Edited by
Aris Mousoutzanis & Daniel Riha
New Media and the Politics of
Online Communities
Critical Issues
Series Editors
Dr Robert Fisher
Dr Daniel Riha
Advisory Board
Dr Alejandro Cervantes-Carson
Dr Peter Mario Kreuter
Professor Margaret Chatterjee
Martin McGoldrick
Dr Wayne Cristaudo
Revd Stephen Morris
Mira Crouch
Professor John Parry
Dr Phil Fitzsimmons
Paul Reynolds
Professor Asa Kasher
Professor Peter Twohig
Owen Kelly
Professor S Ram Vemuri
Revd Dr Kenneth Wilson, O.B.E
A Critical Issues research and publications project.
http://www.inter-disciplinary.net/critical-issues/
The Cyber Hub
‘Cybercultures’
New Media and the Politics of
Online Communities
Edited by
Aris Mousoutzanis & Daniel Riha
Inter-Disciplinary Press
Oxford, United Kingdom
© Inter-Disciplinary Press 2010
http://www.inter-disciplinary.net/publishing/id-press/
The Inter-Disciplinary Press is part of Inter-Disciplinary.Net – a global
network for research and publishing. The Inter-Disciplinary Press aims to
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British Library Cataloguing in Publication Data. A catalogue record for this
book is available from the British Library.
ISBN: 978-1-84888-032-0
First published in the United Kingdom in eBook format in 2010. First
Edition.
Table of Contents
Introduction
Aris Mousoutzanis
PART I
Concepts of Cyberspace and Cyberculture
Electronic Kairos
Gary Thompson
Authenticity Online: Using Webnography to
Address Phenomenological Concerns
Leighton Evans
PART II
PART III
ix
3
11
Cyberculture, National Identity and Diaspora
Stresses upon An Emergent Imagined Community:
Results and Insights from the Emirates Internet
Project
Harris Breslow & Ilhem Allagui
21
The Role of Online Communities in Social
Networking among Polish Migrants in the
United Kingdom
Renata Seredynska-Abou Eid
33
Emerging Communication Practices and Immigrant
Adolescents in their Developmental Process
Federica de Cordova, Eleonora Riva &
Nicoletta Vittadini
41
Fan Cultures Online
The Darker Side of Slash Fanfiction on the Internet
Brita Hansen
51
Virtual Friends: Experiences of an Online Fan
Community
Helen Barber & Jane Callaghan
59
Music Blogs, Music Scenes, Sub-Cultural Capital:
Emerging Practices in Music Blogs
Beatrice Jetto
69
PART IV
PART V
Cultures of Online Learning
E-Learning 2.0 as Reciprocal Learning
Paolo Lattanzio & Raffaele Mascella
79
New Media Literacies of Future Mother Tongue
Teachers
Hana Marešová & Jaroslav Sláma
87
Changing Identities in Cyberspace
Cloakroom Communities and Cyberspace: Towards
a Concept of ‘Pseudo-Environmental’ Niche
Jernej Prodnik
PART VI
99
Identity Representations through Machinima
Creation
Theodoros Thomas & Marina Vihou
107
Artistic Identity within Cyberspace: Issues go
Global, Interdisciplinary Projects do Evolve –
A Personal View
Bello Benischauer & Elisabeth M. Eitelberger
115
The Future Platforms
Machinimation Tools and their Impact on Creativity
Daniel Riha
127
Media Convergence and the Future of Online
Platforms
Fredrik Gundelsweiler, Christian Filk &
Bruno Studer
137
Gaming Potential of Augmented Reality
Gaspar Pujol Nicolau
145
PART VII
PART VIII
PART IX
PART X
Controversial Issues in Cyberlife
Election 2.0: How to Use Cyber Platforms to
Win the US Presidential Elections - An
Investigation into the Changing Communication
Strategies of Election Candidates
Sabine Baumann
155
Click Here to Protest: Electronic Civil
Disobedience and the Future of Social
Mobilisation
Fidele Vlavo
165
Cybertrauma and Technocultural Shock in
Contemporary Media Culture
Aris Mousoutzanis
173
Externalisation and Mediation of Memories
Integration of Digital Memories within Hand-Made
Objects
Cerys Alonso & Elizabeth Edwards
183
Once upon a Paradigm Shift: Interactive Storytelling
in a New Media Context
Patrick McEntaggart
191
New Media and Representations of the Past
Mu-Blogging: Yugoslav Pop-Musical Archives
Martin Pogačar
201
New Media Use in the Production of National
Identity and the Preservation of National History:
The Digital Emirates Project
Harris Breslow & Herman Coutinho
209
Theories and Concepts in Digitising Individual and
Community Memory
Diverging Strategies of Remembrance in Traditional
and Web 2.0 Online Projects
Heiko Zimmermann
219
Algorithmic Memory? Machinic Vision and
Database Culture
Katrina Sluis
227
Fluid Memory on the Web 2.0
Raffaele Mascella & Paolo Lattanzio
237
Introduction
Aris Mousoutzanis
The papers in this volume reflect the debates that progressed during
the 5th Global conference on Cybercultures, with Digital Memories:
Exploring Critical Issues, held as a part of Cyber Hub activity in Salzburg,
Austria in March 2010. The edited draft papers make up a snapshot for the
actual publishing.
Whereas the papers presented in the event were extremely diverse in
subject matter, theoretical orientation, and methodological approach, a
number of key common themes and issues were raised and discussed by
different speakers and members of the audience. This year, perhaps the most
important topic to be discussed was the question of identity and its interaction
with digital technologies, online platforms and, primarily, the new media. A
large amount of cultural criticism has already been written on contemporary
theoretical understandings of identity as a multi-faceted cultural construct
constantly in a state of fluidity and change, subject to its interaction with
‘other’ individuals, communities, discourses and the wider ‘culture’ - which,
in theoretical disciplines like those relied upon in this collaborative work, is
often understood variously as ‘technoculture,’ ‘media culture,’
‘cyberculture.’ Many of the papers included in this collection follow this
approach as they examine the effects of these cultures upon different aspects,
constructions and representations of identity.
The so-called ‘new media,’ on the other hand, are the main focus of
several papers included in this collection and, in certain cases, their main
subject of inquiry, which often concentrates on the alleged ‘newness’ of the
new media. Contributors such as Jernej Prodnik follow previous theoretical
approaches that have questioned the extent to which the remediation of
previous technologies into new media offers as radically a break with earlier
media forms as it is often suggested. Others, like Theodoros Thomas and
Marina Vihou, explore the extent to which the new possibilities for online
representations of identity provided by digital technologies - such as
machinima platforms in their case - are productively exploited by users; it is
found that individuals use the ‘new’ media in ‘old’ ways and that new media
will not necessarily guarantee the construction of new identities.
Discussions like these are only an indication of the wider interest
demonstrated in this collection in the interaction between new media and
identity, in fact in most of its categories often addressed in cultural criticism gender and sexuality, ethnicity, and national identity, which naturally was the
one most often brought up in a collection of papers from a global conference.
The very concept of a national identity has been increasingly questioned,
challenged or even reaffirmed in a world that becomes increasingly
x
Introduction
______________________________________________________________
globalised, networked and interconnected. And whereas there has been a lot
of theoretical debate over the arguable ‘death of the nation-state’ at the rise of
a new global order of things, recent historical conflicts and political realities
have at least underscored the persistence of this particular political formation
in individual and collective consciousness. Papers included in this collection,
such as the ones by Harris Breslow, Ilhem Allaghui, and Herman Coutinho,
reflect this dialectic whereby the new media and the Internet on the one hand
destabilise national boundaries and create novel networks of online
communities whereas, on the other, they may also serve as sites for the
reaffirmation and reinforcement of national identity, as in the case of
discussion forums, chat rooms and websites dedicated to members of a
particular nationality.
A second issue often raised in the collection, relevant to the first, is
the question of the relation between new media and cybercultures to
experiences of migration, diaspora and the postcolonial condition. Since their
emergence around the turn of the twentieth century, even earlier forms of
media, such as the cinema or wireless telegraphy, were implicated in the
perpetuation of imperial hegemony and the reproduction of imperialist
ideologies. These early connections between media and imperialism became
more prominent later on, during the 1970s, that witnessed the increasing use
of terms such as ‘media imperialism,’ to highlight the extent to which the
media themselves, in their increasing power and influence, were beginning to
take the place previously occupied by traditional formations of political
power such as classical models of imperial control or modern nation states.
By the end of the twentieth century, ‘cyberspace’ had begun to be seen as
‘the final frontier’ even as there was increasing recognition of the large part
played by the media to the emergence and experience of globalisation,
multiculturalism and the postcolonial. Some of the articles chosen for this
collection, such as those by Renata Eid, Federica de Cordova, Eleonora Riva
and Nicletta Vittadini, engage precisely with these relations, as they seek to
address the function of the new media for the formation and preservation of
online diasporic identities and communities, the preservation of links with the
‘home’ and the ‘world,’ and the negotiation of hybrid identities among
younger generations of migrants who find themselves divided by the cultures
of the host country and the homeland.
A work often discussed or at least cited in this collection, which is
relevant to discussions of both national and diasporic identity, is Benedict
Anderson’s seminal discussion of national identity as an ‘imagined
community,’ not the least because it has lent itself to theoretical
appropriations and translations in order to be applied to other types of
communities such as online groups, discussion forums and online fan
communities. Some of the papers in this collection engage with questions of
online fan identities and communities dedicated either to mainstream popular
Aris Mousoutzanis
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culture icons, such as Steven Gately in the case of Helen Barber and Jane
Callaghan’s discussion, or marginalised forms of cultural expression, such as
dark slash fiction in Brita Hansen’s research, in order to investigate
traditional and more recent theorisations on fandom and its relation to new
media and online platforms. Earlier theorisations of fandom have been
mostly made in negative, pathologised terms, often relying on the language
of obsession and addiction, whereby the fan is a passive dupe compulsively
consuming texts and commodities related to their favourite fan text. More
recent research in the area, however, has concentrated on a view of fandom
as a more positive, dynamic, active - even subversive - form of consumption,
whereby fans engage in a more productive relation to texts and commodities,
which they are appropriating and ‘rewriting’ them in order to fulfil their own
needs and desires.
Many of the papers here adopt the latter approach, whether
discussing fans in particular, or media audiences and users in particular, a
general orientation that highlights another major preoccupation that run
across different papers of the conference. This is the relations between
identity, media, and power, the extent to which individuals, in their
engagement with new media technologies, are in control of the construction
of their identity rather than simply being made into passively consuming and
uncritically adopting images, meanings and identities to which they are
constantly exposed by the media. This issue, however, was not limited to
questions of identity construction only but was also discussed in relation to
the very nature of ‘cyberculture’ itself: do discussion forums, chat rooms,
blogs, the Internet in general, constitute examples of an online public sphere
whose members can freely express themselves, engage in productive debates
and possibly contribute to change? Or are these online platforms simply
giving the illusion of freedom and authenticity for the purpose of further
manipulation and control by media institutions, political authorities and the
culture industries? This is a question to which several discussions in this
collection return to, albeit in different ways and with different media forms
and theoretical issues in mind.
The more political orientation that these questions were following
was accompanied by even more overtly politicised discussions on the role of
cyberspace for the assertion of or resistance to political power and/or
domination. Papers included in this volume, such as the ones by Sabine
Baumann and Fidele Vlavo, explore the ways in which the Internet has been
used either by politicians in order to promote their political campaigns or by
activists who seek to stage their strategies of resistance on or through
cyberspace. Questions of political power and hegemony, resistance and
authenticity are inevitably brought to the foreground when considering these
themes.
Introduction
xii
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Other issues that were discussed, again relevant somehow to the
issue of identity construction, was the impact of the new media on education
and creativity. Contributors such as Paolo Lattanzio and Raffaelle Macella,
Hana Marešová and Jaroslav Sláma are among those who present the results
of their own research in educational institutions on the potential new
opportunities and advantages that new media and online platforms may
provide to the educational process. The interactivity, openness, reciprocity
and user-friendliness of the new media are seen as features that challenge
traditional roles of teacher and student, allow a more active engagement with
the learning experience by the student, or even collaboration among students
for the learning experience. Papers such as those by Daniel Riha, Fredrik
Gundelsweiler, Christian Filk and Bruno Studer, on the other hand, explore
the potential of new media forms to encourage creativity and even art, either
in terms of their own structures and functions or of their role in the
dissemination and consumption of media texts across the globe.
The decision to combine the Cybercultures event with the pathway
on Digital Memories inevitably led to a significant critical attention to the
question of memory and its relation to individual identity and collective
history. The ability of recent media technologies to store unlimited amounts
of data that can be easily retrieved has generated a growing tendency to
constantly archive and accumulate information rather than process, edit, and
delete, thus raising questions regarding the status of externalising, archiving,
and processing personal information and historical facts. Papers included in
this collection, such as those by Heiko Zimmerman, Katrina Sluis, and
Martin Pogačar, participate in wider current debates, often taking place
within the area of memory studies, on the ways in which online media may
serve as sites of memory and remembrance. At the same time, the increasing
reliance on computer memory for the accumulation and retrieval of
information has also generated discussions regarding the nature of human
memory, and the ways in which it has been conceptualised as ‘information.’
Contributors such as Raffaelle Mascella and Paolo Lattanzio suggest that a
new model of memory is emerging out of the interaction of the human
subject with new media and online platforms, which is interactive, open,
‘writerly,’ and fluid.
The book consists of 26 chapters and has been organised into 10
parts
Part I
Part II
Part III
Part IV
Part V
Part VI
: Concepts of Cyberspace and Cyberculture
: Cyberculture, National Identity and Diaspora
: Fan Cultures Online
: Cultures of Online Learning
: Changing Identities in Cyberspace
: The Future Platforms
Aris Mousoutzanis
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Part VII : Controversial Issues in Cyberlife
Part VIII: Externalisation and Mediation of Memories
Part IX : New Media and Digital Representations of the Past
Part X : Theories and Concepts in Digitising Individual and
Community Memory
The first part includes two papers on ‘Concepts of Cyberspace and
Cyberculture.’ In ‘Electronic Kairos,’ Gary Thompson discusses the ways in
which the act of rhetoric has been affected by the new media from a
perspective that combines classical theoretical concepts, such as that of
kairos (‘the right time’ or ‘moment’), with more recent theories such as
Richard Dawkins’s memetics. Classical rhetoric practices, Thompson
demonstrates, were relying on the concept of kairos in order to identify the
right moment to engage the audience’s attention and persuade them. Our
current cultural moment, however, has witnessed the multiplication and
dissemination of electronic texts online that has brought about a shift,
whereby the control over the text has moved from the rhetor to the audience.
