybe.” http://www.greyblue.net/MidnightBlue/Mirror/default.htm>. Coates, Laura. “Muggle Kids Battle for Domain Name Rights. Irish Computer. http://www.irishcomputer.com/domaingame2.html>. Fanfiction.net. “Category: Books” http://www.fanfiction.net/cat/202/>. Green, Lelia. Technoculture: From Alphabet to Cybersex. Sydney: Allen & Unwin. Hearn, Greg, Tom Mandeville and David Anthony. The Communication Superhighway: Social and Economic Change in the Digital Age. Sydney: Allen & Unwin, 1997. Hills, Matt. Fan Cultures. London: Routledge, 2002. Houghton Mifflin. “Potlatch.” Encyclopedia of North American Indians. http://college.hmco.com/history/readerscomp/naind/html/ na_030900_potlatch.htm>. Kirby, Justin. “Brand Papers: Getting the Bug.” Brand Strategy July-August 2004. http://www.dmc.co.uk/pdf/BrandStrategy07-0804.pdf>. Marshall, P. David. “Technophobia: Video Games, Computer Hacks and Cybernetics.” Media International Australia 85 (Nov. 1997): 70-8. Murray, Simone. “Celebrating the Story the Way It Is: Cultural Studies, Corporate Media and the Contested Utility of Fandom.” Continuum 18.1 (2004): 7-25. Raymond, Eric S. The Cathedral and the Bazaar. 2000. http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/ar01s11.html>. Streeter, Thomas. The Romantic Self and the Politics of Internet Commercialization. Cultural Studies 17.5 (2003): 648-68. Turner, Graeme, Frances Bonner, and P. David Marshall. Fame Games: The Production of Celebrity in Australia. Melbourne: Cambridge UP. Watson, Nessim. “Why We Argue about Virtual Community: A Case Study of the Phish.net Fan Community.” Virtual Culture: Identity and Communication in Cybersociety. Ed. Steven G. Jones. London: Sage, 1997. 102-32. Citation reference for this article MLA Style Green, Lelia, and Carmen Guinery. "Harry Potter and the Fan Fiction Phenomenon." M/C Journal 7.5 (2004). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0411/14-green.php>. APA Style Green, L., and C. Guinery. (Nov. 2004) "Harry Potter and the Fan Fiction Phenomenon," M/C Journal, 7(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0411/14-green.php>.
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Hassler-Forest, Dan. "“Two Birds with One Stone”: Transmedia Serialisation in Twin Peaks". M/C Journal 21, n.º 1 (14 de marzo de 2018). http://dx.doi.org/10.5204/mcj.1364.

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It happened 27 years ago, in the autumn of 1990, but I remember it as if it were yesterday. Having set apart some of the cash I’d been given for my seventeenth birthday, I caught a train into the city with only one thing in mind: buying a copy of the newly-released book The Secret Diary of Laura Palmer. Having breathlessly devoured the eight-episode first season of Twin Peaks as it was broadcast on BBC2 from 23 October until 11 December 1990 (BBC), acquiring a copy of the “actual” diary that potentially held vital clues to the series’ central mystery—who killed Laura Palmer?—offered a temptation impossible for any fan to resist.Somewhat predictably, the actual rewards proved rather limited: while the diary’s contents certainly fleshed out Laura Palmer’s background and inner life as a character, thereby laying some of the groundwork for the prequel film Twin Peaks: Fire Walk with Me (1992), plot spoilers were carefully avoided by skipping over crucial entries with several blank pages marked as “page missing.” Thus, eager fans were simultaneously granted advance insight into future narrative developments while also being denied answers to key questions. Similarly, the publication of franchise novels The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes (1991) and Welcome to Twin Peaks: Access Guide to the Town (1991), as well as the audio cassette tape “Diane…” The Twin Peaks Tapes of Agent Cooper (1990), added further background and depth to the TV series’ ongoing storyworld by offering more details about characters, locations, and back story. Most crucially, these transmedia expansions in many ways foreshadowed the larger development of 21st-century transmedia serialisation practices.When American premium cable channel Showtime finally returned fans to the world of Twin Peaks in an 18-episode weekly series airing from 21 May to 3 September 2017, the franchise promised to revive the characters, locations, and mythology so fondly remembered by the show’s original viewers, as well as the later generations who had discovered Twin Peaks via reruns, VHS recordings, DVD and Blu-ray discs, or video streaming services. Identified variously as Twin Peaks: The Return, Twin Peaks: Season Three, and Twin Peaks: A Limited Event Series, the new series (hereafter Twin Peaks 2017) appeared in a media-industrial context where the revival of nostalgic television favourites has become fashionable and lucrative.In a hyper-competitive marketplace where many platforms are frantically vying for audience attention and engagement, reviving existing storyworlds with dedicated fan cultures offers an obvious advantage and competitive edge (Weinstock 14–16). At the same time, Twin Peaks seemed especially appropriate to revisit, having been singled out so often as an early paradigm for the 21st century’s alleged “Golden Age of Television” (Telotte 64). As a spectacularly short-lived pop-culture phenomenon, Twin Peaks quickly became a jealously guarded cult favourite watched over by a dedicated global fandom. Yet, its influence on 21st century television culture is often explained by the series’ combination of long-form storytelling and cinematic style with a complex and ever-expanding mythological deep structure, alongside its then-unusual emphasis on television authorship in the figure of auteurist film director David Lynch.However, more specifically related to the theme of this special issue, Twin Peaks has repeatedly adopted transmedia forms for serialised storytelling and world-building in ways that build upon the franchise’s own cultural legacy while also embracing contemporary media-industrial practices. While relatively limited in terms of the number of media texts, these practices illustrate the rich potential for the transmedia expansion of franchises that exist primarily within a single medium. In order to map out the key transmedia connections within this rich and surprisingly diverse franchise, I will first offer a few terms that help distinguish basic forms of transmedia multitexts (Parody 210–218) from each other, before moving on to a more detailed analysis of the transmedia forms that have come to surround, enhance, and enrich Twin Peaks 2017.Transmedia Models In his essay “Transmediality and the Politics of Adaptation,” Jens Eder develops a basic typology of transmedia multitexts (or “constellations”) that provides a helpful entrance for this discussion. While Henry Jenkins’ oft-cited but rather broadly worded description of transmedia storytelling gave media scholars a provocative starting point (97–98), it also clearly exaggerated the degree of organised and consistent cross-platform development of fictional storyworlds. Eder’s model adds a much-needed emphasis on the hierarchical structures that we inevitably encounter both within the various transmedia multitexts, and in the industries and audiences that engage with them. Eder’s typology distinguishes between four basic models (75–77).The form of transmedia storytelling that Jenkins foregrounded in Convergence Culture, with The Matrix (1999) as his primary example, constitutes what Eder’s essay describes as integration: the various media texts form a single and more or less coherent narrative whole, with each medium making the most of its medium-specific qualities and affordances. While this model is frequently cited as a kind of ideal or even default definition of transmedia storytelling, it is important to note that it is also fairly rare, as it requires a staggering amount of planning and coordination. Far more common is the expansion model, in which one primary media text (often referred to as the “mothership”) is expanded via a range of “satellite texts.” Most commonly, the mothership would be a costly, labour-intensive, and high-profile mass media production, like a feature film, television series, or AAA video game, while the expansions are much less expensive and clearly secondary texts that function simultaneously as world-building expansions and as entrance points to the franchise. A third model is the participation strategy, in which audience activity is integrated into the production cycle, as with game shows where audiences use apps, websites, or other satellite media to vote on or otherwise affect the ongoing narrative. Finally, multiple exploitation indicates a form of multitext in which a theoretically limitless number of transmedia texts exist alongside each other, without depending on any of the others to create meaning—for which a predominantly non-narrative transmedia brand like Hello Kitty may come to mind as an example.Clearly, these four paradigms are neither exhaustive nor mutually exclusive. But they do help to emphasise not only the diverse forms transmedia multitexts can take, but also that each of these is thoroughly embedded within media-industrial practices. Thus, Eder’s typology helpfully foregrounds the inherent connections between transmedia as a narrative form—transmedia storytelling—and the political economy in which it circulates—transmedia franchising (see Johnson). In the case of Twin Peaks 2017, the forms of transmedia expansion that were pioneered alongside the original series effectively combine transmedia storytelling forms with contemporary industrial practices and digital fandom (Booth 25).The production practices of the television industry at the time Twin Peaks 2017 was broadcast are defined in the first place by their transitional character. Since the early 2010s, both television networks and cable channels like Showtime face growing pressure from industrial “disruptors” like Netflix, Hulu, and Amazon, which offer increasingly competitive video-on-demand (VOD) services (Lotz 132–133). Besides the obvious advantages of accessibility, mobility, and individual control, a key innovation that many of these VOD services have embraced is the “full-drop season” (Mittell 41), which does away with the traditional week-long wait between episodes. Taken alongside the long-term decline of traditional television audiences, the rise of cable-cutting and other digital entertainment alternatives, and the ongoing growth of what Chuck Tryon has dubbed “on-demand culture” (5), broadcasters embedded within television’s traditional industrial framework are forced to innovate in order to attract sufficient advertisers and/or subscribers.Within this hyper-competitive media environment, traditional television networks have been using cross-platform strategies to lure viewers back to weekly programming. In her analysis of the transmedia campaign surrounding the niche-marketed breakout TV hit Glee, Valerie Wee showed how the clever combination of licensed Twitter accounts and carefully timed releases of musical tracks via Apple’s iTunes Store helped Fox transform the weekly episodes into minor media events (7–8). While social media and other new digital services are generally seen as obvious competitors with traditional media platforms like network television, Wee’s analysis of Glee’s innovative use of transmedia practices shows that they can also be used to increase viewers’ engagement with weekly broadcasts.Twin Peaks 2017: The NovelsAs a more recent high-profile television production designed to be a media phenomenon for the cultural elite, Twin Peaks 2017 used similar methods to facilitate what Matt Hills has described as “just-in-time fandom”: a carefully regulated form of fan culture in which the most invested viewers are constantly forced to keep up with shifting production and distribution practices in order to stay abreast of the cultural conversation (140–141). For Twin Peaks 2017, this involved not only the meticulous synchronisation of digital music releases, but also the publication of two separate novels that elegantly bookended the new season’s broadcast.The first of these books, The Secret History of Twin Peaks, was published in October 2016, a good six months ahead of the new season’s premiere. Rather than introducing any of the third season’s new characters or filling in the blanks between the original series and the revival, the book instead expanded the storyworld in the opposite direction. Presented as an elaborate collection of annotated historical records, The Secret History of Twin Peaks begins with facsimiles of “historical documents” dating back to the early 19th century, before proceeding to map out a wide-ranging mythological superstructure for the franchise that spans two centuries of American history. Both foreshadowing the third season’s more expansive narrative framework and embellishing the franchise’s mythological superstructure, the book gave readers new information about the organisation of Twin Peaks’ storyworld without even hinting at the new season’s plot. Meanwhile, the simultaneous release of the audiobook featured the voices of several original cast members, thereby both authorising this transmedia expansion as consistent with the existing franchise and playing into the nostalgia that inevitably fuels most viewers’ interest in these television revivals.Almost a year later, and a mere six weeks after the final two episodes had been broadcast, the book’s companion volume Twin Peaks: The Final Dossier (2017) was published. Similar in form but also shorter and less ambitious in narrative scope and graphic design, this second novel consisted of a collection of written FBI files on all major characters. These files, diegetically written and compiled by third-season newcomer Special Agent Tammy Preston, give plentiful background information on events preceding the third season, as well as providing some obvious hints about its enigmatic finale. Taken together, the two books perfectly match Eder’s “expansion” model: they not only expand and enrich the existing storyworld through transmedia storytelling, but they do so in such a way that the contents are carefully synchronised with the release of a serialised television event. The first book broadened the mythological framework while providing a more elaborate history for the storyworld, but did so without “spoiling” narrative developments in the third season, or providing essential information that would disadvantage more casual viewers. In this sense, its obvious similarity to The Secret Diary of Laura Palmer also added further layers of nostalgia for forensic fans eager to re-immerse themselves in the Twin Peaks storyworld (Mittell 43).At the same time, the books also provided a convenient way to resolve a longstanding tension within Twin Peaks authorship (Abbott 175–176). While director David Lynch has most commonly been singled out as the defining “visionary” behind the franchise and its appeal, his co-writer Mark Frost has somewhat uncomfortably shared the credit for the series. Therefore, as Twitter campaigns and online fan activism demonstrated all too clearly that Lynch was indeed the single most vital ingredient for a return to Twin Peaks, the two books gave Frost an avenue to express his own claim to authorship in ways that were emphatically his. The occasional public interviews and other paratexts clearly illustrated this practical division of authorial labour, with Lynch commenting at one point that he hadn’t even read The Secret History of Twin Peaks, noting en passant that the book represents his (i.e. Frost’s) history of Twin Peaks—while the episodes are, by implication, primarily Lynch’s (Hibberd).While it is obviously quite possible to read both books after (or before, or during) one’s first viewing of Twin Peaks 2017, the books’ narrative contents and their publication dates were clearly synchronised with Showtime’s broadcast schedule in ways that enhance its serialised structure. As a franchise that has embellished the (more or less) linear narrative movement of its television “mothership” with transmedia expansions largely dedicated to the series’ pre-history, the novels bookending Twin Peaks 2017 underline the revival’s “event-ness” while also acknowledging and respecting the franchise’s spoiler-averse fan culture. For just as the almost comically oblique series promos reassured fans about the revival’s authenticity while refusing to give even the slightest indication of what would happen, the first novel offered a deep dive into the storyworld’s mythology without hinting at what lay ahead. By the same token, the second book offered forensic fans a post-broadcast coda with great narrative closure, while Frost’s ambiguous status as an author left them free to speculate about alternative meanings. Both novels thereby functioned as expansions that supported Showtime’s broadcast of weekly episodes through cross-platform transmedia serialisation.Twin Peaks 2017: The SoundtracksSimilarly, the release schedule of two soundtrack albums playfully participated in the strategy of encouraging fan speculation in response to Showtime’s weekly broadcast schedule. The two soundtracks did this in different ways, and for slightly different reasons. One album contained the instrumental score, while the other was filled with tracks by a wide variety of popular artists. For both albums, the track list was kept secret until the release date, which closely followed the final episode’s broadcast. However, fans who pre-ordered either of these albums via Apple’s iTunes Music Store would see new tracks become available on a week-by-week basis just after a new episode had aired. For the instrumental soundtrack, keeping the track list secret served a clear purpose with regard to spoiler culture: for instance, while actor Carel Struycken is a familiar face from the original two seasons, his appearance in the opening scene of Twin Peaks 2017 is decidedly ambiguous, and his character’s name is pointedly referred to in the episode’s end credits as a series of seven question marks. The explicit suggestion that this iconic actor’s return represented a new mystery strongly encouraged fan speculation, while teasing a reveal that may or may not be forthcoming as the series progressed.The question in this case was answered by the incremental release of the soundtrack album long before it was confirmed within the text of the series proper: the character’s second appearance, in episode eight, was again followed by end credits that identified him only with question marks. But the day after, a new track “The Fireman” became available to those who had pre-ordered the digital soundtrack. Forensic fans within online communities like welcometotwinpeaks.com and the Twin Peaks wiki were quick to decode the seven question marks as representing the seven letters of the word “Fireman”—and from there on, to theorise that his function within the franchise’s mythology must be to help combat the evil associated with fire (as expressed throughout the franchise with the phrase “Fire Walk With Me”). And indeed, these fan theories were validated after the character’s third appearance, in episode 14, where the end credits identified him definitively as “The Fireman.”For the other soundtrack album, containing vocal performances of tracks featured in the series, a similar release strategy further encouraged online engagement and just-in-time fandom. One of the ways in which Twin Peaks 2017 departed from the original series was the novelty of ending most episodes with a live performance at the Twin Peaks Roadhouse by a contemporary musical act. While several of the names had been surmised from the cast list that was circulated widely amongst fans months before the series premiered, it remained unknown at what point in the series any given artist would appear, and in what capacity. Thus, the appearance of high-profile artists like Nine Inch Nails and Eddie Vedder could be experienced as a legitimate surprise, while fans were also rewarded for their weekly engagement with access to the song the day after its appearance via its addition to the pre-ordered album tracks. Thus, in both cases, the soundtrack release strategy gave forensic fans another level of engagement with the series that benefited both Showtime’s industrial practice of weekly broadcasts and the digital sales of non-narrative franchise expansions as another form or transmedia serialisation.ConclusionWhile Twin Peaks has been understandably celebrated (and criticised) for its divergence from television conventions, the new series also serves as a helpful and vivid case study for industrial practices of transmedia serialisation. Following the innovative ways in which the original series expanded its storyworld between seasons through transmedia expansions, Twin Peaks 2017 adapted these practices for its own media-industrial context. The accompanying books and soundtracks strongly emphasised the new series’ “eventness,” while at the same time contributing to the season’s serialised structure. The first novel, preceding the third season, prepared forensic fans for the new series’ elaboration of the storyworld’s mythology, while the second, appearing right after the finale, tied up narrative loose ends and clarified the plot. Meanwhile, the soundtracks’ incremental digital releases encouraged fan speculation, while also rewarding viewers for watching the episodes as they were being broadcast. Thus, to quote the Fireman’s cryptic instruction from the first episode, Twin Peaks 2017 managed to kill two birds with one stone by using transmedia serialisation to combine digital fandom and on-demand culture with traditional broadcast schedules.ReferencesAbbott, Stacey. “‘Doing Weird Things for the Sake of Being Weird’: Directing Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 175–191.BBC. “BBC Genome Project.” <http://genome.ch.bbc.co.uk>.Booth, Paul. Digital Fandom 2.0. New York: Peter Lang, 2016.Eder, Jens. “Transmediality and the Politics of Adaptation.” The Politics of Adaptation: Media Convergence and Ideology. Eds. Dan Hassler-Forest and Pascal Nicklas. Basingstoke: Palgrave Macmillan, 2015. 66–81.Frost, Mark. The Secret History of Twin Peaks. London: Flatiron Books, 2016.———. Twin Peaks: The Final Dossier. London: Flatiron Books, 2017. Frost, Scott. The Autobiography of F.B.I. Special Agent Dale Cooper: My Life, My Tapes. New York: Simon & Schuster, 1990.Hibberd, James. “Twin Peaks: David Lynch Holds a Weird Press Conference.” Entertainment Weekly 9 Jan 2017. 11 Jan 2018 <http://ew.com/tv/2017/01/09/twin-peaks-david-lynch-press-conference/>.Hills, Matt. Fan Cultures. London: Routledge, 2002.Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. New York: New York UP, 2013.Lotz, Amanda D. The Television Will Be Revolutionized. 2nd ed. New York: New York UP, 2014.Lynch, David, Mark Frost, and Richard Saul Wurman. Twin Peaks: An Access Guide to the Town. New York: Pocket Books, 1991.Lynch, Jennifer. The Secret Diary of Laura Palmer. London: Penguin Books, 1990.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York UP, 2015.Parody, Clare. “Franchising/Adaptation.” Adaptation 4:2 (2011): 210–18.Telotte, J.P. “‘Complementary Verses’: The Science Fiction of Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 161–174.Tryon, Chuck. On-Demand Culture: Digital Delivery and the Future of Movies. New Brunswick: Rutgers UP, 2013.Wee, Valerie. “Spreading the Glee: Targeting a Youth Audience in the Multimedia, Digital Age.” The Information Society 32:5 (2016): 1–12.Weinstock, Jeffrey Andrew. “Introduction: ‘It Is Happening Again’: New Reflections on Twin Peaks.” Return to Twin Peaks. Eds. Jeffrey Andrew Weinstock and Catherine Spooner. Basingstoke: Palgrave Macmillan, 2016. 1–28.
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Collins, Steve. "Amen to That". M/C Journal 10, n.º 2 (1 de mayo de 2007). http://dx.doi.org/10.5204/mcj.2638.

