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1

Ghani, Dahlan Abdul. "Visualization Elements of Shadow Play Technique Movement and Study of Computer Graphic Imagery (CGI) In Wayang Kulit Kelantan". International Journal of Art, Culture and Design Technologies 1, n. 1 (gennaio 2011): 50–57. http://dx.doi.org/10.4018/ijacdt.2011010105.

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In the attempt to preserve and safeguard the unique heritage of Wayang Kulit (Shadow Play), UNESCO has designated it as a Masterpiece of Oral and Intangible Heritage of Humanity on 7th November 2003. Wayang Kulit Kelantan in Malaysia is threatened with imminent extinction. This paper reviews the critical situation of Wayang Kulit Kelantan in Malaysia. The visualization and movement of Wayang Kulit Kelantan is described in four major aspects, which are the puppets, shadows, screen for shadow projection (Kelir), and its light source. It also reviews the comparison methods and techniques between Wayang Kulit Kelantan traditional shadow play and Computer Graphics Imagery (CGI) used as a prototype design in Wayang Kulit Kelantan.
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Abdul Manaf, Ahmad Azaini, Siti Nor Fatihah Ismail e Mohd Rosli Arshad. "PERCEIVED VISUAL CGI FAMILIARITY TOWARDS UNCANNY VALLEY THEORY IN FILM". International Journal of Applied and Creative Arts 2, n. 1 (30 giugno 2019): 7–16. http://dx.doi.org/10.33736/ijaca.1575.2019.

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In the enhancement of the advanced technology, the uncanny valley is becoming a high-stakes concern of the entertainment industry to produce good films and animations (Chaminade et al., 2007). Therefore, this study aims to analyse participants’ familiarity towards the usage of digital characters as actors. Then, this article is to convey on how the uncanny valley factors affect audience’s attention in watching films with computer graphic imagery (CGI) elements in films. The researcher has selected visual stimuli that are divided into (4 x 4 factorial design) with 2 subjects of realistic and accurate human characters, meanwhile the second stimuli, researcher selected 2 subjects with minimum characteristic of human likeness. The surveys conducted are self-administered manner with combination of videos and images, distributed online via email and social network. This research concludes, the more familiarity and expectations of the audiences, the higher discomfort feeling when looking to a CGI made character. This illustrates that the longer a duration of CG actors in action, the higher significant weaknesses and substantial of superficial visuals. Therefore, this research is beneficial to assists artists and digital creative directors in digital actor’s creation, and guidance for developing more realistic actors in future projects.
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Riyanto, Slamet, Dany Setiawan e Aviv Rivaldi. "Media Video Feature Penunjang Promosi Pariwisata Kabupaten Pati – Jawa Tengah". CICES 3, n. 2 (31 agosto 2017): 170–81. http://dx.doi.org/10.33050/cices.v3i2.442.

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The tourism sector of the economy section of some of the country's potential and the preoritas development of komudite expected to State financial input, especially for developing countries like Indonesia. Especially in the area of Pati, which has a wide area with potential for cultivation, some of the results varied historical heritage, culture and community kehiduapan a unique and natural beauty that can serve as the local tourist attraction and abroad. Lately the multimedia world is already very familiar ditelinga public. The importance of multimedia delivery of information in the spur of the berkreatifitas designer to create forms of media information more communicative and more efficient that can be attractive to people. Similarly the Tourism District of Central Java province in Starch promotes the garrison prosecuted can be showing something interesting about potential-potential of the area through a form of media can indulge the senses of vision and hearing senses. One of them is with the media featured the cast in a video as a Messenger of information short but very interesting for people to see it. Because of the uniqueness of the dimensions, so that it can be accepted as one of the audio visual media are the most popular. In addition to this, there is a wide range of visual effects computer graphics technique called Computer Generated Imagery (CGI). CGI to process photography, animation is rooted in the world of image and video editing as well as a mix of photography, animation and video editing became an attractive display. Expected with the media featured this Tourism Pati can display an effective promotion and attractive to the wider community to visit attractions that exist in Pati.
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Herman, I., T. Tolnay-Knefely, J. Reviczky e F. L. Westhoff. "Three-dimensional graphic standards and CGI". Computers & Graphics 12, n. 2 (gennaio 1988): 149–54. http://dx.doi.org/10.1016/0097-8493(88)90025-8.

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Immaniar, Dewi, Lusyani Sunarya e Muhammad Alfian. "Penerapan Teknologi Computer Generated Imagery Pada Visual Effect Film". CICES 1, n. 1 (28 agosto 2015): 10–22. http://dx.doi.org/10.33050/cices.v1i1.119.

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In modern times such as this, the world of entertainment, especially in the film really enjoy doing.Various types of films emerging and very interesting to watch. In the modern era oftelecommunications today, technology is very influential. Mainly in the manufacture of variousfilms. Start of animas to fiction films. At that moment the application of multimedia technology ofcomputer generated imagery is needed, to make a movie that the film will be alive and visible. Inthe filming of Transformers lot of computer generated imagery using this technology, because ofthe effects of a car that turns into a robot is not possible using the manual method such as dressingsets per set of movie. Therefore Computer Generated Imagery is used this technology. In theatmosphere of the original, just needed the room with the green screen background and then willbe processed into a computer and software specifications are quite high. Starting from the effectsof flying to the moon, meteor fall, the transformation changes the shape and use CGI effects,because otherwise the result would not be perfect. Thus the CGI technology is not only used in theTransformers movie pebuatan alone, but also on the making of the film to make it look morestunning and cool.
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Jeong, DooWon, Hyunji Chung, Ilyoung Hong e Sangjin Lee. "New feature and SVM based advanced classification of Computer Graphics and Photographic Images". Journal of the Korea Institute of Information Security and Cryptology 24, n. 2 (30 aprile 2014): 311–18. http://dx.doi.org/10.13089/jkiisc.2014.24.2.311.

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7

Ardiyansah, Ardiyansah, Ardiyan Ardiyan e Satrya Mahardhika. "Lingkungan dan Pemukiman Zaman Kerajaan Majapahit dalam CGI (Computer Generated Imagery)". Humaniora 1, n. 2 (31 ottobre 2010): 728. http://dx.doi.org/10.21512/humaniora.v1i2.2914.

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Majapahit is believed to be a great civilization that once have been victorious in our archipelago. Although much is known about the Majapahit, but it turns out more obscure facts have not been revealed and need to be explored in more depth. One is how the people of Majapahit live their life, how they built the civilization by building houses and how they manage their social environment. Using CGI (Computer Generated Imagery) Technology a "replica" Majapahit life can be built by combining the findings of archaeological and engineering-based digital animation 3d.
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8

Dromm, Keith. "CGI and Affective Responses to Narrative Films". Film and Philosophy 24 (2020): 156–74. http://dx.doi.org/10.5840/filmphil20202410.

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Computer-generated imagery (CGI) has transformed filmmaking. It has made it possible to film scenes that could not even be conceptualized without such technology. It has also made it easier to film many other types of scenes by relieving filmmakers of the need to reproduce entirely narrative elements at the profilmic level. For example, instead of performing dangerous stunts or creating expensive sets, filmmakers can create these elements digitally. This paper details how this advantage of CGI deprives filmmakers of a technique for enhancing audiences’ affective responses. When elements are duplicated at the profilmic and narrative levels, the overall affective response can be enhanced by eliciting the same affective responses to both levels. I label this phenomenon affect doubling. The dominance of CGI threatens to render this technique obsolete.
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Saunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire". Convergence: The International Journal of Research into New Media Technologies 25, n. 2 (6 marzo 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.

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This article is one of the first to consider the digital phenomenon of computer-generated imagery (CGI) pornography, a highly significant site of convergence that combines the technologies, cultures and aesthetics of digital animation, video games and pornographic film. As much of this controversial new content is produced through the hacking of licensed video game franchises, CGI pornography typifies the democratic possibilities of the digital economy. However, this bizarre digital subculture exemplifies too the tension between ludic and labour-intensive digital practises: its production is embedded simultaneously in the anti-productive play of gaming, hacking and pornography, and in the intensive, neo-liberal labour practises associated with free labour and the video game industry. This article explores CGI porn as a specific site of convergence that fundamentally alters the aesthetics and function of digital pornography and relatedly the libidinal subject that is interpolated in this crucial aspect of digital culture. The filmic genre of pornography has a long tradition of producing affective engagement through vicarious access to the material body; its evocations of veracious materiality and presence are only amplified in a digital culture of virtuality and dematerialization. This article analyses how the technological construction of CGI porn is foregrounded in its images and films, highlighting the codes and patterns of the genre and blending them with a stark revelation of the restrictions and capabilities of CGI technology. The article explores how multiple instances of hypermediacy and hypersignification in CGI porn expose and affectively engage with the fact of convergence itself: that is, revealing technological capacities and limitations of digital animation and eroticizing its interpenetration with the films’ diegeses, aesthetics and representations of movement become the central function of this new cultural output. The libidinal focus of this type of digital pornography fundamentally shifts, then, away from the human body and the attempt to gain vicarious imagistic access to it through digital technologies. Instead, the labour of the animator, and the coding and characters they borrow from video game designs, become the libidinal focus of computer-generated pornography. As this new digital phenomenon uncovers and eroticizes the workings of CGI, so it dismantles the veracity and materiality promised by ‘real body’ digital pornography: CGI porn’s stark foregrounding of its technological constructedness clarifies the artificiality of its ‘real body’ counterpart. This article posits, then, an important new site of convergence. Pornography is a central node in the culture, politics and economics of digital technology, and the ways in which its convergence with CGI practises and video game culture has produced not just an entirely new digital phenomenon, but has fundamentally altered digital pornography's conception of the desirous subject and the material body, are crucial.
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McGhee, John, e Nigel Johnson. "Alternative Ways of Seeing the Inner Body: an Arts-Led Approach to Visualising MRI Scan Data". Leonardo 47, n. 1 (febbraio 2014): 90–91. http://dx.doi.org/10.1162/leon_a_00716.

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As artists working with clinical radiological data how might we identify and develop new models of working within the context of disease communication? Historically, we can identify various models of mediating human inner body spaces. This practice-led research explores how a blended model of 3-D CGI image creation can result in imagery that moves beyond the didactic.
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Parkes, S. M., I. Martin, M. N. Dunstan, N. Rowell, O. Dubois-Matra e T. Voirin. "A virtual test environment for validating spacecraft optical navigation". Aeronautical Journal 117, n. 1197 (novembre 2013): 1075–101. http://dx.doi.org/10.1017/s000192400000871x.

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Abstract The use of machine vision to guide robotic spacecraft is being considered for a wide range of missions, such as planetary approach and landing, asteroid and small body sampling operations and in-orbit rendezvous and docking. Numerical simulation plays an essential role in the development and testing of such systems, which in the context of vision-guidance means that realistic sequences of navigation images are required, together with knowledge of the ground-truth camera motion. Computer generated imagery (CGI) offers a variety of benefits over real images, such as availability, cost, flexibility and knowledge of the ground truth camera motion to high precision. However, standard CGI methods developed for terrestrial applications lack the realism, fidelity and performance required for engineering simulations. In this paper, we present the results of our ongoing work to develop a suitable CGI-based test environment for spacecraft vision guidance systems. We focus on the various issues involved with image simulation, including the selection of standard CGI techniques and the adaptations required for use in space applications. We also describe our approach to integration with high-fidelity end-to-end mission simulators, and summarise a variety of European Space Agency research and development projects that used our test environment.
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Kozbelt, Aaron. "Psychological Implications of the History of Realistic Depiction: Ancient Greece, Renaissance Italy and CGI". Leonardo 39, n. 2 (aprile 2006): 139–44. http://dx.doi.org/10.1162/leon.2006.39.2.139.

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Art historian Ernst Gombrich argued that learning to create convincing realistic depictions is a difficult, incremental process requiring the invention of numerous specific techniques to solve its many problems. Gombrich's argument is elaborated here in a historical review of the evolution of realistic depiction in ancient Greek vase painting, Italian Renaissance painting and contemporary computer-generated imagery (CGI) in video games. The order in which many problems of realism were solved in the three trajectories is strikingly similar, suggesting a common psychological explanation.
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Bégin, Richard. "Digital Traumascape". Space and Culture 17, n. 4 (19 agosto 2014): 379–87. http://dx.doi.org/10.1177/1206331214543868.

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Ever since its much noticed use in the 1973 film Westworld (Michael Crichton, USA, 1973) CGI (computer-generated imagery) has been continuously altering cinematic perception of reality. One of the major changes concerns the production of space. Though CGI is regularly employed to create fantasy worlds or utopian landscapes, it is worth noting that more and more filmmakers are turning to it in order to produce contemporary landscapes of devastation brought about by an atomic, military, or environmental catastrophe. Films such as Wall e (Andrew Stanton, USA, 2008) or 9 (Shane Acker, USA, 2009) are symptomatic in this respect of the aesthetic importance filmmakers now attach to the use of CGI for the representation of devastation. This phenomenon, which can be described here as a “new aesthetic of disaster,” leads us to examine the concept of “Traumascape” in connection with current digital culture, and more particularly in relation to the cinematic “virtualization” of spatial reality. In our view, this “virtualization” allows for a visual “exponentiation” of said reality, thus making it ascend to the power of the “Traumatic Real” in which originates the enigmatic sublimeness of space. Generally speaking, our article intends to analyse the production of digital traumatic space in cinema and to demonstrate its novel relationship with the sublime.
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Chung, Kue-Hyung, e Jean-Hun Chung. "A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting)". Journal of Digital Convergence 12, n. 7 (28 luglio 2014): 371–78. http://dx.doi.org/10.14400/jdc.2014.12.7.371.

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Dimitriadis, Giorgos. "POSTCARD FROM ISTANBUL: DIGITAL RECONSTRUCTION OF THE CITY AS MEMORY IN TASOS BOULMETIS’S POLÍTIKI KOUZÍNA / A TOUCH OF SPICE / BAHARATIN TADI". Digital Age in Semiotics & Communication 1, n. 1 (28 novembre 2018): 65–77. http://dx.doi.org/10.33919/dasc.18.1.5.

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Reconstructing space with the use of computer generated imagery (CGI) is commonly used in moviemaking to enhance the depicted pro-filmic reality, creating virtual spaces in which layers of the narrative that are more difficult to represent via realistic mise-en-scene, such as emotional conditions, can become visually explicit. In the 2003 film Politiki Kouzina / A Touch of Spice / Baharatin Tadi, the Istanbul-born Greek filmmaker Tasos Boulmetis digitally combines heterogeneous elements to reconstruct a virtual experience of his own sense and memory of Istanbul: the urban landscape in the film is a hybrid of on-location scenes of the modern city, CGI and enhanced coloring, digitally fused into a mural of historical and personal memories. By deliberately conveying a strong emotional tone to the audience, the film equates the notion of place with the experience one has of it: as the memory of mid-Twentieth century Istanbul is digitally recomposed, the city dissolves under the pressure of its emotionally charged reflection, and the general concept of “location” is redefined through individual perception. Digital technology is used not simply to bring to life a past urban setting, but becomes a tool for affect, thus revealing invisible layers of the filmic narrative.
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DAVID, AMOS ABAYOMI, ODILE THIERY e MARION CREHANGE. "AN INTELLIGENT IMAGE-BASED COMPUTER-AIDED EDUCATION SYSTEM: THE PROTOTYPE BIRDS". International Journal of Pattern Recognition and Artificial Intelligence 04, n. 03 (settembre 1990): 305–14. http://dx.doi.org/10.1142/s0218001490000198.

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The authors have studied how to integrate concepts from other fields such as psychology and imagery into Computer-Aided Education (CAE) using Artificial Intelligence (AI). It is believed that images (graphic or real) may play an important role in learning. However, if images are not to be used only for illustration, it is necessary to employ concepts like those of AI. In this paper, the application of AI concepts in an image-based CAE system is developed and the prototype BIRDS is briefly presented. The concepts presented here include the pedagogical and psychological aspects of learning, and the importance of images in learning, both as pedagogical objects, and as means for obtaining psychological information about a learner. A student model, defined by the authors, is developed, and its components, construction and use are explained.
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Helmreich, Stefan. "Massive movie waves and the anthropic ocean". Social Science Information 57, n. 3 (4 luglio 2018): 494–521. http://dx.doi.org/10.1177/0539018418783073.

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This article examines representations of ocean waves in disaster and science fiction movies, reading these for what they can indicate about shifting ideological accounts of human–ocean relations. I track the technical conjuring of such on-screen waves – made using everything from scale model wave tanks to computer-generated imagery (CGI) – and explicate how these enable waves’ narrative purposes and effects. I argue that towering waves in film have operated as emblems of (a) the elemental power of cosmic, inhuman, arbitrary forces, (b) the return of the social-environmental repressed, and (c) the power and limits of cinematic media themselves. The most recent fantastical waves, rendered digitally, I suggest, now generate reflexive usages that underwrite either optimistic aesthetics of a nature crafted in partnership with humanity or ironic pessimism about human enterprise in the face of looming ecological disaster.
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Chung, Kue-Hyung. "A Study on Revaluation of copy theory in Representational Gaps Extinction of CGI". Cartoon and Animation Studies 29 (31 dicembre 2012): 103–28. http://dx.doi.org/10.7230/koscas.2012.29.103.

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Sobande, Francesca. "Spectacularized and Branded Digital (Re)presentations of Black People and Blackness". Television & New Media 22, n. 2 (22 gennaio 2021): 131–46. http://dx.doi.org/10.1177/1527476420983745.

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Digital racism and the online experiences of Black people have been foregrounded in vital contemporary research, particularly Black scholarship and critical race and digital studies. As digital developments occur rapidly there is a need for work which theorizes recent expressions of digital anti-Blackness, including since increased marketing industry interest in the Black Lives Matter (BLM) movement in 2020. This paper explores digital racism related to online (re)presentations of Black people and associated racist marketplace logics, digital practices, and (re)mediations of Blackness in the service of brands. Focusing on computer-generated imagery (CGI) racialized online influencers, the spectacularization of Black pain and lives, digital marketing approaches, and digital Blackface, this work contextualizes anti-Black digital racism by reflecting on its connection to centuries of white supremacy and often under-investigated racial capitalism. Overall, this work examines the shape-shifting nature of anti-Black digital racism and commercial components of it which are impacted by intersecting oppressions.
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Ehrlich, Nea. "The Animated Document: Animation’s Dual Indexicality in Mixed Realities". Animation 15, n. 3 (novembre 2020): 260–75. http://dx.doi.org/10.1177/1746847720974971.