Leighton Evans, on the other hand, in ‘Authenticity Online,’
discusses the concept of authenticity with regard to the experience of
belonging to online communities by following a phenomenological approach
largely relying on concepts from the work of Martin Heidegger, such as
‘angst’ and ‘resoluteness.’ From this perspective, the experience of being
online leads to either an intensification of Heideggerian enframing (gestell),
of inauthentic modes of being, or to different types of alterity. The novelty of
Evans’s approach lies in his choice to support his claims with results gained
from his own online ethnography (‘webnography’), thus adding a quasiempirical element to a topic traditionally theoretical.
The second part, ‘Cyberculture, National Identity, and Diaspora’,
includes three papers that deal with the effects on and transformations of
conventional conceptions of national identity and experiences of migration
and diaspora by the proliferation of new media and particularly the increasing
use of the Internet.
Drawing on results from their work with the Emirates Internet
Project (EIP), Harris Breslow and Ilhem Allagui investigate the impact of the
Internet on the articulation of social and national communities in the United
Arab Emirates (UAE). In ‘Stresses Upon An Emergent Imagined
Community’, they follow Anderson’s seminar work on national identity as
they explore the implications of the Internet for the formation of ‘imagined
communities’ for a relatively young nation such as the UAE. Their discussion
focuses on aspects of national identity highlighted by Anderson, such as a
shared language, social structures like family, the tribe or the clan, and
national polity. Their research reveals a significant impact of the Internet on
the first two, whereby individuals are placed at the interstices between
xiv
Introduction
______________________________________________________________
national language (Arab) and online lingua franca (English), on the one hand,
and between private space and online community, on the other. Even more
challenging, however, is their suggestion, with regard to national polity, that
the Internet leads to a formation of a ‘post-national culture,’ whereby the
sense of a single national community has given way to a series of sociopolitical national circuits online, in which national dialogue has been
replaced by private conversation.
Renata Seredynska-Abou Eid, on the other hand, discusses the
impact of online environments, such as social networking sites or forums, for
the formation of migrant communities by focusing specifically on
communities of Polish immigrants in the UK. These online environments,
Eid demonstrates, serve as a diasporic public sphere whose members
exchange both practical information and advice for the host country as well
as their feelings and emotions on the migrant experience. By analysing
websites dedicated exclusively to the Polish diaspora, Eid explores the ways
in which online communities affect conceptions of identity, ‘home,’ and
belonging for the Polish immigrant.
Finally, Federica de Cordova, Eleonora Riva, and Nicoletta
Vittadini present the results of their research on peer-to-peer communication
among foreign adolescents in Italy, from the perspective of theories of ‘flow’
and ‘acculturation.’ Through their results collected by digital ethnography,
they highlight differences in the use of new media by native Italian
adolescents, on the one hand, and those of a migrant background, on the
other. Their discussion reveals the ways in which the use of digital media by
the latter is often a tool for them to establish connections with their parents’
homeland and to negotiate their hybrid identity as both Italian and migrant.
The third part of this collection, ‘Fan Cultures Online’, follows the
focus of the previous section on online identities and communities, but the
papers included in this part discuss online subcultures and fan communities
instead.
In ‘The Darker Side of Slash Fanfiction on the Internet’, Brita
Hansen examines the ways in which the Internet has provided a space for the
increasing publication and popularity of so-called ‘slash fan fiction’ - a form
of fan fiction written by heterosexual women that appropriates male
characters from popular culture and presents them engaging in homosexual
relationships. Hansen challenges existing theoretical approaches to slash that
see it mostly as an alternative to the traditional romance novel by directing
attention to the dark side of slash, the ‘darkfic slash,’ a branch of slash fiction
which includes stories dealing with dominant/submissive, often
sadomasochistic relationships, often sexually explicit and violent. Darkfic
slash, a large body of writing on slash fiction and both writers and readers are
aware of and familiar with it, cannot be approached theoretically from the
dominant theoretical perspectives on slash and Hansen urges for different
Aris Mousoutzanis
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ways to approach slash fiction that would extend beyond the ‘alternative-toromance’ approach.
In ‘Virtual Friends’ Helen Barber and Jane Callaghan challenge
dominant representations, perceptions and theorisations of fandom that
primary construct the fan in negative, caricatured, and pathologised terms,
whereby the experience of being a fan is seen as a ‘problem’ and theorised
with the language of addiction, particularly when discussing online fandom.
By contrast, Barber and Callaghan subject the results of their online research
to interpretive phenomenological analysis in order to reveal the experience of
using the Internet and being a fan as a social activity that brings people
together and creates friendships and communities. Online fandom, their
discussion suggests, is not necessarily an asocial, isolating experience but, on
the contrary, may contribute to the establishment of stronger bonds and
relations among individuals and groups.
Beatrice Jetto’s discussion of music blogging, on the other hand,
focuses more on questions of power as she analyses blogs by relying on
theoretical concepts from subcultural studies, such as ‘scene,’ ‘subcultural
capital,’ and the work of Pierre Bourdieu. Jetto’s approach to music blogging
seeks to reveal the extent to which the Internet contributes to the
development of music scenes. Instead of an idealised view of blogs as an
‘authentic’ alternative to the mainstream music industries, Jetto examines the
ways in which blog practices reproduce social hierarchies among fans and
music blogging is seen as a step to gain status in the music industry and
become a professional. Blogging emerges as a practice located between the
circulation of subcultural capital and the reproduction of dominant capitalist
structures perpetuated by the music industries.
The next part, ‘Cultures of Online Learning’, engages with
questions and issues relating to the use of new media technologies in the
classroom for educational purposes. In ‘E-learning 2.0 as Reciprocal
Learning’, Paolo Lattanzio and Rafaelle Mascella are investigating the ways
in which web 2.0. affects the function and experience of computer-based
learning (CBL) that leads towards a new experience of online learning that is
reciprocal and affects both students’ and teachers’ fixed roles. Unlike what
they call ‘e-learning 1.0’, which had fixed boundaries and was based on
traditional platforms, e-learning 2.0 is characterised by an openness, personal
learning environments (PLE) and informal, whereby students create their
own learning space
Like Lattanzio and Mascella, Hana Marešová and Jaroslav Sláma
also discuss the impact of new media in education, and particularly on the use
of ICT skills in first-language education. Drawing from the results of their
research and teaching at Palarcky University, they focus on aspects of media
literacy such as the use of ICTs in the classroom by teachers, the use of
computer hardware and software in Czech language education.
xvi
Introduction
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The next part of this collection focuses even more directly on the
question of identity and the way in which it changes in online environments.
In ‘Cloakroom Communities’, Jernej Prodnik questions dominant theoretical
approaches to online communities that see them as isolating, asocial and
inauthentic, an approach that he considers to rely too much on theories of
technological determinism. Prodnik is particularly sceptical of theoretical
concepts such as James Beniger’s ‘pseudo-community,’ as they idealise faceto-face communication and denigrate online interactions, even as they are
outdated in days of interactive online media. Anderson’s concept of
‘imagined communities,’ on the other hand, seems more apt to approach the
formation of communities on the basis of communication and language –
what Prodnik refers to as ‘communification.’ He therefore follows a social
constructionist approach that will pay attention to the influence of shifts in
modes of production and consumption under contemporary capitalism.
Relying on Zygmunt Bauman’s idea of a ‘liquid modernity,’ where
revolution is not a deviation but an integral part, Prodnik asks if the allegedly
new ‘cloakroom communities’ indeed mark a radical change in themselves or
are just a symptom of wider changes under post-Fordist capitalism.
Theodoros Thomas and Marina Vihou discuss the representation of
identity in machinima videos created by undergraduate students at the
Department of French of the University of Athens, from the theoretical
perspective of narrative identity, as informed by the work of Anthony
Giddens and Paul Ricoer. The results of their research reveal that new media
technologies will not guarantee novel modes of representing identity, as the
majority of the videos constructed stereotypical images of gender. As such,
they conclude that whereas new digital technologies may offer opportunities
for creativity and self-reflection, the humanistic tradition is still persistent in
the subjects’ perception and understanding of narrative identity.
In the last article of this part, Bello Benischauer and Elisabeth m
Eitelberger investigate the ways in which globalisation, the new media and
the Internet have affected the production, dissemination and consumption of
art as well as the establishments of networks among artists worldwide.
Through a presentation of their own work, they discuss the status of art in the
era of what Nicholas Bourriaund has termed ‘altermodern’ to refer to the
significance of global flows and exchanges for either the creation of online
art or the promotion of offline projects.
The next part deals with ‘Future Online Platforms’. Daniel Riha
discusses the impact of recent developments of machinima user-generated
content for creativity, by relying on semiotic terms and concepts such as that
of the syntagm and the paradigm, in order to explore the ways in which
digital creativity now arises from the combination of existing elements and
allow the user/artist to be part of what Henry Jenkins has called the
participatory culture of audience studies.
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In ‘Media Convergence and the Future of Online Platforms’,
Fredrik Gundelsweiler, Christian Filk and Bruno Studer discuss the
implications of digitalisation and media convergence for the production,
dissemination and consumption of media content in online platforms. ‘Crossmedia’ provide new opportunities for the production and distribution of
content and the writers urge for further training on those, as there seems to
them to be a need for people trained in the new media by media institutions
that seem to be still focused on old media structures, functions and practices.
Gaspar Pujol Nicolau’s paper is on Augmented Reality (AR), which
differs from Virtual Reality in that it doesn’t substitute reality but overprints
digital data and virtual objects over the real world, and as such bridges the
gap between virtual reality and the real world, leading to a ‘mixed reality’. In
his paper, Nicolau discusses the implications of AR for conventional
understandings of reality and embodiment and focuses on the ways in which
AR may effect gaming, new media such as iphones, and its potential in a
wider market and practices such as shopping, working and information
processing.
The papers of the last part of the collection deal with ‘Controversial
Issues in Cyberlife.’ In ‘Election 2.0’, Sabine Baumann discusses the 2008
US presidential election, in order to illustrate the ways in which democratic
election processes have been transformed by the use of cyber platforms and
social networks for the sharing and exchange of information, in an attempt to
explore the ways in which the use of virtual environments may shape ideas
and influence opinion-building. By discussing the use of the Internet to
spread information, build voter networks and attract sponsors, Bauman
demonstrates how Obama’s campaign of ‘change’ included a change in the
ways in which citizens themselves could contribute to the election campaign
and become part of virtual political networks.
In ‘Click here to Protest’, Fidele Vlavo questions the utopian streak
that often accompanies discussions and practices of electronic civil
disobedience (ECD) that view cyberspace as a rhizomatic borderless space
exceeding national boundaries that may serve as the site of a transnational
activist sphere. Vlavo’s discussion, instead, illustrates the ways in which
these practices and discourses of resistance are in fact reproducing notions of
discrimination, ideological domination, and control. Her discussion of
concepts of legality and legitimacy in globalised digital resistance reveals
cyberspace to be a highly territorialised and controlled environment.
Finally, in ‘Cybertrauma and Technocultural Shock in
Contemporary Media Culture,’ Aris Mousoutzanis discusses the increasing
preoccupation with the concept of psychological trauma in the Humanities
and the emergence of the discipline of ‘trauma studies’ within the context of
media technologies. Trauma, for Mousoutzanis, emerges as a concept to best
represent the experience of postmodern technoculture, not only because some
xviii
Introduction
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of the defining characteristics of the psychopathology are representative of
aspects of contemporary media culture – the disruption of time and space, the
overwhelming nature of the ‘information overload’ associated with
postmodernity, and so on – but also because the media now serve as the main
site to represent, witness, or even actually produce trauma at a global scale.
This part is then followed by a section including papers from the
Digital Memories strand of the Cyber-Hug. The first section consists of
papers investigating the ‘Externalisation and Mediation of Memories’ by
digital technologies and new media.
In ‘Integration of Digital Memories Within Hand-Made Objects’,
Cerys Alonso and Elisabeth Edwards begin their discussion by focusing on
the extent to which traditional craft objects, such as jewellery, can store or
retrieve memories as ‘data’ to humans and serve as vessels for human
memories. They then extend their discussion to digital media in an attempt to
explore how technologies mediate our relationship to memory. Their paper
examines how memories are captured and accessed both by the originator of
the memory and subsequent others through both digital means and tacit
knowledge. The proliferation of objects that sense and gather data, they
argue, raises issues about the potentially changing nature of the objects
themselves and the way they mediate experience.
Patrick McEntaggart, on the other hand, in ‘Once Upon a Paradigm
Shift’, explores the ways in which the new media affect the production and
reception of narrative. The new media are seen as exemplifying theoretical
glimpses on the nature of narrative by modernist figures such as T.S. Eliot
and Marcel Proust, in their construction of non-linear narrative. In this
respect, the new media have brought about a paradigm shift; in their open,
interactive format, narratives produced by the new media are Barthean
‘writerly texts,’ in which the user is also producer of meaning. The
relationship between narrative and new media forms is reciprocal, whereby
stories benefit from change in perspective, while the medium becomes more
meaningful and relevant for the production of new types of narrative.
The second part of the Digital Memories pathway is concerned with
the ways in which the new media affect representations of history and the
past.
Martin Pogačar discusses music blogging but, unlike Jetto, he is
mostly interested in the ways in which ‘mu-bloging’ may preserve and
archive historical material and popular culture from the past, by discussing
specifically on the case of former Yugoslavian popular culture. Pogačar
approaches online blogs within the context of discussions on ‘media
convergence’ and ‘remediation’ in order to see the practice of mu-blogging in
relation to the re-narrativisation of Yugoslav past through the remediation of
Yugoslav popular music. His discussion focuses just as much on the potential
of the Internet as a popular archive as well as on the ability of popular music
Aris Mousoutzanis
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to preserve the historical past and reveals the ways in which history may be
represented and re-narrated on sites like YouTube, online museums, or
comments on discussion forums.