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In 1956, John Cage predicted that “in the future, records will be made from records” (Duffel, 202). Certainly, musical creativity has always involved a certain amount of appropriation and adaptation of previous works. For example, Vivaldi appropriated and adapted the “Cum sancto spiritu” fugue of Ruggieri’s Gloria (Burnett, 4; Forbes, 261). If stuck for a guitar solo on stage, Keith Richards admits that he’ll adapt Buddy Holly for his own purposes (Street, 135). Similarly, Nirvana adapted the opening riff from Killing Jokes’ “Eighties” for their song “Come as You Are”. Musical “quotation” is actively encouraged in jazz, and contemporary hip-hop would not exist if the genre’s pioneers and progenitors had not plundered and adapted existing recorded music. Sampling technologies, however, have taken musical adaptation a step further and realised Cage’s prediction. Hardware and software samplers have developed to the stage where any piece of audio can be appropriated and adapted to suit the creative impulses of the sampling musician (or samplist). The practice of sampling challenges established notions of creativity, with whole albums created with no original musical input as most would understand it—literally “records made from records.” Sample-based music is premised on adapting audio plundered from the cultural environment. This paper explores the ways in which technology is used to adapt previous recordings into new ones, and how musicians themselves have adapted to the potentials of digital technology for exploring alternative approaches to musical creativity. Sampling is frequently defined as “the process of converting an analog signal to a digital format.” While this definition remains true, it does not acknowledge the prevalence of digital media. The “analogue to digital” method of sampling requires a microphone or instrument to be recorded directly into a sampler. Digital media, however, simplifies the process. For example, a samplist can download a video from YouTube and rip the audio track for editing, slicing, and manipulation, all using software within the noiseless digital environment of the computer. Perhaps it is more prudent to describe sampling simply as the process of capturing sound. Regardless of the process, once a sound is loaded into a sampler (hardware or software) it can be replayed using a MIDI keyboard, trigger pad or sequencer. Use of the sampled sound, however, need not be a faithful rendition or clone of the original. At the most basic level of manipulation, the duration and pitch of sounds can be altered. The digital processes that are implemented into the Roland VariOS Phrase Sampler allow samplists to eliminate the pitch or melodic quality of a sampled phrase. The phrase can then be melodically redefined as the samplist sees fit: adapted to a new tempo, key signature, and context or genre. Similarly, software such as Propellerhead’s ReCycle slices drum beats into individual hits for use with a loop sampler such as Reason’s Dr Rex module. Once loaded into Dr Rex, the individual original drum sounds can be used to program a new beat divorced from the syncopation of the original drum beat. Further, the individual slices can be subjected to pitch, envelope (a component that shapes the volume of the sound over time) and filter (a component that emphasises and suppresses certain frequencies) control, thus an existing drum beat can easily be adapted to play a new rhythm at any tempo. For example, this rhythm was created from slicing up and rearranging Clyde Stubblefield’s classic break from James Brown’s “Funky Drummer”. Sonic adaptation of digital information is not necessarily confined to the auditory realm. An audio editor such as Sony’s Sound Forge is able to open any file format as raw audio. For example, a Word document or a Flash file could be opened with the data interpreted as audio. Admittedly, the majority of results obtained are harsh white noise, but there is scope for serendipitous anomalies such as a glitchy beat that can be extracted and further manipulated by audio software. Audiopaint is an additive synthesis application created by Nicolas Fournel for converting digital images into audio. Each pixel position and colour is translated into information designating frequency (pitch), amplitude (volume) and pan position in the stereo image. The user can determine which one of the three RGB channels corresponds to either of the stereo channels. Further, the oscillator for the wave form can be either the default sine wave or an existing audio file such as a drum loop can be used. The oscillator shapes the end result, responding to the dynamics of the sine wave or the audio file. Although Audiopaint labours under the same caveat as with the use of raw audio, the software can produce some interesting results. Both approaches to sound generation present results that challenge distinctions between “musical sound” and “noise”. Sampling is also a cultural practice, a relatively recent form of adaptation extending out of a time honoured creative aesthetic that borrows, quotes and appropriates from existing works to create new ones. Different fields of production, as well as different commentators, variously use terms such as “co-creative media”, “cumulative authorship”, and “derivative works” with regard to creations that to one extent or another utilise existing works in the production of new ones (Coombe; Morris; Woodmansee). The extent of the sampling may range from subtle influence to dominating significance within the new work, but the constant principle remains: an existing work is appropriated and adapted to fit the needs of the secondary creator. Proponents of what may be broadly referred to as the “free culture” movement argue that creativity and innovation inherently relies on the appropriation and adaptation of existing works (for example, see Lessig, Future of Ideas; Lessig, Free Culture; McLeod, Freedom of Expression; Vaidhyanathan). For example, Gwen Stefani’s 2004 release “Rich Girl” is based on Louchie Lou and Michie One’s 1994 single of the same title. Lou and One’s “Rich Girl”, in turn, is a reggae dance hall adaptation of “If I Were a Rich Man” from Fiddler on the Roof. Stefani’s “na na na” vocal riff shares the same melody as the “Ya ha deedle deedle, bubba bubba deedle deedle dum” riff from Fiddler on the Roof. Samantha Mumba adapted David Bowie’s “Ashes to Ashes” for her second single “Body II Body”. Similarly, Richard X adapted Tubeway Army’s “Are ‘Friends’ Electric?’ and Adina Howard’s “Freak Like Me” for a career saving single for Sugababes. Digital technologies enable and even promote the adaptation of existing works (Morris). The ease of appropriating and manipulating digital audio files has given rise to a form of music known variously as mash-up, bootleg, or bastard pop. Mash-ups are the most recent stage in a history of musical appropriation and they epitomise the sampling aesthetic. Typically produced in bedroom computer-based studios, mash-up artists use software such as Acid or Cool Edit Pro to cut up digital music files and reassemble the fragments to create new songs, arbitrarily adding self-composed parts if desired. Comprised almost exclusively from sections of captured music, mash-ups have been referred to as “fictional pop music” because they conjure up scenarios where, for example, Destiny’s Child jams in a Seattle garage with Nirvana or the Spice Girls perform with Nine Inch Nails (Petridis). Once the initial humour of the novelty has passed, the results can be deeply alluring. Mash-ups extract the distinctive characteristics of songs and place them in new, innovative contexts. As Dale Lawrence writes: “the vocals are often taken from largely reviled or ignored sources—cornball acts like Aguilera or Destiny’s Child—and recast in wildly unlikely contexts … where against all odds, they actually work”. Similarly, Crawford argues that “part of the art is to combine the greatest possible aesthetic dissonance with the maximum musical harmony. The pleasure for listeners is in discovering unlikely artistic complementarities and revisiting their musical memories in mutated forms” (36). Sometimes the adaptation works in the favour of the sampled artist: George Clinton claims that because of sampling he is more popular now than in 1976—“the sampling made us big again” (Green). The creative aspect of mash-ups is unlike that usually associated with musical composition and has more in common with DJing. In an effort to further clarify this aspect, we may regard DJ mixes as “mash-ups on the fly.” When Grandmaster Flash recorded his quilt-pop masterpiece, “Adventures of Grandmaster Flash on the Wheels of Steel,” it was recorded while he performed live, demonstrating his precision and skill with turntables. Modern audio editing software facilitates the capture and storage of sound, allowing mash-up artists to manipulate sounds bytes outside of “real-time” and the live performance parameters within which Flash worked. Thus, the creative element is not the traditional arrangement of chords and parts, but rather “audio contexts”. If, as Riley pessimistically suggests, “there are no new chords to be played, there are no new song structures to be developed, there are no new stories to be told, and there are no new themes to explore,” then perhaps it is understandable that artists have searched for new forms of musical creativity. The notes and chords of mash-ups are segments of existing works sequenced together to produce inter-layered contexts rather than purely tonal patterns. The merit of mash-up culture lies in its function of deconstructing the boundaries of genre and providing new musical possibilities. The process of mashing-up genres functions to critique contemporary music culture by “pointing a finger at how stifled and obvious the current musical landscape has become. … Suddenly rap doesn’t have to be set to predictable funk beats, pop/R&B ballads don’t have to come wrapped in cheese, garage melodies don’t have to recycle the Ramones” (Lawrence). According to Theodor Adorno, the Frankfurt School critic, popular music (of his time) was irretrievably simplistic and constructed from easily interchangeable, modular components (McLeod, “Confessions”, 86). A standardised and repetitive approach to musical composition fosters a mode of consumption dubbed by Adorno “quotation listening” and characterised by passive acceptance of, and obsession with, a song’s riffs (44-5). As noted by Em McAvan, Adorno’s analysis elevates the producer over the consumer, portraying a culture industry controlling a passive audience through standardised products (McAvan). The characteristics that Adorno observed in the popular music of his time are classic traits of contemporary popular music. Mash-up artists, however, are not representative of Adorno’s producers for a passive audience, instead opting to wrest creative control from composers and the recording industry and adapt existing songs in pursuit of their own creative impulses. Although mash-up productions may consciously or unconsciously criticise the current state of popular music, they necessarily exist in creative symbiosis with the commercial genres: “if pop songs weren’t simple and formulaic, it would be much harder for mashup bedroom auteurs to do their job” (McLeod, “Confessions”, 86). Arguably, when creating mash-ups, some individuals are expressing their dissatisfaction with the stagnation of the pop industry and are instead working to create music that they as consumers wish to hear. Sample-based music—as an exercise in adaptation—encourages a Foucauldian questioning of the composer’s authority over their musical texts. Recorded music is typically a passive medium in which the consumer receives the music in its original, unaltered form. DJ Dangermouse (Brian Burton) breached this pact to create his Grey Album, which is a mash-up of an a cappella version of Jay-Z’s Black Album and the Beatles’ eponymous album (also known as the White Album). Dangermouse says that “every kick, snare, and chord is taken from the Beatles White Album and is in their original recording somewhere.” In deconstructing the Beatles’ songs, Dangermouse turned the recordings into a palette for creating his own new work, adapting audio fragments to suit his creative impulses. As Joanna Demers writes, “refashioning these sounds and reorganising them into new sonic phrases and sentences, he creates acoustic mosaics that in most instances are still traceable to the Beatles source, yet are unmistakeably distinct from it” (139-40). Dangermouse’s approach is symptomatic of what Schütze refers to as remix culture: an open challenge to a culture predicated on exclusive ownership, authorship, and controlled distribution … . Against ownership it upholds an ethic of creative borrowing and sharing. Against the original it holds out an open process of recombination and creative transformation. It equally calls into question the categories, rifts and borders between high and low cultures, pop and elitist art practices, as well as blurring lines between artistic disciplines. Using just a laptop, an audio editor and a calculator, Gregg Gillis, a.k.a. Girl Talk, created the Night Ripper album using samples from 167 artists (Dombale). Although all the songs on Night Ripper are blatantly sampled-based, Gillis sees his creations as “original things” (Dombale). The adaptation of sampled fragments culled from the Top 40 is part of Gillis’ creative process: “It’s not about who created this source originally, it’s about recontextualising—creating new music. … I’ve always tried to make my own songs” (Dombale). Gillis states that his music has no political message, but is a reflection of his enthusiasm for pop music: “It’s a celebration of everything Top 40, that’s the point” (Dombale). Gillis’ “celebratory” exercises in creativity echo those of various fan-fiction authors who celebrate the characters and worlds that constitute popular culture. Adaptation through sampling is not always centred solely on music. Sydney-based Tom Compagnoni, a.k.a. Wax Audio, adapted a variety of sound bytes from politicians and media personalities including George W. Bush, Alexander Downer, Alan Jones, Ray Hadley, and John Howard in the creation of his Mediacracy E.P.. In one particular instance, Compagnoni used a myriad of samples culled from various media appearances by George W. Bush to recreate the vocals for John Lennon’s Imagine. Created in early 2005, the track, which features speeded-up instrumental samples from a karaoke version of Lennon’s original, is an immediate irony fuelled comment on the invasion of Iraq. The rationale underpinning the song is further emphasised when “Imagine This” reprises into “Let’s Give Peace a Chance” interspersed with short vocal fragments of “Come Together”. Compagnoni justifies his adaptations by presenting appropriated media sound bytes that deliberately set out to demonstrate the way information is manipulated to present any particular point of view. Playing the media like an instrument, Wax Audio juxtaposes found sounds in a way that forces the listener to confront the bias, contradiction and sensationalism inherent in their daily intake of media information. … Oh yeah—and it’s bloody funny hearing George W Bush sing “Imagine”. Notwithstanding the humorous quality of the songs, Mediacracy represents a creative outlet for Compagnoni’s political opinions that is emphasised by the adaptation of Lennon’s song. Through his adaptation, Compagnoni revitalises Lennon’s sentiments about the Vietnam War and superimposes them onto the US policy on Iraq. An interesting aspect of sampled-based music is the re-occurrence of particular samples across various productions, which demonstrates that the same fragment can be adapted for a plethora of musical contexts. For example, Clyde Stubblefield’s “Funky Drummer” break is reputed to be the most sampled break in the world. The break from 1960s soul/funk band the Winstons’ “Amen Brother” (the B-side to their 1969 release “Color Him Father”), however, is another candidate for the title of “most sampled break”. The “Amen break” was revived with the advent of the sampler. Having featured heavily in early hip-hop records such as “Words of Wisdom” by Third Base and “Straight Out of Compton” by NWA, the break “appears quite adaptable to a range of music genres and tastes” (Harrison, 9m 46s). Beginning in the early 1990s, adaptations of this break became a constant of jungle music as sampling technology developed to facilitate more complex operations (Harrison, 5m 52s). The break features on Shy FX’s “Original Nutta”, L Double & Younghead’s “New Style”, Squarepusher’s “Big Acid”, and a cover version of Led Zepplin’s “Whole Lotta Love” by Jane’s Addiction front man Perry Farrell. This is to name but a few tracks that have adapted the break. Wikipedia offers a list of songs employing an adaptation of the “Amen break”. This list, however, falls short of the “hundreds of tracks” argued for by Nate Harrison, who notes that “an entire subculture based on this one drum loop … six seconds from 1969” has developed (8m 45s). The “Amen break” is so ubiquitous that, much like the twelve bar blues structure, it has become a foundational element of an entire genre and has been adapted to satisfy a plethora of creative impulses. The sheer prevalence of the “Amen break” simultaneously illustrates the creative nature of music adaptation as well as the potentials for adaptation stemming from digital technology such as the sampler. The cut-up and rearrangement aspect of creative sampling technology at once suggests the original but also something new and different. Sampling in general, and the phenomenon of the “Amen break” in particular, ensures the longevity of the original sources; sampled-based music exhibits characteristics acquired from the source materials, yet the illegitimate offspring are not their parents. Sampling as a technology for creatively adapting existing forms of audio has encouraged alternative approaches to musical composition. Further, it has given rise to a new breed of musician that has adapted to technologies of adaptation. Mash-up artists and samplists demonstrate that recorded music is not simply a fixed or read-only product but one that can be freed from the composer’s original arrangement to be adapted and reconfigured. Many mash-up artists such as Gregg Gillis are not trained musicians, but their ears are honed from enthusiastic consumption of music. Individuals such as DJ Dangermouse, Gregg Gillis and Tom Compagnoni appropriate, reshape and re-present the surrounding soundscape to suit diverse creative urges, thereby adapting the passive medium of recorded sound into an active production tool. References Adorno, Theodor. “On the Fetish Character in Music and the Regression of Listening.” The Culture Industry: Selected Essays on Mass Culture. Ed. J. Bernstein. London, New York: Routledge, 1991. Burnett, Henry. “Ruggieri and Vivaldi: Two Venetian Gloria Settings.” American Choral Review 30 (1988): 3. Compagnoni, Tom. “Wax Audio: Mediacracy.” Wax Audio. 2005. 2 Apr. 2007 http://www.waxaudio.com.au/downloads/mediacracy>. Coombe, Rosemary. The Cultural Life of Intellectual Properties. Durham, London: Duke University Press, 1998. Demers, Joanna. Steal This Music: How Intellectual Property Law Affects Musical Creativity. Athens, London: University of Georgia Press, 2006. Dombale, Ryan. “Interview: Girl Talk.” Pitchfork. 2006. 9 Jan. 2007 http://www.pitchforkmedia.com/article/feature/37785/Interview_Interview_Girl_Talk>. Duffel, Daniel. Making Music with Samples. San Francisco: Backbeat Books, 2005. Forbes, Anne-Marie. “A Venetian Festal Gloria: Antonio Lotti’s Gloria in D Major.” Music Research: New Directions for a New Century. Eds. M. Ewans, R. Halton, and J. Phillips. London: Cambridge Scholars Press, 2004. Green, Robert. “George Clinton: Ambassador from the Mothership.” Synthesis. Undated. 15 Sep. 2005 http://www.synthesis.net/music/story.php?type=story&id=70>. Harrison, Nate. “Can I Get an Amen?” Nate Harrison. 2004. 8 Jan. 2007 http://www.nkhstudio.com>. Lawrence, Dale. “On Mashups.” Nuvo. 2002. 8 Jan. 2007 http://www.nuvo.net/articles/article_292/>. Lessig, Lawrence. The Future of Ideas. New York: Random House, 2001. ———. Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity. New York: The Penguin Press, 2004. McAvan, Em. “Boulevard of Broken Songs: Mash-Ups as Textual Re-Appropriation of Popular Music Culture.” M/C Journal 9.6 (2006) 3 Apr. 2007 http://journal.media-culture.org.au/0612/02-mcavan.php>. McLeod, Kembrew. “Confessions of an Intellectual (Property): Danger Mouse, Mickey Mouse, Sonny Bono, and My Long and Winding Path as a Copyright Activist-Academic.” Popular Music & Society 28.79. ———. Freedom of Expression: Overzealous Copyright Bozos and Other Enemies of Creativity. United States: Doubleday Books. Morris, Sue. “Co-Creative Media: Online Multiplayer Computer Game Culture.” Scan 1.1 (2004). 8 Jan. 2007 http://scan.net.au/scan/journal/display_article.php?recordID=16>. Petridis, Alexis. “Pop Will Eat Itself.” The Guardian UK. March 2003. 8 Jan. 2007 http://www.guardian.co.uk/arts/critic/feature/0,1169,922797,00.html>. Riley. “Pop Will Eat Itself—Or Will It?”. The Truth Unknown (archived at Archive.org). 2003. 9 Jan. 2007 http://web.archive.org/web/20030624154252 /www.thetruthunknown.com/viewnews.asp?articleid=79>. Schütze, Bernard. “Samples from the Heap: Notes on Recycling the Detritus of a Remixed Culture”. Horizon Zero 2003. 8 Jan. 2007 http://www.horizonzero.ca/textsite/remix.php?tlang=0&is=8&file=5>. Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York, London: New York University Press, 2003. Woodmansee, Martha. “On the Author Effect: Recovering Collectivity.” The Construction of Authorship: Textual Appropriation in Law and Literature. Eds. M. Woodmansee, P. Jaszi and P. Durham; London: Duke University Press, 1994. 15. Citation reference for this article MLA Style Collins, Steve. "Amen to That: Sampling and Adapting the Past." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/09-collins.php>. APA Style Collins, S. (May 2007) "Amen to That: Sampling and Adapting the Past," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/09-collins.php>.
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Novitz, Julian. "“Too Broad and Deep for the Small Screen”: Doctor Who's New Adventures in the 1990s". M/C Journal 21, n.º 5 (6 de diciembre de 2018). http://dx.doi.org/10.5204/mcj.1474.