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Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instead, animation in virtual culture acts as real-time visualization of computer-mediated actions, their capture and documentation. Now that animation includes both captured and generated imagery, not only do its definitions change but its link to the realities depicted and the documentary value of animated representations requires rethinking. This article begins with definitions of animation and their relation to the perception of animation’s validity as documentary imagery; thereafter it examines indexicality and the strength of indexical visualizations, introducing a continuum of strong and weak indices to theorize the hybrid and complex forms of indexicality in animation, ranging from graphic user interfaces (GUI) to data visualization. The article concludes by examining four indexical connections in relation to physical and virtual reality, offering a theoretical framework with which to conceptualize animation’s indexing abilities in today’s mixed realities.
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Longcamp, Marieke, Céline Boucard, Jean-Claude Gilhodes, Jean-Luc Anton, Muriel Roth, Bruno Nazarian e Jean-Luc Velay. "Learning through Hand- or Typewriting Influences Visual Recognition of New Graphic Shapes: Behavioral and Functional Imaging Evidence". Journal of Cognitive Neuroscience 20, n. 5 (maggio 2008): 802–15. http://dx.doi.org/10.1162/jocn.2008.20504.

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Fast and accurate visual recognition of single characters is crucial for efficient reading. We explored the possible contribution of writing memory to character recognition processes. We evaluated the ability of adults to discriminate new characters from their mirror images after being taught how to produce the characters either by traditional pen-and-paper writing or with a computer keyboard. After training, we found stronger and longer lasting (several weeks) facilitation in recognizing the orientation of characters that had been written by hand compared to those typed. Functional magnetic resonance imaging recordings indicated that the response mode during learning is associated with distinct pathways during recognition of graphic shapes. Greater activity related to handwriting learning and normal letter identification was observed in several brain regions known to be involved in the execution, imagery, and observation of actions, in particular, the left Broca's area and bilateral inferior parietal lobules. Taken together, these results provide strong arguments in favor of the view that the specific movements memorized when learning how to write participate in the visual recognition of graphic shapes and letters.
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Richards, Clive James. "Drawing out information - lines of communication in technical illustration". Information Design Journal 14, n. 2 (7 luglio 2006): 93–107. http://dx.doi.org/10.1075/idj.14.2.01ric.

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The main graphical modes of information presentation, used in technical illustrations to show hidden detail, are identified and some historical precedents for them in the work of Leonardo Da Vinci are reviewed. Research into one particular aspect of graphic representation used in technical illustrations is reported. This concerns the deployment in hand-drawn images of different line thicknesses and their contribution to enhancing the interpretation of what is depicted. Whilst the use of varying line thicknesses has been formally incorporated into some documentation standards, it is not always observed in relevant domains. The case for and the process of replicating this line thickness code in computer-generated imagery, for use in multimedia technical documentation, are introduced.
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Batra, Sanjay, Ram R. Bishu, Brian J. Donohue e Sanjay Batra. "The Potential of Computerized Interactive Training in Manufacturing". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, n. 20 (ottobre 1995): 1294–98. http://dx.doi.org/10.1177/154193129503902012.

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Advances in manufacturing technology has fundamentally changed the skill and knowledge requirements of machine operators. Our paper explores the potential training applications of computer-based multimedia or hypermedia environments in advanced manufacturing. We developed a prototype interactive training program for electrodischarge machining (EDM). The EDM Trainer relies heavily on graphic imagery and is based on a graphical direct manipulation design model. Ten highly skilled machinists/tool makers were recruited to evaluate the program. Participants received conceptual questions before and after training. We tracked user interactions with the program and finally, we had them answer a questionnaire. The results indicated that the trainer was effective in helping operators gain explicit conceptual knowledge. Operators were able to use the trainer right away and they took advantage of a variety of navigation links to freely explore the program.
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Pryshchenko, Svitlana, Yevgen Antonovych e Andryi Petrushevskyi. "A visualization of the energy-saving problems". E3S Web of Conferences 250 (2021): 07005. http://dx.doi.org/10.1051/e3sconf/202125007005.

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This paper focuses on the visualization of eco problems and the latest green technologies, including energy-saving. Today, there are four color-graphic means in advertising: photography, graphics (drawing or computer graphics), font compositions, and often a combination of these. Our study considers the imagery and stylistics of eco poster as a type of public advertising, and ascertains that in the subject of energy-saving a light bulb as the visual stereotype prevails. The paper indicates the importance of system design thinking, the use of creative approaches in the educational process of designers (metaphor, metonymy, hyperbole, association, allegory also) in creating social appeals for a wide audience – from young children to the older generation. Moreover, it emphasized the social value of design, and the aesthetic, moral as well as communicative aspects of visual information of environmental orientation within the context of this study.
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Krivulya, Natalia G. "Education Genres Animated Poster in the Second Half of the 20th Century". Journal of Flm Arts and Film Studies 8, n. 4 (15 dicembre 2016): 28–42. http://dx.doi.org/10.17816/vgik8428-42.

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After WWII the genre of the animated poster was predominantly presented as advertisment films. The movie posters imagery in the 1950s tended to have an illustrative and spatial-pictorial artistic propensity. Grotesque and satire gave way to the dominance of realistic images, and the artistic design had gained coloration and splendor, creating the image of a cheerful world, affluence and prosperity. Films with propaganda and ideological orientations appeared along with the advertisement films, as the political and social poster developed. A special role in the poster genre development was played by the emergence of television as a major customer and distributor of this product. Unlike Western animation, the production of advertisement and social film-posters in the USSR was a state tool of the planned economy. Animated posters played an important role in the formation of new social strategies, behavior patterns and consumption. As a result, in the animated posters of the Soviet period, especially during the 1950s and 1960s, a didactic tone and an optimistic pathos in the presentation of the material dominated. The stylistics of film-posters changed in the 1960s. Their artistic image was characterized by conciseness and expressiveness, inclination towards iconic symbolism, and the metaphoric and graphic quality of the imagery. The poster aesthetics influenced the entire animation development in this period. The development of advertisement and social posters continued in the 1970s-1980s. The clipping principles of the material presentation began to develop in the advertisement poster, however, in the social and political poster there was a tendency towards narration. Computer technology usage in animation and the emergence of the Internet as a new communicative environment contributed to a new stage in the development of the animated poster genre. Means of expression experienced a qualitative upgrade under the influence of digital technologies in animated posters. While creating an animated posters artistic appearance the attraction and collage tendencies intensify due to the compilation of computer graphics and photographic images, furthermore, simulacrum-images are actively utilized as well. Since the 2000s, digital technologies are actively used for the development of social, instructional and educational posters. The advent of new technologies has led to modifications of the animated poster genre, changed the way it functions and converted its form. Along with cinematic and television forms - new types of animated posters have appeared which are used in outdoor advertising (billboards) as well as dynamic interactive banners and animated posters on web sites.
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Guillaumier, Ashleigh, Billie Bonevski, Chris Paul, Catherine d’Este, Sarah Durkin e Christopher Doran. "Which Type of Antismoking Advertisement Is Perceived as More Effective? An Experimental Study With a Sample of Australian Socially Disadvantaged Welfare Recipients". American Journal of Health Promotion 31, n. 3 (11 novembre 2015): 209–16. http://dx.doi.org/10.4278/ajhp.141125-quan-593.

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Purpose. Evaluate the perceived effectiveness of key antismoking messages among highly disadvantaged smokers and assess the impact of nicotine dependence and cessation cognitions on message processing. Design. The experimental crossover trial, undertaken between March and December 2012, randomly exposed participants to two of three antismoking advertisements delivered via touchscreen computer. Setting. Welfare recipients were recruited from a community service organization in New South Wales, Australia. Subjects. Subjects were 354 smokers (79% response rate). Participants resided in government rental housing (52%), earned less than AUD$400/wk (72%), and received their primary income from government welfare (95%). Intervention. Three 30-second antismoking television advertisements representing common campaign themes: why to quit (graphic imagery), why to quit (personal testimonial), or how to quit. Measures. An 11-item scale assessed perceived effectiveness and message acceptance. An eight-item cessation cognitions index assessed motivations and readiness to quit, and the heaviness of smoking index was used to classify nicotine dependence. Analysis. Descriptive statistics, generalized linear mixed models, and multiple linear regression analyses are reported. Results. Why-to-quit advertisements were perceived as significantly more effective than the how-to-quit advertisement (all p < .0001). Smokers with positive cessation cognitions were more likely to accept antismoking messages (p = .0003) and perceive them as effective (p < .0001). Nicotine dependence level did not influence message acceptance (p = .7322) or effectiveness (p = .8872). Conclusion. Highly emotive advertisements providing good reasons to quit may be the most effective in promoting the antismoking message among groups with high smoking rates.
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Sengan, Sudhakar, V. Priya, A. Syed Musthafa, Logesh Ravi, Saravanan Palani e V. Subramaniyaswamy. "A fuzzy based high-resolution multi-view deep CNN for breast cancer diagnosis through SVM classifier on visual analysis". Journal of Intelligent & Fuzzy Systems 39, n. 6 (4 dicembre 2020): 8573–86. http://dx.doi.org/10.3233/jifs-189174.

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Breast cancer should be diagnosed as early as possible. A new approach of the diagnosis using deep learning for breast cancer and the particular process using segmentation strategies presented in this article. Medical imagery is an essential tool used for both diagnosis and treatment in many fields of medical applications. But, it takes specially trained medical specialists to read medical images and make diagnoses or treatment decisions. New practices of interpreting medical images are labour exhaustive, time-wasting, expensive, and prone to error. Using a computer-aided program which can render diagnosis and treatment decisions automatically would be more beneficial. A new computer-based detection method for the classification between compassionate and malignant mass tumours in mammography images of the breast proposed. (a) We planned to determine how to use the challenging definition, which produces severe examples that boost the segmentation of mammograms. (b) Employing well designing multi-instance learning through deep learning, we validated employing inadequately labelled data of breast cancer diagnosis using a mammogram. (c) The study is going through the Deep Lung method incorporating deep multi-dimensional automated identification and classification of the lung nodule. (d) By combining a probabilistic graphic model in deep learning, it authorizes how weakly labelled data can be used to improve the existing breast cancer identification method. This automated system involves manually defining the Region Of Interest (ROI), with the region and threshold values based on the next region. The High-Resolution Multi-View Deep Convolutional Neural Network (HRMP-DCNN) mainly developed for the extraction of function. The findings collected through the subsequent in available public databases like mammography screening information database and DDSM Curated Breast Imaging Subset. Ultimately, we’ll show the VGG that’s thousands of times quicker, and it is more reliable than earlier programmed anatomy segmentation.
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Robinett, Warren, e Richard Holloway. "The Visual Display Transformation for Virtual Reality". Presence: Teleoperators and Virtual Environments 4, n. 1 (gennaio 1995): 1–23. http://dx.doi.org/10.1162/pres.1995.4.1.1.

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The visual display transformation for virtual reality (VR) systems is typically much more complex than the standard viewing transformation discussed in the literature for conventional computer graphics. The process can be represented as a series of transformations, some of which contain parameters that must match the physical configuration of the system hardware and the user's body. Because of the number and complexity of the transformations, a systematic approach and a thorough understanding of the mathematical models involved are essential. This paper presents a complete model for the visual display transformation for a VR system; that is, the series of transformations used to map points from object coordinates to screen coordinates. Virtual objects are typically defined in an object-centered coordinate system (CS), but must be displayed using the screen-centered CSs of the two screens of a head-mounted display (HMD). This particular algorithm for the VR display computation allows multiple users to independently change position, orientation, and scale within the virtual world, allows users to pick up and move virtual objects, uses the measurements from a head tracker to immerse the user in the virtual world, provides an adjustable eye separation for generating two stereoscopic images, uses the off-center perspective projection required by many HMDs, and compensates for the optical distortion introduced by the lenses in an HMD. The implementation of this framework as the core of the UNC VR software is described, and the values of the UNC display parameters are given. We also introduce the vector-quaternion-scalar (VQS) representation for transformations between 3D coordinate systems, which is specifically tailored to the needs of a VR system. The transformations and CSs presented comprise a complete framework for generating the computer-graphic imagery required in a typical VR system. The model presented here is deliberately abstract in order to be general purpose; thus, issues of system design and visual perception are not addressed. While the mathematical techniques involved are already well known, there are enough parameters and pitfalls that a detailed description of the entire process should be a useful tool for someone interested in implementing a VR system.
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Panchenko, Daria V. "Visual metaphors as a vector of the poetic text analysis". Literature at School, n. 2, 2020 (2020): 98–108. http://dx.doi.org/10.31862/0130-3414-2020-2-98-108.

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Digital technologies continue to change the modern human’s perception, especially intensively affecting the younger generation. The most serious manifestation of the ongoing processes was the cultural request for effects, not meanings, formed at the turn of the XX–XXI centuries. In this regard, literature as an art that generates and conveys meanings is rapidly losing its relevance and value among young people. However, digital art, a modern computer graphic that fascinates the Internet users and especially adolescents with its emphasized effect, is quite capable of serving literature as a kind of guide to the word, as it contains a large number of metaphors that are “synonymous” to the poems included in the school literary education curriculum. This article is devoted to the search for new ways of “reading” and understanding texts through visual images. The purpose of the article is to consider the possibilities of using digital visual formats while teaching literature. The material used for the research is the work of designers and digital artists on the popular Internet photo hosting sites: visual metaphors. The main research methods are theoretical (analysis of philosophical, literary sources in accordance with the methodological setting of the study) and experimental (testing the developed educational material in literature lessons). When studying poetry, the article proposes to include in the content of the lessons the analysis of the artistic imagery of metaphors from the standpoint of literature and pictoriality as a new means of modern communication. The author describes in detail the example of the study of A.S. Pushkin’s poem “The Prophet” and an excerpt from V.V. Mayakovsky’s poem “A Cloud in Trousers”, within the framework of which visual metaphors act as the vector of analysis, leading to a comparison of texts and design artwork, the identification of additional meanings that enrich the understanding of images, and a holistic interpretation of works.
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Mustikawati, Retno. "CGI (Computer Generated Imagery) Technology in Anime Film “Ghost in the Shell” (Kokaku Kidotai)". REKAM: Jurnal Fotografi, Televisi, dan Animasi, 6 settembre 2013. http://dx.doi.org/10.24821/rekam.v0i0.370.

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Ghost in the Shell is one of Japanese films, animation for this film is beautifully drawn and incorporates touches of CGI (Computer Generated Imagery) in representing the ‘net’, which exists analogously to the real world. CGI technology is not only used to attempt at creating convincing simulations of our reality, but also to create alternative realities. Today’s sophisticated (3D) CGI has been made possible by the development and combination of several techniques for simulating our visual reality. These techniques are constantly being refined and enhanced with new and more advanced simulation techniques, resulting in even more detailed representations. Computer generated imagery should not only be analyzed visually,but also ‘audiovisually’.
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Stenslund, Anette. "Collaging atmosphere: Exploring the architectural touch of the eye". Environment and Planning B: Urban Analytics and City Science, 25 gennaio 2021, 239980832098655. http://dx.doi.org/10.1177/2399808320986559.

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In recent decades, research has paid attention to the atmospheric ways computer-generated imagery (CGI) marks the experience of future urban design. What has been addressed in the generic abbreviation CGI has, however, exclusively concerned visualisations that communicate with stakeholders beyond designers and architects. Based on fieldwork within an urban design lab, the paper differentiates among the range of CGI used by urban designers. Focusing on collage, which forms one kind of CGI that has received scant attention in scholarly literature, I demonstrate its key function as an epistemological in-house work-in-progress tool that helps designers to refine their vision and to identify the atmosphere of future urban spaces. Based on New Aesthetics, collaging atmosphere is characterised by a physiognomic approach to urban space that selectively addresses aesthetic characteristics. Hence, the paper tackles a discussion that points towards cautious handling of the communicative scope of collages that can be well complemented by other types of CGI before entering a constructive dialogue with clients.
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Block, Elena, e Rob Lovegrove. "Discordant storytelling, ‘honest fakery’, identity peddling: How uncanny CGI characters are jamming public relations and influencer practices". Public Relations Inquiry, 25 giugno 2021, 2046147X2110269. http://dx.doi.org/10.1177/2046147x211026936.

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This article critically explores whether and how computer-generated imagery (CGI) characters are jamming public relations and influencer practices. We use Miquela, a virtual character with 3 million Instagram followers as a case study. We examine Miquela’s (and her creators’) communication strategies to identify what makes her so appealing to postmillennial audiences, luxury and indie brands, and civil rights activists alike. Valued at USD125 million, Miquela is algorithmically moulded as a fashionista, singer and civil rights warrior to maximise visibility, influence and emotional release. ‘Her’ discordant, uncanny human/nonhuman ethos simultaneously attracts, intrigues and defies. To study Miquela’s case we built a four-tiered theoretical framework (parasocial relations, identity influence, culture jamming, and algorithmic branding) using the Freudian concept of ‘the uncanny’ as connecting thread; and a mixed method that includes digital ethnography, textual and sentiment analysis. We aim to make a contribution to studies on the use of digital media in PR.
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Nasution, Dian Lestari. "PERBAIKAN KUALITAS CITRA MAPS MENGGUNAKAN METODE CONTRAST LIMITED ADAPTIVE HISTOGRAM EQUALIZATION (CLAHE)". KOMIK (Konferensi Nasional Teknologi Informasi dan Komputer) 3, n. 1 (25 novembre 2019). http://dx.doi.org/10.30865/komik.v3i1.1566.

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Map images that are on Google Maps can also be screenshooted, when taking image maps / maps the image quality is not optimal, this is because the ability of the computer used to take the image does not support high graphics. This map image can be used as material for the purposes of work that uses images such as graphic design, namely printing.The ability of computers that do not support large graphics processing in getting a good image is not a major problem in image improvement. Because the image that is not maximized, its color elements can be manipulated with digital image processing techniques, one of the methods for manipulating elements of image colors is the CLAHE method. The CLAHE method is applied and calculates the pixel values that exist in each RGB layer. In the field of graphic design images that have less intensity can be improved by increasing contrast. Image contrast enhancement can be done by the CLAHE method.Keywords: Maps Imagery, Contrast, CLAHE
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"Character Archetypes: Aesthetic Values in Character Design in Malaysia `s Animated Films". International Journal of Innovative Technology and Exploring Engineering 8, n. 11S2 (26 ottobre 2019): 242–45. http://dx.doi.org/10.35940/ijitee.k1037.09811s219.