Harris Breslow and Herman Coutinho, on the other hand,
investigate the extent to which the new media, and particularly interactive
multimedia academic databases and archives, contribute to the production of
historical knowledge and the preservation of national identity and memory.
The work of Anderson again proves to be crucial in this discussion and
particularly his emphasis on the significance of citizenship, shared language
and common religion for the formation of an ‘imagined community.’ The
paper argues that roundabout art plays a complex role in the reproduction of
local and national Emirati culture, and that the most effective way to discuss,
describe and display the complex conjunctural functions of roundabout art is
through the use of a new medium, such as the Digital Emirates Project
The last section on Digital Memories engages with ‘Theories and
Concepts in Digitising Individual and Community Memory.’ Heiko
Zimmermann discusses the ways in which online media may serve as sites of
remembrance and memory. Drawing on theoretical distinctions between
individual/subjective memory and collective/public memory from the area of
memory studies, he investigates the function of the new media as sites of
memory and remembrance and discusses the differences between web 1.0
and 2.0 for the storing and retrieval of information, by focusing on social
networking websites such as Facebook and Gayromeo.
In ‘Algorithmic Memory’, Katrina Sluis explores the ways in which
memory is constituted in digital culture by challenging dominant approaches
that discuss digitalisation in terms of dematerialisation. By relying on
software studies, she follows a materialist approach in order to explore the
ways in which digital memory is constructed within new material structures
that allow someone to ‘cache’ their life at a cultural moment when Derrida’s
archive fever has replaced by a database fever and the photo album is being
replaced by the database, a time where human memory is increasingly
subjected to information processing and knowledge management.
In ‘Fluid Memory on the Web 2.0’, Raffaele Mascella & Paolo
Lattanzio discuss the ways in which human memory is affected by the new
media by focusing on the ways in which the human mind interacts with new
media platforms in order to externalise and extend memories. Recent
advances in media technologies, and particularly the advent of Web 2.0, have
enhanced the externalisation and dissemination of memory and, as such, they
affect the ways in which the human mind processes information and
memories.
PART I
Concepts of Cyberspace and Cyberculture
Electronic Kairos
Gary Thompson
Abstract
Electronic discourse has vastly multiplied the number of texts competing for
attention. Traditional rhetoric accounts for success in persuasion through
kairos, or the right time or measure. However, because electronic texts are
distributed and asynchronous, control over texts has shifted away from rhetor
to audience. Kairos in electronic discourse may be better accounted for by
memetics: memes circulate because of reproducibility, simplicity, ideological
relevance, and verbal and conceptual pleasure. Kairos also can refer to a time
of transcendence, which relates to Benjamin’s aura; however, the postmodern
nature of electronic discourse disperses such a quasi-religious experience.
Key Words: Kairos, aura, meme, electronic discourse, rhetoric, multitasking,
drinking the Kool-Aid.
*****
1.
Introduction
Getting at an issue important for understanding electronic discourse
while we are immersed in it is difficult but necessary work. Marshall
McLuhan is widely quoted as saying, ‘We don't know who discovered water,
but we know it wasn't the fish.’ The issue is this: out of all the millions of
concepts, phrases, and images perpetually in circulation on the internet, why
do some catch our attention, while others languish in electronic obscurity?
Why do some last, while others fade quickly? Why is there sometimes a
delay before attaining salience? We may attempt an explanation by
appropriating a term from classical rhetoric, kairos, and relating that to two
other concepts: the modernist concept of aura from Benjamin, and Richard
Dawkins’ notion of memes.
Electronic here refers to any text - verbal, visual, interactive, or
whatever - accessed or substantially created by computers or chips. Kairos
equates to time in one specific sense: In English we use the word ‘time’ to
refer either to duration or to the moment. We speak of time as in time
marches on, or of time as in ‘this time,’ ‘the next time,’ etc. There are two
different words in classical Greek for the one English word: chronos and
kairos.
Ask a rhetorician and the term kairos will usually be defined as the
right time or right measure. We are to speak, to children or students or the
general public or specialists or authorities, in terms and at the length
appropriate to each. For the Greeks, Kairos was even a minor deity, the spirit
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of opportunity. But if you ask a theologian about kairos you are likely to find
the term given a New Testament context, as the time when God intervenes, as
on the day of Pentecost in Acts of the Apostles, or as in the incarnation, or in
the mass when the bread becomes flesh, or in judgment day. Appropriately,
kairos (which I understand in modern Greek also means weather) is a protean
term, itself adapted to new contexts. I propose to insert it into yet another
context, that of electronic discourse.
A skilled rhetor can read the audience and judge how slow or how
fast to go, judging the proper moment to bring the argument home. But what
if the audience is not present, but distant in space and even in time,
responding to texts removed from any carefully prepared context, texts which
are a miniscule part of the textual avalanche now available? What causes
some concepts to take hold long term, and others to flash briefly and then
disappear? As a test case, consider the following phrase, which can serve as
illustration.
2.
Drinking the Kool-Aid
November 18, 1978: More than 900 people died in a massive
murder-suicide at the People’s Temple, Jonestown, Guyana, a religious cult
under the domination of Jim Jones. Congressman Leo Ryan, who was
investigating the group, was shot and killed at the airport; subsequently,
almost all the community was invited or forced to drink a cyanide-laced
grape drink (probably not Kool-Aid but a knockoff).
Over time, tragedy becomes metaphor or dark humor. It took not
quite ten years before the phrase drinking the Kool-Aid was used in a 1987
Washington Post article, about the mayor, Marion Barry. The frequency of
references increased considerably early in the Bush administration - that is,
primarily distributed through electronic media. The New York Times’ first use
was in 1989 about a lawyer suffering penalties for supporting striking air
traffic controllers - the sense here is strictly about drinking poison, not about
being part of a cult. However, when Arianna Huffington used the term in
2002 about economic planners meeting with George W. Bush in Waco,
Texas - ‘Pass the Kool-Aid, pardner’ - the term had passed to its present
dominant meaning, as a common off-hand reference for falling under the
baleful influence of a person or organization or ideology. The phrase has
since been applied not only to Bushies, but to many others outside the
political context.
But why the timing? Why wasn’t the phrase adopted immediately,
why did it find its way into use in the last decade, and why has it attained the
status of rhetorical shorthand or near-cliché now?
We can consider the phrase drinking the Kool-Aid as what Dawkins
has called a meme. Memes are bits of cultural knowledge - a word, a phrase,
a musical bit, an image, a gesture, or a pattern of any sort capable of imitation
Gary Thompson
5
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- passed around from person to person, by analogy with genetic transmission.
When something is circulated as a meme, that indicates something like kairos
- the textual bit catches the attention sufficiently to make us pass it on to
others. Electronic media accelerate the process, of course, but they also tend
to remove the context, so that most users of drinking the Kool-Aid do not
think about the grisly aspects of the phrase’s origin. However, its initial use
drew on the Jonestown incident for shock value, gaining it wider circulation.
Memes such as drinking the Kool-Aid are transmitted on the basis of
timeliness and cultural needs. In other words, wide distribution and currency
are indications of kairos. With respect to this particular phrase, the culture
apparently needs a way to describe others who appear to be brainwashed to
the point of self-destruction. Assigning this brainwashing to a trivial
consumer product, Kool-Aid, calls attention to others’ stupidity in falling
victim to propaganda.
3.
Kairos and Aura
There are of course many thousands of such verbal memes in
circulation, of greater or lesser intensity than this one. Kairos in the sense of
opportunity can account for the prominence and persistence of drinking the
Kool-Aid; we should examine another sense of kairos, found in New
Testament usage, that of God’s time: ‘Behold, now is the accepted time
[kairos euprosdektos]; behold, now is the time of salvation’.1 Kairos in this
passage points to an opportunity which may not come again, an opportunity
(so the story goes) for transcendence, for being in GOD’s presence.
I want to trace an association between this sense of kairos as
transcendence and a key term from ‘The Work of Art in the Age of
Mechanical Reproduction.’ The 1930s of course offered no hint of the
present rapid conversion to digital representation; however, I would argue
that Benjamin’s mechanical reproduction has reached its apotheosis in the
digital environment.
Benjamin argues that artistic texts possess an aura which is bound
up with the work’s unique existence in a place and time, its presence. The
aura is precisely that which cannot be reproduced - in this way of thinking
about art, it is not possible to separate the image from its material form.
Being in the work’s presence creates an ineffable experience; this quasireligious aura, for Benjamin, is weakened by the work’s reproduction as
kitsch and in parodic versions, to the point that modern audiences experience
the art work only in diminished form.
When I’ve presented an abbreviated version of Benjamin’s
argument to US students, most of whom have not had the experience of
seeing art works in situ, they don’t buy it. Aura for them is bound up with the
notion of celebrity: Why wouldn’t aura be increased by multiple copies?
Celebrity, created in part by repetition across media, points to the postmodern
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detachment of the artistic image from its material incarnation. Digital copies
are the way that contemporary masses experience art, so that simulacra have
now successfully redefined aura as the opposite of its meaning for Benjamin.
In Benjamin’s terms, aura would be something like the theological
notion of kairos, to be experienced - if you are lucky - when standing in the
actual presence of the art work, comparable to divine inspiration. But the art
work’s presence is now distributed, as contemporary audiences see the
image, but not the material work, across computer screens, perhaps with even
greater fidelity than conditions of modern museums would afford. In the case
of artistic events rather than graphic texts, not only the presence but the time
of the event is distributed and recontextualized to suit the audience’s
convenience. The implication of this is that kairos is now distributed and
more open to audience control, or rather, insertion into multiple contexts and
the vagaries of audience experience.
4.
Distributed Kairos
Discussing reception is always tricky, but we may be confident that
audiences are far more likely to be multitasking now than before the
electronic age. Attention is distributed: It’s not so much short attention span
as attention paid on several planes in alternation. And if attention is
distributed, necessarily kairos must be as well.
Multitasking is however only one factor in the shifting nature of
kairos. Classically the rhetor’s art depended considerably on the ability to
invent and organize and polish stylistically the speech, and during the actual
delivery, to read the audience so as to sense the right measure and the right
moment to move them to action. Context was stable and relatively controlled.
Online audiences, however, are not in the same place, usually not accessing
discourse at the same time, and not subject to the rhetor’s always partial
control. As with other aspects of present-day communication, the
multiplication of texts has meant the audience does more to manage what
Baron calls ‘volume control,’ giving different media and texts within those
media higher or lower priority.
Digital media, which are capable of endlessly reproducing identical
copies, seem to be the ultimate form of Benjamin’s mechanical reproduction.
But there’s more to it than that: the essential form of digital texts is code
which must be read mechanically - code which we represent as zeroes and
ones. The analog color spectrum blends smoothly, while digital spectra
proceed by very small quantum jumps. A digitized image is therefore an
approximation to the analog image. It might not have, say, the precise reds
and oranges of a Cézanne painting, but they are so close that only a color
savant could see any distinction. What happens to the aura when you
Gary Thompson
7
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approach it as a limit? When you perform calculus upon the aura and
approach divinity?
Classically, art is available only to the elite, privileged to be in the
performer’s presence. The aura available in live performance is based at least
in part on the fact that everyone who is not there cannot share in the
experience. But if we can have rough approximations to Fine Art easily and
in quantity, then we care less about the transcendent aura of the Real Thing.
In a postmodern context, aura is no longer dependent upon the image’s
physical embodiment in, say, oil paint on canvas, but is instead freed from its
material rendering and made available in approximated form. Audiences are
now accustomed to such transferrals, and value them to a greater or lesser
extent depending on context. It may be argued that, as with celebrity, these
reproductions in fact multiply the effect of the work by building its reputation
and popularity.
Perhaps Benjamin unnecessarily romanticizes art. While one must
be present before the art work to experience its aura, simply being there
might not lead to a transcendent experience. Art is not so much what is on the
canvas, but an event - what happens in dialogue between the work and the
audience. And in digital transmission, that dialogue occurs across a wide
expanse of times as well as locations, in a wide range of contexts. It’s live for
each audience when they see it. This formulation leads to a statistical version
of kairos, bringing a sort of graph of right moments, like a wave which builds
and then crashes into random movement. This dispersion - electronic
liminality - may be seen as a repurposing of Derrida’s famous observation
that il n’y a pas de hors-texte.
5.
Conclusion
So to return to our original questions: how can something like kairos
exist in the postmodern digital context?
Our discourse has changed due to the cultural penetration of
electronic media, in a distributed, decentered, postmodern manner. Electronic
texts are recontextualized in ways controlled by neither the author nor
audiences, but rather subject to a combination of factors (hardware, operating
system, browser software, as well as our own environments). This way of
describing kairos as affected by the democratization of electronic discourse
tends to remove human agency and economics from the picture, collapsing
the aesthetic and commercial.
Circulation of memes and therefore kairos depends on ease of
reproduction. Memes must possess some quality of memorability, which may
be helped by concision, sonority, assonance / alliteration, and other verbal
qualities. Second, a successful meme needs a balance between novelty and
repetition: the meme needs to strike its audience as a new insight or
reformulation, capable of being appropriated for repeating and developing
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concepts; and it needs to be repeated enough to capture general notice.
Perhaps most important is the quality of ideological suitability. The
Jonestown tragedy takes on particular resonance as a meme given
Americans’ commitment to individualism: ideologically each citizen is
supposed to decide on his / her best interests, while in practice herd behavior
is easily demonstrated. Drinking the Kool-Aid is an affront to the official
pieties of individualism. Most current uses take the phrase as useful for
describing others who seem to have been brainwashed into (rhetorically) selfdestructive behavior. But those new to the phrase see its origins as shocking,
while more habitual readers of political discourse are already objecting to the
phrase as a cliché. The meme exists in multiple states at once, illustrating the
concept of distributed kairos, changeable as the weather. Finally, electronic
distribution may have finished once and for all the notion of kairos as
transcendent experience.
Notes
1
2 Corinthians 6:2, [Sipiora 123].
Bibliography
Baron, N., Always On: Language in an Online and Mobile World. New York,
Oxford, 2008.
Benjamin, W., ‘The Work of Art in the Age of Mechanical Reproduction’.
Illuminations. Harcourt, New York, 1968, pp. 217-52.
Blackmore, S., The Meme Machine. Oxford University Press, New York,
1999.