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Introduction: Doctor Who's “Wilderness Years”1989 saw the cancellation of the BBC's long-running science fiction television series Doctor Who (1965 -). The 1990s were largely bereft of original Doctor Who television content, leading fans to characterise that decade as the “wilderness years” for the franchise (McNaughton 194). From another perspective, though, the 1990s was an unprecedented time of production for Doctor Who media. From 1991 to 1997, Virgin Publishing was licensed by the BBC's merchandising division to publish a series of original Doctor Who novels, which they produced and marketed as a continuation of the television series (Gulyas 46). This series of novels, Doctor Who: The New Adventures (commonly referred to as “the Virgin New Adventures” by fans) proved popular enough to support a monthly release schedule, and from 1994 onwards, a secondary "Missing Adventures" series.Despite their central role in the 1990s, however, many fans have argued that the Doctor Who novels format makes them either less "canonical" than the television series, or completely "apocryphal" (Gulyas 48). This fits with a general trend in transmedia properties, where print-based expansions or spin-offs are generally considered less official or authentic than those that are screen-based (Hills 223). This article argues that the openness of the series to contributions from fan writers – and also some of the techniques and approaches prioritised in fan fiction - resulted in the Virgin range of Doctor Who novels having an unusually significant impact on the development and evolution of the franchise as a whole when compared to the print-based transmedia extensions of other popular series’. The article also argues that the tonal and stylistic influence of the New Adventures novels on the revived Doctor Who television series offers an interesting counter-example to the usually strict hierarchies of content that are implied in Henry Jenkins's influential model of transmedia storytelling. Transmedia StorytellingJenkins uses the term “transmedia storytelling” to describe the ways in which media franchises frequently expand beyond the format they originate with, potentially encompassing television series, films, games, toys, comics and more (Jenkins “Transmedia 202”). In discussing this paradigm, Jenkins notes the ways in which contemporary productions increasingly prioritise “integration and coordination” between the different forms of media (Jenkins Convergence Culture 105). As Jenkins argues, “most discussions of transmedia place a high emphasis on continuity – assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world” (Jenkins “Transmedia 202”). Due to this increased emphasis on continuity, the ability to decide which media will be considered as “canonical” within the story-world of the franchise becomes an important one. Where previously questions of canon had been largely confined to fan discussions, debates and interpretive readings of media texts (Jenkins Textual Poachers 102-104), the proprietors of franchises in a transmedia economy have an interest in proactively defining and policing the canon. Designating a particular piece of media as a “canonical” expansion or spinoff of its parent text can be a useful marketing tool, as it creates the expectation that it will provide an important contribution. Correspondingly, declaring that a particular set of media texts is no longer canonical can make the franchise more accessible and allow the authors of new material more creative freedom (Proctor and Freeman 238-9).While Jenkins argues that a reliance on “one single source or ur-text” (“Transmedia 101”) is counter to the spirit of transmedia storytelling, Pillai notes that his emphasis on cohesiveness across diverse media tends to implicitly prioritise the parent text over its various offshoots (103-4). As the parent text establishes continuity and canon, any transmedia supplements are obligated to remain consistent with it, but this is often a one-sided and hierarchical relationship. For example, in the Star Wars transmedia franchise, the film series is considered crucial in establishing the canon; and transmedia supplements are obliged to remain consistent with it in order to be recognised as authentic. The filmmakers, however, are largely free to ignore or contradict the contributions of spin-off books.Hills notes that the components of transmedia franchises are often arranged into “transmedial hierarchies” (223), where screen-based media like films, television series and video games are assigned dominance over print-based productions like comics and novels. This hierarchy means that print-based works typically have a less secure place within the canon of transmedia franchises, despite often contributing a disproportionately large quantity of narratives and concepts (Guynes 143). Using the Star Wars Expanded Universe as an example, he notes a tendency whereby “franchise novels” are generally considered as disposable, and are easily erased or decanonised despite significantly long, carefully interwoven and coordinated periods of storytelling (143-5). Doctor Who as a Transmedia FranchiseWhile questions of canon are frequently debated and discussed among Doctor Who fans, it is less easy to make absolutist distinctions between canonical and apocryphal texts in Doctor Who than it is in other popular transmedia franchises. Unlike comparable transmedia productions, Doctor Who has traditionally lacked a singular authority over questions of canon and consistency in the manner that Jenkins argues for in his implicitly hierarchical conception of transmedia storytelling (Convergence Culture 106). Where franchises like Star Wars, Star Trek or The X-Files have been guided by creator-figures who either exert direct control over their various iterations or oblige them to remain broadly consistent with their original vision, Doctor Who has generally avoided this focus; creative control has passed between various showrunners and production teams, who have been largely free to establish their own style and tone.Furthermore, the franchise has traditionally favoured a largely self-contained and episodic style of storytelling; and different storylines and periods from its long history often contradict one another. For these reasons, Booth suggests that the largely retroactive attempts on the part of fans and critics to read the entire series as the type of transmedia production that Jenkins advocates for (i.e. an internally consistent narrative of connected stories) are counter-productive. He argues that Doctor Who is perhaps best understood not as a continuing series but as a long-running anthology, where largely autonomous stories and serials can be grouped into distinct “periods” of resemblance in terms of style and subject matter (198-206).As Britton argues, when appreciating Doctor Who as franchise, there is no particular need to assign primary importance to the parent media. Since its first season in 1965, the Doctor Who television series has been regularly supplemented by other media in the form of comics, annuals, films, stage-plays, audio-dramas, and novelisations. Britton maintains that as the transmedia works follow the same loosely connected, episodic structure as the television series, they operate as equally valid or equally disposable components within its metanarrative (1-9). Doctor Who writer Paul Cornell argues that given the accommodating nature of the show’s time-travel premise (which can easily accommodate the inconsistencies that Jenkins argues should be avoided in transmedia storytelling), and in the absence of a singular revered creator-figure or authority, absolutist pronouncements on canon from any source are unnecessary and exclusionary, either delegitimising texts that the audience may value, or insisting on familiarity with a particular text in order for an experience of the media to be considered “legitimate”. The Transmedia Legacy of the Virgin New AdventuresAs the Virgin Doctor Who novels are not necessarily diminished by either their lack of a clear canonical status or their placement as a print work within a screen-focused property, they can arguably be understood as constituting their own distinct “period” of Doctor Who in the manner defined by Booth. This claim is supported by the ways in which the New Adventures distinguish themselves from the typically secondary or supplemental transmedia extensions of most other television franchises.In contrast with the one-sided and hierarchical relationship that typically exists between the parent text and its transmedia extensions (Pillai 103-4), the New Adventures range did not attempt to signal their authenticity through stylistic and narrative consistency with their source material. Virgin had already published a long series of novelisations of story serials from the original television series under its children’s imprint, Target, but from their inception the New Adventures were aimed at a more mature audience. The editor of the range, Peter Darvill-Evans, observed that by the 1990s, Doctor Who’s dedicated fan base largely consisted of adults who had grown up with the series in the 1970s and 1980s rather than the children that both the television series and the novelisations had traditionally targeted (Perryman 23). The New Adventures were initially marketed as being “too broad and deep for the small screen” (Gulyas 46), positioning them as an improvement or evolution rather than an attempt to imitate the parent media or to compensate for its absence.By comparison, most other 1990s print-based supplements to popular screen franchises tended to closely mimic the style, tone and storytelling structure of their source material. For example, the Star Wars "Expanded Universe" series of novels (which began in 1991) were subject to strict editorial oversight to ensure they remained consistent with the films and were initially marketed as "film-like events" as a way of emphasising their equivalence to the original media (Proctor and Freeman 226). The Virgin New Adventures were also distinctive due to their open submission policy (which actively encouraged submissions from fan writers who had not previously achieved conventional commercial publication) alongside work from "professional" authors (Perryman 24). This policy began because Darvill-Evans noted the ability, high motivation and deep understanding of Doctor Who possessed by fan writers (Bishop) and it proved essential in establishing the more mature approach that the series was aiming for. After three indifferently received novels from professional authors, the first work from a fan author, Paul Cornell’s Timewyrm: Revelation (1991) became highly popular, due to its more grounded, serious and complex exploration of the character of the Doctor and their human companion. Following the success of Cornell’s novel, the series began to establish its own distinctive tone, emphasising gritty urban settings, character development and interpersonal drama, and the exploration of moral ambiguities and social and political issues that would have not been permissible in the original television series (Gulyas 46-8).Works by previously unpublished fan authors came to dominate the range to such an extent that the New Adventures has been described as “licensing professionally produced fan fiction” (Perryman 23). This trajectory established the New Adventures as an unusual hybrid text, combining the sanction of an official license with the usually unofficial phenomenon of fan custodianship. The cancellation of a television series (as experienced by Doctor Who in 1989) often allows its fan community to take custodianship of it in a variety of ways (McNoughton 194). While a series is being broadcast, fans are often constructed as elite but essentially ”powerless” readers, whose interpretations and desires can easily be contradicted or ignored by the series creators (Tulloch and Jenkins 141). With cancellation and a diminishing mass audience, fans become the custodians of the series and its memory. Their interpretations can no longer be overwritten, and they become the principle market for official merchandise and transmedia extensions (McNoughton 194-6).Also, fans can explore and fulfil their desires for the narrative direction and tone of the series, through the “cottage industries” of fan-created merchandise (196) and “gift economies” of fan fiction (Flegal and Roth 258), without being impeded or overruled by official developments in the parent media. This movement towards fan custodianship and production became more visible during the 1990s, as digital technology allowed for rapid communication, connection and exchange (Coppa 53). The Virgin New Adventures range arguably operated as a meeting point between officially sanctioned commercial spin-off media and the fan-centric industries of production that work to prolong the life and memory of a cancelled television series. Indeed, the direct inclusion of fan authors and the techniques and approaches associated with fan fiction likely helped to establish the deeper, more mature interpretation of Doctor Who offered by the New Adventures.As Stein and Busse observe, a recurring feature of fan fiction has been a focus on exploring the inner lives of the characters from its source media, and adding depth and complexity to their relationships (196-8). Furthermore, the successful New Adventures fan authors tended to offer support and encouragement to each other via their informal networks, which affected the development of the series as a transmedia production (Perryman 24). Flegal and Roth note that in contrast to often solitary and individualistic forms of “professional” and “literary” writing, the composition of fan fiction emerges out of collegial, supportive and reciprocal communities (265-8). The meeting point that the Virgin New Adventures provided between professional writing practice and the attitudes and approaches common to the types of fan fiction that were becoming more prominent in the nineties (Coppa 53-5) helped to shape the evolution of Doctor Who as a franchise.Where previous Doctor Who stories (regardless of the media or medium) had been largely isolated from each other, the informal fan networks that connected the New Adventures authors allowed and encouraged them to collaborate more closely, ensuring consistency between the instalments and plotting out multi-volume story-arcs and character development. Where the Star Wars Expanded Universe series of novels ensured consistency through extensive and often intrusive top-down editorial control (Proctor and Freeman 226-7), the New Adventures developed this consistency through horizontal relationships between authors. While Doctor Who has always been a transmedia franchise, the Virgin New Adventures may be the first point where it began to fully engage with the possibilities of the coordinated and consistent transmedia storytelling discussed by Jenkins (Perryman 24-6). It is notable that this largely developed out of the collaborative and reciprocal relationships common to communities of fan-creators rather than through the singular and centralised control that Jenkins advocates.While the Virgin range of Doctor Who novels ended long before the revival of the television series in 2005, its influence on the style, tone and subject matter of the new series has been noted. As Perryman argues, the emphasis on more cohesive story-arcs and character development between episodes has been inherited from the New Adventures (24). The 2005 series also followed the Virgin novels in presenting the Doctor’s companions with detailed backgrounds and having their relationships shift and evolve, rather than remaining static like they did in the original series. The more distinctly urban focus of the new series was also likely shaped by the success of the New Adventures (Haslop 217); its well-publicised emphasis on inclusiveness and diversity was likewise prefigured by the Virgin novels, which were the first Doctor Who media to include non-Anglo and LGBQT companions (McKee "How to tell the difference" 181-2). It is highly unusual for a print-based transmedia extension to have this level of impact. Indeed, one of the most visible and profitable transmedia initiatives that began in the 1990s, the Star Wars Expanded Universe novels (which like the New Adventures was presented as an officially sanctioned continuation of the original media), was unceremoniously decanonised in 2014, and the interpretations of Star Wars characters and themes that it had developed over more than a decade of storytelling were almost entirely disregarded by the new films (Proctor and Freeman 235-7). The comparably large influence that the New Adventures had on the development of its franchise indicates the success of its fan-centric approach in developing a more relationship-driven and character-focused interpretation of its parent media.The influence of the New Adventures is also felt more directly through the continuing careers of its authors. A number of the fan writers who achieved their first commercial publication with the New Adventures (e.g. Paul Cornell, Gareth Roberts, Mark Gatiss) went on to write scripts for the new series. The first showrunner, Russell T. Davies, was the author of the later novels, Damaged Goods (1997), and the second, Steven Moffat, had been an active member of Doctor Who fan communities that discussed and promoted the Virgin books (Bishop). As the former New Adventures author Kate Orman notes, this movement from writing usually secondary franchise novels to working on and having authority over the parent media is almost unheard of (McKee “Interview with Kate Orman” 138), and speaks to the success of the combination of fan authorship and official licensing and support found in the New Adventures. As Hadas notes, the chief difference between the new series of Doctor Who and its classic version is that former and long-term fans of the series are now directly involved in its production, thus complicating Tullouch and Jenkin’s assessment of Doctor Who fans as a “powerless elite” (141). ConclusionThe continuing influence of the nineties New Adventures novels can still be detected in the contemporary series. These novels operate with regard to the themes, preoccupations and styles of storytelling that this range pioneered within the Doctor Who franchise, and which developed directly out of its innovative and unusual strategy of giving official sanction and editorial support to typically obscured and subcultural modes of fan writing. The reductive and exclusionary question of canon can be avoided when considering the above novels. These transmedia productions are important to the evolution and development of the media franchise as a whole. In this respect, the Virgin New Adventures operate as their own distinctive, legitimate and influential "period" within Doctor Who, demonstrating the creative potential of an approach to transmedia storytelling that deemphasises strict hierarchies of content and control and can readily include the contributions of fan producers.ReferencesBishop, David. “Four Writers, One Discussion: Andy Lane, Paul Cornell, Steven Moffat and David Bishop.” Time Space Visualiser 43 (March 1995). 1 Nov. 2018 <http://doctorwho.org.nz/archive/tsv43/onediscussion.html>.Booth, Paul. “Periodising Doctor Who.” Science Fiction Film and Television 7.2 (2014). 195-215.Britton, Piers D. TARDISbound: Navigating the Universes of Doctor Who. London: I.B. Tauris and Company, 2011.Coppa, Francesca. “A Brief History of Media Fandom.” Fan Fiction and Fan Communities in the Age of the Internet. Eds. Karen Hellekson and Kristina Busse. Jefferson NC: McFarland and Company, 2009. 41-59.Cornell, Paul. “Canonicity in Doctor Who”. PaulConell.com. 10 Feb. 2007. 30 Nov. 2018 <https://www.paulcornell.com/2007/02/canonicity-in-doctor-who/>.Doctor Who. British Broadcasting Corporation, 1965 to present.Flegal, Monica, and Jenny Roth. “Writing a New Text: the Role of Cyberculture in Fanfiction Writers’ Transition to ‘Legitimate’ Publishing.” Contemporary Women’s Writing 10.2 (2016): 253-270.Gulyas, Aaron. “Don’t Call It a Comeback.” Doctor Who in Time and Space: Essays on Themes, Characters, History and Fandom, 1963-2012. Ed. Donald E. Palumbo and C.W. Sullivan. Jefferson NC: McFarland and Company, 2013. 44-63.Guynes, Sean. “Publishing the New Jedi Order: Media Industries Collaboration and the Franchise Novel.” Star Wars and the History of Transmedia Storytelling. Eds. Sean Guynes and Dan Hassler-Forest. Amsterdam: Amsterdam UP, 2017. 143-154.Hadas, Leora. “Running the Asylum? Doctor Who’s Ascended Fan-Showrunners.” Deletion. 23 June 2014. 30 Nov. 2018 <http://www.deletionscifi.org/episodes/episode-5/running-asylum-doctor-whos-ascended-fan-showrunners/>.Haslop, Craig. “Bringing Doctor Who Back for the Masses: Regenerating Cult, Commodifying Class.” Science Fiction Film and Television 9.2 (2016): 209-297.Hills, Matt. “From Transmedia Storytelling to Transmedia Experience: Star Wars Celebration as a Crossover/Hierarchical Space.” Star Wars and the History of Transmedia Storytelling. Eds. Sean Guynes and Dan Hassler-Forest. Amsterdam: Amsterdam UP, 2017. 213-224.Jenkins III, Henry. Textual Poachers: Television Fans and Participatory Culture. New York: Routledge. 1992.———. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.———. “Transmedia Storytelling 101.” Confessions of an Aca-Fan. 22 Mar. 2007. 30 Nov. 2018 <http://henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html>.———. “Transmedia Storytelling 202: Further Reflections.” Confessions of an Aca-Fan. 1 Aug. 2011. 30 Nov. 2018 <http://henryjenkins.org/blog/2011/08/defining_transmedia_further_re.html>.McKee, Alan. "How to Tell the Difference between Production and Consumption: A Case Study in Doctor Who Fandom." Cult Television. Eds. Sara Gwenllian-Jones and Richard M. Pearson. University of Minnesota Press, Minneapolis, 2004: 167-186.———. “Interview with Kate Orman: Dr Who Author.” Continuum 19.1 (2005): 127-139. McNaughton, Douglas. “Regeneration of a Brand: The Fan Audience and the 2005 Doctor Who Revival.” Ruminations, Peregrinations, and Regenerations: A Critical Approach to Doctor Who. Ed. Christopher J. Hansen. Newcastle upon Tyne: Cambridge Scholars Publishing, 2010. 192-208.Perryman, Neil. “Doctor Who and the Convergence of Media: A Case Study in ‘Transmedia Storytelling’.” Convergence: The International Journal of Research into New Media Technologies 14.1 (2008): 21-39.Pillai, Nicolas. “’What Am I Looking at, Mulder?’ Licensed Comics and the Freedoms of Transmedia Storytelling.” Science Fiction Film and Television 6.1 (2013): 101-117.Porter, Lynnette. The Doctor Who Franchise: American Influence, Fan Culture, and the Spinoffs. Jefferson NC: McFarland and Company, 2018.Procter, William, and Matthew Freeman. “’The First Step into a Smaller World’: The Transmedia Economy of Star Wars.” Revisiting Imaginary Worlds: A Subcreation Studies Anthology. Ed. Mark J.P. Wolf. New York: Routledge. 2016. 223-245.Stein, Louisa, and Kristina Busse. “Limit Play: Fan Authorship between Source Text, Intertext, and Context.” Popular Communication 7.4 (2009): 192-207.Tullouch, John, and Henry Jenkins III. Science Fiction Audiences: Watching Star Trek and Doctor Who. New York: Routledge, 1995.
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Losh, Elizabeth. "Artificial Intelligence". M/C Journal 10, n.º 5 (1 de octubre de 2007). http://dx.doi.org/10.5204/mcj.2710.