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Animation defined as a process which giving inanimate object or images appear to be moved. Today, the technology has advanced to another level which animators using computer-generated imagery (CGI) to animate. The aim of this research is to introduce to people about the aesthetics value in character design. In animated film, it must be a character to roll as something that can successfully give the message, feeling, and mood in a situation. So, the character must have the aesthetic value through strong physical appearance based on his or her colour patterns, body language, and shapes to express them. For example, in Malaysia we have many iconic characters in animated series that succeed in portraying the aesthetics value based on what they wanted to deliver like Upin Ipin, Boboi Boi, Keluang Man and Anak-anak sidek. However, not all viewers see the difference. Thus, by making this research, it will guide them to be more intuitive and can differentiate among characters in any movies.
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Getuli, Vito, Pietro Capone, Alessandro Bruttini e Tommaso Sorbi. "A smart objects library for BIM-based construction site and emergency management to support mobile VR safety training experiences". Construction Innovation ahead-of-print, ahead-of-print (13 settembre 2021). http://dx.doi.org/10.1108/ci-04-2021-0062.

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Purpose Health and safety training via immersive virtual reality (VR) in the construction sector is still limited to few early adopters despite the benefits it could provide in terms of training effectiveness. To foster its adoption, in this work, the authors address the lack of an organized asset of digital contents dedicated to the production of VR site scenarios that emerged as one of the most limiting factors for the implementation of building information modeling (BIM) and VR for construction workers’ safety training. To improve this critically time-consuming process, a dedicated site object library is proposed. Design/methodology/approach The development of the site object library for the production of BIM-based VR safety training experiences followed a four-step process: definition of the object list and categories from the analysis of heterogeneous knowledge sources – construction sectors’ regulations, case studies and site scenarios’ imagery; definition of the object requirements (e.g. information, graphics, sounds, animations and more); design of an object information sheet as a library implementation support tool; and library implementation and validation via collaborative VR sessions. Findings This work provides the definition of a structured library of construction site objects dedicated to the production of VR scenarios for safety training comprising 168 items, implemented and validated. Originality/value The research contributes to facilitate and standardize the time-consuming contents’ production and modeling process of site scenarios for VR safety training, addressing the lack of a dedicated site object library. Furthermore, the novel library framework could serve as a base for future extensions dedicated to other applications of VR site simulations (e.g. constructability analysis).
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Phillipov, Michelle. "“Just Emotional People”? Emo Culture and the Anxieties of Disclosure". M/C Journal 12, n. 5 (13 dicembre 2009). http://dx.doi.org/10.5204/mcj.181.

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In an article in the Sunday Tasmanian shortly after the deaths of Melbourne teenagers Jodie Gater and Stephanie Gestier in 2007, Tasmanian Catholic Schools Parents and Friends Federation president Bill Button claimed: “Parents are concerned because all of a sudden their child, if they have access to a computer, can turn into an Emo” (qtd. in Vowles 1).For a few months in 2007, the dangers of emo and computer use were significant themes in Australian newspaper coverage. Emo, an abbreviation of the terms “emocore” or “emotional hardcore”, is a melodic subgenre of punk rock music, characterised by “emotional” or personal themes. Its followers, who adopt a look that includes black stovepipe jeans, dyed black hair and side-parted long fringes, might merely have been one of the many “tribes” (Bennett 605) that characterise contemporary youth culture. However, over an approximately five-month period in 2007, the deaths of three teenagers in two separate incidents—the murder Carly Ryan in February and the suicides of Jodie Gater and Stephanie Gestier in April—were linked to the emo subculture and to the social networking site MySpace, both of which were presented as dangerous and worrying developments in contemporary youth culture.This paper explores the media discourse surrounding emo and social networking technologies via a textual analysis of key reports and commentary pieces published in major metropolitan and national newspapers around the times of the three deaths. Although only a small selection of the 140-odd articles published Australia-wide is discussed here, those selected are indicative of broader trends in the newspaper coverage, and offer a means of examining how these incidents were constructed and understood within mainstream media discourse.Moral panics in relation to youth music and subculture are not uncommon in the news and other media (Cohen; Goode and Ben-Yehuda; Redhead; Rose 124-145; Weinstein 245-263; Wright). Moral panics related to social networking technologies have also been subject to academic study (Hinduja and Patchin 126; Livingstone 395; Marwick). In these cases, moral panic is typically understood as a force of normalisation and social control. The media discourses surrounding the deaths of the three young women possessed many of the features of moral panic described in this literature, including a build-up of concern disproportionate to “real” risk of harm (see Goode and Ben-Yehuda 33-41). But while emo youth were sometimes constructed as a straightforward “folk devil” (Cohen 11) or “enemy” (Goode and Ben-Yehuda 31) in need of clear sanctions—or, alternatively, as victims of a clear folk devil or enemy—the “problem” of emo was also framed as a product of much broader problems of youth culture.Connections between emo, MySpace, the deaths of the three young women were only ever tenuously established in the news reports and commentaries. That the stories appeared to be ultimately concerned with a broader group of (non-subculturally affiliated) young people suggests that this coverage can be seen as symptomatic of what John Hartley describes—in the context of reporting on young people more generally—as a “profound uncertainty in the textual system of journalism about where the line that defines the boundary of the social should be drawn” (17). The result is a “cultural thinking-out-loud” (Hartley 17) in which broader cultural anxieties are expressed and explored, although they are not always clearly articulated. While there were some attempts in these reports and commentaries on the three “emo deaths” to both mobilise and express specific fears (such as the concern that computer access can turn a child “into an Emo”), the newspaper coverage also expressed broader anxieties about contemporary youth culture. These can be described as anxieties about disclosure.In the cases of Carly Ryan, Jodie Gater and Stephanie Gestier, these were disclosures that were seen as simultaneously excessive and inadequate. Specifically, the newspaper coverage focused on both the dangers of young people’s disclosures of traditionally private material, and the ways in which the apparent secrecy of these disclosures made them inaccessible to adult authorities who could otherwise have “done something” to prevent the tragedies from occurring.Although some of these concerns were connected to the specificities of emo subcultural expression—the “excessive” emotionality on display and the impenetrability of subcultural imagery respectively—they were on the whole linked to a broader problem in contemporary youth culture that was seen to apply to all young people, whether or not they were emo-identified. Specifically, the deaths of Carly Ryan, Jodie Gater and Stephanie Gestier provided opportunities for the expression of anxieties that the private lives of young people were becoming increasingly “unknowable” to adult authorities, and, hence, that youth culture itself was increasingly “unknowable”.The Case of Carly RyanIn February 2007, the body of 15-year-old Carly Ryan was found in Horseshoe Bay at Port Elliot, just south of Adelaide. Several weeks later, a 48-year-old man and his 17-year-old son were arrested for her murder. The murder trial began January 2009, with the case still continuing at the time of writing. In the early reports of her death, particularly in Adelaide’s Advertiser, Ryan’s MySpace page was the focus of much discussion, since the teenager was understood to have presented an image of herself on the site that left her vulnerable to predators, including to one of her alleged killers with whom she had been regularly communicating in the weeks leading up to her murder (Littlely, Salter, and Wheatley 4; Hunt 2; Wheatley 4).The main report in The Advertiser, described Ryan’s MySpace page as “bizarre” and as “paint[ing] a disturbing picture of a world of drugs and sex” (Littlely, Salter and Wheatley 4). Ryan was reported as listing her interests as “drugs, smoking, music and sex”, to have described herself as “bisexual”, and to have uploaded images of a “girl injecting herself, a woman with a crucifix rammed down her throat and a woman with her lips stitched together” (Littlely, Salter, and Wheatley 4).Attempts were made to link such “graphic” imagery to the emo subculture (Littlely, Salter, and Wheatley 1; see also O’Donohue 5). The imagery was seen as subcultural insofar as it was seen to reflect a “bizarre teenage ‘goth’ and ‘emo’ world” (Littlely, Salter, and Wheatley 1), a world constructed both as dangerous (in the sense that her apparent involvement in subcultural activities was presented as “disturbing” and something that put her at risk of harm) and impenetrable (in the sense that subcultural imagery was understood not simply as harmful but also as “bizarre”). This linking of Ryan’s death to the emo and goth subcultures was done despite the fact that it was never clearly substantiated that the teenager did indeed classify herself as either “emo” or “goth”, and despite the fact that such links were contested by Ryan’s friends and family (see: “Gothic Images” 15; Riches 15).The repeated linking, then, of Ryan’s death to her (largely unconfirmed) subcultural involvement can be seen as one way of containing the anxieties surrounding her apparently “graphic” and “inappropriate” online disclosures. That is, if such disclosures can be seen as the expressions of a minority subcultural membership, rather than a tendency characteristic of young people more generally, then the risks they pose may be limited only to subcultural youth. Such a view is expressed in comments like Bill Button’s about computer use and emo culture, cited above. Research, however, suggests that with or without subcultural affiliation, some young users of MySpace use the site to demonstrate familiarity with adult-oriented behaviours by “posting sexually charged comments or pictures to corroborate their self-conception of maturity”—irrespective of whether these reflect actual behaviours offline (Hinduja and Patchin 136, 138). As such, this material is inevitably a construction rather than a straightforward reflection of identity (Liu).On the whole, Ryan’s death was presented as simultaneously the product of a dangerous subcultural affiliation, and an extreme case of the dangers posed by unsupervised Internet use to all young people, not just to those emo-identified. For example, the Sunday Mail article “Cyber Threat: The New Place Our Kids Love to Play” warned of the risks of disclosing too much personal information online, suggesting that all young people should restrict access to private information only to people that they know (Novak 12).Such reports reflect a more widespread concern, identified by Marwick, that social networking sites lower cultural expectations around privacy and encourage young people to expose more of their lives online, hence making them vulnerable to potential harm (see also De Souza and Dick; Hinduja and Patchin). In the case of Carly Ryan, the concern that too much (and inappropriate) online disclosure poses dangers for young people is also subtended by anxieties that the teenager and her friends also did not disclose enough information—or, at least, did not disclose in a way that could be made comprehensible and accessible to adult authorities.As a result, the so-called “graphic” material on Ryan’s MySpace page (and on the pages of her friends) was described as both inappropriately public and inappropriately hidden from public view. For example, a report in The Advertiser spoke of a “web of secret internet message boards” that “could potentially hold vital clues to investigating detectives” but which “have been blocked by their creators to everyone but [Ryan’s] tight-knit group of friends” (Littlely, Salter, and Wheatley 1). This “web of secret internet message boards” was, in fact, MySpace pages set to “private”: that is, pages accessible to approved friends only.The privacy settings on profiles are thus presented as an obfuscatory mechanism, a refusal on the part of young people to disclose information that might be of assistance to the murder case. Yet these young people were conforming to the very advice about online safety provided in many of the news reports (such as the article by Novak) and echoed in material released by the Australian Government (such as the Cybersmart Guide for Families): that is, in order to protect their privacy online, they should restrict access to their social networking profiles only to friends that they know.This contradictory message—that too much disclosure online poses safety risks, while conservative approaches to online privacy are evidence of secrecy and obfuscation—expresses a rather tangled set of anxieties about contemporary youth culture. This is part of the “cultural thinking-out-loud” that Hartley characterises as a feature of news reporting on youth more generally. The attempt to make sense of an (apparently motiveless) murder of a young woman with reference to a set of contemporary youth cultural practices that are described as both dangerous and incomprehensible not only constructs technology, subculture and young people as problems to be “fixed”, but also highlights the limited ways through which mainstream news coverage comes to “know” and understand youth culture.Jodie Gater and Stephanie Gestier: The “MySpace Suicide Girls” News reporting on Carly Ryan’s death presented youth culture as a disturbing and dangerous underworld hidden from adult view and essential “unknowable” by adult authorities. In contrast, the reports and commentaries on the deaths of Jodie Gater and Stephanie Gestier only a few months later sought to subsume events that may otherwise have been viewed as inexplicable into categories of the already-known. Gater and Gestier were presented not as victims of a disturbing and secret underground subculture, but a more fully knowable mainstream bullying culture. As a result, the dangers of disclosure were presented differently in this case.In April 2007, the bodies of 16-year-old friends Jodie Gater and Stephanie Gestier were found in bushland on the outskirts of Melbourne. The pair was understood to have hanged themselves as part of a suicide pact. Like the reporting on Carly Ryan’s death, anxieties were raised, particularly in the Melbourne papers, about “teenagers’ secret world” in which “introspective, lonely, misunderstood and depressed” young people sought solace in the communities of emo and MySpace (Dubecki 3).Also similar was that the dangers posed by emo formed part of the way this story was reported, particularly with respect to emo’s alleged connection to self-harming practices. The connections between the emo subculture and the girls’ suicides were often vague and non-specific: Gater and Gestier’s MySpace pages were described as “odes to subculture” (Dowsley 73) and their suicides “influenced by youth subcultures” (Dubecki and Oakes 1), but it was not clearly substantiated in the reports that either Gater or Gestier identified with the emo (or any) subculture (see: Dubecki 3).It was similarly the case that the stories connected the deaths of Gater and Gestier to personal disclosures on MySpace. In contrast to the reporting on Carly Ryan’s murder, however, there were fewer concerns about inappropriate and overly personal disclosures online, and more worries that the teenagers’ online disclosures had been missed by both the girls’ friends and by adult authorities. The apparent suicide warning messages left on the girls’ MySpace pages in the months leading up to the their deaths, including “it’s over for me, I can’t take it!” and “let Steph and me be free” (qtd. in Oakes 5), were seen as evidence of the inaccessibility of young people’s cries for help in an online environment. Headlines such as “Teen Cries for Help Lost in Cyberspace” (Nolan 4) suggest that the concern in this case was less about the “secrecy” of youth culture, and more about an inability of parents (and other adult authorities) to penetrate online youth culture in order to hear disclosures made.As a consequence, parents were encouraged to access these disclosures in other ways: Andrea Burns in an opinion column for the Sunday Herald Sun, for example, urged parents to open the lines of communication with their teenagers and not “leave the young to suffer in silence” (108). An article in the Sunday Age claimed developmental similarities between toddlers and teenagers necessitated increased parental involvement in the lives of teens (Susan Sawyer qtd. in Egan 12). Of course, as Livingstone notes, part of the pleasure of social networking sites for young people is the possibility of escape from the surveillance of parental authority (396). Young people’s status as a social category “to be watched” (Davis 251), then, becomes challenged by the obvious difficulties of regular parental access to teenagers’ online profiles. Perhaps acknowledging the inherent difficulties of fully “knowing” online youth culture, and in turn seeking to make the Gater/Gestier tragedy more explicable and comprehensible, many of the articles attempted to make sense of the apparently unknowable in terms of the familiar and already-known. In this case, the complexities of Gater and Gestier’s deaths were presented as a response to something far more comprehensible to adult authorities: school bullying.It is important to note that many of the articles did not follow government recommendations on the reporting of suicide as they often did not consider the teenagers’ deaths in the context of depression or other mental health risks (see: Blood et al. 9). Instead, some reports, such as the Neil McMahon’s story for The Sydney Morning Herald, claimed that the girls’ deaths could be linked to bullying—according to one friend Stephanie Gestier was “being bullied really badly” at school (1). Others simply assumed, but did not substantiate, a connection between the deaths of the two teenagers and the experience of bullying.For instance, in an opinion piece for The Australian, Gater and Gestier’s deaths are a segue for discussing teenage bullying more generally: “were Gater and Gestier bullied?” writer Jack Sargeant asks. “I do not know but I imagine they were” (10). Similarly, in an opinion piece for the Herald Sun entitled “Why Kids Today Feel so ‘Emo’”, Labor MP Lindsay Tanner begins by questioning the role of the emo subculture in the deaths of Gater and Gestier, but quickly shifts to a broader discussion of bullying. He writes: “Emos sound a lot like kids who typically get bullied and excluded by other kids [...] I’m not really in a position to know, but I can’t help wondering” (Tanner 21).Like Sargeant, Tanner does not make a conclusive link between emo, MySpace, suicide and bullying, and so instead shifts from a discussion of the specifics of the Gater/Gestier case to a discussion of the broader problems their suicides were seen to be symptomatic of. This was assisted by Tanner’s claims that emo is simply a characteristic of “kids today” rather than as a specific subcultural affiliation. Emo, he argued, “now seems to reflect quite a bit more than just particular music and fashion styles”: it is seen to represent a much wider problem in youth culture (Tanner 21).Emo thus functioned as a “way in” for critics who perhaps found it easier to (initially) talk about suicide as a risk for those on the cultural fringe, rather than the adolescent mainstream. As a result, the news coverage circled between the risks posed by subcultural involvement and the idea that any or all young people could be at risk of suicide. By conceiving explicit displays of emotionality online as the expression of bullied young people at risk of suicide, otherwise ambiguous disclosures and representations of emotion could be made knowable as young people’s cries for (parental and adult) help.ConclusionIn the newspaper reporting and commentary on the deaths of Carly Ryan, Jodie Gater and Stephanie Gestier, young people are thought to disclose both too much and not enough. The “cultural thinking-out-loud” (Hartley 17) that characterised this type of journalism presented young people’s disclosures as putting them at risk of harm by others, or as revealing that they are at risk of self harm or suicide. At the same time, however, these reports and commentaries also expressed anxieties that young people do not disclose in ways that can be rendered easily knowable, controllable or resolvable by adult authorities. Certainly, the newspaper coverage works to construct and legitimise ideals of parental surveillance of teenagers that speak to the broader discourses of Internet safety that have become prominent in recent years.What is perhaps more significant about this material, however, is that by constructing young people as a whole as “emotional people” (Vowles 1) in need of intervention, surveillance and supervision, and thereby subsuming the specific concerns about the emo subculture and social networking technologies into an expression of more generalised concerns about the “unknowability” of young people as a whole, the newspaper coverage is, in John Hartley’s words, “almost always about something else” (16). Emo and social networking, then, are not so much classic “folk devils”, but are “ways in” for expressing anxieties that are not always clearly and consistently articulated. In expressing anxieties about the “unknowability” of contemporary youth culture, then, the newspaper coverage ultimately also contributed to it. This highlights both the complexity in which moral panic discourse functions in media reporting, and the ways in which more complete understandings of emo, social networking technologies and youth culture became constrained by discourses that treated them as essentially interchangeable.ReferencesAdamson, Kate. “Emo Death Arrest.” Sunday Herald Sun 4 Mar. 2007: 12.Bennett, Andy. “Subcultures or Neo-Tribes? Rethinking the Relationship between Youth, Style and Musical Taste.” Sociology 33 (1999): 599–617.Blood, Warwick R., Andrew Dare, Kerry McCallum, Kate Holland, and Jane Pirkis. “Enduring and Competing News Frames: Australian Newspaper Coverage of the Deaths by Suicides of Two Melbourne Girls.” ANZCA08: Power and Place: Refereed Proceedings, 2008. 1 Sep. 2009 ‹http://anzca08.massey.ac.nz/›.Burns, Andrea. “Don’t Leave the Young to Suffer in Silence.” Sunday Herald Sun 17 Jun. 2007: 108.Cohen, Stanley. Folk Devils and Moral Panics: The Creation of the Mods and Rockers. St Albans: Paladin, 1973.Cubby, Ben, and Larissa Dubecki. “‘It’s Over for Me, I Can’t Take It!’ The Tragic Last Words of MySpace Suicide Girls.” Sydney Morning Herald 24 Apr. 2007: 1.Cybersmart Guide for Families: Safe Internet Use in the Library and at Home. Australian Communications and Media Authority, 2009. 24 Sep. 2009 ‹http://www.cybersmart.gov.au/Parents/Family safety resources/information for you to download.aspx›.Davis, Mark. Gangland: Cultural Elites and the New Generationalism. St Leonards: Allen and Unwin, 1997.De Souza, Zaineb, and Geoffrey N. Dick. “Disclosure of Information by Children in Social Networking: Not Just a Case of ‘You Show Me Yours and I’ll Show You Mine.’” International Journal of Information Management 29 (2009): 255–61.Dowsley, Anthony. “Websites Hold Key to Teens’ Suicides.” The Daily Telegraph 28 March 2007: 73.Dubecki, Larissa. “Teenagers’ Secret World.” The Age 28 April 2007: 3.Dubecki, Larissa, and Dan Oakes. “Lost in Cyberspace: Fears That New Networks Are Breeding Grounds for Real-Life Tragedies.” The Age 24 April: 1.Egan, Carmel. “Being 16.” Sunday Age 29 Mar. 2007: 12.Goode, Erich, and Nachman Ben-Yehuda. Moral Panics: The Social Construction of Deviance. Oxford: Blackwell, 2002.“Gothic Images Appealed to Artistic Soul.” The Advertiser 24 Feb. 2007: 15.Hartley, John. “‘When Your Child Grows Up Too Fast’: Juvenation and the Boundaries of the Social in the News Media.” Continuum: Journal of Media and Cultural Studies 12.1 (1998): 9–30.Hinduja, Sameer, and Justin W. Patchin. “Personal Information of Adolescents on the Internet: A Qualitative Content Analysis of MySpace.” Journal of Adolescence 31 (2008): 125-46. Hunt, Nigel. “Teen Murder Breakthrough.” Sunday Mail 4 Mar. 2007: 1-2.Littlely, Brian, Chris Salter, and Kim Wheatley. “Net Hunt for Murder Clues.” The Advertiser 23 Feb. 2007: 1, 4.Livingstone, Sonia. “Taking Risky Opportunities in Youthful Content Creation: Teenagers’ Use of Social Networking Sites for Intimacy, Privacy and Self-Expression.” New Media & Society 10.3 (2008): 393-411.Liu, Hugo. “Social Network Profiles as Taste Performances.” Journal of Computer-Mediated Communication 13 (2008): 252-275.Marwick, Alice. “To Catch a Predator? The MySpace Moral Panic.” First Monday 13.6 (2008). 31 Aug. 2009 ‹http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2152/1966›.McMahon, Neil. “School Bullies on Girls’ Sad Road to Oblivion.” Sydney Morning Herald 28 Mar. 2007: 1.Nolan, Kellee. “Teen Cries for Help Lost in Cyberspace.” The Courier Mail 24 Mar. 2007: 4.Novak, Lauren. “Cyber Threat: The New Place Our Kids Love to Play.” Sunday Mail 11 Mar. 2007: 12.Oakes, Dan. “Let Us Be Free: Web Clues to Teen Death Pact.” Sydney Morning Herald 23 Mar. 2007: 5.O’Donohue, Danielle. “Pain and Darkness in ‘Emo’ Dwellers’ World.” The Advertiser 23 Feb. 2007: 5.Redhead, Steve (ed). Rave Off: Politics and Deviance in Contemporary Youth Culture. Aldershot: Ashgate, 1999.Riches, Sam. “Farewell to My Love, My World, My Precious Baby Girl.” The Advertiser 10 March 2007: 15.Rose, Tricia. Black Noise: Rap Music and Black Culture in Contemporary America. Middletown: Wesleyan University Press, 1994.Sargeant, Jack. “It’s Hard to Be Emo and Be Respected.” The Australian 3 May 2007: 10.Tanner, Lindsay. “Why Kids Today Feel So ‘Emo’.” Herald Sun 12 June 2007: 21.Vowles, Gill. “Shock Figures on Emo Culture: Alarm at Teens’ Self-Harm.” Sunday Tasmanian 20 May 2007: 1.Weinstein, Deena. Heavy Metal: The Music and Its Culture. Boulder: Da Capo, 2000.Wheatley, Kim. “How Police Tracked Carly Suspects.” The Advertiser 5 Mar. 2007: 1, 4.Wright, Robert. “‘I’d Sell You Suicide’: Pop Music and Moral Panic in the Age of Marilyn Manson.” Popular Music 19.3 (2000): 365–385.
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Raney, Vanessa. "Where Ordinary Activities Lead to War". M/C Journal 9, n. 3 (1 luglio 2006). http://dx.doi.org/10.5204/mcj.2626.