Kinneavy, J.L., ‘Kairos in Classical and Modern Rhetorical Theory’.
Rhetoric and Kairos: Essays in History, Theory, and Praxis. P. Sipiora & J.
S. Baumlin (eds), SUNY, Albany, 2002.
Moore, R., ‘Drinking the Kool-Aid: The Cultural Transformation of a
Tragedy’. Nova Religio: The Journal of Alternative and Emerging Religions.
7:2, Nov. 2003, pp. 92-100.
Sipiora, P. & Baumlin, J.S. (eds), Rhetoric and Kairos: Essays in History,
Theory, and Praxis. SUNY, Albany, 2002.
Gary Thompson
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Gary Thompson holds a Ph.D. from Rice University in Houston, Texas, and
is Professor of English as Saginaw Valley State University near Saginaw,
Michigan.
Authenticity Online: Using Webnography to Address
Phenomenological Concerns
Leighton Evans
Abstract
In this paper, I will aim to describe a webnography-based approach to
exploring issues of the authenticity of being in online spaces. Early studies
held the prevailing view that online communities were exotic places and
fundamentally different to the norms of everyday communication, but the
issue of authenticity still demands enquiry, and using Heidegger’s categories
of angst and resoluteness as moods of authentic existence, it will be argued
that the extent of authenticity in being online can be assessed using
ethnography. In asking about the nature of anxiety in online communications
important insights about the possibilities of authentic response can be
established.
Key Words: Webnography, Heidegger, methods, authenticity, enframing.
*****
1.
What is Virtual Ethnography?
Virtual ethnography is the process of conducting and constructing an
ethnography using the virtual, online environment as the site of the research.
While an anthropological ethnography that occurs ‘in real life’ is conducted
to detail the experiences of people in specific cultural milieu, a virtual
ethnography will look to do the same job, but in an environment that lends
itself to different means of collection of data. Traditionally, in ethnography a
researcher will immerse themselves in the community that they wish to study,
and become familiar with the people in that community, and the practices that
they undertake in everyday life. The interview and survey that is so important
to the ethnographer can be supplanted by the collection of pre-existing
information that is abundant in online environments such as social
networking sites and Internet forums. Information can be located and
archived from the Internet without it having to be recorded and transcribed as
the traditional ethnographer would need to ensure. This can be done without
sacrificing the need for the ethnographer to participate within the
environment and reflect upon the experiential insights of being immersed in
the community.
The virtual ethnography can utilise a number of computer-based
methods of data collection in order to collect the data that can be used in the
construction of the ethnographic profile of a community. According to Miller
and Slater the immersion in a particular case, the reference to a specific
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locality and participant observation (e.g. in chat rooms) are still the
cornerstones of ethnographic research, even when using the Internet as the
research environment.1 However, the notion of the field itself is radically
altered; since the field is now text on a screen and the group of people
involved in the community can be scattered worldwide in physical geography
- however, sharing the same space as one another thanks to the use of the
technology. Morton states that there are possibly two ways of conducting
ethnography on the Internet - distanced or involved.2 Schwara extends the
term involved to mean ‘discursive and communicative.’3 Distanced research
might be constituted by the evaluation of sources such as texts, images, or
emoticons and the observation of (but not participation in) social interactions
in online spaces. Discursive or communicative research, the active
involvement of the researcher in the environment being researched, can lead
to the subjectivity of the actors being revealed4 - enabling the researcher to
have theoretically a better understanding of the identity performance of the
user, and the significance of the interactions taking place, in comparison to a
distant piece of research.5
Hine has produced arguably the most complete methodological
framework for the construction of virtual ethnographic Internet research.6
Hine's own research involved an ethnographic investigation of web sites and
newsgroups that were concerned with the case of British nanny Louise
Woodward, who was accused and eventually acquitted of the murder of the
child she was hired to look after. Following this research, Hine developed ten
principles of virtual ethnography, which Hine paraphrases as:
1.
2.
3.
4.
5.
6.
7.
8.
We can use ethnography to investigate the ways in which
the use of the Internet becomes socially meaningful.
Interactive media such as the Internet can be understood as
both culture and cultural artefact.
The ethnography of mediated interaction often asks
researchers to be mobile both virtually and physically.
Instead of going to particular field sites, virtual
ethnography follows field connections.
Boundaries, especially between the ‘virtual’ and the ‘real,’
are not to be taken-for-granted.
Virtual ethnography is a process of intermittent
engagement, rather than long-term immersion.
Virtual ethnography is necessarily partial. Our accounts can
be based on strategic relevance to particular research
questions rather than faithful representations of objective
realities.
Intensive engagement with mediated interaction adds an
important reflexive dimension to ethnography.
Leighton Evans
13
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9.
This is ethnography of, in and through the virtual - we learn
about the Internet by immersing ourselves in it and
conducting our ethnography using it, as well as talking with
people about it, watching them use it and seeing it manifest
in other social settings.
10.
Virtual ethnography is, ultimately, an adaptive ethnography
which sets out to suit itself to the conditions in which it
finds itself.
2.
Why is a Virtual Ethnography Being Used in my Research?
The ethnographic approach is being used in my project to collect
information of sufficient length and depth necessary to infer the
phenomenological aspects of belonging to an online community, and how
being in an online community affects people in their average everydayness.
For a phenomenological investigation, it could be suggested that a
phenomenological research method would be the most appropriate form of
study; but I do not concur with this. A phenomenological account, be it an
introspective account of experience or a series of subjective accounts from
participants, is necessarily narrow and limited in the scope that such an
investigation can have when charting experience.
The virtual ethnography being undertaken in my research will take
the form of a comparison between users of epistemic communities and social
networks, and will look for three main phenomenological features of
everyday being: does being online lead to an intensification of Enframing or
gestell; does being online lead to an intensification of inauthentic modes of
being as exemplified through fear as opposed to resoluteness; and does being
online lead to a different type of alterity when considering other users.
3.
Progress so Far...
Here are some of the findings of interviews using Facebook private
messaging so far - this first response concerns why this respondent
(participant 4 in my anonymity coding) uses Facebook. Asking direct
questions about Heideggerian concepts is not something that I would advise
to anyone when dealing with ‘real people,’ and so the purpose of this
question was to assess why someone would choose this world - given
Heidegger’s concept of world from Being and Time, that is a place filled with
things that are present-to-hand or ready-to-hand, and with which we form
meaningful relationships as we strive to understand the world as Dasein. 7
It is all to do with self interest. Facebook is there so that
you can tell everyone about yourself. What you are doing at
a specific moment of time etc. I mean if I write a
particularly sad status I am guaranteed to get people asking
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me what is wrong etc. If I write something interesting
people will comment on it too. I love it. I shouldn't, but I
do. Even the people writing on my status updates or
commenting on my every mood only want me to do it in
return to them. They want me to show an interest into their
lives. The majority for example, live the same as each
other. We all go to school and then we all have our own
families and for the most part we all do the similar 9-5 job
after education. It is only the little bits that they do in their
lives that they see as cool or different that they try to force
down everyone’s throats
But it isn't just us trying to make us look more interesting
to everyone else. It is a sad strange little culture which I
hate to be a part of because there is no room for secrets. We
whore out our entire lives to people who we haven't seen in
years, people we barely speak to, our family, and people
who already know too much about us. Facebook is
addictive because it is all about selling ourselves. That is
what ‘Social Networking’ is. We sell ourselves and we
LOVE it. Actually love it. Everyone loves reading about
themselves whether it is good or bad, and everyone loves
interacting with others over the Internet because it is easier
than doing it on a one to one basis, where heaven forbid
you might have to look at the person you are speaking to,
or be in close range. Why do that when it is so much easier
to talk to them from the comfort of your own room or
home?
4’s response points to a revealing of a world that is in necessity
superficial, and has the essence of unabashed self-disclosure (Mark
Zuckerberg’s recent comments that privacy is not a feature of modern
sociality are interesting given this).8 This world is characterised by a radical
presence-at-hand, with no further interaction that would allow understanding
of any entity (even other people) at the level of ready-to-hand, and therefore
the extent to which meaning and significance can be derived from the
environment is compromised. The world 4 describes is one of being-with
rather than Dasein-with - entities existing with one another but in a radically
atomised manner, without significant interaction or understanding.
In response to a question of how, if at all, Facebook has changed
your life, and from the Heideggerian perspective therefore changes the world
in which Dasein resides factically, 4 responded:
Leighton Evans
15
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Yes of course it has! If I don't know someone well now
then the first thing I am going to do is bring up Facebook,
because likely hood of things is that we are Facebook
friends. But being Facebook friends with them doesn't
mean that we hang around together or even socialise. Some
person added me before they got to uni and has never
talked to me face to face until last week. We have been
Facebook friends for well over a year, and we wouldn't
have even talked if I hadn't taken the initiative and wished
him a happy birthday when it was just the two of us
outside. Facebook has changed the world for me I think. I
consider it not to be normal anymore if someone doesn't
have it. For me, a daily user, it is like an extension of
myself and if I don't have it then I do go slightly mental
and I feel terribly cut off from everything. There is
something inside me that loves to know everything about
everyone, so I love the Newsfeed because it tells me about
people. I love people’s pictures because it does the same
thing. It is weird because if Facebook didn't exist then that
would be the equivalent of me going through someone’s
room and their diary and looking through every album they
had. It is stalking! Sort of. I think..
I think Facebook has changed how I exist in the world
because it is like an extension of myself on the Internet.
The only way I can describe it is to imagine I had surgery
on my brain and instead of anything being taken away
something is added to one side of my brain. The added part
is social networking and it is like a metallic brain part. It
goes over the side I would normally use for socially
interacting with people and attaches itself to it. I am now an
extension of Facebook with practically everyone I know at
my fingertips. It is a bizarre thing. I can't even manage to
go a day without Facebook anymore because it feels weird.
In this account 4 identifies the possibility of Enframing (in that a
day without Facebook is weird), and 4 also makes many references to how
Facebook has altered existence in average everydayness - searching for
people is everyday, social awkwardness derived from the status of friendship
online, and the notion of isolation which could be discussed in reference to
angst and authenticity in Heidegger. The answer also touches upon the
McLuhanist notion of extension through media, and this could be interpreted
as a radical Enframing from the Heideggerian perspective.
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In contrast, and with one analytic eye on Heidegger’s notion of
Enframing from The Question Concerning Technology,9 this response from
participant 7 offers another perspective on the view of the world that
Facebook offers:
I don't think Facebook has changed the way I see people or
relate to them. It can sometimes give an insight into other
people's thoughts, feelings, actions but that's about it. I
think Facebook is very…um…kind of superficial (I think
that's the word) kind of where you only see the surface of
people, it's not that deep, but I suppose that’s all it’s for.
This response illustrates a freer relationship with the technology, and
is more representative of the majority of responses. Note, however, a
questioning of the nature of relationships online and the idea of being-with
online is again drawn into question in this response.
This is a very short account of one potential method of
webnography and how the method can be employed to investigate in a quasiempirical manner a topic that has traditionally leant itself to purely
theoretical investigation. While some will question the use of method in the
investigation of Heideggerian philosophy a priori, this research will hopefully
add contours to the research that would be sadly absent in a purely theoretical
investigation.
Notes
1
D Miller & D Slater, The Internet: An Ethnographic Approach, Berg, Paris,
2001, pp. 21-22.
2
H Morton, ‘Computer-Mediated Communication in Australian
Anthropology and Sociology’, Social Analysis Journal of Cultural and Social
Practices, vol. 45, no. 1, 2001, pp. 3-11.
3
S Schwara, ‘Ethnologie im Zeichen von Globalisierung und Cyberspace’,
Mitteilungen der Anthropologischen Gesellschaft in Wien (MAGW), vol. 129,
1999, pp. 259-273.
4
ibid., p. 271.
5
L Kendall, Doing Internet Research: Critical Issues and Methods for
Examining the Net, Sage, London, 1999, p. 71.
6
CM Hine, Virtual Ethnography, Sage, Thousand Oaks, CA, 2000, pp. 6171.
7
M Heidegger, Being and Time, trans. J Maquarrie & E Robinson,
Blackwell: London, 1963.
Leighton Evans
17
______________________________________________________________
8
B Johnson, ‘Privacy no Longer a Social Norm, Says Facebook Founder.
The Guardian, 11 January 2010, http://www.guardian.co.uk/technology/
2010/jan/11/facebook-privacy.
9
M Heidegger, The Question Concerning Technology and Other Essays,
trans. W Lovitt, Harper and Row Publishers, New York, 1977.
Bibliography
Heidegger, M., Being and Time. Blackwell, London, 1963.
Heidegger, M., The Question Concerning Technology and Other Essays.
Harper and Row Publishers, New York, 1977.
Hine, C.M., Virtual Ethnography. Sage, Thousand Oaks, CA., 2000.
Kendall, L., Doing Internet Research: Critical Issues and Methods for
Examining the Net. Sage, London, 1999.
Miller, D. & Slater, D., The Internet: An Ethnographic Approach. Berg
Publishers, Paris, 2001.
Morton, H., ‘Computer-Mediated Communication in Australian
Anthropology and Sociology’. Social Analysis Journal of Cultural and Social
Practices. vol. 45, no. 1, 2001, 3-11.
Schwara, S., ‘Ethnologie im Zeichen von Globalisierung und Cyberspace’.
Mitteilungen der Anthropologischen Gesellschaft in Wien (MAGW). vol. 129,
1999, 259-273.
Leighton Evans is a PhD student in the Department of Cultural and Political
Studies at Swansea University.
PART II
Cyberculture, National Identity and Diaspora
Stresses upon an Emergent Imagined Community: Results
and Insights from the Emirates Internet Project
Harris Breslow & Ilhem Allagui
Abstract
This paper uses the results from the first annual Emirates Internet Project
survey to address the effect of the Internet upon the articulation of social and
national communities in the UAE. This paper argues that the UAE is still in
the process of defining its ‘imagined community’ and that the Internet is
problematically affecting the articulation of this community in the following
ways. 1:Pressure upon the national lingua franca: Although Arabic is clearly
the UAE’s national language, web use in the UAE amongst young Emiratis
in particular and in-country Arabs in general overwhelmingly occurs in
English. We argue that this has long term implications for Arabic as the
national language. 2:Pressure upon heretofore-traditional patterns of social
networks: Arab societies and their resultant social networks are organized
within layers of private space, oriented around the family, and primarily
articulated within the home. We argue that increasing use of the Internet is
playing a role in rearticulating the nature, location, and membership of social
networks. 3:The role of the Internet in the articulation of a post-national
culture: The articulation of an Emirati nation is always already problematic
because of two factors: the fragmenting role played by historical tribal
identities in Emirati commerce and politics, and the fact that four in five
residents of the UAE do not have citizenship. We argue that Internet use in
the UAE intensifies these factors by enabling the propagation of social
networks that exceed or circumvent national identity and space.