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On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctioned, and witnesses complained of “technical problems” several times. By the end of the day it seemed that what was to be remembered about the hearing was the shocking revelation that terrorists were using videogames to recruit young jihadists. The Associated Press wrote a short, restrained article about the hearing that only mentioned “computer games and recruitment videos” in passing. Eager to have their version of the news item picked up, Reuters made videogames the focus of their coverage with a headline that announced, “Islamists Using US Videogames in Youth Appeal.” Like a game of telephone, as the Reuters videogame story was quickly re-run by several Internet news services, each iteration of the title seemed less true to the exact language of the original. One Internet news service changed the headline to “Islamic militants recruit using U.S. video games.” Fox News re-titled the story again to emphasise that this alert about technological manipulation was coming from recognised specialists in the anti-terrorism surveillance field: “Experts: Islamic Militants Customizing Violent Video Games.” As the story circulated, the body of the article remained largely unchanged, in which the Reuters reporter described the digital materials from Islamic extremists that were shown at the congressional hearing. During the segment that apparently most captured the attention of the wire service reporters, eerie music played as an English-speaking narrator condemned the “infidel” and declared that he had “put a jihad” on them, as aerial shots moved over 3D computer-generated images of flaming oil facilities and mosques covered with geometric designs. Suddenly, this menacing voice-over was interrupted by an explosion, as a virtual rocket was launched into a simulated military helicopter. The Reuters reporter shared this dystopian vision from cyberspace with Western audiences by quoting directly from the chilling commentary and describing a dissonant montage of images and remixed sound. “I was just a boy when the infidels came to my village in Blackhawk helicopters,” a narrator’s voice said as the screen flashed between images of street-level gunfights, explosions and helicopter assaults. Then came a recording of President George W. Bush’s September 16, 2001, statement: “This crusade, this war on terrorism, is going to take a while.” It was edited to repeat the word “crusade,” which Muslims often define as an attack on Islam by Christianity. According to the news reports, the key piece of evidence before Congress seemed to be a film by “SonicJihad” of recorded videogame play, which – according to the experts – was widely distributed online. Much of the clip takes place from the point of view of a first-person shooter, seen as if through the eyes of an armed insurgent, but the viewer also periodically sees third-person action in which the player appears as a running figure wearing a red-and-white checked keffiyeh, who dashes toward the screen with a rocket launcher balanced on his shoulder. Significantly, another of the player’s hand-held weapons is a detonator that triggers remote blasts. As jaunty music plays, helicopters, tanks, and armoured vehicles burst into smoke and flame. Finally, at the triumphant ending of the video, a green and white flag bearing a crescent is hoisted aloft into the sky to signify victory by Islamic forces. To explain the existence of this digital alternative history in which jihadists could be conquerors, the Reuters story described the deviousness of the country’s terrorist opponents, who were now apparently modifying popular videogames through their wizardry and inserting anti-American, pro-insurgency content into U.S.-made consumer technology. One of the latest video games modified by militants is the popular “Battlefield 2” from leading video game publisher, Electronic Arts Inc of Redwood City, California. Jeff Brown, a spokesman for Electronic Arts, said enthusiasts often write software modifications, known as “mods,” to video games. “Millions of people create mods on games around the world,” he said. “We have absolutely no control over them. It’s like drawing a mustache on a picture.” Although the Electronic Arts executive dismissed the activities of modders as a “mustache on a picture” that could only be considered little more than childish vandalism of their off-the-shelf corporate product, others saw a more serious form of criminality at work. Testifying experts and the legislators listening on the committee used the video to call for greater Internet surveillance efforts and electronic counter-measures. Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source. Ironically, the moment in the movie from which the sound clip is excerpted is one about intelligence gathering. As an agent of Team America, a fictional elite U.S. commando squad, the hero of the film’s all-puppet cast, Gary Johnston, is impersonating a jihadist radical inside a hostile Egyptian tavern that is modelled on the cantina scene from Star Wars. Additional laughs come from the fact that agent Johnston is accepted by the menacing terrorist cell as “Hakmed,” despite the fact that he utters a series of improbable clichés made up of incoherent stereotypes about life in the Middle East while dressed up in a disguise made up of shoe polish and a turban from a bathroom towel. The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists. It wasn’t intended for the purpose what it was portrayed to be by the media. So no I don’t regret making a funny video . . . why should I? The only thing I regret is thinking that news from Reuters was objective and always right. The least they could do is some online research before publishing this. If they label me al-Qaeda just for making this silly video, that makes you think, what is this al-Qaeda? And is everything al-Qaeda? Although Sonic Jihad dismissed his own work as “silly” or “funny,” he expected considerably more from a credible news agency like Reuters: “objective” reporting, “online research,” and fact-checking before “publishing.” Within the week, almost all of the salient details in the Reuters story were revealed to be incorrect. SonicJihad’s film was not made by terrorists or for terrorists: it was not created by “Islamic militants” for “Muslim youths.” The videogame it depicted had not been modified by a “tech-savvy militant” with advanced programming skills. Of course, what is most extraordinary about this story isn’t just that Reuters merely got its facts wrong; it is that a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play. Based on their exchanges in the public record, elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal. This environment of cultural reaction can be used to explain why policy makers’ reaction to terrorists’ use of networked communication and digital media actually tells us more about our own American ideologies about technology and rhetoric in a contemporary information environment. When the experts come forward at the Sonic Jihad hearing to “walk us through the media and some of the products,” they present digital artefacts of an information economy that mirrors many of the features of our own consumption of objects of electronic discourse, which seem dangerously easy to copy and distribute and thus also create confusion about their intended meanings, audiences, and purposes. From this one hearing we can see how the reception of many new digital genres plays out in the public sphere of legislative discourse. Web pages, videogames, and Weblogs are mentioned specifically in the transcript. The main architecture of the witnesses’ presentation to the committee is organised according to the rhetorical conventions of a PowerPoint presentation. Moreover, the arguments made by expert witnesses about the relationship of orality to literacy or of public to private communications in new media are highly relevant to how we might understand other important digital genres, such as electronic mail or text messaging. The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property. To explain embarrassing leaks of infinitely replicable digital files, witness Ron Roughead says, “We’re not even sure that they don’t even hack into the kinds of spaces that hold photographs in order to get pictures that our forces have taken.” Another witness, Undersecretary of Defense for Policy and International Affairs, Peter Rodman claims that “any video game that comes out, as soon as the code is released, they will modify it and change the game for their needs.” Thus, the implication of these witnesses’ testimony is that the release of code into the public domain can contribute to political subversion, much as covert intrusion into computer networks by stealthy hackers can. However, the witnesses from the Pentagon and from the government contractor SAIC often present a contradictory image of the supposed terrorists in the hearing transcripts. Sometimes the enemy is depicted as an organisation of technological masterminds, capable of manipulating the computer code of unwitting Americans and snatching their rightful intellectual property away; sometimes those from the opposing forces are depicted as pre-modern and even sub-literate political innocents. In contrast, the congressional representatives seem to focus on similarities when comparing the work of “terrorists” to the everyday digital practices of their constituents and even of themselves. According to the transcripts of this open hearing, legislators on both sides of the aisle express anxiety about domestic patterns of Internet reception. Even the legislators’ own Web pages are potentially disruptive electronic artefacts, particularly when the demands of digital labour interfere with their duties as lawmakers. Although the subject of the hearing is ostensibly terrorist Websites, Representative Anna Eshoo (D-California) bemoans the difficulty of maintaining her own official congressional site. As she observes, “So we are – as members, I think we’re very sensitive about what’s on our Website, and if I retained what I had on my Website three years ago, I’d be out of business. So we know that they have to be renewed. They go up, they go down, they’re rebuilt, they’re – you know, the message is targeted to the future.” In their questions, lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions. Representative Alcee Hastings (D-Florida) compares the polluting power of insurgent bloggers to that of influential online muckrakers from the American political Right. Hastings complains of “garbage on our regular mainstream news that comes from blog sites.” Representative Heather Wilson (R-New Mexico) attempts to project a media-savvy persona by bringing up the “phenomenon of blogging” in conjunction with her questions about jihadist Websites in which she notes how Internet traffic can be magnified by cooperative ventures among groups of ideologically like-minded content-providers: “These Websites, and particularly the most active ones, are they cross-linked? And do they have kind of hot links to your other favorite sites on them?” At one point Representative Wilson asks witness Rodman if he knows “of your 100 hottest sites where the Webmasters are educated? What nationality they are? Where they’re getting their money from?” In her questions, Wilson implicitly acknowledges that Web work reflects influences from pedagogical communities, economic networks of the exchange of capital, and even potentially the specific ideologies of nation-states. It is perhaps indicative of the government contractors’ anachronistic worldview that the witness is unable to answer Wilson’s question. He explains that his agency focuses on the physical location of the server or ISP rather than the social backgrounds of the individuals who might be manufacturing objectionable digital texts. The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries. The residual subtexts in the witnesses’ conjectures about competing cultures of orality and literacy may tell us something about a reactionary rhetoric around videogames and digital culture more generally. According to the experts before Congress, the Middle Eastern audience for these videogames and Websites is limited by its membership in a pre-literate society that is only capable of abortive cultural production without access to knowledge that is archived in printed codices. Sometimes the witnesses before Congress seem to be unintentionally channelling the ideas of the late literacy theorist Walter Ong about the “secondary orality” associated with talky electronic media such as television, radio, audio recording, or telephone communication. Later followers of Ong extend this concept of secondary orality to hypertext, hypermedia, e-mail, and blogs, because they similarly share features of both speech and written discourse. Although Ong’s disciples celebrate this vibrant reconnection to a mythic, communal past of what Kathleen Welch calls “electric rhetoric,” the defence industry consultants express their profound state of alarm at the potentially dangerous and subversive character of this hybrid form of communication. The concept of an “oral tradition” is first introduced by the expert witnesses in the context of modern marketing and product distribution: “The Internet is used for a variety of things – command and control,” one witness states. “One of the things that’s missed frequently is how and – how effective the adversary is at using the Internet to distribute product. They’re using that distribution network as a modern form of oral tradition, if you will.” Thus, although the Internet can be deployed for hierarchical “command and control” activities, it also functions as a highly efficient peer-to-peer distributed network for disseminating the commodity of information. Throughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order. Witness Eric Michael describes the “oral tradition” and the conventions of communal life in the Middle East to emphasise the primacy of speech in the collective discursive practices of this alien population: “I’d like to point your attention to the media types and the fact that the oral tradition is listed as most important. The other media listed support that. And the significance of the oral tradition is more than just – it’s the medium by which, once it comes off the Internet, it is transferred.” The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era. The oral tradition now also has an aspect of rumor. A[n] event takes place. There is an explosion in a city. Rumor is that the United States Air Force dropped a bomb and is doing indiscriminate killing. This ends up being discussed on the street. It ends up showing up in a Friday sermon in a mosque or in another religious institution. It then gets recycled into written materials. Media picks up the story and broadcasts it, at which point it’s now a fact. In this particular case that we were telling you about, it showed up on a network television, and their propaganda continues to go back to this false initial report on network television and continue to reiterate that it’s a fact, even though the United States government has proven that it was not a fact, even though the network has since recanted the broadcast. In this example, many-to-many discussion on the “street” is formalised into a one-to many “sermon” and then further stylised using technology in a one-to-many broadcast on “network television” in which “propaganda” that is “false” can no longer be disputed. This “oral tradition” is like digital media, because elements of discourse can be infinitely copied or “recycled,” and it is designed to “reiterate” content. In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.” The film by SonicJihad is chosen as the final clip by the witnesses before Congress, because it allegedly combines many different types of emotional appeal, and thus it conveniently ties together all of the themes that the witnesses present to the legislators about unreliable oral or rhetorical sources in the Middle East: And there you see how all these products are linked together. And you can see where the games are set to psychologically condition you to go kill coalition forces. You can see how they use humor. You can see how the entire campaign is carefully crafted to first evoke an emotion and then to evoke a response and to direct that response in the direction that they want. Jihadist digital products, especially videogames, are effective means of manipulation, the witnesses argue, because they employ multiple channels of persuasion and carefully sequenced and integrated subliminal messages. To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses. This sharp criticism of the artful use of a presentation style that is “crafted” is ironic, given that the witnesses’ “compilation” of jihadist digital material is staged in the form of a carefully structured PowerPoint presentation, one that is paced to a well-rehearsed rhythm of “slide, please” or “next slide” in the transcript. The transcript also reveals that the members of the House Intelligence Committee were not the original audience for the witnesses’ PowerPoint presentation. Rather, when it was first created by SAIC, this “expert” presentation was designed for training purposes for the troops on the ground, who would be facing the challenges of deployment in hostile terrain. According to the witnesses, having the slide show showcased before Congress was something of an afterthought. Nonetheless, Congressman Tiahrt (R-KN) is so impressed with the rhetorical mastery of the consultants that he tries to appropriate it. As Tiarht puts it, “I’d like to get a copy of that slide sometime.” From the hearing we also learn that the terrorists’ Websites are threatening precisely because they manifest a polymorphously perverse geometry of expansion. For example, one SAIC witness before the House Committee compares the replication and elaboration of digital material online to a “spiderweb.” Like Representative Eshoo’s site, he also notes that the terrorists’ sites go “up” and “down,” but the consultant is left to speculate about whether or not there is any “central coordination” to serve as an organising principle and to explain the persistence and consistency of messages despite the apparent lack of a single authorial ethos to offer a stable, humanised, point of reference. In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.” Of course, to maintain their share of the government market, the Science Applications International Corporation also employs practices of publicity and promotion through the Internet and digital media. They use HTML Web pages for these purposes, as well as PowerPoint presentations and online video. The rhetoric of the Website of SAIC emphasises their motto “From Science to Solutions.” After a short Flash film about how SAIC scientists and engineers solve “complex technical problems,” the visitor is taken to the home page of the firm that re-emphasises their central message about expertise. The maps, uniforms, and specialised tools and equipment that are depicted in these opening Web pages reinforce an ethos of professional specialisation that is able to respond to multiple threats posed by the “global war on terror.” By 26 June 2006, the incident finally was being described as a “Pentagon Snafu” by ABC News. From the opening of reporter Jake Tapper’s investigative Webcast, established government institutions were put on the spot: “So, how much does the Pentagon know about videogames? Well, when it came to a recent appearance before Congress, apparently not enough.” Indeed, the very language about “experts” that was highlighted in the earlier coverage is repeated by Tapper in mockery, with the significant exception of “independent expert” Ian Bogost of the Georgia Institute of Technology. If the Pentagon and SAIC deride the legitimacy of rhetoric as a cultural practice, Bogost occupies himself with its defence. In his recent book Persuasive Games: The Expressive Power of Videogames, Bogost draws upon the authority of the “2,500 year history of rhetoric” to argue that videogames represent a significant development in that cultural narrative. Given that Bogost and his Watercooler Games Weblog co-editor Gonzalo Frasca were actively involved in the detective work that exposed the depth of professional incompetence involved in the government’s line-up of witnesses, it is appropriate that Bogost is given the final words in the ABC exposé. As Bogost says, “We should be deeply bothered by this. We should really be questioning the kind of advice that Congress is getting.” Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see. References ABC News. “Terrorist Videogame?” Nightline Online. 21 June 2006. 22 June 2006 http://abcnews.go.com/Video/playerIndex?id=2105341>. Bogost, Ian. Persuasive Games: Videogames and Procedural Rhetoric. Cambridge, MA: MIT Press, 2007. Game Politics. “Was Congress Misled by ‘Terrorist’ Game Video? We Talk to Gamer Who Created the Footage.” 11 May 2006. http://gamepolitics.livejournal.com/285129.html#cutid1>. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. julieb. “David Morgan Is a Horrible Writer and Should Be Fired.” Online posting. 5 May 2006. Dvorak Uncensored Cage Match Forums. http://cagematch.dvorak.org/index.php/topic,130.0.html>. Mahmood. “Terrorists Don’t Recruit with Battlefield 2.” GGL Global Gaming. 16 May 2006 http://www.ggl.com/news.php?NewsId=3090>. Morgan, David. “Islamists Using U.S. Video Games in Youth Appeal.” Reuters online news service. 4 May 2006 http://today.reuters.com/news/ArticleNews.aspx?type=topNews &storyID=2006-05-04T215543Z_01_N04305973_RTRUKOC_0_US-SECURITY- VIDEOGAMES.xml&pageNumber=0&imageid=&cap=&sz=13&WTModLoc= NewsArt-C1-ArticlePage2>. Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London/New York: Methuen, 1982. Parker, Trey. Online posting. 7 May 2006. 9 May 2006 http://www.treyparker.com>. Plato. “Gorgias.” Plato: Collected Dialogues. Princeton: Princeton UP, 1961. Shrader, Katherine. “Pentagon Surfing Thousands of Jihad Sites.” Associated Press 4 May 2006. SonicJihad. “SonicJihad: A Day in the Life of a Resistance Fighter.” Online posting. 26 Dec. 2005. Planet Battlefield Forums. 9 May 2006 http://www.forumplanet.com/planetbattlefield/topic.asp?fid=13670&tid=1806909&p=1>. Tapper, Jake, and Audery Taylor. “Terrorist Video Game or Pentagon Snafu?” ABC News Nightline 21 June 2006. 30 June 2006 http://abcnews.go.com/Nightline/Technology/story?id=2105128&page=1>. U.S. Congressional Record. Panel I of the Hearing of the House Select Intelligence Committee, Subject: “Terrorist Use of the Internet for Communications.” Federal News Service. 4 May 2006. Welch, Kathleen E. Electric Rhetoric: Classical Rhetoric, Oralism, and the New Literacy. Cambridge, MA: MIT Press, 1999. Citation reference for this article MLA Style Losh, Elizabeth. "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/08-losh.php>. APA Style Losh, E. (Oct. 2007) "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/08-losh.php>.
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Brennan, Joseph. "Slash Manips: Remixing Popular Media with Gay Pornography". M/C Journal 16, n.º 4 (11 de agosto de 2013). http://dx.doi.org/10.5204/mcj.677.