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Abstract (sommario):
“The cop in our head represses us better than any police force. Through generations of conditioning, the system has created people who have a very hard time coming together to create resistance.” – Seth Tobocman, War in the Neighborhood (1999) Even when creators of autobiographically-based comics claim to depict real events, their works nonetheless inspire confrontations as a result of ideological contestations which position them, on the one hand, as popular culture, and, on the other hand, as potentially subversive material for adults. In Seth Tobocman’s War in the Neighborhood (1999), the street politics in which Tobocman took part extends the graphic novel narrative to address personal experiences as seen through a social lens both political and fragmented by the politics of relationships. Unlike Art Spiegelman’s Maus (1986, 1991), War in the Neighborhood is situated locally and with broader frames of reference, but, like Maus, resonates globally across cultures. Because Tobocman figures the street as the primary site of struggle, John Street’s historiographically-oriented paper, “Political Culture – From Civic Culture to Mass Culture”, presents a framework for understanding not that symbols determine action, any more than material or other objective conditions do, but rather that there is a constant process of interpretation and reinterpretation which is important to the way actors view their predicament and formulate their intentions. (107-108) Though Street’s main focus is on the politicization of choices involving institutional structures, his observation offers a useful context to examining Tobocman’s memoir of protest in New York City. Tobocman’s identity as an artist, however, leads him to caution his readers: Yes, it [War in the Neighborhood] is based on real situations and events, just as a landscape by Van Gogh may be based on a real landscape. But we would not hire Van Gogh as a surveyor on the basis of those paintings. (From the “Disclaimer” on the copyright page.) This speaks to the reality that all art, no matter how innocuously expressed, reflect interpretations refracted from the artists’ angles. It also calls attention to the individual artist’s intent. For Tobocman, “I ask that these stories be judged not on how accurately they depict particular events, but on what they contain of the human spirit” (from the “Disclaimer” on the copyright page). War in the Neighborhood, drawn in what appears to be pencil and marker, alternates primarily between solidly-inked black generic shapes placed against predominantly white backgrounds (chapters 1-3, 5, 7-9, and 11) and depth-focused drawing-quality images framed against mostly black backgrounds (chapters 4 and 6); chapter 10 represents an anomaly because it features typewritten text and photographs that reify the legitimacy of the events portrayed even when “intended to be a work of art” (from the “Disclaimer” on the copyright page). According to Luc Sante’s “Introduction”, “the high-contrast images here are descended from the graphic vocabulary of Masereel and Lynn Ward, an efficient and effective means of representing the war of body and soul” (n.p.). This is especially evident in the last page of War in the Neighborhood, where Tobocman bleeds himself through four panels, the left side of his body dressed in skin with black spaces for bone and the right side of his body skeletonized against his black frame (panels 5-6: 328). For Tobocman, “the war of body and soul” reifies the struggle against the state, through which its representatives define people as capital rather than as members of a social contract. Before the second chapter, however, Tobocman introduces New York squatter, philosopher and teacher Raphael Bueno’s tepee-embedded white-texted poem, “‘Nine-Tenths of the Law’” (29). Bueno’s words eloquently express the heart behind War in the Neighborhood, but could easily be dismissed because they take up only one page. The poem’s position is significant, however. It reflects the struggles between agency and class, between power and oppression, and between capitalism and egalitarianism. Tobocman includes a similar white-texted tepee in Chapter 4, though the words are not justified and the spacing between the words and the edges of the tepee are larger. In this chapter, Tobocman focuses on the increasing media attention given to the Thompson Square Park homeless, who first organize as “the Homeless Clients Advisory Board” (panel 7: 86). The white-texted tepee reads: They [Tent City members] got along well with the Chinese students, participated in free China rallys, learned to say ‘Down with Deng Xiao ping’ in Chinese. It was becoming clear to Tent City that their homelessness meant some thing on a world stage. (panel 6: 103) The OED Online cites 1973 as the first use of gentrification, which appeared in “Times 26 Sept. 19/3.” It also lists uses in 1977, 1982 and 1985. While the examples provided point to business-specific interests associated with gentrification, it is now defined as “the process by which an (urban) area is rendered middle-class.” While gentrification, thus, infers the displacement of minority members for the benefits of white privilege, it is also complicated by issues of eminent domain. For the disenfranchised who lack access to TV, radio and other venues of public expression (i.e., billboards), “taking it to the streets” means trafficking ideas, grievances and/or evangelisms. In places like NYC, the nexus for civic engagement is the street. The main thrust of Tobocman’s War in the Neighborhood, however, centers on the relationships between (1) the squatters, against whom Reagan-era economics destabilized, (2) the police, whose roles changed as local policies shifted to accommodate urban planning, (3) the politicians, who “began to campaign to destroy innercity neighborhoods” (20), and (4) the media, which served elitist interests. By chapter 3, Tobocman intrudes himself into the narrative to personalize the story of squatters and their resistance of an agenda that worked to exclude them. In chapter 4, he intersects the interests of squatters with the homeless. With chapter 5, Tobocman, already involved, becomes a squatter, too; however, he also maintains his apartment, making him both an insider and an outsider. The meta-discourses include feminism, sexism and racism, entwined concepts usually expressed in opposition. Fran is a feminist who demands not only equality for women, but also respect. Most of the men share traditional values of manhood. Racism, while recognized at a societal level, creeps into the choices concerning the dismissal or acceptance of blacks and whites at ABC House on 13th Street, where Tobocman resided. As if speaking to an interviewer, a black woman explains, as a white male, his humanity had a full range of expression. But to be a black person and still having that full range of expression, you were punished for it. ... It was very clear that there were two ways of handling people who were brought to the building. (full-page panel: 259) Above the right side of her head is a yin yang symbol, whose pattern contrasts with the woman’s face, which also shows shading on the right side. The yin yang represents equanimity between two seemingly opposing forces, yet they cannot exist without the other; it means harmony, but also relation. This suggests balance, as well as a shared resistance for which both sides of the yin yang maintain their identities while assuming community within the other. However, as Luc Sante explains in his “Introduction” to War in the Neighborhood, the word “community” gets thrown around with such abandon these days it’s difficult to remember that it has ever meant anything other than a cluster of lobbyists. ... A community is in actuality a bunch of people whose intimate lives rub against one another’s on a daily basis, who possess a common purpose not unmarred by conflict of all sizes, who are thus forced to negotiate their way across every substantial decision. (n.p., italics added) The homeless organized among themselves to secure spaces like Tent House. The anarchists lobbied the law to protect their squats. The residents of ABC House created rules to govern their behaviors toward each other. In all these cases, they eventually found dissent among themselves. Turning to a sequence on the mayoral transition from Koch to Dinkins, Tobocman likens “this inauguration day” as a wedding “to join this man: David Dinkins…”, “with the governmental, business and real estate interests of New York City” (panel 1: 215). Similarly, ABC House, borrowing from the previous, tried to join with the homeless, squatters and activist organizations, but, as many lobbyists vying for the same privilege, contestations within and outside ABC splintered the goal of unification. Yet the street remains the focal point of War in the Neighborhood. Here, protests and confrontations with the police, who acted as intermediary agents for the politicians, make the L.E.S. (Lower East Side) a site of struggle where ordinary activities lead to war. Though the word war might otherwise seem like an exaggeration, Tobocman’s inclusion of a rarely seen masked figure says otherwise. This “t-shirt”-hooded (panel 1: 132) wo/man, one of “the gargoyles, the defenders of the buildings” (panel 3: 132), first appears in panel 3 on page 81 as part of this sequence: 319 E. 8th Street is now a vacant lot. (panel 12: 80) 319 taught the squatters to lock their doors, (panel 1: 81) always keep a fire extinguisher handy, (panel 2: 81) to stay up nights watching for the arsonist. (panel 3: 81) Never to trust courts cops, politicians (panel 4: 81) Recognize a state of war! (panel 5: 81) He or she reappears again on pages 132 and 325. In Fernando Calzadilla’s “Performing the Political: Encapuchados in Venezuela”, the same masked figures can be seen in the photographs included with his article. “Encapuchados,” translates Calzadilla, “means ‘hooded ones,’ so named because of the way the demonstrators wrap their T-shirts around their faces so only their eyes show, making it impossible for authorities to identify them” (105). While the Encapuchados are not the only group to dress as such, Tobocman’s reference to that style of dress in War in the Neighborhood points to the dynamics of transculturation and the influence of student movements on the local scene. Student movements, too, have traditionally used the street to challenge authority and to disrupt its market economy. More important, as Di Wang argues in his book Street Culture in Chengdu: Public Space, Urban Commoners, and Local Politics, 1870-1930, in the process of social transformation, street culture was not only the basis for commoners’ shared identity but also a weapon through which they simultaneously resisted the invasion of elite culture and adapted to its new social, economic, and political structures. (247) While focusing on the “transformation that resulted in the reconstruction of urban public space, re-creation of people’s public roles, and re-definition of the relationship among ordinary people, local elites and the state” (2), Wang looks at street culture much more broadly than Tobocman. Though Wang also connects the 1911 Revolution as a response to ethnic divisions, he examines in greater detail the everyday conflicts concerning local identities, prostitutes in a period marked by increasing feminisms, beggars who organized for services and food, and the role of tea houses as loci of contested meanings. Political organization, too, assumes a key role in his text. Similarly to Wang, what Tobocman addresses in War in the Neighborhood is the voice of the subaltern, whose street culture is marked by both social and economic dimensions. Like the poor in New York City, the squatters in Iran, according to Asef Bayat in his article “Un-Civil Society: The Politics of the ‘Informal People’”, “between 1976 and the early 1990s” (53) “got together and demanded electricity and running water: when they were refused or encountered delays, they resorted to do-it-yourself mechanisms of acquiring them illegally” (54). The men and women in Tobocman’s War in the Neighborhood, in contrast, faced barricaded lines of policemen on the streets, who struggled to keep them from getting into their squats, and also resorted to drastic measures to keep their buildings from being destroyed after the court system failed them. Should one question the events in Tobocman’s comics, however, he or she would need to go no further than Hans Pruijt’s article, “Is the Institutionalization of Urban Movements Inevitable? A Comparison of the Opportunities for Sustained Squatting in New York City and Amsterdam”: In the history of organized squatting on the Lower East Side, squatters of nine buildings or clusters of buildings took action to avert threat of eviction. Some of the tactics in the repertoire were: Legal action; Street protest or lock-down action targeting a (non-profit) property developer; Disruption of meetings; Non-violent resistance (e.g. placing oneself in the way of a demolition ball, lining up in front of the building); Fortification of the building(s); Building barricades in the street; Throwing substances at policemen approaching the building; Re-squatting the building after eviction. (149) The last chapter in Tobocman’s War in the Neighborhood, chapter 11: “Conclusion,” not only plays on the yin and yang concept with “War in the Neighborhood” in large print spanning two panels, with “War in the” in white text against a black background and “Neighborhood” in black text against a white background (panels 3-4: 322), but it also shows concretely how our wars against each other break us apart rather than allow us to move forward to share in the social contract. The street, thus, assumes a meta-narrative of its own: as a symbol of the pathways that can lead us in many directions, but through which we as “the people united” (full-page panel: 28) can forge a common path so that all of us benefit, not just the elites. Beyond that, Tobocman’s graphic novel travels through a world of activism and around the encounters of dramas between people with different goals and relationships to themselves. Part autobiography, part documentary and part commentary, his graphic novel collection of his comics takes the streets and turns them into a site for struggle and dislocation to ask at the end, “How else could we come to know each other?” (panel 6: 328). Tobocman also shapes responses to the text that mirror the travesty of protest, which brings discord to a world that still privileges order over chaos. Through this reconceptualization of a past that still lingers in the present, War in the Neighborhood demands a response from those who would choose “to take up the struggle against oppression” (panel 3: 328). In our turn, we need to recognize that the divisions between us are shards of the same glass. References Bayat, Asef. “Un-Civil Society: The Politics of the “Informal People.’” Third World Quarterly 18.1 (1997): 53-72. Calzadilla, Fernando. “Performing the Political: Encapuchados in Venezuela.” The Drama Review 46.4 (Winter 2002): 104-125. “Gentrification.” OED Online. 2nd Ed. (1989). http://0-dictionary.oed.com.csulib.ctstateu.edu/ cgi/entry/50093797?single=1&query_type=word&queryword=gentrification &first=1&max_to_show=10>. 25 Apr. 2006. Pruijt, Hans. “Is the Institutionalization of Urban Movements Inevitable? A Comparison of the Opportunities for Sustained Squatting in New York and Amsterdam.” International Journal of Urban and Regional Research 27.1 (Mar. 2003): 133-157. Street, John. “Political Culture – From Civic to Mass Culture.” British Journal of Political Science 24.1 (Jan. 1994): 95-113. Toboman, Seth. War in the Neighborhood (chapter 1 originally published in Squatter Comics, no. 2 (Photo Reference provided by City Limits, Lower East Side Anti-displacement Center, Alan Kronstadt, and Lori Rizzo; Book References: Low Life, by Luc Sante, Palante (the story of the Young Lords Party), Squatters Handbook, Squatting: The Real Story, and Sweat Equity Urban Homesteading; Poem, “‘Nine-Tenths of the Law,’” by Raphael Bueno); chapter 2 (Inkers: Samantha Berger, Lasante Holland, Becky Minnich, Ursula Ostien, Barbara Lee, and Seth Tobocman; Photo Reference: the daily papers, John Penley, Barbara Lee, Paul Kniesel, Andrew Grossman, Peter LeVasseur, Betsy Herzog, William Comfort, and Johannes Kroemer; Page 81: Assistant Inker: Peter Kuper, Assistant Letterer: Sabrina Jones and Lisa Barnstone, Photo Reference: Paul Garin, John Penley, and Myron of E.13th St); chapter 3 originally published in Heavy Metal 15, no. 11 (Inkers: Peter Kuper and Seth Tobocman; Letterers: Sabrina Jones, Lisa Barnstone, and Seth Tobocman; Photo Reference: Paul Garin, John Penley, Myron of 13th Street, and Mitch Corber); chapter 4 originally published in World War 3 Illustrated, no. 21 (Photo Reference: John Penley, Andrew Lichtenstein, The Shadow, Impact Visuals, Paper Tiger TV, and Takeover; Journalistic Reference: Sarah Ferguson); chapter 5 originally published in World War 3 Illustrated, no. 13, and reprinted in World War 3 Illustrated Confrontational Comics, published by Four Walls Eight Windows (Photo Reference: John Penley and Chris Flash (The Shadow); chapter 6 (Photo reference: Clayton Patterson (primary), John Penley, Paul Garin, Andrew Lichtenstein, David Sorcher, Shadow Press, Impact Visuals, Marianne Goldschneider, Mike Scott, Mitch Corber, Anton Vandalen, Paul Kniesel, Chris Flash (Shadow Press), and Fran Luck); chapter 7 (Photo Reference: Sarah Teitler, Marianne Goldschneider, Clayton Patterson, Andrew Lichtenstein, David Sorcher, John Penley, Paul Kniesel, Barbara Lee, Susan Goodrich, Sarah Hogarth, Steve Ashmore, Survival Without Rent, and Bjorg; Inkers: Ursula Ostien, Barbara Lee, Samantha Berger, Becky Minnich, and Seth Tobocman); chapter 8 originally published in World War 3 Illustrated, no. 15 (Inkers: Laird Ogden and Seth Tobocman; Photo Reference: Paul Garin, Clayton Patterson, Paper Tiger TV, Shadow Press, Barbara Lee, John Penley, and Jack Dawkins; Collaboration on Last Page: Seth Tobocman, Zenzele Browne, and Barbara Lee); chapter 9 originally published in Real Girl (Photo Reference: Sarah Teitler and Barbara Lee); chapter 10 (Photos: John Penley, Chris Egan, and Scott Seabolt); chapter 11: “Conclusion” (Inkers: Barbara Lee, Laird Ogden, Samantha Berger, and Seth Tobocman; Photo Reference: Anton Vandalen). Intro. by Luc Sante. Computer Work: Eric Goldhagen and Ben Meyers. Text Page Design: Jim Fleming. Continuous Tone Prints and Stats Shot at Kenfield Studio: Richard Darling. Brooklyn, NY: Autonomedia, 1999. Wang, Di. Street Culture in Chengdu: Public Space, Urban Commoners, and Local Politics, 1870-1930. Stanford, CA: Stanford UP, 2003. Citation reference for this article MLA Style Raney, Vanessa. "Where Ordinary Activities Lead to War: Street Politics in Seth Tobocman’s War in the Neighborhood." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/01-raney.php>. APA Style Raney, V. (Jul. 2006) "Where Ordinary Activities Lead to War: Street Politics in Seth Tobocman’s War in the Neighborhood," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/01-raney.php>.
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Chen, Jasmine Yu-Hsing. "Bleeding Puppets: Transmediating Genre in Pili Puppetry". M/C Journal 23, n. 5 (7 ottobre 2020). http://dx.doi.org/10.5204/mcj.1681.