Key Words: Internet use, UAE, survey, national community, social
networks, national policy.
*****
1.
Introduction
The Emirates Internet Project (EIP) is a longitudinal survey research
project of patterns of Internet usage amongst residents of the United Arab
Emirates (UAE). The EIP is a participating partner in the World Internet
Project (WIP), a consortium of institutions researching Internet usage in 22
countries. Partners survey a basket of common questions used for
comparative analysis, and local survey questions to gain additional insight of
local Internet usage.
One important set of results concerns the role of the Internet in the
articulation of stress to Emirati culture and polity. The UAE, like any nation
22
Stresses upon an Emergent Imagined Community
______________________________________________________________
state, signifies the articulation of a sense of community fashioned from
disjunctive components of political institutions, language, and culture,
enabling the articulation of common traditions and common identity.1
We examine three of these - language, social networks, and a sense
of national polity - as they articulate to one another in the UAE, and the
pressure that they face from Internet usage.
2.
Stresses to the National Language
A fundamental structure of any national community is its shared
language.2 In the UAE this language is Arabic. Arabic occupies a central role
in the cultural history of the region, and is the historical language through
which Emiratis gain their respective identities.
And yet, English is the language most commonly spoken by
residents of the UAE. We note the somewhat unique political economies of
Gulf Cooperation Council (GCC) countries, where expatriates hold both high
value occupations and low paying positions. The majority of these - 70% of
the total population - do not speak Arabic. Typically, migrant labourers and
high value employees both view English as a requisite skill for oversees
work,3 and English has become the national lingua franca, used by residents
of the UAE as ‘a contact language used among people who do not share a
first language.’4
Skutnabb-Kangas points to the fact that native languages often
decline in the adoption of formal education systems.5 In the UAE private
education stresses the teaching and use of English as a Lingua Franca (ELF),
as a ‘world language.’ 6 Online communication reinforces this phenomenon;
English has become the language of Internet use in general, and the web in
particular.
Harris Breslow & Ilhem Allagui
23
______________________________________________________________
Table 1. Language of Websites Most Often Visited by
Nationality and Age
Clearly, the younger one is, the more likely one is to report
most frequently visiting English language websites. A
majority of Emirati respondents under the age of 41, large
majorities of Emirati respondents aged 18-25, and every
Emirati respondent under 18, report that they most often
visit English language websites.7
This assertion is made more compelling by the figure, below.
Table 2. Frequency of Navigation between English and Arabic Websites
Here we see that a respondent navigates to an English website, and then
remains within the English web universe. The opposite, where one navigates
24
Stresses upon an Emergent Imagined Community
______________________________________________________________
to an Arabic website and remains within the Arabic web universe, occurs so
rarely - less than three percent of respondents do so - that it may be said to
not be occurring at all.8
The use of English while online functions as an ELF bridge builder,
placing non-native speakers of English in a loop that propagates and
reinforces western cultural values among online users of ELF. If ‘we
assume… it ‘brings forth a world,’ and that the social organization of this
world is rooted in the worlds which gave rise to it… [then] the Internet
embodies the values of its creators.’9
3.
Pressure Upon Traditional Patterns of Social Networks.
The social construction of families on the Arabian Peninsula is
based on clan and tribe. Families are central to one’s social relationships, and
are consulted for both major and minor issues. The Arab Thought, a research
project produced by the Zogby Institute, surveyed 3800 Arab adults in eight
Arab countries (Egypt, Lebanon, Israel, Jordan, Kuwait, Morocco, UAE and
KSA) and found that personal concerns related to family, job security and
religion are most important in Arabs’ lives.10 The same research showed that
Arab values are centered on the family first, before the self.
The development of the media in the Arab Middle East has
strengthened these relationships. The usage patterns of both radio and
television embraced the place of the family. Radio was listened to in family
circles of and amongst neighbors. Television was a family activity whether
for musalsalat (Egyptian drama series), or football matches. ‘Traditional’
media were not only a good fit for the pre-existing structure of social
networks and community, they also strongly articulated to, and reinforced
this structure.
The development of new media, however, tends to articulate itself to
an individuated usage pattern, causing a shift from physical community to
virtual community and potentially reconfiguring Arab space. Van Dijk argues
that
The history of the 20th century reveals a disintegration of
traditional communities… into associations which… are
declining in size (caused by privatization and
individualization) and… are extending as they become
more diffused and spread over greater distances. In the
eyes of many social scientists, planners and citizens, we are
dealing with a ‘lost’ community.11
The Internet engenders a new set of relationships, displacing the
family for the ‘equilibrium’ of individuals (specifically in Arabic societies).
Harris Breslow & Ilhem Allagui
25
______________________________________________________________
Web surfers have discovered a new kind of relationship where they keep in
touch with others, virtually and regularly, and thus belong to a new structure
of family and social networks, ‘the virtual community.’
Rheingold argues that virtual communities replace whatever is lost
with the decline of traditional communities. Opposed to this determinist
position, are sociologists who attenuate the effects of technology upon
society.12 Jankowski highlights the difference between early sociology and
that after the Internet as a ‘redirection of emphasis from geographic place to a
feeling or sense of collectivity.’13 This sense of collectivity occurs outside the
family, but to what extent does this occur in the UAE?
The EIP found a moderate impact from the adoption of the Internet
upon UAE society.
Table 3. Impact of the Internet Upon Social Relationships
More than half the Internet users in UAE spend the same time with their
friends since adopting the Internet, and about 40% spend the same time with
their families. One should also note that about 40% say they spend less time
with the family since their adoption of the Internet, an initial indication of a
shift from time spent with families to time spent with friends, and thus a shift
in the construction of these networks. This is most noticeable among Emirati
youth below age of 18, 66.7% of who declared that they spend less time with
their families since the adoption of the Internet.
26
Stresses upon an Emergent Imagined Community
______________________________________________________________
Table 4. Impact of the Internet on Time Spent with Friends
Respondents report the Internet’s positive impact on their relationship with
their families. For instance 66% of respondents report that the quality of their
relationship with their family has either somewhat or greatly increased. This
is explained by the fact that most of the UAE’s residents are expatriates who
use the Internet as a channel to communicate with their families while saving
the telecommunication fees.
Harris Breslow & Ilhem Allagui
27
______________________________________________________________
4.
Heading Towards a Post National Culture?
Typically, when one thinks of a national polity one thinks of the
several components that we discussed at the start of this chapter. One can
also add to this list a set of common media channels/outlets that provide the
community qua polity with information regarding affairs of national
concern.14
We begin by noting that, in the UAE, non-national residents’ visas
are, in effect, temporary residence visas. This has a profound effect on the
results of our survey: People without the ability to politically participate will
generally display a distinct lack of affect regarding local political affairs.
Table 5. Impact of the Internet Upon Politics
28
Stresses upon an Emergent Imagined Community
______________________________________________________________
This last point is, predictably, what we find in one set of results
from our survey.
Amongst the aggregate responses the mean varies between
2.5 and 3 (where 2 means disagree and 3 means Neutral)
for each of the following statements; ‘people like me have
more political power,’ ‘people like me can better
understand politics,’ ‘public officials will care more about
what people like me think,’ and ‘people like me have more
say about what the government does.’15
This does not, however, mean that people are entirely apolitical. It
means that their political concerns may be directed elsewhere. The figure,
below, is of great interest.
Table 6. Importance of Media as Source of Information
Our results indicate that the Internet has clearly supplanted
all other mass media as the most important source of
information in the UAE. More than four in five
respondents (83%) state that the Internet is either an
important or very important source of information.16
We postulate several causes to these results. Amongst them are the
predominance of expatriate residents in the UAE; a lack of local media
sources in expatriates’ native languages, regardless of the use of ELF; and
the dearth of investigative print and/or electronic media in the UAE, which
Harris Breslow & Ilhem Allagui
29
______________________________________________________________
will drive expatriates and citizens alike to seek other sources of information,
online.
We can also, however, point to the idea of a post national culture in the
UAE. It is our belief that, in the UAE, one does not find a single national
community, articulating itself as a polity. Rather one finds a series of
sociopolitical national circuits within which residents of the UAE ‘travel.’ At
times and places these circuits come into contact - such as at the mosque, or
the mall. In terms of politics, however, these circuits almost never come into
contact. Rather, for the majority of residents in the UAE there is a turning
away from the concept of unified polity in favour of a series of parallel
circuits found online.
ELF use bridges the above-mentioned circuits, but it does not function to
integrate the UAE’s residents into a common community or polity. ELF
functions to disaggregate the various resident national groups found in the
UAE. In so doing non-national residents do not occupy a single national
space, but rather move through social circuits that are akin to mobius strips;
two-dimensional spaces enabled by ELF, articulated across the Internet, but
without social efficacy or permanency within the UAE.
Notes
1
B Anderson, Imagined Communities: Reflections on the Origin and Spread
of Nationalism, Verso, London, 1991, Chpts. 2 and 3; E Hobsbawm,
‘Introduction: Inventing Traditions’, The Invention of Tradition, E
Hobsbawm & T Ranger (eds), Cambridge University Press, Cambridge,
1983, pp. 1-14; T Bennett, The Birth of the Museum: History, Theory and
Politics, Routledge, London, 1995, Chpt. 4.
2
Anderson, op. cit., Chpts. 4 and 5.
3
A Pennycook, ‘Beyond Hegemony and Heterogeny: English as a Global
and Worldly Language’, The Politics of English as a World Language: New
Horizons in Postcolonial Cultural Studies, C Mair (ed), Editions Rodopi,
Amsterdam, 2005, pp. 6-7.
4
J Jenkins, English as a Lingua Franca: Attitude and Identity, Oxford
University Press, Oxford, 2007, p. 8.
5
T Skutnabb-Kangas, ‘Linguistic Diversity and Biodiversity: The Threat
From Killer Languages’, The Politics of English as a World Language: New
Horizons in Postcolonial Cultural Studies, C Mair (ed), Amsterdam, Editions
Rodopi 2005, pp. 40-42.
30
Stresses upon an Emergent Imagined Community
______________________________________________________________
6
R Zaltsman, ‘The Challenge of Intercultural Electronic Learning: English as
Lingua Franca’, Cyber Culture and New Media, F Ricardo, (ed), Amsterdam,
Editions Rodopi, 2009, p. 99.
7
I Allagui & H Breslow, The Internet and the Evolving UAE: Year One of
the Emirates Internet Project, Under Review, n.d., p. 40.
8
ibid., p. 39.
9
M Chase, L Macfayden, K Reeder & J Roche, ‘Intercultural Challenges in
Networked Learning: Hard Technologies Meet Soft Skills,’ First Monday,
vols. 7 and 8, 2002, viewed 1 February, 2010, http://firstmonday.org/htbin/
cgiwrap/bin/ojs/index.php/fm/article/view/975/896, p. 9.
10
J Zogby, What Arabs Think: Their Values, Beliefs and Concerns. Zogby
International Graphics, Utica, New York, 2002, p. 7.
11
J Van Dijk, The Network Society, Sage, London, 2006, p. 165.
12
N Jankowski, ‘Creating Community with Media: History, Theories and
Scientific Investigations’, Handbook of New Media, Lievrouw &Livingstone
(eds), Sage, London, 2006, p. 60.
13
ibid., p. 60.
14
See J Habermas, The Structural Transformation of the Public Sphere: An
Inquiry into a Category of Bourgeois Society, trans. Burger. MIT Press,
Cambridge, MA, 1984.
15
I Allagui & H Breslow, op. cit., p. 68.
16
ibid., p. 42.
Bibliography
Allagui, I. & Breslow, H., The Internet and the Evolving UAE: Year One of
the Emirates Internet Project. Under Review, n.d.
Anderson, B., Imagined Communities: Reflections on the Origin and Spread
of Nationalism. Verso, London, 1991.
Bennett, T., The Birth of the Museum: History, Theory and Politics.
Routledge, London, 1995.
Chase, M., Macfayden, L., Reeder, K. & Roche, J., ‘Intercultural Challenges
in Networked Learning: Hard Technologies Meet Soft Skills’. First Monday.
vols. 7 and 8, 2002, viewed 1 February, 2010, http://firstmonday.org/htbin/
cgiwrap/bin/ojs/index.php/fm/article/view/975/896.
Harris Breslow & Ilhem Allagui
31
______________________________________________________________
Habermas, J., The Structural Transformation of the Public Sphere: An
Inquiry into a Category of Bourgeois Society. MIT Press, Cambridge, MA,
1984.
Hobsbawm, E., ‘Introduction: Inventing Traditions’. The Invention of
Tradition. Cambridge University Press, Cambridge, 1983, pp. 1-15.
_______
, Nations and Nationalism Since 1780: Programme, Myth, Reality.
Cambridge University Press, Cambridge, 1990.
Jankowski, N., ‘Creating Community with Media: History, Theories and
Scientific Investigations’. Handbook of New Media. L. Lievrouw & S.
Livingstone (eds), Sage, London, 2006, pp. 55-74.
Jenkins, J., English as a Lingua Franca: Attitude and Identity. Oxford
University Press, Oxford, 2007.
Pennycook, A., ‘Beyond Hegemony and Heterogeny: English as a Global
and Worldly Language’. The Politics of English as a World Language: New
Horizons in Postcolonial Cultural Studies. C. Mair (ed), Amsterdam,
Editions Rodopi 2005, pp. 3-18.
Rheingold, H., The Virtual Community: Homesteading on the Electronic
Frontier. MIT Press, Cambridge MA, 2000.
Skutnabb-Kangas, T., ‘Linguistic Diversity and Biodiversity: The Threat
From Killer Languages’. The Politics of English as a World Language: New
Horizons in Postcolonial Cultural Studies. C. Mair (ed), Amsterdam,
Editions Rodopi 2005.