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A slash manip is a photo remix that montages visual signs from popular media with those from gay pornography, creating a new cultural artefact. Slash (see Russ) is a fannish practice that homoeroticises the bonds between male media characters and personalities—female pairings are categorised separately as ‘femslash’. Slash has been defined almost exclusively as a female practice. While fandom is indeed “women-centred” (Bury 2), such definitions have a tendency to exclude male contributions. Remix has been well acknowledged in discussions on slash, most notably video remix in relation to slash vids (Kreisinger). Non-written slash forms such as slash vids (see Russo) and slash fanart (see Dennis) have received increased attention in recent years. This article continues the tradition of moving beyond fiction by considering the non-written form of slash manips, yet to receive sustained scholarly attention. Speaking as a practitioner—my slash manips can be found here—I perform textual analysis from an aca–fan (academic and fan) position of two Merlin slash manips by male Tumblr artist wandsinhand. My textual analysis is influenced by Barthes’s use of image semiotics, which he applies to the advertising image. Barthes notes that “all images are polysemous”, that underlying their signifiers they imply “a ‘floating chain’ of signifieds, the reader able to choose some and ignore others” (274). That said, the advertising image, he argues, constructs an “undoubtedly intentional […] signification”, making it ideally suited for analysis (270). By supplementing my analysis with excerpts from two interviews I conducted with wandsinhand in February and April 2013 (quoted here with permission), I support my readings with respect to the artist’s stated ‘intentional reading’. I then contextualise these readings with respect to canon (Merlin) representations and gay pornography—via the chosen sexual acts/positions, bukkake and doggystyle, of the pornographic base models, as selected by the artist. This approach allows me to examine the photo remix qualities of slash manips with respect to the artist’s intentions as well as how artistic choices of inclusion function to anchor meaning in the works. I describe these choices as the ‘semiotic significance of selection’. Together the readings and interviews in this article help illustrate the value of this form and the new avenues it opens for slash scholars, such as consideration of photo remix and male production, and the importance of gay pornography to slash. My interviews also reveal, via the artist’s own assessment of the ‘value’ of his practice, a tendency to devalue or overlook the significance of this particular slash form, affirming a real need for further critical engagement with this under-examined practice. Slash Photo Remix: Famous Faces, Porny Bodies Lessig defines remix culture as based on an activity of “rip, mix and burn” (12–5); while Navas describes it as a “practice of cut/copy and paste” (159)—the latter being more applicable to photo remix. Whereas Lessig is concerned primarily with issues of copyright, Navas is interested in remix’s role in aesthetics and the political economy. Within fan studies, slash vids—a form of video remix—has been a topic of considerable academic interest in recent years. Slash manips—a form of photo or image remix—however, has not attracted the same degree of interest. Stasi’s description of slash as “a non-hierarchical, rich layering of genres” points to the usefulness of slash manips as an embodiment of the process of slash; whereby artists combine, blend and mutate graphic layers from popular media with those from gay pornography. Aesthetics and the slash manip process are central concerns of this article’s consideration of slash photo remix. Slash manips, or slash photo montage, use image manipulation software (Adobe Photoshop being the community standard, see wandsinhand’s tutorial) to layer the heads of male fictional characters from stills or promotional images with scenes—static or moving—from gay pornography. Once an artist has selected pornographic ‘base models’ anatomically suited to canon characters, these models are often then repositioned into the canon universe, which in the case of Merlin means a medieval setting. (Works not repositioned and without added details from canon are generally categorised as ‘male celebrity fakes’ rather than ‘slash manips’.) Stedman contends that while many fan studies scholars are interested in remix, “studies commonly focus on examples of remixed objects rather than the compositional strategies used by remix composers themselves” (107). He advocates moving beyond an exclusive consideration of “text-centred approaches” to also consider “practice-” and “composer-centred” approaches. Such approaches offer insight into “the detailed choices composers actually make when composing” (107). He refers to recognition of the skills required by a remix composer as “remix literacy” (108). This article’s consideration of the various choices and skills that go into the composition of slash manips—what I term the ‘semiotic significance of selection’—is explored with respect to wandsinhand’s practice, coupling my reading—informed by my experience as a practitioner—with the interpretations of the artist himself. Jenkins defines slash as “reaction against” constructions of male sexuality in both popular media and pornography (189). By their very nature, slash manips also make clear the oft-overlooked connections between slash and gay pornography, and in turn the contributions of gay male participants, who are well represented by the form. This contrasts with a tendency within scholarship to compare slash with heterosexual female forms, such as the romance genre (Salmon and Symons). Gay pornography plays a visible role in slash manips—and slash vids, which often remix scenes from popular media with gay cinema and pornography. Slash as Romance, Slash as Pornography Early scholarship on slash (see Russ; Lamb and Veith) defines it as a form of erotica or pornography, by and for women; a reductive definition that fails to take into account men’s contribution, yet one that many researchers continue to adopt today. As stated above, there has also been a tendency within scholarship to align the practice with heterosexual female forms such as the romance genre. Such a tendency is by and large due to theorisation of slash as heterosexual female fantasy—and concerned primarily with romance and intimacy rather than sex (see Woledge). Weinstein describes slash as more a “fascination with” than a “representation of” homosexual relationships (615); while MacDonald makes the point that homosexuality is not a major political motivator for slash (28–9). There is no refuting that slash—along with most fannish practice—is female dominated, ethnographic work and fandom surveys reveal that is the case. However there is great need for research into male production of slash, particularly how such practices might challenge reigning definitions and assumptions of the practice. In similar Japanese practices, for example, gay male opposition to girls’ comics (shōjo) depicting love between ‘pretty boys’ (bishōunen) has been well documented (see Hori)—Men’s Love (or bara) is a subgenre of Boys’ Love (or shōnen’ai) predominately created by gay men seeking a greater connection with the lived reality of gay life (Lunsing). Dennis finds male slash fanart producers more committed to muscular representations and depiction of graphic male/male sex when compared with female-identifying artists (14, 16). He also observes that male fanart artists have a tendency of “valuing same-sex desire without a heterosexual default and placing it within the context of realistic gay relationships” (11). I have observed similar differences between male and female-identifying slash manip artists. Female-identifying Nicci Mac, for example, will often add trousers to her donor bodies, recoding them for a more romantic context. By contrast, male-identifying mythagowood is known for digitally enlarging the penises and rectums of his base models, exaggerating his work’s connection to the pornographic and the macabre. Consider, for example, mythagowood’s rationale for digitally enlarging and importing ‘lips’ for Sam’s (Supernatural) rectum in his work Ass-milk: 2012, which marks the third anniversary of the original: Originally I wasn’t going to give Sammy’s cunt any treatment (before I determined the theme) but when assmilk became the theme I had to go find a good set of lips to slap on him and I figured, it’s been three years, his hole is going to be MUCH bigger. (personal correspondence, used with permission) While mythagowood himself cautions against gendered romance/pornography slash arguments—“I find it annoying that people attribute certain specific aspects of my work to something ‘only a man’ would make.” (ibid.)—gay pornography occupies an important place in the lives of gay men as a means for entertainment, community engagement and identity-construction (see McKee). As one of the only cultural representations available to gay men, Fejes argues that gay pornography plays a crucial role in defining gay male desire and identity. This is confirmed by an Internet survey conducted by Duggan and McCreary that finds 98% of gay participants reporting exposure to pornographic material in the 30-day period prior to the survey. Further, the underground nature of gay pornographic film (see Dyer) aligns it with slash as a subcultural practice. I now analyse two Merlin slash manips with respect to the sexual positions of the pornographic base models, illustrating how gay pornography genres and ideologies referenced through these works enforce their intended meaning, as defined by the artist. A sexual act such as bukkake, as wandsinhand astutely notes, acts as a universal sign and “automatically generates a narrative for the image without anything really needing to be detailed”. Barthes argues that such a “relation between thing signified and image signifying in analogical representation” is unlike language, which has a much more ‘arbitrary’ relationship between signifier and signified (272). Bukkake and the Assertion of Masculine Power in Merlin Merlin (2008–12) is a BBC reimagining of the Arthurian legend that focuses on the coming-of-age of Arthur and his close bond with his manservant Merlin, who keeps his magical identity secret until Arthur’s final stand in the iconic Battle of Camlann. The homosexual potential of Merlin and Arthur’s story—and of magic as a metaphor for homosexuality—is something slash fans were quick to recognise. During question time at the first Merlin cast appearance at the London MCM Expo in October 2008—just one month after the show’s pilot first aired—a fan asked Morgan and James, who portray Merlin and Arthur, is Merlin “meant to be a love story between Arthur and Merlin?” James nods in jest. Wandsinhand, who is most active in the Teen Wolf (2011–present) fandom, has produced two Merlin slash manips to date, a 2013 Merlin/Arthur and a 2012 Arthur/Percival, both untitled. The Merlin/Arthur manip (see Figure 1) depicts Merlin bound and on his knees, Arthur ejaculating across his face and on his chest. Merlin is naked while Arthur is partially clothed in chainmail and armour. They are both bruised and dirty, Arthur’s injuries suggesting battle given his overall appearance, while Merlin’s suggesting abuse, given his subordinate position. The setting appears to be the royal stables, where we know Merlin spends much of his time mucking out Arthur’s horses. I am left to wonder if perhaps Merlin did not carry out this duty to Arthur’s satisfaction, and is now being punished for it; or if Arthur has returned from battle in need of sexual gratification and the endorsement of power that comes from debasing his manservant. Figure 1: wandsinhand, Untitled (Merlin/Arthur), 2013, photo montage. Courtesy the artist. Both readings are supported by Arthur’s ‘spent’ expression of disinterest or mild curiosity, while Merlin’s face emotes pain: crying and squinting through the semen obscuring his vision. The artist confirms this reading in our interview: “Arthur is using his pet Merlin to relieve some stress; Merlin of course not being too pleased about the aftermath, but obedient all the same.” The noun ‘pet’ evokes the sexual connotations of Merlin’s role as Arthur’s personal manservant, while also demoting Merlin even further than usual. He is, in Arthur’s eyes, less than human, a sexual plaything to use and abuse at will. The artist’s statement also confirms that Arthur is acting against Merlin’s will. Violence is certainly represented here, the base models having been ‘marked up’ to depict sexualisation of an already physically and emotionally abusive relationship, their relative positioning and the importation of semen heightening the humiliation. Wandsinhand’s work engages characters in sadomasochistic play, with semen and urine frequently employed to degrade and arouse—“peen wolf”, a reference to watersports, is used within his Teen Wolf practice. The two wandsinhand works analysed in this present article come without words, thus lacking a “linguistic message” (Barthes 273–6). However even so, the artist’s statement and Arthur’s stance over “his pet Merlin” mean we are still able to “skim off” (270) the meanings the image contains. The base models, for example, invite comparison with the ‘gay bukkake’ genre of gay pornography—admittedly with a single dominant male rather than a group. Gay bukkake has become a popular niche in North American gay pornography—it originated in Japan as a male–female act in the 1980s. It describes a ritualistic sexual act where a group of dominant men—often identifying as heterosexual—fuck and debase a homosexual, submissive male, commonly bareback (Durkin et al. 600). The aggression on display in this act—much like the homosocial insistency of men who partake in a ‘circle jerk’ (Mosher 318)—enables the participating men to affirm their masculinity and dominance by degrading the gay male, who is there to service (often on his knees) and receive—in any orifice of the group’s choosing—the men’s semen, and often urine as well. The equivalencies I have made here are based on the ‘performance’ of the bukkake fantasy in gay niche hazing and gay-for-pay pornography genres. These genres are fuelled by antigay sentiment, aggression and debasement of effeminate males (see Kendall). I wish here to resist the temptation of labelling the acts described above as deviant. As is a common problem with anti-pornography arguments, to attempt to fix a practice such as bukkake as deviant and abject—by, for example, equating it to rape (Franklin 24)—is