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Abstract (sommario):
IntroductionWhat can we learn about anomaly from the strangeness of a puppet, a lifeless object, that can both bleed and die? How does the filming process of a puppet’s death engage across media and produce a new media genre that is not easily classified within traditional conventions? Why do these fighting and bleeding puppets’ scenes consistently attract audiences? This study examines how Pili puppetry (1984-present), a popular TV series depicting martial arts-based narratives and fight sequences, interacts with digital technologies and constructs a new media genre. The transmedia constitution of a virtual world not only challenges the stereotype of puppetry’s target audience but also expands the audience’s bodily imagination and desires through the visual component of death scenes. Hence, the show does not merely represent or signify an anomaly, but even creates anomalous desires and imaginary bodies.Cultural commodification and advancing technologies have motivated the convergence and displacement of traditional boundaries, genres, and media, changing the very fabric of textuality itself. By exploring how new media affect the audience’s visual reception of fighting and death, this article sheds light on understanding the metamorphoses of Taiwanese puppetry and articulates a theoretical argument regarding the show’s artistic practice to explain how its form transverses traditional boundaries. This critical exploration focusses on how the form represents bleeding puppets, and in doing so, explicates the politics of transmedia performing and viewing. Pili is an example of an anomalous media form that proliferates anomalous media viewing experiences and desires in turn.Beyond a Media Genre: Taiwanese Pili PuppetryConverging the craft technique of puppeteering and digital technology of filmmaking and animation, Pili puppetry creates a new media genre that exceeds any conventional idea of a puppet show or digital puppet, as it is something in-between. Glove puppetry is a popular traditional theatre in Taiwan, often known as “theatre in the palm” because a traditional puppet was roughly the same size as an adult’s palm. The size enabled the puppeteer to easily manipulate a puppet in one hand and be close to the audience. Traditionally, puppet shows occurred to celebrate the local deities’ birthday. Despite its popularity, the form was limited by available technology. For instance, although stories with vigorous battles were particularly popular, bleeding scenes in such an auspicious occasion were inappropriate and rare. As a live theatrical event featuring immediate interaction between the performer and the spectator, realistic bleeding scenes were rare because it is hard to immediately clean the stage during the performance. Distinct from the traditional puppet show, digital puppetry features semi-animated puppets in a virtual world. Digital puppetry is not a new concept by any means in the Western film industry. Animating a 3D puppet is closely associated with motion capture technologies and animation that are manipulated in a digitalised virtual setting (Ferguson). Commonly, the target audience of the Western digital puppetry is children, so educators sometimes use digital puppetry as a pedagogical tool (Potter; Wohlwend). With these young target audience in mind, the producers often avoid violent and bleeding scenes.Pili puppetry differs from digital puppetry in several ways. For instance, instead of targeting a young audience, Pili puppetry consistently extends the traditional martial-arts performance to include bloody fight sequences that enrich the expressiveness of traditional puppetry as a performing art. Moreover, Pili puppetry does not apply the motion capture technologies to manipulate the puppet’s movement, thus retaining the puppeteers’ puppeteering craft (clips of Pili puppetry can be seen on Pili’s official YouTube page). Hence, Pili is a unique hybrid form, creating its own anomalous space in puppetry. Among over a thousand characters across the series, the realistic “human-like” puppet is one of Pili’s most popular selling points. The new media considerably intervene in the puppet design, as close-up shots and high-resolution images can accurately project details of a puppet’s face and body movements on the screen. Consequently, Pili’s puppet modelling becomes increasingly intricate and attractive and arguably makes its virtual figures more epic yet also more “human” (Chen). Figure 1: Su Huan-Jen in the TV series Pili Killing Blade (1993). His facial expressions were relatively flat and rigid then. Reproduced with permission of Pili International Multimedia Company.Figure 2: Su Huan-Jen in the TV series Pili Nine Thrones (2003). The puppet’s facial design and costume became more delicate and complex. Reproduced with permission of Pili International Multimedia Company.Figure 3: Su Huan-Jen in the TV series Pili Fantasy: War of Dragons (2019). His facial lines softened due to more precise design technologies. The new lightweight chiffon yarn costumes made him look more elegant. The multiple-layer costumes also created more space for puppeteers to hide behind the puppet and enact more complicated manipulations. Reproduced with permission of Pili International Multimedia Company.The design of the most well-known Pili swordsman, Su Huan-Jen, demonstrates how the Pili puppet modelling became more refined and intricate in the past 20 years. In 1993, the standard design was a TV puppet with the size and body proportion slightly enlarged from the traditional puppet. Su Huan-Jen’s costumes were made from heavy fabrics, and his facial expressions were relatively flat and rigid (fig. 1). Pili produced its first puppetry film Legend of the Sacred Stone in 2000; considering the visual quality of a big screen, Pili refined the puppet design including replacing wooden eyeballs and plastic hair with real hair and glass eyeballs (Chen). The filmmaking experience inspired Pili to dramatically improve the facial design for all puppets. In 2003, Su’s modelling in Pili Nine Thrones (TV series) became noticeably much more delicate. The puppet’s size was considerably enlarged by almost three times, so a puppeteer had to use two hands to manipulate a puppet. The complex costumes and props made more space for puppeteers to hide behind the puppet and enrich the performance of the fighting movements (fig. 2). In 2019, Su’s new modelling further included new layers of lightweight fabrics, and his makeup and props became more delicate and complex (fig. 3). Such a refined aesthetic design also lends to Pili’s novelty among puppetry performances.Through the transformation of Pili in the context of puppetry history, we see how the handicraft-like puppet itself gradually commercialised into an artistic object that the audience would yearn to collect and project their bodily imagination. Anthropologist Teri Silvio notices that, for some fans, Pili puppets are similar to worship icons through which they project their affection and imaginary identity (Silvio, “Pop Culture Icons”). Intermediating with the new media, the change in the refined puppet design also comes from the audience’s expectations. Pili’s senior puppet designer Fan Shih-Ching mentioned that Pili fans are very involved, so their preferences affect the design of puppets. The complexity, particularly the layer of costumes, most clearly differentiates the aesthetics of traditional and Pili puppets. Due to the “idolisation” of some famous Pili characters, Shih-Ching has had to design more and more gaudy costumes. Each resurgence of a well-known Pili swordsman, such as Su Huan-Jen, Yi Ye Shu, and Ye Hsiao-Chai, means he has to remodel the puppet.Pili fans represent their infatuation for puppet characters through cosplay (literally “costume play”), which is when fans dress up and pretend to be a Pili character. Their cosplay, in particular, reflects the bodily practice of imaginary identity. Silvio observes that most cosplayers choose to dress as characters that are the most visually appealing rather than characters that best suit their body type. They even avoid moving too “naturally” and mainly move from pose-to-pose, similar to the frame-to-frame techne of animation. Thus, we can understand this “cosplay more as reanimating the character using the body as a kind of puppet rather than as an embodied performance of some aspect of self-identity” (Silvio 2019, 167). Hence, Pili fans’ cosplay is indicative of an anomalous desire to become the puppet-like human, which helps them transcend their social roles in their everyday life. It turns out that not only fans’ preference drives the (re)modelling of puppets but also fans attempt to model themselves in the image of their beloved puppets. The reversible dialectic between fan-star and flesh-object further provokes an “anomaly” in terms of the relationship between the viewers and the puppets. Precisely because fans have such an intimate relationship with Pili, it is important to consider how the series’ content and form configure fans’ viewing experience.Filming Bleeding PuppetsDespite its intricate aesthetics, Pili is still a series with frequent fighting-to-the-death scenes, which creates, and is the result of, extraordinary transmedia production and viewing experiences. Due to the market demand of producing episodes around 500 minutes long every month, Pili constantly creates new characters to maintain the audience’s attention and retain its novelty. So far, Pili has released thousands of characters. To ensure that new characters supersede the old ones, numerous old characters have to die within the plot.The adoption of new media allows the fighting scenes in Pili to render as more delicate, rather than consisting of loud, intense action movements. Instead, the leading swordsmen’s death inevitably takes place in a pathetic and romantic setting and consummates with a bloody sacrifice. Fighting scenes in early Pili puppetry created in the late 1980s were still based on puppets’ body movements, as the knowledge and technology of animation were still nascent and underdeveloped. At that time, the prestigious swordsman mainly relied on the fast speed of brandishing his sword. Since the early 1990s, as animation technology matured, it has become very common to see Pili use CGI animation to create a damaging sword beam for puppets to kill target enemies far away. The sword beam can fly much faster than the puppets can move, so almost every fighting scene employs CGI to visualise both sword beams and flame. The change in fighting manners provokes different representations of the bleeding and death scenes. Open wounds replace puncture wounds caused by a traditional weapon; bleeding scenes become typical, and a special feature in Pili’s transmedia puppetry.In addition to CGI animation, the use of fake blood in the Pili studio makes the performance even more realistic. Pili puppet master Ting Chen-Ching recalled that exploded puppets in traditional puppetry were commonly made by styrofoam blocks. The white styrofoam chips that sprayed everywhere after the explosion inevitably made the performance seem less realistic. By contrast, in the Pili studio, the scene of a puppet spurting blood after the explosion usually applies the technology of editing several shots. The typical procedure would be a short take that captures a puppet being injured. In its injury location, puppeteers sprinkle red confetti to represent scattered blood clots in the following shot. Sometimes the fake blood was splashed with the red confetti to make it further three-dimensional (Ting). Bloody scenes can also be filmed through multiple layers of arranged performance conducted at the same time by a group of puppeteers. Ting describes the practice of filming a bleeding puppet. Usually, some puppeteers sprinkle fake blood in front of the camera, while other puppeteers blasted the puppets toward various directions behind the blood to make the visual effects match. If the puppeteers need to show how a puppet becomes injured and vomits blood during the fight, they can install tiny pipes in the puppet in advance. During the filming, the puppeteer slowly squeezes the pipe to make the fake blood flow out from the puppet’s mouth. Such a bloody scene sometimes accompanies tears dropping from the puppet’s eyes. In some cases, the puppeteer drops the blood on the puppet’s mouth prior to the filming and then uses a powerful electric fan to blow the blood drops (Ting). Such techniques direct the blood to flow laterally against the wind, which makes the puppet’s death more aesthetically tragic. Because it is not a live performance, the puppeteer can try repeatedly until the camera captures the most ideal blood drop pattern and bleeding speed. Puppeteers have to adjust the camera distance for different bleeding scenes, which creates new modes of viewing, sensing, and representing virtual life and death. One of the most representative examples of Pili’s bleeding scenes is when Su’s best friend, Ching Yang-Zi, fights with alien devils in Legend of the Sacred Stone. (The clip of how Ching Yang-Zi fights and bleeds to death can be seen on YouTube.) Ting described how Pili prepared three different puppets of Ching for the non-fighting, fighting, and bleeding scenes (Ting). The main fighting scene starts from a low-angle medium shot that shows how Ching Yang-Zi got injured and began bleeding from the corner of his mouth. Then, a sharp weapon flies across the screen; the following close-up shows that the weapon hits Ching and he begins bleeding immediately. The successive shots move back and forth between his face and the wound in medium shot and close-up. Next, a close-up shows him stepping back with blood dripping on the ground. He then pushes the weapon out of his body to defend enemies; a final close-up follows a medium take and a long take shows the massive hemorrhage. The eruption of fluid plasma creates a natural effect that is difficult to achieve, even with 3D animation. Beyond this impressive technicality, the exceptional production and design emphasise how Pili fully embraces the ethos of transmedia: to play with multiple media forms and thereby create a new form. In the case of Pili, its form is interactive, transcending the boundaries of what we might consider the “living” and the “dead”.Epilogue: Viewing Bleeding Puppets on the ScreenThe simulated, high-quality, realistic-looking puppet designs accompanying the Pili’s featured bloody fighting sequence draw another question: What is the effect of watching human-like puppets die? What does this do to viewer-fans? Violence is prevalent throughout the historical record of human behaviour, especially in art and entertainment because these serve as outlets to fulfill a basic human need to indulge in “taboo fantasies” and escape into “realms of forbidden experience” (Schechter). When discussing the visual representations of violence and the spectacle of the sufferings of others, Susan Sontag notes, “if we consider what emotions would be desirable” (102), viewing the pain of others may not simply evoke sympathy. She argues that “[no] moral charge attaches to the representation of these cruelties. Just the provocation: can you look at this? There is the satisfaction of being able to look at the image without flinching. There is the pleasure of flinching” (41). For viewers, the boldness of watching the bloody scenes can be very inviting. Watching human-like puppets die in the action scenes similarly validates the viewer’s need for pleasure and entertainment. Although different from a human body, the puppets still bears the materiality of being-object. Therefore, watching the puppets bleeding and die as distinctly “human-like’ puppets further prevent viewers’ from feeling guilty or morally involved. The conceptual distance of being aware of the puppet’s materiality acts as a moral buffer; audiences are intimately involved through the particular aesthetic arrangement, yet morally detached. The transmedia filming of puppetry adds another layer of mediation over the human-like “living” puppets that allows such a particular experience. Sontag notices that the media generates an inevitable distance between object and subject, between witness and victim. For Sontag, although images constitute “the imaginary proximity” because it makes the “faraway sufferers” be “seen close-up on the television screen”, it is a mystification to assume that images serve as a direct link between sufferers and viewers. Rather, Sontag insists: the distance makes the viewers feel “we are not accomplices to what caused the suffering. Our sympathy proclaims our innocence as well as our impotence” (102). Echoing Sontag’s argument, Jeffrey Goldstein points out that “distancing” oneself from the mayhem represented in media makes it tolerable. Media creates an “almost real” visuality of violence, so the audience feels relatively safe in their surroundings when exposed to threatening images. Thus, “violent imagery must carry cues to its unreality or it loses appeal” (280). Pili puppets that are human-like, thus not human, more easily enable the audience to seek sensational excitement through viewing puppets’ bloody violence and eventual death on the screen and still feel emotionally secure. Due to the distance granted by the medium, viewers gain a sense of power by excitedly viewing the violence with an accompanying sense of moral exemption. Thus, viewers can easily excuse the limits of their personal responsibility while still being captivated by Pili’s boundary-transgressing aesthetic.The anomalous power of Pili fans’ cosplay differentiates the viewing experience of puppets’ deaths from that of other violent entertainment productions. Cosplayers physically bridge viewing/acting and life/death by dressing up as the puppet characters, bringing them to life, as flesh. Cosplay allows fans to compensate for the helplessness they experience when watching the puppets’ deaths on the screen. They can both “enjoy” the innocent pleasure of watching bleeding puppets and bring their adored dead idols “back to life” through cosplay. The onscreen violence and death thus provide an additional layer of pleasure for such cosplayers. They not only take pleasure in watching the puppets—which are an idealized version of their bodily imagination—die, but also feel empowered to revitalise their loved idols. Therefore, Pili cosplayers’ desires incite a cycle of life, pleasure, and death, in which the company responds to their consumers’ demands in kind. The intertwining of social, economic, and political factors thus collectively thrives upon media violence as entertainment. Pili creates the potential for new cross-media genre configurations that transcend the traditional/digital puppetry binary. On the one hand, the design of swordsman puppets become a simulation of a “living object” responding to the camera distance. On the other hand, the fighting and death scenes heavily rely on the puppeteers’ cooperation with animation and editing. Therefore, Pili puppetry enriches existing discourse on both puppetry and animation as life-giving processes. What is animated by Pili puppetry is not simply the swordsmen characters themselves, but new potentials for media genres and violent entertainment. AcknowledgmentMy hearty gratitude to Amy Gaeta for sharing her insights with me on the early stage of this study.ReferencesChen, Jasmine Yu-Hsing. “Transmuting Tradition: The Transformation of Taiwanese Glove Puppetry in Pili Productions.” Journal of the Oriental Society of Australia 51 (2019): 26-46.Ferguson, Jeffrey. “Lessons from Digital Puppetry: Updating a Design Framework for a Perceptual User Interface.” IEEE International Conference on Computer and Information Technology, 2015.Goldstein, Jeffrey. “The Attractions of Violent Entertainment.” Media Psychology 1.3 (1999): 271-282.Potter, Anna. “Funding Contemporary Children’s Television: How Digital Convergence Encourages Retro Reboot.” International Journal on Communications Management 19.2 (2017): 108-112.Schechter, Harold. Savage Pastimes: A Cultural History of Violent Entertainment. New York: St. Martin’s, 2005.Silvio, Teri. “Pop Culture Icons: Religious Inflections of the Character Toy in Taiwan.” Mechademia 3.1 (2010): 200-220.———. Puppets, Gods, and Brands: Theorizing the Age of Animation from Taiwan. Honolulu: U Hawaii P, 2019. Sontag, Susan. Regarding the Pain of Others. New York: Farrar, Straus, and Giroux, 2004.Ting, Chen-Ching. Interview by the author. Yunlin, Taiwan. 24 June 2019.Wohlwend, Karen E. “One Screen, Many Fingers: Young Children's Collaborative Literacy Play with Digital Puppetry Apps and Touchscreen Technologies.” Theory into Practice 54.2 (2015): 154-162.
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Williams, Deborah Kay. "Hostile Hashtag Takeover: An Analysis of the Battle for Februdairy". M/C Journal 22, n. 2 (24 aprile 2019). http://dx.doi.org/10.5204/mcj.1503.