Van Dijk, J., The Network Society. Sage, London, 2006.
Zaltsman, R., ‘The Challenge of Intercultural Electronic Learning: English as
Lingua Franca’. Cyber Culture and New Media. F. Ricardo (ed), Amsterdam,
Editions Rodopi, 2009, pp. 99-113.
Zogby, J., What Arabs Think: Their Values, Beliefs and Concerns. Zogby
International Graphics, Utica, NY, 2002.
32
Stresses upon an Emergent Imagined Community
______________________________________________________________
Harris Breslow is an Associate Professor in the Department of Mass
Communication, American University of Sharjah.
Ilhem Allagui is an Assistant Professor in the Department of Mass
Communication, American University of Sharjah.
The Role of Online Communities in Social Networking
among Polish Migrants in the United Kingdom
Renata Seredynska-Abou Eid
Abstract
Migration is a global phenomenon; however, in the European Union (EU)
moving across the borders seems to easier due to legislation and continuous
uniting processes that take place in all member countries. In 2004, after the
enlargement, the EU experienced a mass movement of Eastern European
citizens to the west in search for better paid jobs and so called ‘better life.’
The latest Polish immigration to the United Kingdom (UK) has outnumbered
any other migration wave to Britain. The volume of Polish immigration has
surpassed any political expectations and any realistic calculations in the
United Kingdom. Social networking creates a ‘home away from the
homeland’ for many immigrants while cyberspace provides numerous
opportunities for members of the immigrant community to share thoughts,
exchange ideas, and seek advice about any issue. Polish identity emerges
from a relatively monolithic socio-cultural structure; therefore, keeping
expatriate ethnic identity might be of high importance to some migrants in
the multicultural host country. In the Internet era, computer-mediated public
spheres seem to develop rapidly and widely. Online forums, blogs,
newsrooms, chat rooms, photo galleries, and personal websites offer endless
opportunities to share information of any kind. This paper, focusing on
contemporary Polish immigration to the UK, explores the role of computermediated communication in establishing migrant communities in the target
country. The function of a national space created in the virtual world while
staying away from home is examined in terms of validity, usefulness, and
importance for establishing relations with compatriots. Although the analysis
focuses only on one national group of immigrants, the issue of cybercommunication is complex and fluid; therefore, the impact of the online
environment on migrant communities is multi-layered and not entirely
predictable.
Key Words: Adaptation, community, online communities, identity,
belonging, home, migration.
*****
1.
Introduction
From the cultural point of view, migration is a complex process.
Apart from a physical change of place, it involves understanding and
adapting to a new culture, day-to-day functioning in a new environment and,
34
The Role of Online Communities
______________________________________________________________
ideally, the possession of a certain level of language competence to
communicate in the host culture. Polish communities have been present in the
United Kingdom (UK) since mid-1940s. In today’s world, the technology
offers nearly endless opportunities to form ties with other online communities
and to enable social networking among people. The issues of identity, home,
and belonging appear to be crucial in determining migrant communities. This
paper will focus on the current state, value, and usefulness of some of Polish
online communities in the UK.
Since there is a wide range of portals, the focus will be placed on
websites that provide some guidance, offer a forum, and create an online
community for migrants across the country rather than locally. For that
purpose, the following portals have been chosen: Moja Wyspa
www.mojawyspa.co.uk
–
transl.
My
Island,
Moja
Brytania
www.mojabrytania.pl – transl. My Britain, G. Britain www.gbritain.net,
Polacy
www.polacy.co.uk
–
transl.
Poles,
Wielka
Brytania
www.wielkabrytania.org – transl. Great Britain. Large portals like Facebook,
MySpace, or Yahoo have not been taken into account, as they do not entirely
reflect the theme of a migrant community or a diasporic spirit. Also, the
Polish Cultural Centre (POSK) or other cultural websites are not mentioned
as they only utilize the Internet to promote their cultural activities. Detailed
statistical analysis is beyond the scope of this paper too.
2.
Identity, Home and Belonging
Migrating to another place is inevitably connected with changing
one’s environment. In the long term, the fact of changing places raises the
issues of identity and belonging and affects the perception of ‘home.’ In
today’s world, technology and communication opportunities play an
important role in reducing the distance between migrants’ actual place of
residence and their home country.
‘Identity,’ in the simplest terms, signifies who one is. That will
further depend on the context of culture, language, politics, nationality,
religion, ideology, beliefs, etc. Castells defines ‘identity’ as ‘the process of
construction of meaning on the basis of a cultural attribute, or a related set of
cultural attributes, that is given priority over other sources of meaning.’1
‘Identity’ is perceived as ‘people’s source of meaning and experience;’
however, there may be multiple identities within one individual or a group.
In diasporic terms, ‘identity’ often refers to cultural, ethnic, social,
or national background. Yet, it is usually an identity of a group while the
meaning of the term applies to its collective aspects rather than individual
ones. Hall marks two types of cultural identity: one - associated with race and
ethnicity and understood as a shared history of individuals and the other changeable, full of contradictions and affiliated with similarities and
differences.2 Moreover, identity formation is a process that is enabled by the
Renata Seredynska-Abou Eid
35
______________________________________________________________
recognition of differences. Only then diasporic consciousness may emerge to
confront the notion of the nation - ‘the idea[l] of a cultural norm that is
ascribed to or prescribed by those occupying the boundaries of the nationstate.’3
Meyer claims that identity of an individual includes such affiliations
as nationality, language, era, religion, family and background, and cultural
heritage.4 When crossing borders, ethnic identity becomes important for both
the migrant and the host community. Erikson and Sørheim quoted in Durovic
defined ethnic identity as ‘a sense of belonging and loyalty to one or several
ethnic groups, defined by citizenship, religion, race, language or another
ethnic marker.’5 Nonetheless, ethnic and cultural identities seem to be
intertwined; therefore, ethnic communities are associated with certain
cultural elements or practices.
‘Home’ is another aspect that is crucial for identifying and
understanding a migrating individual. The term ‘home’ has multiple
meanings; though, it is always symbolic, emotional, and connected with
personal experience. Burrell states that these are ‘domestic rituals’ and
objects that make ‘home’ particularly important for national identity.6
Rybczynski states that ‘[d]omestic dwelling is a fundamental human need
that is deeply rooted in us, and that must be satisfied.’7 It seems, therefore,
that the feeling of place-rootedness and stability may play a major role in
migrants’ emotional and physical well-being regardless of the fact whether
‘home’ is a physical space or an abstract concept.
3.
Social Networking
Although the idea of migrants being able to find ways in which to
‘return to their roots’ within the context of the host culture may seem to only
have a sentimental value, it can be a motivating factor in the building of new
networks of friends who are of similar backgrounds and can be trusted in a
foreign context.
Kuo and Tsai explain that in a destination country a distant relative
or an unrelated person, who comes from the same country or region, can
become a reliable companion.8 Often migrants refer to compatriots rather
than the host society to gain necessary knowledge or information. The reason
for this could be that a person of the same origins, someone who speaks the
same language and has understanding of migrants’ home culture, is perceived
as a trustworthy source of support in the new environment.
Upon arrival in a new society, ‘acculturation’ takes place, a ‘dual
process of cultural and psychological change that happens as a result of
contact between two or more cultural groups and their individual members.’9
Social acceptance, migrants’ adaptability, and language are some of the most
important factors that contribute to a higher level of acculturation and
migrants’ more rapid adaptation in the target culture. At the same time,
36
The Role of Online Communities
______________________________________________________________
mental and physical well-being is crucial for migrants to be able to survive in
a different environment. Therefore, networking (i.e. establishing social
bonds) is vital for the reduction of stresses and individuals’ insecurity
connected with entering a new society.
Kuo and Tsai indicate that communities serve as a social support
system, which has a soothing effect on migrants’ psychological health
providing the system is available and suitable.10 Although it is important for
migrants to feel supported and secure by creating social networks only
amongst those who speak the same language and share the same culture, in
fact, it can be counter-productive since it can reduce social mobility.
4.
Online Communities
‘People generate and cultivate networks, trust and norms of
mutuality […] to meet human needs for companionship and individual as
well as collective aid.’11 Computer-assisted networks can strengthen already
existing groups or can contribute to the establishment of new communities.
The latter seems to be more common among young people for whom online
contacts are adventurous. Kavanaugh believes that social networks help to
build two kinds of trust among members: thin trust – less personal, based on
indirect social relations, and thick trust – triggered by intensive contacts
among members. Also when trust is extended on distant and less known
people, it may become a more abstract concept.12
Virtual relations and abstract trust alter social contacts in ways
which have not yet been fully measured. Currently societies experience a
rapid growth of online communities due to technological development and
increasing Internet accessibility. Online communities can be measured in
terms of size and volume, the number of members or visitors in particular.
The largest of the analysed portals, Moja Wyspa, has 58,424 registered
members (as for 23rd January 2010). The second largest one, Moja Brytania,
has 12,559 registered members (as for 23rd January 2010). G. Britain,
established as early as in October 2004 (just five months after Poland’s
accession to the EU), does not provide any statistics as for the number of
members; however, in January 2010 the website was visited by over 81,000
viewers. Detailed and precise statistics is not really available due to the fact
that the virtual world is rather fluid and may change very quickly. Also,
migrants might have restricted access to the Internet due to either lack of
equipment (many migrants tend to have limited possessions when living
abroad) or poorer economic situation (unemployment or certain financial
commitments), which may affect their online status.
The five main portals offer their members a discussion forum,
various types of advertisements, useful links, information about Polish shops,
churches, clubs, etc. The language, Polish, seems to be a distinguished
feature of the portals. Since four out of five websites are exclusively in
Renata Seredynska-Abou Eid
37
______________________________________________________________
Polish, the target audience is restricted to the speakers of the language, thus
to the people of Polish origins as not many foreigners speak the language.
The fact that there is not any other language option implies the intention of
restricting the audience. It is worth mentioning here that members of those
communities seem to be 1st generation migrants.
In addition, certain links and useful addresses are aimed at Polish
migrants only, e.g. Polish shops, Polish churches, or Polish discos; therefore,
Polish is the main language. The first example refers to food and cuisine,
which is always culturally unique. Certain products might not be available as
there is no such tradition in the host culture, e.g. pickled cucumbers, sauer
kraut, pretzels; therefore, migrants will search for specific products in order
to satisfy their tastes. Even if equivalents can be found, very often the value
of the products is diminished due to a difference in the place of origins. Often
an individual will say ‘It’s not as tasty as ours,’ or ‘Ours is better.’
Another form of social support can be noticed in a broad range of
advertisements. These are classified ads on a variety of topics; however, the
most common ones concern accommodation (flat/house rent or share), stuff
for sale (including air or bus tickets to Poland), services (money transfer,
parcels to Poland, translation, or advice about documents – WRS, NINo,
social benefits), and dating. Moja Brytania offers even a ‘shared journey’
service, i.e. members can advertise a car journey and the number of free
spaces. A potential partner will share the costs of the journey, which
undoubtedly will be lower than any air or bus fare.
Apart from advertisements and more formal types of advice,
members of a forum can start threads on any topic. The most common
subjects of discussion refer to everyday matters, local culture issues, work
and money, health care, car and driving licence. Also, the exchange of
information about work places, accommodation, or places to visit is relatively
frequent. It is worth noticing that one of the portals, Polacy, reinforces the
notion of social support through advertising itself as ‘Poles.co.uk – you are
not alone.’
Forum members are also interested in sharing general experience,
impressions of Britain. Threads like ‘What do we really like here in England’
(in colloquial Polish, like in many other languages, the UK is commonly
referred to as England) or ‘What do you really miss here’ generate quite a
large response. Migrants seem to be happy to share their opinions and
impressions, especially that it is much easier for them to write in their own
language and replies come from individuals they trust. As it has already been
mentioned, in a new environment compatriots are trusted more than the local
community.
It is interesting to notice that most of the websites do not offer
blogging opportunities. Their members seem to prefer to write short posts on
the forum rather than write blogs. The reasons might vary; however, the issue
38
The Role of Online Communities
______________________________________________________________
of time may play a role here. Most migrants work long hours and prefer to
spend their free time with friends, listening to music or reading. Therefore,
short forum posts appear to be a better solution to the issue of expressing
one’s opinion without being involved in more extensive writing.
5.
Conclusion
The role of online communities is complementary to social networks
created among migrants in that respect they provide individuals with required
information from more than one source. Also, social networks exist locally
while online communities can virtually connect people who live in distant
parts of the country. Information provided by compatriots seems to be more
trusted than advice given by members of the host culture. In addition, online
communities offer an opportunity of gaining all information in the native
language, which is important for those migrants whose level of English is
rather low. At the same time, the fact that many portals are exclusively in
Polish restricts access to the website to the Polish community only. The
Internet offers almost endless opportunities of searching for information
while national space in the virtual world serves the community well. The fact
that new members join forums every day shows how important a tool online
communication is for migrants. Further investigation in that field is required
to establish all possible variables of social virtual networking.
Notes
1
S Castles, The Power of Identity, 2nd ed., Blackwell, Oxford, 2004, p. 6.
S Hall, ‘Cultural Identity and Diaspora’, Theorizing Diaspora: A Reader, J
A Braziel &A Mannur (eds), Blackwell, Oxford, 2003, p. 234.
3
VS Kalra, R Kaur & J Hutnyk, Diaspora and Hybridity, Sage, London,
2005, p. 30.
4
U Meyer, ‘In the Name of Identity: Teaching Cultural Awareness in the
Intercultural Classroom.’ Information Sciences (Informacijos Mokslai), vol.
45, 2008, pp. 48-50.
5
J Durovic, ‘Intercultural Communication and Ethnic Identity’, Journal of
Intercultural Communication, vol. 16, 2008.
6
K Burrell Moving Lives: Narratives of Nation and Migration among
Europeans in Post-War Britain, Ashgate, Aldershot, 2006, p. 72.
7
W Rybczynski, Home: A Short History of an Idea, Penguin,
Harmondsworth, 1987, p. 217.
8
WH Kuo & Y M Tsai, ‘Social Networking, Hardiness and Immigrant’s
Health.’ Journal of Health and Social Behaviour, vol. 27, 1986, pp. 133-149.