to negate a much more complex consideration of distinctions and ambiguities between force and consent; lived and fantasy; where pleasure is, where it is performed and where it is taken. I extend this desire not to label the manip in question, which by exploiting the masculine posturing of Arthur effectively sexualises canon debasement. This began with the pilot when Arthur says: “Tell me Merlin, do you know how to walk on your knees?” Of the imported imagery—semen, bruising, perspiration—the key signifier is Arthur’s armour which, while torn in places, still ensures the encoding of particular signifieds: masculinity, strength and power. Doggystyle and the Subversion of Arthur’s ‘Armoured Self’ Since the romanticism and chivalric tradition of the knight in shining armour (see Huizinga) men as armoured selves have become a stoic symbol of masculine power and the benchmark for aspirational masculinity. For the medieval knight, armour reflects in its shiny surface the mettle of the man enclosed, imparting a state of ‘bodilessness’ by containing any softness beneath its shielded exterior (Burns 140). Wandsinhand’s Arthur/Percival manip (see Figure 2) subverts Arthur and the symbolism of armour with the help of arguably the only man who can: Arthur’s largest knight Percival. While a minor character among the knights, Percival’s physical presence in the series looms large, and has endeared him to slash manip artists, particularly those with only a casual interest in the series, such as wandsinhand: Why Arthur and Percival were specifically chosen had really little to do with the show’s plot, and in point of fact, I don’t really follow Merlin that closely nor am I an avid fan. […] Choosing Arthur/Percival really was just a matter of taste rather than being contextually based on their characterisations in the television show. Figure 2: wandsinhand, Untitled (Arthur/Percival), 2012, photo montage. Courtesy the artist. Concerning motivation, the artist explains: “Sometimes one’s penis decides to pick the tv show Merlin, and specifically Arthur and Percival.” The popularity of Percival among manip artists illustrates the power of physicality as a visual sign, and the valorisation of size and muscle within the gay community (see Sánchez et al.). Having his armour modified to display his muscles, the implication is that Percival does not need armour, for his body is already hard, impenetrable. He is already suited up, simultaneously man and armoured. Wandsinhand uses the physicality of this character to strip Arthur of his symbolic, masculine power. The work depicts Arthur with a dishevelled expression, his armoured chest pressed against the ground, his chainmail hitched up at the back to expose his arse, Percival threading his unsheathed cock inside him, staring expressionless at the ‘viewer’. The artist explains he “was trying to show a shift of power”: I was also hinting at some sign of struggle, which is somewhat evident on Arthur’s face too. […] I think the expressions work in concert to suggest […] a power reversal that leaves Arthur on the bottom, a position he’s not entirely comfortable accepting. There is pleasure to be had in seeing the “cocky” Arthur forcefully penetrated, “cut down to size by a bigger man” (wandsinhand). The two assume the ‘doggystyle’ position, an impersonal sexual position, without eye contact and where the penetrator sets the rhythm and intensity of each thrust. Scholars have argued that the position is degrading to the passive party, who is dehumanised by the act, a ‘dog’ (Dworkin 27); and rapper Snoop ‘Doggy’ Dogg exploits the misogynistic connotations of the position on his record Doggystyle (see Armstrong). Wandsinhand is clear in his intent to depict forceful domination of Arthur. Struggle is signified through the addition of perspiration, a trademark device used by this artist to symbolise struggle. Domination in a sexual act involves the erasure of the wishes of the dominated partner (see Cowan and Dunn). To attune oneself to the pleasures of a sexual partner is to regard them as a subject. To ignore such pleasures is to degrade the other person. The artist’s choice of pairing embraces the physicality of the male/male bond and illustrates a tendency among manip producers to privilege conventional masculine identifiers—such as size and muscle—above symbolic, nonphysical identifiers, such as status and rank. It is worth noting that muscle is more readily available in the pornographic source material used in slash manips—muscularity being a recurrent component of gay pornography (see Duggan and McCreary). In my interview with manip artist simontheduck, he describes the difficulty he had sourcing a base image “that complimented the physicality of the [Merlin] characters. […] The actor that plays Merlin is fairly thin while Arthur is pretty built, it was difficult to find one. I even had to edit Merlin’s body down further in the end.” (personal correspondence, used with permission) As wandsinhand explains, “you’re basically limited by what’s available on the internet, and even then, only what you’re prepared to sift through or screencap yourself”. Wandsinhand’s Arthur/Percival pairing selection works in tandem with other artistic decisions and inclusions—sexual position, setting, expressions, effects (perspiration, lighting)—to ensure the intended reading of the work. Antithetical size and rank positions play out in the penetration/submission act of wandsinhand’s work, in which only the stronger of the two may come out ‘on top’. Percival subverts the symbolic power structures of prince/knight, asserting his physical, sexual dominance over the physically inferior Arthur. That such a construction of Percival is incongruent with the polite, impeded-by-my-size-and-muscle-density Percival of the series speaks to the circumstances of manip production, much of which is on a taste basis, as previously noted. There are of course exceptions to this, the Teen Wolf ‘Sterek’ (Stiles/Derek) pairing being wandsinhand’s, but even in this case, size tends to couple with penetration. Slash manips often privilege physicality of the characters in question—as well as the base models selected—above any particular canon-supported slash reading. (Of course, the ‘queering’ nature of slash practice means at times there is also a desire to see such identifiers subverted, however in this example, raw masculine power prevails.) This final point is in no way representative—my practice, for example, combines manips with ficlets to offer a clearer connection with canon, while LJ’s zdae69 integrates manips, fiction and comics. However, common across slash manip artists driven by taste—and requests—rather than connection with canon—the best known being LJ’s tw-31988, demon48180 and Tumblr’s lwoodsmalestarsfakes, all of whom work across many fandoms—is interest in the ‘aesthetics of canon’, the blue hues of Teen Wolf or the fluorescent greens of Arrow (2012–present), displayed in glossy magazine format using services such as ISSUU. In short, ‘the look’ of the work often takes precedent over canonical implications of any artistic decisions. “Nothing Too Serious”: Slash Manips as Objects Worth Studying It had long been believed that the popular was the transient, that of entertainment rather than enlightenment; that which is manufactured, “an appendage of the machinery”, consumed by the duped masses and a product not of culture but of a ‘culture industry’ (Adorno and Rabinbach 12). Scholars such as Radway, Ang pioneered a shift in scholarly practice, advancing the cultural studies project by challenging elitism and finding meaning in traditionally devalued cultural texts and practices. The most surprising outcome of my interviews with wandsinhand was hearing how he conceived of his practice, and the study of slash: If I knew I could get a PhD by writing a dissertation on Slash, I would probably drop out of my physics papers! […] I don’t really think too highly of faking/manip-making. I mean, it’s not like it’s high art, is it? … or is it? I guess if Duchamp’s toilet can be a masterpiece, then so can anything. But I mainly just do it to pass the time, materialise fantasies, and disperse my fantasies unto others. Nothing too serious. Wandsinhand erects various binaries—academic/fan, important/trivial, science/arts, high art/low art, profession/hobby, reality/fantasy, serious/frivolous—as justification to devalue his own artistic practice. Yet embracing the amateur, personal nature of his practice frees him to “materialise fantasies” that would perhaps not be possible without self-imposed, underground production. This is certainly supported by his body of work, which plays with taboos of the unseen, of bodily fluids and sadomasochism. My intention with this article is not to contravene views such as wandsinhand’s. Rather, it is to promote slash manips as a form of remix culture that encourages new perspectives on how slash has been defined, its connection with male producers and its symbiotic relationship with gay pornography. I have examined the ‘semiotic significance of selection’ that creates meaning in two contrary slash manips; how these works actualise and resist canon dominance, as it relates to the physical and the symbolic. This examination also offers insight into this form’s connection to and negotiation with certain ideologies of gay pornography, such as the valorisation of size and muscle. References Adorno, Theodor W., and Anson G. Rabinbach. “Culture Industry Reconsidered.” New German Critique 6 (1975): 12–19. Ang, Ien. 1985. Watching Dallas. London: Methuen, 1985. Armstrong, Edward G. “Gangsta Misogyny: A Content Analysis of the Portrayals of Violence against Women in Rap Music, 1987–93.” Journal of Criminal Justice and Popular Culture 8.2 (2001): 96–126. Barthes, Roland. “Rhetoric of the Image.” Image, Music, Text. London: HarperCollins, 1977. 269–85. Burns, E. Jane. Courtly Love Undressed: Reading through Clothes in Medieval French Culture. Philadelphia: Univ. of Pennsylvania Press, 2002. Bury, Rhiannon. Cyberspaces of Their Own: Female Fandoms Online. New York: Peter Lang, 2005. Cowan, Gloria, and Kerri F. Dunn. “What Themes in Pornography Lead to Perceptions of the Degradation of Women?” The Journal of Sex Research 31.1 (1994): 11–21. Dennis, Jeffery P. “Drawing Desire: Male Youth and Homoerotic Fan Art.” Journal of LGBT Youth 7.1 (2010): 6–28. Duggan, Scott J., and Donald R. McCreary. “Body Image, Eating Disorders, and the Drive for Muscularity in Gay and Heterosexual Men: The Influence of Media Images.” Journal of Homosexuality 47.3/4 (2004): 45–58. Durkin, Keith, Craig J. Forsyth, and James F. Quinn. “Pathological Internet Communities: A New Direction for Sexual Deviance Research in a Post Modern Era.” Sociological Spectrum 26.6 (2006): 595–606. Dworkin, Andrea. “Against the Male Flood: Censorship, Pornography, and Equality.” Letters from a War Zone. London: Martin Secker and Warburg, 1997. 19–38. Fejes, Fred. “Bent Passions: Heterosexual Masculinity, Pornography, and Gay Male Identity.” Sexuality & Culture 6.3 (2002): 95–113. Franklin, Karen. “Enacting Masculinity: Antigay Violence and Group Rape as Participatory Theater.” Sexuality Research & Social Policy 1.2 (2004): 25–40. Hori, Akiko. “On the Response (or Lack Thereof) of Japanese Fans to Criticism That Yaoi Is Antigay Discrimination.” Transformative Works and Cultures 12 (2013). doi:10.3983/twc.2013.0463. Huizinga, Johan. The Waning of the Middle Ages: A Study of Forms of Life, Thought, and Art in France and the Netherlands in the Dawn of the Renaissance. Trans. F. Hopman. London: Edward Arnold & Co, 1924. Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. London: Routledge, 1992. Kendall, Christopher N. “‘Real Dominant, Real Fun!’: Gay Male Pornography and the Pursuit of Masculinity.” Saskatchewan Law Review 57 (1993): 21–57. Kreisinger, Elisa. “Queer Video Remix and LGBTQ Online Communities.” Transformative Works and Cultures 9 (2012). doi:10.3983/twc.2012.0395. Lamb, Patricia F., and Diane L. Veith. “Romantic Myth, Transcendence, and Star Trek Zines.” Erotic Universe: Sexuality and Fantastic Literature. Ed. D Palumbo. New York: Greenwood, 1986. 235–57. Lessig, Lawrence. The Future of Ideas. New York: Vintage, 2001. Lunsing, Wim. “Yaoi Ronsō: Discussing Depictions of Male Homosexuality in Japanese Girls’ Comics, Gay Comics and Gay Pornography.” Intersections: Gender, History and Culture in the Asian Context 12 (2006). ‹http://intersections.anu.edu.au/issue12/lunsing.html›. MacDonald, Marianne. “Harry Potter and the Fan Fiction Phenom.” The Gay & Lesbian Review 13.1 (2006): 28–30. McKee, Alan. “Australian Gay Porn Videos: The National Identity of Despised Cultural Objects.” International Journal of Cultural Studies 2.2 (1999): 178–98. Morrison, Todd G., Melanie A. Morrison, and Becky A. Bradley. “Correlates of Gay Men’s Self-Reported Exposure to Pornography.” International Journal of Sexual Health 19.2 (2007): 33–43. Mosher, Donald L. “Negative Attitudes Toward Masturbation in Sex Therapy.” Journal of Sex & Marital Therapy 5.4 (1979): 315–33. Navas, Eduardo. “Regressive and Reflexive Mashups in Sampling Culture.” Mashup Cultures. Ed. Stefan Sonvilla-Weiss. New York: Springer, 2010. 157–77. Radway, Janice. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: Univ. of North Carolina Press, 1984. Russ, Joanna. “Pornography by Women for Women, with Love.” Magic Mommas, Trembling Sisters, Puritans, and Perverts: Feminist Essays. Trumansburg: Crossing Press, 1985. 79–99. Russo, Julie Levin. “User-Penetrated Content: Fan Video in the Age of Convergence.” Cinema Journal 48.4 (2009): 125–30. Salmon, Catherine, and Donald Symons. Warrior Lovers: Erotic Fiction, Evolution and Human Sexuality. London: Weidenfeld & Nicolson, 2001. Sánchez, Francisco J., Stefanie T. Greenberg, William Ming Liu, and Eric Vilain. “Reported Effects of Masculine Ideals on Gay Men.” Psychology of Men & Masculinity 10.1 (2009): 73–87. Stasi, Mafalda. “The Toy Soldiers from Leeds: The Slash Palimpsest.” Fan Fiction and Fan Communities in the Age of the Internet. Ed. Karen Hellekson, and Kristina Busse. Jefferson: McFarland, 2006. 115–33. Stedman, Kyle D. “Remix Literacy and Fan Compositions.” Computers and Composition 29.2 (2012): 107–23. Weinstein, Matthew. “Slash Writers and Guinea Pigs as Models for Scientific Multiliteracy.” Educational Philosophy and Theory 38.5 (2006): 607–23. Woledge, Elizabeth. “Intimatopia: Genre Intersections between Slash and the Mainstream.” Fan Fiction and Fan Communities in the Age of the Internet. Ed. Karen Hellekson, and Kristina Busse. Jefferson: McFarland, 2006. 97–114.
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Tesis sobre el tema "Video recordings – Production and direction – Fiction"