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Abstract (sommario):
We need a clear, unified, and consistent voice to effect the complete dismantling, the abolition, of the mechanisms of animal exploitation.And that will only come from what we say and do, no matter who we are.— Gary L. Francione, animal rights theoristThe history of hashtags is relatively short but littered with the remnants of corporate hashtags which may have seemed a good idea at the time within the confines of the boardroom. It is difficult to understand the rationale behind the use of hashtags as an effective communications tactic in 2019 by corporations when a quick stroll through their recent past leaves behind the much-derided #qantasluxury (Glance), #McDstories (Hill), and #myNYPD (Tran).While hashtags have an obvious purpose in bringing together like-minded publics and facilitating conversation (Kwye et al. 1), they have also regularly been the subject of “hashtag takeovers” by activists and other interested parties, and even by trolls, as the Ecological Society of Australia found in 2015 when their seemingly innocuous #ESA15 hashtag was taken over with pornographic images (news.com.au). Hashtag takeovers have also been used as a dubious marketing tactic, where smaller and less well-known brands tag their products with trending hashtags such as #iphone in order to boost their audience (Social Garden). Hashtags are increasingly used as a way for activists or other interested parties to disrupt a message. It is, I argue, predictable that any hashtag related to an even slightly controversial topic will be subject to some form of activist hashtag takeover, with varying degrees of success.That veganism and the dairy industry should attract such conflict is unsurprising given that the two are natural enemies, with vegans in particular seeming to anticipate and actively engage in the battle for the opposing hashtag.Using a comparative analysis of the #Veganuary and #Februdairy hashtags and how they have been used by both pro-vegan and pro-dairy social media users, this article illustrates that the enthusiastic and well-meaning social media efforts of farmers and dairy supporters have so far been unable to counteract those of well-organised and equally passionate vegan activists. This analysis compares tweets in the first week of the respective campaigns, concluding that organisations, industries and their representatives should be extremely wary of engaging said activists who are not only highly-skilled but are also highly-motivated. Grassroots, ideology-driven activism is a formidable opponent in any public space, let alone when it takes place on the outspoken and unstructured landscape of social media which is sometimes described as the “wild West” (Fitch 5) where anything goes and authenticity and plain-speaking is key (Macnamara 12).I Say Hashtag, You Say Bashtag#Februdairy was launched in 2018 to promote the benefits of dairy. The idea was first mooted on Twitter in 2018 by academic Dr Jude Capper, a livestock sustainability consultant, who called for “28 days, 28 positive dairy posts” (@Bovidiva; Howell). It was a response to the popular Veganuary campaign which aimed to “inspire people to try vegan for January and throughout the rest of the year”, a campaign which had gained significant traction both online and in the traditional media since its inception in 2014 (Veganuary). Hopes were high: “#Februdairy will be one month of dairy people posting, liking and retweeting examples of what we do and why we do it” (Yates). However, the #Februdairy hashtag has been effectively disrupted and has now entered the realm of a bashtag, a hashtag appropriated by activists for their own purpose (Austin and Jin 341).The Dairy Industry (Look Out the Vegans Are Coming)It would appear that the dairy industry is experiencing difficulties in public perception. While milk consumption is declining, sales of plant-based milks are increasing (Kaiserman) and a growing body of health research has questioned whether dairy products and milk in particular do in fact “do a body good” (Saccaro; Harvard Milk Study). In the 2019 review of Canada’s food guide, its first revision since 2007, for instance, the focus is now on eating plant-based foods with dairy’s former place significantly downgraded. Dairy products no longer have their own distinct section and are instead placed alongside other proteins including lentils (Pippus).Nevertheless, the industry has persevered with its traditional marketing and public relations activities, choosing to largely avoid addressing animal welfare concerns brought to light by activists. They have instead focused their message towards countering concerns about the health benefits of milk. In the US, the Milk Processing Education Program’s long-running celebrity-driven Got Milk campaign has been updated with Milk Life, a health focused campaign, featuring images of children and young people living an active lifestyle and taking part in activities such as skateboarding, running, and playing basketball (Milk Life). Interestingly, and somewhat inexplicably, Milk Life’s home page features the prominent headline, “How Milk Can Bring You Closer to Your Loved Ones”.It is somewhat reflective of the current trend towards veganism that tennis aces Serena and Venus Williams, both former Got Milk ambassadors, are now proponents for the plant-based lifestyle, with Venus crediting her newly-adopted vegan diet as instrumental in her recovery from an auto-immune disease (Mango).The dairy industry’s health focus continues in Australia, as well as the use of the word love, with former AFL footballer Shane Crawford—the face of the 2017 campaign Milk Loves You Back, from Lion Dairy and Drinks—focusing on reminding Australians of the reputed nutritional benefits of milk (Dawson).Dairy Australia meanwhile launched their Legendairy campaign with a somewhat different focus, promoting and lauding Australia’s dairy families, and with a message that stated, in a nod to the current issues, that “Australia’s dairy farmers and farming communities are proud, resilient and innovative” (Dairy Australia). This campaign could be perceived as a morale-boosting exercise, featuring a nation-wide search to find Australia’s most legendairy farming community (Dairy Australia). That this was also an attempt to humanise the industry seems obvious, drawing on established goodwill felt towards farmers (University of Cambridge). Again, however, this strategy did not address activists’ messages of suffering animals, factory farms, and newborn calves being isolated from their grieving mothers, and it can be argued that consumers are being forced to make the choice between who (or what) they care about more: animals or the people making their livelihoods from them.Large-scale campaigns like Legendairy which use traditional channels are of course still vitally important in shaping public opinion, with statistics from 2016 showing 85.1% of Australians continue to watch free-to-air television (Roy Morgan, “1 in 7”). However, a focus and, arguably, an over-reliance on traditional platforms means vegans and animal activists are often unchallenged when spreading their message via social media. Indeed, when we consider the breakdown in age groups inherent in these statistics, with 18.8% of 14-24 year-olds not watching any commercial television at all, an increase from 7% in 2008 (Roy Morgan, “1 in 7”), it is a brave and arguably short-sighted organisation or industry that relies primarily on traditional channels to spread their message in 2019. That these large-scale campaigns do little to address the issues raised by vegans concerning animal welfare leaves these claims largely unanswered and momentum to grow.This growth in momentum is fuelled by activist groups such as the People for the Ethical Treatment of Animals (PETA) who are well-known in this space, with 5,494,545 Facebook followers, 1.06 million Twitter followers, 973,000 Instagram followers, and 453,729 You Tube subscribers (People for the Ethical Treatment of Animals). They are also active on Pinterest, a visual-based platform suited to the kinds of images and memes particularly detrimental to the dairy industry. Although widely derided, PETA’s reach is large. A graphic video posted to Facebook on February 13 2019 and showing a suffering cow, captioned “your cheese is not worth this” was shared 1,244 times, and had 4.6 million views in just over 24 hours (People for the Ethical Treatment of Animals). With 95% of 12-24 year olds in Australia now using social networking sites (Statista), it is little wonder veganism is rapidly growing within this demographic (Bradbury), with The Guardian labelling the rise of veganism unstoppable (Hancox).Activist organisations are joined by prominent and charismatic vegan activists such as James Aspey (182,000 Facebook followers) and Earthling Ed (205,000 Facebook followers) in distributing information and images that are influential and often highly graphic or disturbing. Meanwhile Instagram influencers and You Tube lifestyle vloggers such as Ellen Fisher and FreeLee share information promoting vegan food and the vegan lifestyle (with 650,320 and 785,903 subscribers respectively). YouTube video Dairy Is Scary has over 5 million views (Janus) and What the Health, a follow-up documentary to Cowspiracy: The Sustainability Secret, promoting veganism, is now available on Netflix, which itself has 9.8 million Australian subscribers (Roy Morgan, “Netflix”). BOSH’s plant-based vegan cookbook was the fastest selling cookbook of 2018 (Chiorando).Additionally, the considerable influence of celebrities such as Miley Cyrus, Beyonce, Alicia Silverstone, Zac Efron, and Jessica Chastain, to name just a few, speaking publicly about their vegan lifestyle, encourages veganism to become mainstream and increases its widespread acceptance.However not all the dairy industry’s ills can be blamed on vegans. Rising costs, cheap imports, and other pressures (Lockhart, Donaghy and Gow) have all placed pressure on the industry. Nonetheless, in the battle for hearts and minds on social media, the vegans are leading the way.Qualitative research interviewing new vegans found converting to veganism was relatively easy, yet some respondents reported having to consult multiple resources and required additional support and education on how to be vegan (McDonald 17).Enter VeganuaryUsing a month, week or day to promote an idea or campaign, is a common public relations and marketing strategy, particularly in health communications. Dry July and Ocsober both promote alcohol abstinence, Frocktober raises funds for ovarian cancer, and Movember is an annual campaign raising awareness and funds for men’s health (Parnell). Vegans Matthew Glover and Jane Land were discussing the success of Movember when they raised the idea of creating a vegan version. Their initiative, Veganuary, urging people to try vegan for the month of January, launched in 2014 and since then 500,000 people have taken the Veganuary pledge (Veganuary).The Veganuary website is the largest of its kind on the internet. With vegan recipes, expert advice and information, it provides all the answers to Why go vegan, but it is the support offered to answer How to go vegan that truly sets Veganuary apart. (Veganuary)That Veganuary participants would use social media to discuss and share their experiences was a foregone conclusion. Twitter, Facebook, and Instagram are all utilised by participants, with the official Veganuary pages currently followed/liked by 159,000 Instagram followers, receiving 242,038 Facebook likes, and 45,600 Twitter followers (Veganuary). Both the Twitter and Instagram sites make effective use of hashtags to spread their reach, not only using #Veganuary but also other relevant hashtags such as #TryVegan, #VeganRecipes, and the more common #Vegan, #Farm, and #SaveAnimals.Februdairy Follows Veganuary, But Only on the CalendarCalling on farmers and dairy producers to create counter content and their own hashtag may have seemed like an idea that would achieve an overall positive response.Agricultural news sites and bloggers spread the word and even the BBC reported on the industry’s “fight back” against Veganuary (BBC). However the hashtag was quickly overwhelmed with anti-dairy activists mobilising online. Vegans issued a call to arms across social media. The Vegans in Australia Facebook group featured a number of posts urging its 58,949 members to “thunderclap” the Februdairy hashtag while the Project Calf anti-dairy campaign declared that Februdairy offered an “easy” way to spread their information (Sandhu).Februdairy farmers and dairy supporters were encouraged to tell their stories, sharing positive photographs and videos, and they did. However this content was limited. In this tweet (fig. 1) the issue of a lack of diverse content was succinctly addressed by an anti-Februdairy activist.Fig. 1: Content challenges. (#Februdairy, 2 Feb. 2019)MethodUtilising Twitter’s advanced search capability, I was able to search for #Veganuary tweets from 1 to 7 January 2019 and #Februdairy tweets from 1 to 7 February 2019. I analysed the top tweets provided by Twitter in terms of content, assessed whether the tweet was pro or anti Veganuary and Februdairy, and also categorised its content in terms of subject matter.Tweets were analysed to assess whether they were on message and aligned with the values of their associated hashtag. Veganuary tweets were considered to be on message if they promoted veganism or possessed an anti-dairy, anti-meat, or pro-animal sentiment. Februdairy tweets were assessed as on message if they promoted the consumption of dairy products, expressed sympathy or empathy towards the dairy industry, or possessed an anti-vegan sentiment. Tweets were also evaluated according to their clarity, emotional impact and coherence. The overall effectiveness of the hashtag was then evaluated based on the above criteria as well as whether they had been hijacked.Results and FindingsOverwhelmingly, the 213 #Veganuary tweets were on message. That is they were pro-Veganuary, supportive of veganism, and positive. The topics were varied and included humorous memes, environmental facts, information about the health benefits of veganism, as well as a strong focus on animals. The number of non-graphic tweets (12) concerning animals was double that of tweets featuring graphic or shocking imagery (6). Predominantly the tweets were focused on food and the sharing of recipes, with 44% of all pro #Veganuary tweets featuring recipes or images of food. Interestingly, a number of well-known corporations tweeted to promote their vegan food products, including Tesco, Aldi, Iceland, and M&S. The diversity of veganism is reflected in the tweets. Organisations used the hashtag to promote their products, including beauty and shoe products, social media influencers promoted their vegan podcasts and blogs, and, interestingly, the Ethiopian Embassy of the United Kingdom tweeted their support.There were 23 (11%) anti-Veganuary tweets. Of these, one was from Dr. Jude Capper, the founder of Februdairy. The others expressed support for farming and farmers, and a number were photographs of meat products, including sausages and fry-ups. One Australian journalist tweeted in favour of meat, stating it was yummy murder. These tweets could be described as entertaining and may perhaps serve as a means of preaching to the converted, but their ability to influence and persuade is negligible.Twitter’s search tool provided access to 141 top #Februdairy tweets. Of these 82 (52%) were a hijack of the hashtag and overtly anti-Februdairy. Vegan activists used the #Februdairy hashtag to their advantage with most of their tweets (33%) featuring non-graphic images of animals. They also tweeted about other subject matters, including environmental concerns, vegan food and products, and health issues related to dairy consumption.As noted by the activists (see fig. 1 above), most of the pro-Februdairy tweets were images of milk or dairy products (41%). Images of farms and farmers were the next most used (26%), followed by images of cows (17%) (see fig. 2). Fig. 2: An activist makes their anti-Februdairy point with a clear, engaging image and effective use of hashtags. (#Februdairy, 6 Feb. 2019)The juxtaposition between many of the tweets was also often glaring, with one contrasting message following another (see fig. 3). Fig. 3: An example of contrasting #Februdairy tweets with an image used by the activists to good effect, making their point known. (#Februdairy, 2 Feb. 2019)Storytelling is a powerful tool in public relations and marketing efforts. Yet, to be effective, high-quality content is required. That many of the Februdairy proponents had limited social media training was evident; images were blurred, film quality was poor, or they failed to make their meaning clear (see fig. 4). Fig. 4: A blurred photograph, reflective of some of the low-quality content provided by Februdairy supporters. (#Februdairy, 3 Feb. 2019)This image was tweeted in support of Februdairy. However the image and phrasing could also be used to argue against Februdairy. We can surmise that the tweeter was suggesting the cow was well looked after and seemingly content, but overall the message is as unclear as the image.While some pro-Februdairy supporters recognised the need for relevant hashtags, often their images were of a low-quality and not particularly engaging, a requirement for social media success. This requirement seems to be better understood by anti-Februdairy activists who used high-quality images and memes to create interest and gain the audience’s attention (see figs. 5 and 6). Fig. 5: An uninspiring image used to promote Februdairy. (#Februdairy, 6 Feb. 2019) Fig. 6: Anti-Februdairy activists made good use of memes, recognising the need for diverse content. (#Februdairy, 3 Feb. 2019)DiscussionWhat the #Februdairy case makes clear, then, is that in continuing its focus on traditional media, the dairy industry has left the battle online to largely untrained, non-social media savvy supporters.From a purely public relations perspective, one of the first things we ask our students to do in issues and crisis communication is to assess the risk. “What can hurt your organisation?” we ask. “What potential issues are on the horizon and what can you do to prevent them?” This is PR101 and it is difficult to understand why environmental scanning and resulting action has not been on the radar of the dairy industry long before now. It seems they have not fully anticipated or have significantly underestimated the emerging issue that public perception, animal cruelty, health concerns, and, ultimately, veganism has had on their industry and this is to their detriment. In Australia in 2015–16 the dairy industry was responsible for 8 per cent (A$4.3 billion) of the gross value of agricultural production and 7 per cent (A$3 billion) of agricultural export income (Department of Agriculture and Water Resources). When such large figures are involved and with so much at stake, it is hard to rationalise the decision not to engage in a more proactive online strategy, seeking to engage their publics, including, whether they like it or not, activists.Instead there are current attempts to address these issues with a legislative approach, lobbying for the introduction of ag-gag laws (Potter), and the limitation of terms such as milk and cheese (Worthington). However, these measures are undertaken while there is little attempt to engage with activists or to effectively counter their claims with a widespread authentic public relations campaign, and reflects a failure to understand the nature of the current online environment, momentum, and mood.That is not to say that the dairy industry is not operating in the online environment, but it does not appear to be a priority, and this is reflected in their low engagement and numbers of followers. For instance, Dairy Australia, the industry’s national service body, has a following of only 8,281 on Facebook, 6,981 on Twitter, and, crucially, they are not on Instagram. Their Twitter posts do not include hashtags and unsurprisingly they have little engagement on this platform with most tweets attracting no more than two likes. Surprisingly they have 21,013 subscribers on YouTube which featured professional and well-presented videos. This demonstrates some understanding of the importance of effective storytelling but not, as yet, trans-media storytelling.ConclusionSocial media activism is becoming more important and recognised as a legitimate voice in the public sphere. Many organisations, perhaps in recognition of this as well as a growing focus on responsible corporate behaviour, particularly in the treatment of animals, have adjusted their behaviour. From Unilever abandoning animal testing practices to ensure Dove products are certified cruelty free (Nussbaum), to Domino’s introducing vegan options, companies who are aware of emerging trends and values are changing the way they do business and are reaping the benefits of engaging with, and catering to, vegans. Domino’s sold out of vegan cheese within the first week and vegans were asked to phone ahead to their local store, so great was the demand. From their website:We knew the response was going to be big after the demand we saw for the product on social media but we had no idea it was going to be this big. (Domino’s Newsroom)As a public relations professional, I am baffled by the dairy industry’s failure to adopt a crisis-based strategy rather than largely rely on the traditional one-way communication that has served them well in the previous (golden?) pre-social media age. However, as a vegan, persuaded by the unravelling of the happy cow argument, I cannot help but hope this realisation continues to elude them.References@bovidiva. “Let’s Make #Februdairy Happen This Year. 28 Days, 28 Positive #dairy Posts. From Cute Calves and #cheese on Crumpets, to Belligerent Bulls and Juicy #beef #burgers – Who’s In?” Twitter post. 15 Jan. 2018. 1 Feb. 2019 <https://twitter.com/bovidiva/status/952910641840447488?lang=en>.Austin, Lucinda L., and Yan Jin. Social Media and Crisis Communication. 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Canada’s New Draft Food Guide Favors Plant-Based Protein and Eliminates Dairy as a Food Group.” Huffington Post 7 Dec. 2017. 10 Feb. 2019 <https://www.huffingtonpost.com/entry/progress-canadas-new-food-guide-will-favor-plant_us_5966eb4ce4b07b5e1d96ed5e>.Potter, Will. “Ag-Gag Laws: Corporate Attempts to Keep Consumers in the Dark.” Griffith Journal of Law and Human Dignity (2017): 1–32.Roy Morgan. “Netflix Set to Surge beyond 10 Million Users.” Roy Morgan 3 Aug. 2018. 20 Feb. 2019 <http://www.roymorgan.com/findings/7681-netflix-stan-foxtel-fetch-youtube-amazon-pay-tv-june-2018-201808020452>.———. “1 in 7 Australians Now Watch No Commercial TV, Nearly Half of All Broadcasting Reaches People 50+, and Those with SVOD Watch 30 Minutes Less a Day.” Roy Morgan 1 Feb. 2016. 10 Feb. 2019 <http://www.roymorgan.com/findings/6646-decline-and-change-commercial-television-viewing-audiences-december-2015-201601290251>.Saccaro, Matt. “Milk Does Not Do a Body Good, Says New Study.” Mic.com 29 Oct. 2014. 12 Feb. 2019 <https://mic.com/articles/102698/milk-does-not-do-a-body-good#.o7MuLnZgV>.Sandhu, Serina. “A Group of Vegan Activists Is Trying to Hijack the ‘Februdairy’ Month by Encouraging People to Protest at Dairy Farms.” inews.co.uk 5 Feb. 2019. 18 Feb. 2019 <https://inews.co.uk/news/uk/vegan-activists-hijack-februdairy-protest-dairy-farms-farmers/>.Social Garden. “Hashtag Blunders That Hurt Your Social Media Marketing Efforts.” Socialgarden.com.au 30 May 2014. 10 Feb. 2019 <https://socialgarden.com.au/social-media-marketing/hashtag-blunders-that-hurt-your-social-media-marketing-efforts/>.Statista: The Statista Portal. Use of Social Networking Sites in Australia as of March 2017 by Age. 2019. 10 Feb. 2019 <https://www.statista.com/statistics/729928/australia-social-media-usage-by-age/>.Tran, Mark. “#myNYPD Twitter Callout Backfires for New York Police Department.” The Guardian 23 Apr. 2014. 10 Feb. 2019 <https://www.theguardian.com/world/2014/apr/23/mynypd-twitter-call-out-new-york-police-backfires>.University of Cambridge. “Farming Loved But Misunderstood, Survey Shows.” Cam.uc.uk 23 Aug. 2012. 10 Feb. 2019 <https://www.cam.ac.uk/research/news/farming-loved-but-misunderstood-survey-shows>.Veganuary. “About Veganuary.” 2019. 21 Feb. 2019 <https://veganuary.com/about/>.———. “Veganuary: Inspiring People to Try Vegan!” 2019. 10 Feb. 2019 <https://veganuary.com/>.What the Health. Dir. Kip Anderson, and Keegan Kuhn. A.U.M. Films, 2017.Worthington, Brett. “Federal Government Pushes to Stop Plant-Based Products Labelled as ‘Meat’ or ‘Milk’.” ABC News 11 Oct. 2018. 20 Feb. 2019 <https://www.abc.net.au/news/2018-10-11/federal-government-wants-food-standards-reviewed/10360200>.Yates, Jack. “Farmers Plan to Make #Februdairy Month of Dairy Celebration.” Farmers Weekly 20 Jan. 2018. 10 Feb. 2019 <https://www.fwi.co.uk/business/farmers-plan-make-februdairy-month-dairy-celebration>.
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Flynn, Bernadette. "Towards an Aesthetics of Navigation". M/C Journal 3, n. 5 (1 ottobre 2000). http://dx.doi.org/10.5204/mcj.1875.