9
JW Berry, ‘Acculturation: Living Successfully in Two Cultures.’
International Journal of Intercultural Relations, vol. 29, p. 698.
2
Renata Seredynska-Abou Eid
39
______________________________________________________________
10
WH Kuo & Y M Tsai, op. cit., pp. 133-149.
A Kavanaugh, ‘Community Networks and Civic Engagement: A Social
Network Approach’, The Good Society, vol. 11.3, 2002, p. 17.
12
ibid, pp. 17-24.
11
Bibliography
Berry, J.W., ‘Acculturation: Living Successfully in Two Cultures’.
International Journal of Intercultural Relations. vol. 29, 2005, pp. 697-712.
Burrell, K., Moving Lives: Narratives of Nation and Migration among
Europeans in Post-War Britain. Ashgate, Aldershot, 2006.
Castells, M., The Power of Identity. 2nd ed. Blackwell, Oxford, 2004.
Durovic, J., ‘Intercultural Communication and Ethnic Identity’. Journal of
Intercultural Communication. vol. 16, 2008.
Hall, S., ‘Cultural Identity and Diaspora’. Theorizing Diaspora: A Reader.
J.A. Braziel & A. Mannur (eds), Blackwell, Oxford, 2003.
Kalra, V.S., Kaur, R. & Hutnyk, J., Diaspora and Hybridity. Sage, London,
2005.
Kavanaugh, A., ‘Community Networks and Civic Engagement: A Social
Network Approach’. The Good Society, vol. 11.3, 2002, p. 17.
Kuo, W.H. & Tsai, Y.M., ‘Social Networking, Hardiness and Immigrant’s
Health’. Journal of Health and Social Behaviour. vol. 27, 1986, pp. 133-149.
Meyer, U., ‘In the Name of Identity: Teaching Cultural Awareness in the
Intercultural Classroom’. Information Sciences (Informacijos Mokslai). vol.
45, 2008, pp. 48-50.
Rybczynski, W., Home: A
Harmondsworth, 1987.
Short History
of an Idea. Penguin,
Renata Seredynska-Abou Eid is a PhD student at the University of
Nottingham, UK. While interested in cultural issues in migration and
diaspora, currently her research and writing is devoted to life and cultural
adaptation of Polish communities in the United Kingdom.
Emerging Communication Practices and Immigrant
Adolescents in their Developmental Process
Federica de Cordova, Eleonora Riva, & Nicoletta Vittadini1
Abstract
This article analyses peer to peer digitally mediated communication among
adolescents of foreign origins in Milan. Aims of the research was to highlight
the role of new communication practices in shaping cultural
integration/differentiation processes. The sample, collected in two high
schools in Milan (Italy), consists of 20 subjects, male and female, aged
between 15 and 19. All of them attended Italian school from the first year of
secondary school at least. Data was gathered through individual interview,
focus groups and virtual shadowing. Results are presented and discussed
from the point of view of flow theory and acculturation processes. Results
outline specific communication behaviours in which socialisation processes
can bring about change in the traditional categorisation Italian/foreigner. The
consequence is a new symbolic space for self-representation and construction
of identity.
Key Words: New media, second generation, acculturation, flow theory.
*****
1.
Introduction
This article presents the results of a research on communication
practices mediated by digital technologies among adolescents belonging to
the second generation of migrants in Italy.
Migrant’s access to digital technologies is increasing and ‘digital
divide’ is progressively reducing under the pressure of socio-cultural changes
and of young generations. The reasons of this increasing digital literacy are:
the need to nourish ties with the homeland; the wish to increase interethnic
relationships; the research of news about the homeland and the need of
bureaucratic information; the effort to learn the language of the new country
and the diffusion of gaming offline and online.
Adolescents belonging to second generation of migrants are
characterized by the increase of the complexity of the individual system
(personality and psychic world) and the relevance of the social system
(groups and communities) joined by multicultural dynamics. School and
media, for those adolescents, are very important to orient their choices toward
integration or conflict.
The research focused on the analysis of technology mediated
communication practices among college students belonging to families of
42
Emerging Communication Practices
______________________________________________________________
migrants. The sample, 20 people aged 17 or 18, has been picked out in two
technical colleges in Milan both multicultural (30% of students belonging to
migrants families). The colleges were different for the presence or absence of
curricular activities on digital technologies. The interviewees had: a mobile
phone (with Bluetooth) and a pc at home both used daily. All interviewees,
realized photos and videos with their mobile phones; were frequent users of
messenger (3/4 days per week) and had a personal profile on a social
network.
The methodology integrated different tools aimed at: gain
descriptions of digital media use (20 in deep interviews with students); follow
daily practices through digital ethnography (20 daily monitoring through
messenger); observe the processes of collective elaboration of meanings and
values of digital practices among the students (2 focus groups one per each
school).
2.
Adolescents or Migrants? Digital Communication Practices
Adolescents using digital communication tools can be defined as
managers of a differentiated set of digital devices2 that they activate
according on daily organization of time and the kind of social network they
are communicating with.
A quantitative research carried on by Nielsen in September 2009
depicts the ‘young technoday’. In the morning they usually control the sms
and have a first glance at Facebook to ‘monitor’ friends and organize the day.
During the travel time to school they relax with music and build spaces of
intimacy with girl/boyfriends through sms. The school time is colonized by
mobile phone (videos or sms) to contrast the boredom of the daily duty. The
evening time, at home, is committed to organization (Facebook or
messenger); intimacy (sms or phone call); diversion and fun in the bedroom
(social networks, music and videos).
Migrant adolescents adopt the routines of the hosting country,
nevertheless, second generations of migrants use digital technologies in
different ways.
For Italian adolescents, parents and relatives are almost excluded by
the digital networks, except for mobile phone and sms. Migrants adolescents
use the same technologies to stay in touch with both peers and relatives,
mixing friends and families in their virtual communication activities. For
Italian adolescents mobile phone is the more intimate tool used to
communicate with parents or girl/boyfriend. For migrant adolescents, the
more intimate tool is Internet (Skype, webcam etc.). Migrant adolescents
define two different intimate spheres: one characterized by mobility and
proximity of the device (mobile phone); the other characterized by visuality
of communication (web cam).
Federica de Cordova, Eleonora Riva, & Nicoletta Vittadini
43
______________________________________________________________
The awareness of migrants adolescents of different social and life
conditions, as the ones of the homeland of their families, bring them
underline that young people can live also without using technologies, and
recognize the pervasivity of digital communication as a cultural trait.
Finally, they express two peculiar needs. The need to express
themselves, to acquire a voice in cyberspace according to the self-perception
as people under-represented in the public sphere. And the need to be
informed people (e.g. reading online newspaper) according to the familiar
habit to look for information about the homeland.
Research results highlight also the significant role of the educational
institutions in respect of the proper socialization to digital technologies. The
two groups of interviewees, in fact, have different attitudes towards
technologies; value them in a different way and act differently.
Students of the college with fewer laboratories on digital
technologies learned how to use and how to think about communication
devices from friends, media, siblings and only occasionally parents acquiring
an unmediated technical and communicative knowledge. Then, their attitude
towards these tools is both enthusiastic and naïve. They perceive digital tools
as something that cannot be renounced. Moreover, they are more trustful in
the opportunities offered by communication technologies; interested in
widening constantly their friends networks including friends of friends and
new people.
Students of the technical college with more laboratories on digital
technologies learned how to use and how to think about communication
devices from teachers acquiring a competence they can spend at home or
with friends; a mediated and more conscious technical and communicative
knowledge. They perceive communicative technologies as less ‘natural’ then
their coetaneous. They are more expert in managing their privacy, for
example in social networks and they are less enthusiastic and define those
technologies as ‘useful’ if used sagely, if they don’t compete with sociality in
real life. These adolescents show a more rational attitude. Starting from the
research results, then, we can affirm that adolescents belonging to second
generations of migrants while adopting style of use and habits of their
coetaneous in the new country act differently according to their double
belonging identity. First of all using technologies in order to respond to
different needs (expression; information) and to build and nurture different
kinds of social networks (different kinds of intimate spheres for example).
Second looking at technologies in a more conscious way (for example
recognizing some cultural traits).
Educational institutions still have a great responsibility in building
conscious attitudes towards digital technologies among adolescents, and
especially among young people who’s often responsible of the literacy
process of migrant’s parents.
44
Emerging Communication Practices
______________________________________________________________
3.
Use of Digital Communication and Subjective Experience
According to the Theory of Optimal Experience3 4 any individual
can experience a situation of psychological well-being, called Flow of
Consciousness, which requires the involvement in a specific and temporary
defined situation or activity. This condition is characterized by: intrinsic
motivation, self-determination and balance between skill and ability as
perceived from the subject. Recent researches5 6 7 demonstrated that new
media’s use, because of their characteristics of interactivity, may promote
Flow situations. We hypothesize that a more widespread and various use of
mediated technology and communication would enhance and reinforce
subjective Optimal Experience.
Most of the interviewees described several situations of Flow while
using new media. In particular, some participants identified Flow situations
in relational activities, while others found it in individual tasks requiring
personal
involvement,
creativity
and
the
improvement
of
knowledge/competences, 8 9such as school researches or informatics artifacts
creation.10 11
Flow experience in new technologies’ use is not evoked simply by
the mediated activity per se, but is elicited by specific activities that
adolescents can achieve thorough new media use. Optimal Experience in new
media use appears to be strictly linked to creative experiences, considered as
described in Gardner’s Theory.12 In fact, both in individual and relational
activities, participants have felt to be actively involved in the construction of
something new, significant and socially recognized, such as for example the
acquisition of particular technological competence which allows the subject
to overcome peers’ abilities; or the construction or re-construction of
relational nets, both new ones which let emerge their multicultural, Italian,
peer-to-peer social participation, and transnational and transgenerational
ones, that can reinforce affective and cultural ties to their or their parents’
original countries.
This direct link among new media activities, Optimal Experience
and creative artifact construction promote adolescents’ mental integration and
their development and reinforcement of a more complex personal, social and
cultural Self.13 14 15 16 This specific identity construction process support them
in overwhelming the social pressure that force them in choosing a cultural
adaptation model between either the one ethnocentrically proposed by the
Italian society or the other one embodying their parents’ country of origins.
The experience participants have in new media everyday use, causing
Optimal Experience and creative results, is better interiorized and more easily
re-evoked in the daily process of Self Construction and re-construction.17 In
this way they are able both to recover their own and their family cultural
memory, to understand and deepen unknown aspect of their original culture,
Federica de Cordova, Eleonora Riva, & Nicoletta Vittadini
45
______________________________________________________________
and contemporary to interact and cooperate in the construction of a
transcultural and mediated peer social network and culture.
4.
Digital Mediated Communication and Acculturation Process
Studies in cross-cultural psychology widely embrace Berry's bidimensional acculturation model in which a four-category classification is
proposed: ‘assimilation’, ‘integration’, ‘separation’ and ‘marginalization’.18
The optimal outcome would be integration: both the original culture is
preserved and the individual is actively involved in local culture.
Acculturation process is conceptualised as a linear process towards
adaptation. Within this frame culture seems a defined topos making
belonging a matter either/or.
Adolescents participating in the research offer a different overview.
Grounded on a ‘crossing’ land where refound social fields reconfiguring what
seems in our eyes ‘here and there’. Belongings are based on information
fluxes and values within diasporic communities.19 Acculturation process is
then an individual, multidimensional and contradictory experience.20
The issue ‘contact between cultural groups’ crossed with
‘maintenance of identity and culture’ is therefore a slippery concept.
Socialisation is no longer an activity occurring within a physical place.
Contemporary forms of communication occur within a compressed time/
space-dimension21, creating a new connotation of ‘place’ where social ties are
maintained. Cell phones and computers work as key-artefacts enabling
adolescents to mediate among different symbolic orders. The core of
belonging is built on aleatory aspects such as personal interests, values, lifestyle, while structural elements seem to weaken, requiring a continuous
reorganisation among differences and specificity.
A developmental step in this phase of life consists in placing respect
on one’s own belonging group. We have highlighted some themes showing
the role of technological device in mediating such a process:
a)
Discover roots. Most of the subjects claim that surfing the
web has been the occasion to broaden a family narrative.
Both if they visit the original country or they have never
been there nearly all of them searched the web to obtain
information to make up their own mind and visualise
places, environments. Sometimes they get information
previously unknown even for their parents.
b)
Shaping ties connecting multiple cultures. New media and
social networks are different ways to keep alive social ties,
making more familiar a world geographically far away and
reaffirming a shared intimacy and routine, in order to
46
Emerging Communication Practices
______________________________________________________________
domesticate the ‘exotism’ of the ‘other part’ of self. In
reply to the question ‘what do you talk about?’ common
answers were ‘nothing’: it’s not the content that is
important, but consolidating a shared social environment.
c)
Discover identification models. Adolescents talk about their
contradictory feelings about being Italian. Second
generation youth seem to meet in this phase a critical point
of their life, discovering themselves as ‘different’ from
Italians. New technologies provide a relevant arena apt to
develop innovative parts of self in order to bring about
identitarian changes and manage their cultural specificity.
In particular, there they can identify models enabling them
to connect in a whole shape parts of them mirrored in the
Italian context as alternative.
Finally, we can say that second generation adolescents seem to
express various forms of cultural hybridation through the use of technological
devices, sometimes in order to express creativity and cultural originality,
others to a more repairing way. The central point of the matter does not seem
to be how strongly they keep ties with far away places, but to which extent
they can take advantage of these communicative forms in order to act
coherently with intra-psychic processes. In these terms a virtual community
and relationship can support destructuration of culture supposed as an
identity marker to become a catalyst of original configuration of meaning
within a new symbolic space.
Notes
1
Federica de Cordova is the author of paragraph 4. Eleonora Riva is the
author of paragraph 3. Nicoletta Vittadini is the author of paragraph 1 and 2.
2
L Haddon, ‘Research Question for the Evolving Communications
Landscape. Mobile Communications: Re-negotiation of the Social Sphere,
Springer, London, 2003.
3
M Csikzentmihalyi, Flow: The Psychology of Optimal Experience, HarperCollins, New York, 1990.
4
M Csikzentmihalyi, Finding Flow: The Psychology of Engagement with
Everyday Life, Basic Books, New York, 1997.