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Chu, Xiaoge. "Retrospection and deliberation : the create [i.e. creative] summary of the high definition video works". Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327290.

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This paper reviews the process of video production that was used to create the creative portion of the thesis project. During this process, I experienced creative art theory, creative methods, and new technology applications. For the production of the thesis, I used a high definition digital video camera to illustrate the conflict and fusion between the East and West on the level of cultural mythology. The thesis is comprised of five parts and seven subdivisions:PrefaceStatement of the problemReview of influenceDescription of the artworks, including seven subdivisions:Theme of the projectSelection of creative styleElements of art and cinematographyProject OverviewTransposing the concrete into the abstractExhibit understanding of the language of cinemaCreative application of emerging HDV technologyConclusion and exhibition statement.
Department of Art
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Wells, Diane. "Modelling problems of independent sector media : an analysis of market-production relationships with reference to independent film and video in Canada". Thesis, McGill University, 1987. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=63882.

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Gumaste, Nitin S. "An experiment in portable escapism : storytelling and the iPod". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345339.

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This study examines the possibility of creating original video-based content for the video-enabled iPod that was released in October 2005. Current trends show that existing content created for conventional media like television, cinema and computers are simply being ported over to this new medium. However, when this project began, none of the production studios are concentrating on creating content specifically for this medium, which has its own unique properties like portability, screen size and the ability to easily start and pause content as required. The purpose of this project is to prove that such medium-specific content can be created and made financially viable for the creators. Further, this hypothesis is put to the test by presenting it to a group of Ball State University students and their responses are examined in detail.
Department of Telecommunications
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Joy, Ronald Dean. "Kelli and the misfits". CSUSB ScholarWorks, 1988. https://scholarworks.lib.csusb.edu/etd-project/344.

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Cain, Julia. "Understanding film and video as tools for change : applying participatory video and video advocacy in South Africa". Thesis, Stellenbosch : Stellenbosch University, 2009. http://hdl.handle.net/10019.1/1431.