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Abstract (sommario):
Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Holloway, Donell Joy, Lelia Green e Danielle Brady. "FireWatch: Creative Responses to Bushfire Catastrophes". M/C Journal 16, n. 1 (19 marzo 2013). http://dx.doi.org/10.5204/mcj.599.

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Abstract (sommario):
IntroductionBushfires have taken numerous lives and destroyed communities throughout Australia over many years. Catastrophic fire weather alerts have occurred during the Australian summer of 2012–13, and long-term forecasts predict increased bushfire events throughout several areas of Australia. This article highlights how organisational and individual responses to bushfire in Australia often entail creative responses—either improvised responses at the time of bushfire emergencies or innovative (organisational, strategic, or technological) changes which help protect the community from, or mitigate against, future bushfire catastrophes. These improvised or innovative responses include emergency communications systems, practices, and devices. This article reports on findings from a research project funded by the Australian Research Council titled Using Community Engagement and Enhanced Visual Information to Promote FireWatch Satellite Communications as a Support for Collaborative Decision-making. FireWatch is a Web-based public information product based on near real time satellite data produced by the West Australian (WA) Government entity, Landgate. The project researches ways in which remote and regional publics can be engaged and mobilised through the development of a more user-friendly FireWatch site to make fire information accessible and usable, allowing a community-focused response to risk.The significance of the research project is evident both in how it addresses the important and life-threatening challenge of bushfires; and also in how Australia’s increasingly hot, dry, long summers are adding to historically-established risks. This innovative project uses an iterative, participatory design process incorporating action-research practices. This will ensure that the new Firewatch interface is redesigned, tested, observed, and reflected upon multiple times—and will incorporate the collective creativity of users, designers, and researchers.The qualitative findings reported on in this article are based on 19 interviews with community members in the town of Kununurra in the remote Kimberley region of WA. The findings are positioned within a reconceptualised framework in which creativity is viewed as an essential component of successful emergency responses. This includes, we argue, two critical aspects of creativity: improvisation during a catastrophic event; and ongoing innovation to improve future responses to catastrophes—including communication practices and technologies. This shifts the discourse within the literature in relation to the effective management and community responses to the changing phenomenon of fire catastrophes. Findings from the first round of interviews, and results of enquiries into previous bushfires in Australia, are used to highlight how these elements of creativity often entail a collective creativity on the part of emergency responders or the community in general. An additional focus is on the importance of the critical use of communication during a bushfire event.ImprovisationThe notion of "improvisation" is often associated with artistic performance. Nonetheless, improvisation is also integral to making effectual responses during natural catastrophes. “Extreme events present unforeseen conditions and problems, requiring a need for adaptation, creativity, and improvisation while demanding efficient and rapid delivery of services under extreme conditions” (Harrald 257).Catastrophes present us with unexpected scenarios and require rapid, on the spot problem solving and “even if you plan for a bushfire it is not going to go to plan. When the wind changes direction there has to be a new plan” (Jeff. Personal Interview. 2012). Jazz musicians or improvisational actors “work to build their knowledge across a range of fields, and this knowledge provides the elements for each improvisational outcome” (Kendra and Wachendorf 2). Similarly, emergency responders’ knowledge and preparation can be drawn “upon in the ambiguous and dynamic conditions of a disaster where not every need has been anticipated or accounted for” (Kendra and Wachtendorf 2). Individuals and community organisations not associated with emergency services also improvise in a creative and intuitive manner in the way they respond to catastrophes (Webb and Chevreau). For example, during the 9/11 terrorism catastrophe in the USA an assorted group of boat owners rapidly self-organised to evacuate Lower Manhattan. On their return trips, they carried emergency personnel and supplies to the area (Kendra and Wachendorf 5). An interviewee in our study also recalls bush fire incidents where creative problem solving and intuitive decision-making are called for. “It’s like in a fire, you have to be thinking fast. You need to be semi self-sufficient until help arrives. But without doing anything stupid and creating a worse situation” (Kelly. Personal Interview. 2012). Kelly then describes the rapid community response she witnessed during a recent fire on the outskirts of Kununurra, WA.Everyone had to be accounted for, moving cars, getting the tractors out, protecting the bores because you need the water. It happens really fast and it is a matter of rustling everyone up with the machinery. (2012)In this sense, the strength of communities in responding to catastrophes or disasters “results largely from the abilities of [both] individuals and organisations to adapt and improvise under conditions of uncertainty” (Webb and Chevreau 67). These improvised responses frequently involve a collective creativity—where groups of neighbours or emergency workers act in response to the unforseen, often in a unified and self-organising manner. InnovationCatastrophes also stimulate change and innovation for the future. Disasters create a new environment that must be explored, assessed, and comprehended. Disasters change the physical and social landscape, and thereby require a period of exploration, learning, and the development of new approaches. (Kendra and Wachtendorf 6)These new approaches can include organisational change, new response strategies, and technologies and communication improvements. Celebrated inventor Benjamin Franklin, for instance, facilitated the formation of the first Volunteer Fire department in the 1850s as a response to previous urban fire catastrophes in the USA (Mumford 258). This organisational innovation continues to play an instrumental part in modern fire fighting practices. Indeed, people living in rural and remote areas of Australia are heavily reliant on volunteer groups, due to the sparse population and vast distances that need to be covered.As with most inventions and innovations, new endeavours aimed at improving responses to catastrophes do not occur in a vacuum. They “are not just accidents, nor the inscrutable products of sporadic genius, but have abundant and clear causes in prior scientific and technological development” (Gifillian 61). Likewise, the development of our user-friendly and publically available FireWatch site relies on the accumulation of preceding inventions and innovations. This includes the many years spent developing the existing FireWatch site, a site dense in information of significant value to scientists, foresters, land managers, and fire experts.CommunicationsOften overlooked in discussions regarding emergency communications is the microgeographical exchanges that occur in response to the threat of natural disasters. This is where neighbours fill the critical period before emergency service responders can appear on site. In this situation, it is often local knowledge that underpins improvised grassroots communication networks that inform and organise the neighbourhood. During a recent bushfire on peri-rural blocks on the outskirts of Kununurra, neighbours went into action before emergency services volunteers could respond.We phoned around and someone would phone and call in. Instead of 000 being rung ten times, make sure that one person rang it in. 40 channel [CB Radio] was handy – two-way communication, four wheelers – knocking on doors making sure everyone is out of the house, just in case. (Jane. Personal Interview. 2012) Similarly, individuals and community groups have been able to inform and assist each other on a larger scale via social network technologies (SNTs). This creative application of SNTs began after the 9/11 terror attacks in 2001 when individuals created wikis in order to find missing persons (Palen and Lui). Twitter has experienced considerable growth and was used freely during the 2009 Black Saturday fires in Australia. Studies of tweeting activity during these fires indicate that “tweets made during Black Saturday are laden with actionable factual information which contrasts with earlier claims that tweets are of no value made of mere random personal notes” (Sinnappan et al. n.p.).Traditionally, official alerts and warnings have been provided to the public via television and radio. However, several inquiries into the recent bushfires within Australia show concern “with the way in which fire agencies deliver information to community members during a bushfire...[and in order to] improve community safety from bushfire, systems need to be implemented that enable community members to communicate information to fire agencies, making use of local knowledge” (Elsworth et al. 8).Technological and social developments over the last decade mean the public no longer relies on a single source of official information (Sorensen and Sorensen). Therefore, SNTs such as Twitter and Facebook are being used by the media and emergency authorities to make information available to the public. These SNTs are dynamic, in that there can be a two-way flow of information between the public and emergency organisations. Nonetheless, there has been limited use of SNTs by emergency agencies to source information posted by in situ residents, in order to help in decision-making (Freeman). Organisational use of multiple communication channels and platforms to inform citizens about bushfire emergencies ensures a greater degree of coverage—in case of communication systems breakdowns or difficulties—as in the telephone alert system breakdown in Kelmscott-Roleystone, WA or a recent fire in Warrnambool, Victoria which took out the regional telephone exchange making telephone calls, mobiles, landlines, and the Internet non-operational (Johnson). The new FireWatch site will provide an additional information option for rural and remote Australians who, often rely on visual sightings and on word-of-mouth to be informed about fires in their region. “The neighbour came over and said - there is a fire, we’d better get our act together because it is going to hit us. No sooner than I turned around, I thought shit, here it comes” (Richard. Personal Interview. 2012). The FireWatch ProjectThe FireWatch project involves the redevelopment of an existing FireWatch website to extend the usability of the product from experts to ordinary users in order to facilitate community-based decision-making and action both before and during bushfire emergencies. To this purpose, the project has been broken down to two distinct, yet interdependent, strands. The community strand involves collaboration within a community (in this case the Kununurra community) in order to carry out a community-centred approach to further development of the site. The design strand involves the development of an intuitive and accessible Web presentation of complex information in clear, unambiguous ways to inform action in stressful circumstances. At this stage, a first round of 19 semi-structured interviews with stakeholders has been conducted in Kununurra to determine fire-related information-seeking behaviours, attitudes to mediated information services in the region, as well as user feedback on a prototype website developed in the design strand of the project. Stakeholders included emergency services personnel (payed and volunteer), shire representatives, tourism operators, small business operators (including tourism operators), a forest manager, a mango farmer, an Indigenous ranger team manager as well as general community members. Interviewees reported dissatisfaction with current information systems. They gave positive feedback about the website prototype. “It’s very much, very easy to follow” (David. Personal Interview. 2012). “It looks so much better than [the old site]. You couldn’t get in that close on [the other site]. It is fantastic” (Lance. Personal Interview. 2012). They also added thought-provoking contributions to the design of the website (to be discussed later).Residents of Kununurra who were interviewed for this research project found bushfire warning communications unsatisfactory, especially during a recent fire on the outskirts of town. People who called 000 had difficulties passing the information on, having to explain exactly where Kununurra was and the location of fires to operators not familiar with the area. When asked how the Kununurra community gets their fire information a Shire representative explained: That is not very good at the moment. The only other way we can think about it is perhaps more updates on things like Facebook, perhaps on a website, but with this current fire there really wasn’t a lot of information and a lot of people didn’t know what was going on. We [the shire] knew because we were talking to the [fire] brigades and to FESA [Fire and Emergency Services Authority] but most residents didn’t have any idea and it looks pretty bad. (Ginny. Personal Interview. 2012) All being well, the new user-friendly FireWatch site will add another platform through which fire information messages are transmitted. Community members will be offered continuously streamed bushfire location information, which is independent of any emergency services communication systems. In particular, rural and remote areas of Australia will have fire information at the ready.The participatory methodology used in the design of the new FireWatch website makes use of collaborative creativity, whereby users’ vision of the website and context are incorporated. This iterative process “creates an equal evolving participatory process between user and designer towards sharing values and knowledge and creating new domains of collective creativity” (Park 2012). The rich and sometimes contradictory suggestions made by interviewees in this project often reflected individual visions of the tasks and information required, and individual preferences regarding the delivery of this information. “I have been thinking about how could this really work for me? I can give you feedback on what has happened in the past but how could it work for me in the future?” (Keith. Personal Interview. 2012). Keith and other community members interviewed in Kununurra indicated a variety of extra functions on the site not expected by the product designers. Some of these unexpected functions were common to most interviewees such as the great importance placed on the inclusion of a satellite view option on the site map (example shown in Figure 1). Jeremy, a member of an Indigenous ranger unit in the Kununurra area, was very keen to incorporate the satellite view options on the site. He explained that some of the older rangers:can’t use GPSs and don’t know time zones or what zones to put in, so they’ll use a satellite-style view. We’ll have Google Earth up on one [screen], and also our [own] imagery up on another [screen] and go that way. Be scrolling in and see – we’ve got a huge fire scar for 2011 around here; another guy will be on another computer zoning in and say, I think it is here. It’s quite simplistic but it works. (Personal Interview. 2012) In the case above, where rangers are already switching between computer screens to incorporate a satellite view into their planning, the importance of a satellite view layer on the FireWatch website makes user context an essential part of the design process. Incorporating many layers on one screen, as recommended by participants also ensures a more elegant solution to an existing problem.Figure 1: Satellite view in the Kununurra area showing features such as gorges, rivers, escarpments and dry riverbedsThis research project will involve further consultation with participants (both online and offline) regarding bushfire safety communications in their region, as well as the further design of the site. The website will be available over multiple devices (for example desktops, smart phones, and hand held tablet devices) and will be launched late this year. Further work will also be carried out to determine if social media is appropriate for this community of users in order to build awareness and share information regarding the site.Conclusion Community members improvise and self-organise when communicating fire information and organising help for each other. This can happen at a microgeographical (neighbourhood) level or on a wider level via social networking sites. Organisations also develop innovative communication systems or devices as a response to the threat of bushfires. Communication innovations, such as the use of Twitter and Facebook by fire emergency services, have been appropriated and fine-tuned by these organisations. Other innovations such as the user-friendly Firewatch site rely on previous technological developments in satellite-delivered imagery—as well as community input regarding the design and use of the site.Our early research into community members’ fire-related information-seeking behaviours and attitudes to mediated information services in the region of Kununurra has found unexpectedly creative responses, which range from collective creativity on the part of emergency responders or the community in general during events to creative use of existing information and communication networks. We intend to utilise this creativity in re-purposing FireWatch alongside the creative work of the designers in the project.Although it is commonplace to think of graphic design and new technology as incorporating creativity, it is rarely acknowledged how frequently these innovations harness everyday perspectives from non-professionals. In the case of the FireWatch developments, the creativity of designers and technologists has been informed by the creative responses of members of the public who are best placed to understand the challenges posed by restricted information flows on the ground in times of crisis. In these situations, people respond not only with new ideas for the future but with innovative responses in the present as they communicate with each other to deal with the challenge of a fast-moving and unpredictable situation. Such improvisation, honed through close awareness of the contours and parameters of both community and communication, are one of the ways through which people help keep themselves and each other safe in the face of dramatic developments.ReferencesElsworth, G., and K. Stevens, J. Gilbert, H. Goodman, A Rhodes. "Evaluating the Community Safety Approach to Bushfires in Australia: Towards an Assessment of What Works and How." Biennial Conference of the Eupopean Evaluation Society, Lisbon, Oct. 2008. Freeman, Mark. "Fire, Wind and Water: Social Networks in Natural Disasters." Journal of Cases on Information Technology (JCIT) 13.2 (2011): 69–79.Gilfillan, S. Colum. The Sociology of Invention. Chicago: Follett Publishing, 1935.Harrald, John R. "Agility and Discipline: Critical Success Factors for Disaster Response." The Annals of the American Academy of Political and Social Science 604.1 (2006): 256–72.Johnson, Peter. "Australia Unprepared for Bushfire”. Australian Broadcasting Corporation 17 Dec. 2012. 3 Jan. 2013 ‹http://www.abc.net.au/environment/articles/2012/12/17/3654075.htm›.Keelty, Mick J. "A Shared Responsibility: the Report of the Perth Hills Bushfires February 2011". Department of Premier and Cabinet, Government of Western Australia, Perth.Kendra, James, and Tricia Wachtendorf. "Improvisation, Creativity, and the Art of Emergency Management." NATO Advanced Research Workshop on Understanding and Responding to Terrorism: A Multi-Dimensional Approach. Washington, DC, 8-9 Sep. 2006.———. "Creativity in Emergency Response after the World Trade Centre Attack". Amud Conference of the International Emergency Management Society. University of Delaware. 14-17 May 2002. Mumford, Michael D. "Social Innovation: Ten Cases from Benjamin Franklin." Creativity Research Journal 14.2 (2002): 253–66.Palen, Leysia, and Sophia.B. Liu. "Citizen Communications in Crisis: Anticipating a Future of ICT-Supported Public Participation." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. San Jose, 28 Apr. - 3 May 2007.Park, Ji Yong. "Design Process Excludes Users: The Co-Creation Activities between User and Designer." Digital Creativity 23.1 (2012): 79–92. Sinnappan, Suku, Cathy Farrell, and Elizabeth Stewart. "Priceless Tweets! A Study on Twitter Messages Posted During Crisis: Black Saturday." Proceedings of 21st Australasian Conference on Information Systems (ACIS 2010). Brisbane, Australia, 1-3 Dec 2010.Sorensen, John H., and Barbara Vogt Sorensen. "Community Processes: Warning and Evacuation." Handbook of Disaster Research. Eds. Havidán Rodríguez, Enrico Louis Quarantelli, and Russell Rowe Dynes. New York: Springer, 2007. 183–99.Webb, Gary R., and Francois-Regis Chevreau. "Planning to Improvise: The Importance of Creativity and Flexibility in Crisis Response." International Journal of Emergency Management 3.1 (2006): 66–72.
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Ali, Kawsar. "Zoom-ing in on White Supremacy". M/C Journal 24, n. 3 (21 giugno 2021). http://dx.doi.org/10.5204/mcj.2786.