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Thesis (DPhil (Drama))--Stellenbosch University, 2009.
The purpose of this study is to examine critically the phenomenon of participatory video and to situate within this the participatory video project that was initiated as part of this study in the informal settlement area of Kayamandi, South Africa. The overall objective of the dissertation is to consider the potential of participatory video within current-day South Africa towards enabling marginalised groups to represent themselves and achieve social change. As will be shown, the term ‘participatory video’ has been used broadly and applied to many different types of video products and processes. For the preliminary purposes of this dissertation, participatory video is defined as any video (or film) process dedicated to achieving change through which the subject(s) has been an integral part of the planning and/or production, as well as a primary end-user or target audience. The two key elements that distinguish participatory video are thus (1) understanding video (or film) as a tool for social change; and (2) understanding participation by the subject as integral to the video process. An historical analysis thus considers various filmmaking developments that fed into the emergence of participatory video. These include various film practices that used film as a tool for change -- from soviet agitprop through to the documentary movement of the 1930s, as well as various types of filmmaking in the 1960s that opened up questions of participation. The Fogo process, developed in the late 1960s, marked the start of participatory video and video advocacy and provided guiding principles for the Kayamandi project initiated as part of this dissertation. Practitioners of the Fogo process helped initiate participatory video practice in South Africa when they brought the process to South African anti-apartheid activists in the early 1970s. The Kayamandi Participatory Video Project draws on this background and context in its planned methodology and its implementation. Out of this, various theoretical issues arising from participatory video practice contextualise a reflection and an analysis of the Kayamandi project. Lastly, this study draws conclusions and recommendations on participatory video practice in South Africa.
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Miranda, Fabianna Maria Whonrath 1977. "Audiovisual na sala de aula : estudo de trabalhos de produção de video como instrumento pedagogico no processo de ensino-aprendizagem". [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284679.

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Orientador: Nuno Cesar Pereira de Abreu
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Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes
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Resumo: A presente pesquisa investiga metodologias de produção audiovisual na escola através da análise de cinco vídeos produzidos por alunos do Ensino Médio. A exposição detalhada dos procedimentos utilizados em cada um dos trabalhos, somada à análise e discussão bibliográficas, denota possibilidades interessantes quanto ao papel do recurso audiovisual nos processos de ensino-aprendizagem. Os resultados mostraram que a experiência prática e a constante opção por tais estratégicas de ensino do conteúdo, inseridas no programa regular das disciplinas, promoveram um avanço técnico e estético ao longo dos anos em que os vídeos foram realizados. Brésil, Brazil, a primeira experiência de produção, em 2003, contribuiu sobremaneira para que as produções subseqüentes fossem, a cada ano, aprimoradas até culminar na última das produções (ECC Repórter - um programa televisivo de 40 min de duração), um trabalho denso e longo que contou com a participação de 100% dos alunos no processo de pré-produção, produção e pós-produção. Dentre as várias questões analisadas ao longo do trabalho, destacam-se as seguintes: a diferenças e semelhanças entre os processos de produção; os pontos positivos e negativos de cada trabalho; o registro e análise dos bastidores das produções; os relatos dos processos de produção; análise dos resultados dos projetos. Com esta pesquisa, pretende-se contribuir não apenas com a discussão acerca das experiências de produção de vídeo em sala de aula; mas, também e, sobretudo, alcançar uma perspectiva mais ampla por meio da reflexão acerca das formas de viabilizar, em mais espaços e com mais alunos, o ensino de audiovisual. Neste estudo, o objetivo foi debater a questão da imagem na educação como uma questão metodológica, e, também. epistemológica e cultural, tentando articular relações entre imagem e conhecimento. Procura-se mostrar que sua presença na escola é, sim, viável e, por possuir contornos próprios, é necessário empreender um processo de investigação que extraia do relato e da análise objetiva dos vídeos, habilidades, métodos e estratégias a respeito da relação entre imagens e sons e a educação
Abstract: The presented research investigates methodologies of audiovisual production in schools through the analysis of five videos produced by Hight School students. The detailed exposition of the methods used in each of these videos, besides their analysis and discussion of bibliographical references, brings interesting possibilities regarding the role of audiovisual resources in the teach-learn process. The results show, also, that the practical experience and the constant option for these teaching strategies, inserted in the regular content program of the matters, inducted a technical and esthetical development through the years the methodology was used. Brésil, Brazil, the first production experience in 2003, contributed in a very important way to improve the sequent productions, year by year, until reaching the last production (ECCReporter - a TV show 40min long), a long and intense work that counted with 100% of the students in the pre-production, production and post production. Among innumerous questions analyzed throughout this research, the following could be highlighted: the positive and negative aspects of each work; the registration and analysis of the productions' backstage; the audiovisual language and the written language; the production processes reports; the analysis of the projects' results. Through this research, it's intended not only the contribution around the video production experiences in classrooms; but also, and beyond all, to achieve a broader perspective through the reflection on the suggested methodologies as a way to make viable, in more spaces and with more students, the audiovisual teaching process. In this study, the objective was to raise the image issue in education not only as a methodological matter, but also as a knowledge and cultural matter, trying to articulate the relations between image and knowledge. It's intended to show that its presence in school is viable and for its specific contours, it's necessary to create an investigation process that extracts from a report and from an objective analysis of the videos, skills, methods and categories concerning the image and sounds languages' relationship with education
Mestrado
Mestre em Multimeios
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7

Pando, Rosimeire Aparecida [UNESP]. "As contribuições do audiovisual para a formação de jovens produtores: a construção de conteúdos por meio de dispositivos móveis". Universidade Estadual Paulista (UNESP), 2012. http://hdl.handle.net/11449/89549.

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Apresenta-se a possibilidade de criação de núcleos de produção audiovisual com conteúdos informativos que correlacionem, entre outros, arte, meio ambiente e tecnologia. Nesse contexto, a televisão digital e a internet surgem como suporte na cadeia produtiva de conteúdos realizados a partir de dispositivos móveis. Tal realidade conta com o incentivo, dentre outros, do Centro Nacional de Excelência em Produção de Conteúdos Digitais Interativos e Interoperáveis, coordenado pelo Ministério de Ciência e Tecnologia (MCT). As tecnologias de informação e comunicação (TICs) podem reestabelecer às produções midiáticas a vocação de fonte cultural formadora na vida dos indivíduos, principalmente jovens. Neste sentido, os meios de comunicação interativos prometem reduzir as fronteiras da desigualdade de acesso, fortalecendo a democratização de informações, o compartilhamento de saberes e práticas cidadãs
This paper presents the possibility of creating audiovisual production cores with informative and educative contents which correlate art, environment and technology, among others. In this context, digital television and internet appear as support to the production chain of contents generated from mobile internet devices. Such reality is encouraged, among others, by the Centro Nacional de Excelência em Produção de Conteúdos Digitais interativos e interoperáveis, coordinated by the Ministério de Ciência e Tecnologia (MCT). The information and communication technologies (ICT) can re-establish to the media productions the vocation of cultural source in one's life, especially the young. So, interactive communication means promise to reduce the bordes of access inequality, building up information democratization, knowledge sharing and civic practices
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Santos, Júlio César dos. "Fazendo vídeos no Colégio Ottília: tecnologia e arte como ação coletiva". Universidade Tecnológica Federal do Paraná, 2008. http://repositorio.utfpr.edu.br/jspui/handle/1/173.

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Esta pesquisa trata da prática de fazer vídeos no Colégio Estadual Professora Ottília Homero da Silva, cidade de Pinhais, região metropolitana de Curitiba; diferenciando o que se pode perceber a partir da comparação entre dois gêneros distinguidos como: um vídeo-ficção experimental e outro, um vídeo-documentário institucional. Aborda a produção de vídeos no âmbito de uma escola pública, partindo da concepção da pesquisa como prática social tendo como aporte teórico os estudos da cultura, da arte e da tecnologia como ação coletiva, com ênfase nos processos de ensino-aprendizagem. Nesta pesquisa o estudo se concentra na prática de fazer vídeos por um grupo de alunos de uma escola pública, com o objetivo de encontrar algumas evidências das implicações geradas por tal prática como construção simbólica e ruptura de determinadas situações impostas pelo cotidiano compreendendo-a como um ato cultural complexo e transformador. Por que essas pessoas fazem vídeos? Como se dá esta prática nestas circunstâncias? Como se dá este processo de construção cultural simbólica? Entre as evidências encontradas figuram a busca pela inserção social, e a ampliação da reflexão crítica, quando as pessoas envolvidas na prática passaram a questionar suas posições na construção de suas identidades, reflexo e refração do contexto em que estão imersas.
This research deals with the practice of making videos at the Colégio Estadual Professora Ottília Homero da Silva, in Pinhais city, in the metropolitan region of Curitiba, differentiating what you can see from the comparison between two different genres: one, a experimental video-fiction, another, a institutional video-documentary. It addresses the production of videos at a public school, based on studies of culture and art and technology as a collective action, with emphasis on the teaching-learning processes. This research study focuses on the practice of making videos by a group of students at a public school, with the goal of finding some evidence of the implications generated by such practice as a symbolic construction and disruption of daily life imposed by certain situations, as a complex act cultural and process. Why do these people make videos over there? How this practice occurs in theses circumstances? How we give this process of building cultural symbolic? The evidence founded included the search for social integration, and extension of critical reflection, when people involved in the practice began to question their positions in the construction of their identities.
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Pando, Rosimeire Aparecida. "As contribuições do audiovisual para a formação de jovens produtores : a construção de conteúdos por meio de dispositivos móveis /". Bauru : [s.n.], 2012. http://hdl.handle.net/11449/89549.

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Orientador: João Baptista de Mattos Winck Filho
Banca: Sânderson Reginaldo de Mello
Banca: Regina Célia Baptista Belluzzo
O Programa de Pós Graduação em Televisão Digital: informação e conhecimento capacita profissionais para atuarem em televisão digital nas três áreas: comunicação, educação e tecnologia
Resumo: Apresenta-se a possibilidade de criação de núcleos de produção audiovisual com conteúdos informativos que correlacionem, entre outros, arte, meio ambiente e tecnologia. Nesse contexto, a televisão digital e a internet surgem como suporte na cadeia produtiva de conteúdos realizados a partir de dispositivos móveis. Tal realidade conta com o incentivo, dentre outros, do Centro Nacional de Excelência em Produção de Conteúdos Digitais Interativos e Interoperáveis, coordenado pelo Ministério de Ciência e Tecnologia (MCT). As tecnologias de informação e comunicação (TICs) podem reestabelecer às produções midiáticas a vocação de fonte cultural formadora na vida dos indivíduos, principalmente jovens. Neste sentido, os meios de comunicação interativos prometem reduzir as fronteiras da desigualdade de acesso, fortalecendo a democratização de informações, o compartilhamento de saberes e práticas cidadãs
Abstract: This paper presents the possibility of creating audiovisual production cores with informative and educative contents which correlate art, environment and technology, among others. In this context, digital television and internet appear as support to the production chain of contents generated from mobile internet devices. Such reality is encouraged, among others, by the Centro Nacional de Excelência em Produção de Conteúdos Digitais interativos e interoperáveis, coordinated by the Ministério de Ciência e Tecnologia (MCT). The information and communication technologies (ICT) can re-establish to the media productions the vocation of cultural source in one's life, especially the young. So, interactive communication means promise to reduce the bordes of access inequality, building up information democratization, knowledge sharing and civic practices
Mestre
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Yoshimoto, Graziele Maria Freire. "O processo de produção de vídeos na construção de conceitos sociológicos na sala de aula a partir do protagonismo juvenil". Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2244.

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Acompanha: O processo de produção de vídeos na construção de conceitos sociológicos na sala de aula a partir do protagonismo juvenil
Esta investigação tem por objetivo desenvolver um produto educacional tecnológico que possa contribuir no desenvolvimento de conceitos próprios da Sociologia, por meio da produção de vídeos em sala de aula e da promoção do protagonismo juvenil. Para tanto, partiu-se da pesquisa qualitativa que procurou promover a participação dos jovens aprendizes na produção de vídeos em sala de aula. Esses jovens, em colaboração com a professora investigadora, produziram vídeos de diferentes temas relacionados ao eixo Direitos Humanos. Para isso, foram consolidadas práticas pedagógicas relacionadas a didática Histórico-crítica de João Luiz Gasparin (2012). Nesse contexto, as propostas específicas do Ensino de Sociologia foram orientadoras para que os alunos aprendizes construíssem novas relações com os saberes, algo previsto na Educação em Direitos Humanos (EDH). Serviram como fundamentação teórica as concepções de Borba (1999), Rizinni (1999) e Oliveira & Oliveira (1999) quanto a pesquisa participante, Silva (2009a; 2009b), Moraes (2010), Paraná (2008) e Brasil (2006) a respeito do Ensino de Sociologia, Moran (2000), Borba (1999), Costa (2005) e Rojo (2012) para retratar a importância das TIC nos espaços escolares. Espera-se com essa dissertação, oferecer uma contribuição para novos estudos a respeito do Ensino de Sociologia e do protagonismo juvenil na construção de novos conceitos e conhecimentos sobre a vida em sociedade.
This investigation aims at developing a technological educational product that can contribute to the development of own concepts of sociology, through the production of videos in the classroom and the promotion of juvenile protagonism. Therefore, we started with the qualitative research which sought to promote the participation of young apprentices in the production of videos in the classroom. These young people, in collaboration with the researcher teacher, produced videos of different topics related to the axis Human Rights. For this, were consolidated pedagogical practices related to History-Critical didactic of João Luiz Gasparin (2012). In this context, the specific proposals of the Sociology Teaching were guiding in order that apprentices students build new relationships with knowledge, something provided in Human Rights Education (HRE). Served as theoretical basis the concepts of Borba (1999), Rizinni (1999) and Oliveira & Oliveira (1999) about the participatory research, Silva (2009a; 2009b), Moraes (2010), Parana (2008) and Brazil (2006) concerning the Sociology teaching, Moran (2000), Borba (1999), Costa (2005) and Rojo (2012) to portray the importance of ICT in school spaces. It is hoped with this dissertation, offer a contribution to further studies on the Sociology Teaching and youth protagonism in the construction of new concepts and knowledge about life in society.
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Libros sobre el tema "Video recordings – Production and direction – Fiction"

1

Scene one, take two. New York: Aladdin Paperbacks, 1995.

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ill, Ito Noizi, ed. The sigh of Haruhi Suzumiya. New York: Little, Brown and Co., 2009.

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3

Wax, Wendy. A time to climb. New York: Simon Spotlight/Nickelodeon, 2004.

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4

Milgrim, David. Amelia makes a movie. New York: G.P. Putnam's Sons, 2008.

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5

Sophie loses the lead. Grand Rapids, Mich: Zonderkidz, 2006.

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Sophie's drama. Grand Rapids, Mich: Zonderkidz, 2009.

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7

Play Me. New York: HarperCollins, 2009.

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Play me. New York, NY: HarperTeen, 2008.

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Stine, R. L. Night of the creepy things: Rotten School #14. New York: HarperCollinsPublishers, 2007.

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Farrant, Natasha. Following Flora. New York, New York: Dial Books for Young Readers, an imprint of Penguin Group (USA) Inc., 2014.

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