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Abstract (sommario):
The Alt Right Are Not Alright Academic explorations complicating both the Internet and whiteness have often focussed on the rise of the “alt-right” to examine the co-option of digital technologies to extend white supremacy (Daniels, “Cyber Racism”; Daniels, “Algorithmic Rise”; Nagle). The term “alt-right” refers to media organisations, personalities, and sarcastic Internet users who promote the “alternative right”, understood as extremely conservative, political views online. The alt-right, in all of their online variations and inter-grouping, are infamous for supporting white supremacy online, “characterized by heavy use of social media and online memes. Alt-righters eschew ‘establishment’ conservatism, skew young, and embrace white ethnonationalism as a fundamental value” (Southern Poverty Law Center). Theoretical studies of the alt-right have largely focussed on its growing presence across social media and websites such as Twitter, Reddit, and notoriously “chan” sites 4chan and 8chan, through the political discussions referred to as “threads” on the site (Nagle; Daniels, “Algorithmic Rise”; Hawley). As well, the ability of online users to surpass national boundaries and spread global white supremacy through the Internet has also been studied (Back et al.). The alt-right have found a home on the Internet, using its features to cunningly recruit members and to establish a growing community that mainstream politically extreme views (Daniels, “Cyber Racism”; Daniels, “Algorithmic Rise; Munn). This body of knowledge shows that academics have been able to produce critically relevant literature regarding the alt-right despite the online anonymity of the majority of its members. For example, Conway et al., in their analysis of the history and social media patterns of the alt-right, follow the unique nature of the Christchurch Massacre, encompassing the use and development of message boards, fringe websites, and social media sites to champion white supremacy online. Positioning my research in this literature, I am interested in contributing further knowledge regarding the alt-right, white supremacy, and the Internet by exploring the sinister conducting of Zoom-bombing anti-racist events. Here, I will investigate how white supremacy through the Internet can lead to violence, abuse, and fear that “transcends the virtual world to damage real, live humans beings” via Zoom-bombing, an act that is situated in a larger co-option of the Internet by the alt-right and white supremacists, but has been under theorised as a hate crime (Daniels; “Cyber Racism” 7). Shitposting I want to preface this chapter by acknowledging that while I understand the Internet, through my own external investigations of race, power and the Internet, as a series of entities that produce racial violence both online and offline, I am aware of the use of the Internet to frame, discuss, and share anti-racist activism. Here we can turn to the work of philosopher Michel de Certeau who conceived the idea of a “tactic” as a way to construct a space of agency in opposition to institutional power. This becomes a way that marginalised groups, such as racialised peoples, can utilise the Internet as a tactical material to assert themselves and their non-compliance with the state. Particularly, shitposting, a tactic often associated with the alt-right, has also been co-opted by those who fight for social justice and rally against oppression both online and offline. As Roderick Graham explores, the Internet, and for this exploration, shitposting, can be used to proliferate deviant and racist material but also as a “deviant” byway of oppositional and anti-racist material. Despite this, a lot can be said about the invisible yet present claims and support of whiteness through Internet and digital technologies, as well as the activity of users channelled through these screens, such as the alt-right and their digital tactics. As Vikki Fraser remarks, “the internet assumes whiteness as the norm – whiteness is made visible through what is left unsaid, through the assumption that white need not be said” (120). It is through the lens of white privilege and claims to white supremacy that online irony, by way of shitposting, is co-opted and understood as an inherently alt-right tool, through the deviance it entails. Their sinister co-option of shitposting bolsters audacious claims as to who has the right to exist, in their support of white identity, but also hides behind a veil of mischief that can hide their more insidious intention and political ideologies. The alt-right have used “shitposting”, an online style of posting and interacting with other users, to create a form of online communication for a translocal identity of white nationalist members. Sean McEwan defines shitposting as “a form of Internet interaction predicated upon thwarting established norms of discourse in favour of seemingly anarchic, poor quality contributions” (19). Far from being random, however, I argue that shitposting functions as a discourse that is employed by online communities to discuss, proliferate, and introduce white supremacist ideals among their communities as well as into the mainstream. In the course of this article, I will introduce racist Zoom-bombing as a tactic situated in shitposting which can be used as a means of white supremacist discourse and an attempt to block anti-racist efforts. By this line, the function of discourse as one “to preserve or to reproduce discourse (within) a closed community” is calculatingly met through shitposting, Zoom-bombing, and more overt forms of white supremacy online (Foucault 225-226). Using memes, dehumanisation, and sarcasm, online white supremacists have created a means of both organising and mainstreaming white supremacy through humour that allows insidious themes to be mocked and then spread online. Foucault writes that “in every society the production of discourse is at once controlled, selected, organised and redistributed according to a certain number of procedures, whose role is to avert its powers and danger, to cope with chance events, to evade ponderous, awesome materiality” (216). As Philippe-Joseph Salazar recontextualises to online white supremacists, “the first procedure of control is to define what is prohibited, in essence, to set aside that which cannot be spoken about, and thus to produce strategies to counter it” (137). By this line, the alt-right reorganises these procedures and allocates a checked speech that will allow their ideas to proliferate in like-minded and growing communities. As a result, online white supremacists becoming a “community of discourse” advantages them in two ways: first, ironic language permits the mainstreaming of hate that allows sinister content to enter the public as the severity of their intentions is doubted due to the sarcastic language employed. Second, shitposting is employed as an entry gate to more serious and dangerous participation with white supremacist action, engagement, and ideologies. It is important to note that white privilege is embodied in these discursive practices as despite this exploitation of emerging technologies to further white supremacy, there are approaches that theorise the alt-right as “crazed product(s) of an isolated, extremist milieu with no links to the mainstream” (Moses 201). In this way, it is useful to consider shitposting as an informal approach that mirrors legitimised white sovereignties and authorised white supremacy. The result is that white supremacist online users succeed in “not only in assembling a community of actors and a collective of authors, on the dual territory of digital communication and grass-roots activism”, but also shape an effective fellowship of discourse that audiences react well to online, encouraging its reception and mainstreaming (Salazar 142). Continuing, as McBain writes, “someone who would not dream of donning a white cap and attending a Ku Klux Klan meeting might find themselves laughing along to a video by the alt-right satirist RamZPaul”. This idea is echoed in a leaked stylistic guide by white supremacist website and message board the Daily Stormer that highlights irony as a cultivated mechanism used to draw new audiences to the far right, step by step (Wilson). As showcased in the screen capture below of the stylistic guide, “the reader is at first drawn in by curiosity or the naughty humor and is slowly awakened to reality by repeatedly reading the same points” (Feinburg). The result of this style of writing is used “to immerse recruits in an online movement culture built on memes, racial panic and the worst of Internet culture” (Wilson). Figure 1: A screenshot of the Daily Stormer’s playbook, expanding on the stylistic decisions of alt-right writers. Racist Zoom-Bombing In the timely text “Racist Zoombombing”, Lisa Nakamura et al. write the following: Zoombombing is more than just trolling; though it belongs to a broad category of online behavior meant to produce a negative reaction, it has an intimate connection with online conspiracy theorists and white supremacy … . Zoombombing should not be lumped into the larger category of trolling, both because the word “trolling” has become so broad it is nearly meaningless at times, and because zoombombing is designed to cause intimate harm and terrorize its target in distinct ways. (30) Notwithstanding the seriousness of Zoom-bombing, and to not minimise its insidiousness by understanding it as a form of shitposting, my article seeks to reiterate the seriousness of shitposting, which, in the age of COVID-19, Zoom-bombing has become an example of. I seek to purport the insidiousness of the tactical strategies of the alt-right online in a larger context of white violence online. Therefore, I am proposing a more critical look at the tactical use of the Internet by the alt-right, in theorising shitposting and Zoom-bombing as means of hate crimes wherein they impose upon anti-racist activism and organising. Newlands et al., receiving only limited exposure pre-pandemic, write that “Zoom has become a household name and an essential component for parties (Matyszczyk, 2020), weddings (Pajer, 2020), school and work” (1). However, through this came the strategic use of co-opting the application by the alt-right to digitise terror and ensure a “growing framework of memetic warfare” (Nakamura et al. 31). Kruglanski et al. label this co-opting of online tools to champion white supremacy operations via Zoom-bombing an example of shitposting: Not yet protesting the lockdown orders in front of statehouses, far-right extremists infiltrated Zoom calls and shared their screens, projecting violent and graphic imagery such as swastikas and pornography into the homes of unsuspecting attendees and making it impossible for schools to rely on Zoom for home-based lessons. Such actions, known as “Zoombombing,” were eventually curtailed by Zoom features requiring hosts to admit people into Zoom meetings as a default setting with an option to opt-out. (128) By this, we can draw on existing literature that has theorised white supremacists as innovation opportunists regarding their co-option of the Internet, as supported through Jessie Daniels’s work, “during the shift of the white supremacist movement from print to digital online users exploited emerging technologies to further their ideological goals” (“Algorithmic Rise” 63). Selfe and Selfe write in their description of the computer interface as a “political and ideological boundary land” that may serve larger cultural systems of domination in much the same way that geopolitical borders do (418). Considering these theorisations of white supremacists utilising tools that appear neutral for racialised aims and the political possibilities of whiteness online, we can consider racist Zoom-bombing as an assertion of a battle that seeks to disrupt racial justice online but also assert white supremacy as its own legitimate cause. My first encounter of local Zoom-bombing was during the Institute for Culture and Society (ICS) Seminar titled “Intersecting Crises” by Western Sydney University. The event sought to explore the concatenation of deeply inextricable ecological, political, economic, racial, and social crises. An academic involved in the facilitation of the event, Alana Lentin, live tweeted during the Zoom-bombing of the event: Figure 2: Academic Alana Lentin on Twitter live tweeting the Zoom-bombing of the Intersecting Crises event. Upon reflecting on this instance, I wondered, could efforts have been organised to prevent white supremacy? In considering who may or may not be responsible for halting racist shit-posting, we can problematise the work of R David Lankes, who writes that “Zoom-bombing is when inadequate security on the part of the person organizing a video conference allows uninvited users to join and disrupt a meeting. It can be anything from a prankster logging on, yelling, and logging off to uninvited users” (217). However, this beckons two areas to consider in theorising racist Zoom-bombing as a means of isolated trolling. First, this approach to Zoom-bombing minimises the sinister intentions of Zoom-bombing when referring to people as pranksters. Albeit withholding the “mimic trickery and mischief that were already present in spaces such as real-life classrooms and town halls” it may be more useful to consider theorising Zoom-bombing as often racialised harassment and a counter aggression to anti-racist initiatives (Nakamura et al. 30). Due to the live nature of most Zoom meetings, it is increasingly difficult to halt the threat of the alt-right from Zoom-bombing meetings. In “A First Look at Zoom-bombings” a range of preventative strategies are encouraged for Zoom organisers including “unique meeting links for each participant, although we acknowledge that this has usability implications and might not always be feasible” (Ling et al. 1). The alt-right exploit gaps, akin to co-opting the mainstreaming of trolling and shitposting, to put forward their agenda on white supremacy and assert their presence when not welcome. Therefore, utilising the pandemic to instil new forms of terror, it can be said that Zoom-bombing becomes a new means to shitpost, where the alt-right “exploits Zoom’s uniquely liminal space, a space of intimacy generated by users via the relationship between the digital screen and what it can depict, the device’s audio tools and how they can transmit and receive sound, the software that we can see, and the software that we can’t” (Nakamura et al. 29). Second, this definition of Zoom-bombing begs the question, is this a fair assessment to write that reiterates the blame of organisers? Rather, we can consider other gaps that have resulted in the misuse of Zoom co-opted by the alt-right: “two conditions have paved the way for Zoom-bombing: a resurgent fascist movement that has found its legs and best megaphone on the Internet and an often-unwitting public who have been suddenly required to spend many hours a day on this platform” (Nakamura et al. 29). In this way, it is interesting to note that recommendations to halt Zoom-bombing revolve around the energy, resources, and attention of the organisers to practically address possible threats, rather than the onus being placed on those who maintain these systems and those who Zoom-bomb. As Jessie Daniels states, “we should hold the platform accountable for this type of damage that it's facilitated. It's the platform's fault and it shouldn't be left to individual users who are making Zoom millions, if not billions, of dollars right now” (Ruf 8). Brian Friedberg, Gabrielle Lim, and Joan Donovan explore the organised efforts by the alt-right to impose on Zoom events and disturb schedules: “coordinated raids of Zoom meetings have become a social activity traversing the networked terrain of multiple platforms and web spaces. Raiders coordinate by sharing links to Zoom meetings targets and other operational and logistical details regarding the execution of an attack” (14). By encouraging a mass coordination of racist Zoom-bombing, in turn, social justice organisers are made to feel overwhelmed and that their efforts will be counteracted inevitably by a large and organised group, albeit appearing prankster-like. Aligning with the idea that “Zoombombing conceals and contains the terror and psychological harm that targets of active harassment face because it doesn’t leave a trace unless an alert user records the meeting”, it is useful to consider to what extent racist Zoom-bombing becomes a new weapon of the alt-right to entertain and affirm current members, and engage and influence new members (Nakamura et al. 34). I propose that we consider Zoom-bombing through shitposting, which is within “the location of matrix of domination (white supremacy, heteropatriarchy, ableism, capitalism, and settler colonialism)” to challenge the role of interface design and Internet infrastructure in enabling racial violence online (Costanza-Chock). Conclusion As Nakamura et al. have argued, Zoom-bombing is indeed “part of the lineage or ecosystem of trollish behavior”, yet these new forms of alt-right shitposting “[need] to be critiqued and understood as more than simply trolling because this term emerged during an earlier, less media-rich and interpersonally live Internet” (32). I recommend theorising the alt-right in a way that highlights the larger structures of white power, privilege, and supremacy that maintain their online and offline legacies beyond Zoom, “to view white supremacy not as a static ideology or condition, but to instead focus on its geographic and temporal contingency” that allows acts of hate crime by individuals on politicised bodies (Inwood and Bonds 722). This corresponds with Claire Renzetti’s argument that “criminologists theorise that committing a hate crime is a means of accomplishing a particular type of power, hegemonic masculinity, which is described as white, Christian, able-bodied and heterosexual” – an approach that can be applied to theorisations of the alt-right and online violence (136). This violent white masculinity occupies a hegemonic hold in the formation, reproduction, and extension of white supremacy that is then shared, affirmed, and idolised through a racialised Internet (Donaldson et al.). Therefore, I recommend that we situate Zoom-bombing as a means of shitposting, by reiterating the severity of shitposting with the same intentions and sinister goals of hate crimes and racial violence. References Back, Les, et al. “Racism on the Internet: Mapping Neo-Fascist Subcultures in Cyber-Space.” Nation and Race: The Developing Euro-American Racist Subculture. Eds. Jeffrey Kaplan and Tore Bjørgo. 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