5
H Chen, ‘Flow on the Net–detecting Web Users positive Affects and their
Flow States’, Computers in Human Behaviour, 22, 2006, pp. 221-233.
6
TP Novak & DL Hoffman, ‘Measuring the Flow Experience among Web
Users’, Paper Presented at Interval Research Corporation, July 31, 1997.
Federica de Cordova, Eleonora Riva, & Nicoletta Vittadini
47
______________________________________________________________
7
TP Novak, DL Hoffman & A Duhachek, ‘The Influence of Goal-Directed
and Experiential Activities on Online Flow Experiences’, Journal of
Consumer Psychology, 13(1&2), 2003, pp. 3-16.
8
H Gardner, Multiple Intelligences: The Theory in Practice, Basic Books,
New York, 1993.
9
JP Hunter & M Csikszentmihalyi, ‘The Positive Psychology of Interested
Adolescents’, Journal of Youth and Adolescence, 32(1), 2003, pp. 27-35.
10
M Cole, Cultural Psychology: A Once and Future Discipline. The Belknap
Press, Cambridge, 1996.
11
P Inghilleri, From Subjective Experience to Cultural Change, Cambridge
University Press, Cambridge, New York, 1999.
12
H Gardner, Multiple Intelligences: The Theory in Practice. Basic Books,
New York, 1993.
13
M Csikzentmihalyi, Flow: The Psychology of Optimal Experience, HarperCollins, New York, 1990.
14
M Csikzentmihalyi & K Rathunde, ‘The Measurement of Flow in
Everyday Life: Toward a Theory of Emergent Motivation’, Nebraska
Symposium of Motivation, 40, University of Nebraska Press, Lincoln, 1993.
15
P Inghilleri, From Subjective Experience to Cultural Change, Cambridge
University Press, Cambridge, New York, 1999.
16
D Leontiev, ‘Positive Personality Development: Approaching Personal
Autonomy’, A Life Worth Living: Contribution to Positive Psychology,
Oxford University Press, US, 2006.
17
P Inghilleri, From Subjective Experience to Cultural Change, Cambridge
University Press, Cambridge, New York, 1999.
18
JW Berry, ‘Immigration, Acculturation and Adaptation’, Applied
Psychology: An International Review, 46, 1997, pp. 5-68.
19
A Wimmer & N Glick Schiller, ‘Methodological Nationalism, the Social
Sciences, and the Study of Migration: An Essay in Historical Epistemology’,
International Migration Review, 37 (3), 2003, pp. 576-610.
20
S Bathia & A Ram, ‘Theorizing Identity in Transnational and Diaspora
Cultures: A Critical Approach to Acculturation’, International Journal of
Intercultural Relations, 33, 2009, pp. 140-149.
21
A Appadurai, Modernity at Large: Cultural Dimensions of Globalization,
University of Minnesota Press, Minneapolis, 1996.
Bibliography
Appadurai, A., Modernity at Large: Cultural Dimensions of Globalization.
University of Minnesota Press, Minneapolis, 1996.
48
Emerging Communication Practices
______________________________________________________________
Cole, M., Cultural Psychology: A Once and Future Discipline. The Belknap
Press, Cambridge, 1996.
Csikzentmihalyi, M., Finding Flow: The Psychology of Engagement with
Everyday Life. Basic Books, New York 1997.
Chen, H., ‘Flow on the Net–detecting Web Users Positive Affects and their
Flow States’. Computers in Human Behaviour. 22, 2006, pp. 221-233.
Haddon, L., ‘Research Question for the Evolving Communications
Landscape’. Mobile Communications. Re-negotiation of the Social Sphere. R.
Ling & P. Pedersen (eds), Springer, London, 2003.
Gardner, H., Multiple Intelligences: The Theory in Practice. Basic Books,
New York, 1993.
Inghilleri P., From Subjective Experience to Cultural Change. Cambridge
University Press, Cambridge, New York, 1999.
Leontiev D., ‘Positive Personality Development: Approaching Personal
Autonomy’. A Life Worth Living: Contribution to Positive Psychology.
Oxford University Press, US, 2006.
Novak, T.P., Hoffman, D.L. & Duhachek, A., ‘The Influence of GoalDirected and Experiential Activities on Online Flow Experiences’. Journal of
Consumer Psychology. 13(1&2), 2003, pp. 3-16.
Federica de Cordova, Assistant Professor, University of Verona.
Eleonora Riva, psychologist and psychotherapist is post doctorate at the
University of Milan.
Nicoletta Vittadini, Assistant Professor, Catholic University of Milan.
PART III
Fan Cultures Online
The Darker Side of Slash Fanfiction on the Internet
Brita Hansen
Abstract
In the 1960s slash introduced a major new premise to fan fiction (fanfic) slash eroticised the homo-social undercurrents between the male protagonists
from popular culture. Slash is: Erotic fanfic written by heterosexual women
for heterosexual women, using appropriated characters from popular culture.
The sexual pairing, indicated as character/character, is always two men. The
actors portraying these characters must be thought to be sexually available to
the women i.e. heterosexual, and at least one of them is sexually attractive to
the writer/reader. Slash has never been published in mainstream media
despite widespread publication of similar male-oriented erotica. The Internet
has provided the means for widespread self-published, uncensored
circulation, allowing women to realise a shared, common sexual fantasy.
They no longer need to feel isolated and ashamed, believing their sexual
fantasy to be unusual. Researchers suggest that slash, while written with very
explicit homosexual sex, is not about homosexuality; it is a female
idealisation of relationships acted out on male bodies. The writer can ascribe
emotions and behaviour she desires from the men in her relationships.
Research to date argues for slash as a reworking of the traditional romance
novel formula; inherently between unequal partners, portraying a model of
male authority. Slash is suggested as a means of substituting a situation in
which a loving relationship between equals is possible, allowing the
writer/reader to identify with the hero’s partner, a social equal, a friend, and a
desirable person. While this appears to be a realistic interpretation of some
slash stories, I argue that this is not the case for a large proportion of slash the darkfic slash. These stories are more complex, based on unequal,
complicated relationship showing evident dominant/submissive roles, often
sadomasochistic, sexually explicit and/or violent. On entering most of the
large, dedicated slash Web sites, one is directed to search for stories
containing specific themes, many of these themes come under the
classification ‘darkfic’: bondage, erotic asphyxiation, horror, kink,
mutilation, non-con, torture etc. It is clear that within the slash writer/reader
community there is an awareness of this darker aspect of the literature, an
aspect that has barely been acknowledged by academic researchers to date.
This darker side of the slash genre is the area that I am exploring in my
research.
Key Words: Darkfic slash, fanfiction, Internet erotica.
*****
52
The Darker Side of Slash Fanfiction on the Internet
______________________________________________________________
1.
Introduction
The dark side of slash - why has academic research failed to address
this phenomenon, arguing instead that slash is an alternative to the readily
available female erotica - the romance novel? My research shows that the
slash communities themselves, as indicated by the search engine options that
the webmistresses nominate, are well aware of, and interested in, the dark
side of slash.
So what is slash? The original definition of slash, and the one I use
for my research, is: erotic fan fiction (fanfic) written by heterosexual women
for heterosexual women, using appropriated characters from popular culture.1
The sexual pairing, indicated as character/character, is always two men. The
actors portraying these characters must be thought to be sexually available to
the women i.e. heterosexual, and at least one of them is sexually attractive to
the writer/reader. Slash erotises the homo-social subtext within popular
culture media such as television, movies and books; slash is a genre which
Henry Jenkins, who produced the first major work, and still writes on slash,
suggests ‘does…constitute a significant genre within fan publishing and may
be fandom’s most original contribution to the field of popular literature.’2
The term slash has grown to encompass a plethora of closely related erotic
sub-genres, such as fem slash (female/female) and RLP (real live people).
The popularity of slash can be directly attributed to the Internet;
prior to the advent of the Internet, slash remained a relatively obscure,
underground genre, available only to those ‘in the know’ via private mailing
groups or short-run fan club magazines (fanzines).3 However, today, if you
Google just one slashed television series, Stargate SG-1, over 550,000 hits
are produced.4 Indeed, the Google search engine suggestion of Stargate SG-1
slash fanfiction produces the greatest number of results of any of their
suggested search options, once you type in Stargate SG-1fan.5 One of the
largest Stargate SG-1 slash archives, Area 52, has over 11,000 stories
archived, and is growing at the rate of 15 new stories per week,6 despite the
show being cancelled in 2007.7
2.
Slash as the Alternative to the Romance Novel
Academia first began to notice slash in the mid 1980s when slash
was only available in fanzines or as privately circulated stories. One of the
first academics to write about slash was Joanna Russ. In her 1985 book,
Magic Mammas, Russ suggested that women wrote slash because they
wanted ‘a sexual relationship that does not require their abandoning freedom,
adventure, and first class humanity,’8 and that this was something they could
not find in conventional women’s erotica. In 1986, Lamb and Veith saw slash
as a reworking of traditional romance onto male bodies: ‘Theirs is a union of
strengths, a partnership rarely possible between men and women today.’9
Camille Bacon-Smith, in her 1992 book on the women in the Star Trek
Brita Hansen
53
______________________________________________________________
fandom, wrote of slash: ‘With some surprise, I discovered that the traditional
romance formula missing in the fiction about women in relationships with
men and each other shows up here, in the fiction about men in love with
men.’10 However, Bacon-Smith was made aware that the slash writers were
not comfortable with public exposure of their erotic preferences, quoting one
of her study group: ‘Because of the moral climate in this country lately,
people, people who have been unafraid to attach their names to things, are
now not going to publish without pseudonyms.’11 The risk was real:
‘Employers of another woman who works in publishing threatened her job if
she participated in the community. She takes the risk, but under a
pseudonym, as do a number of established commercial writers.’12 She
concluded: ‘The visual media, still overwhelmingly controlled by men, send
out a clear message to women: female heroes don’t have satisfying sexual
relationships unless they learn to take second place in their own
adventures.’13 Bacon-Smith argues that slashers write homoerotic romances
when using appropriated media culture protagonists because there are no
suitable female heroes for them to identify with. Arguably one of the most
influential early books mentioning slash was Henry Jenkins’ 1992 book,
Textual Poachers. In this book, Jenkins, describing slash, suggested: ‘ stories
centre on the relationships between male program characters, the obstacles
they must overcome to achieve intimacy, the rewards they find in each
other’s arms.’14 This formula echoes that which Radway cited for romance
novels.15 Jenkins also mentions the resistance to slash by many: ‘some cons
still refusing to allow the public distribution of homoerotic publications.’16
The flaw with this argument is that the scenario does not reflect the
relationships written into a large proportion of slash - the darkfic slash, where
relationships are often far more complex, based on unequal, complicated
relationships showing evident dominant/submissive roles, often
sadomasochistic, sexually explicit and/or violent. That the ‘slash as an
alternative to romance’ theory fails to acknowledge the dark side can be
shown by investigating just one of the popular slashed television series,
Stargate SG-1.
While there are many websites that contain Stargate SG-1 fanfic,
one of the largest is Area 52, a dedicated slash fanfic site. Approximately
94% of the stories archived were rated, using the Motion Pictures of America
(MPAA)17 system: G (general), PG (Parental Guidance), PG13 (Parental
Guidance over 13), R (Restricted), NC-17 (Adult only). Of the rated stories,
5% were rated G, and 61% were rated R or NC-17. The MPAA system of
rating used by the Area 52 site shows a preference for R and NC-17 rated
stories. When compared to the 81% gen versus 19% adult archived in Area
52’s ‘sister’ fanfic sites Heliopolis (a general fiction (gen) heterosexual or
Male/Female romantic pairing (het)) fanfic site and Heliopolis2, (an adult het
site) it was evident that the slash writer/reader preferred the dark fic.
54
The Darker Side of Slash Fanfiction on the Internet
______________________________________________________________
However, does this reflect an interest in the darker side of sexual fantasy, or
merely an interest in more sexually explicit material?
A look at the site’s search-engine options (Table 1) for the selection
of story types proves that the interest is in the dark side. I suggest that these
figures, coupled with the search engine themes, clearly indicate a preference
for the darkfic stories by slashers, rather than the romantic stories researchers
have concentrated on to date.
Table 1.1 Area 52,18 a dedicated Stargate SG-1 slash fiction site, showing the
list of themes on their search engine
Addiction
Adult
Themes
BDSM
Bestiality
Bondage
Character
Death
Child
Abuse
Dark
Discipline
Disturbing Images
Domestic Abuse
Domination/submission
Drug Use
Enema
Erotic Asphyxiation
Fantasy Play
Fisting
Gen
Ghosts
Het
Homicide
Homophobia
Horror
Incest
Intense
Situations
Kidnapping
Kink
Language
Multiple
Partners
Mutilation
Non-con
Partner
Betrayal
Sad
Slavery
Spanking
Suicide
Torture
Underage
Vampires
Violence
Just as Radway wanted to ask what sorts of histories prepared
romance readers to understand and take pleasure in those stories,19 so one
might want to ask what psychological histories and experiences prepare some
women, the slash writer/reader, to recognise homoerotic cues in commercial
media as relevant to their experience, as a potential route not only to pleasure
in slash, but in particular to pleasure in darkfic slash?
By investigating the Cyber Communities that have emerged around
slash, it is apparent that the slash community is well aware of their interest in
the dark side of erotica, and that the advent of the Internet has allowed
women to explore and express this interest, perhaps for the first time, through
the Internet’s capacity to allow, anonymous self-published, uncensored
publication of darkfic slash, and that they do so by the interaction with
groups of like-minded people.
3.
Looking for the Dark Side
Fan fiction appears to have started in the 1920s, firstly around
science fiction clubs, and then in movie magazines in the 1930s. Presently,
Brita Hansen
55
______________________________________________________________
the first known slash story appeared in fan-produced magazines (fanzines)
created by fans of the cult television series Star Trek in the 1970s,20 although
there is growing anecdotal evidence to suggest privately circulated slash
stories were written not only by Star Trek fans, but also by other fan groups
from as early as the mid 1960s. The early Star Trek fan club was unlike most
other science fiction-based clubs where the majority of members were male,
and were writing technology-based fanfic based on the series. From the
beginning there were a large number of women members who, within a very
short time, started writing romantic, character-driven stories, and quickly
became the majority of the fanfic writers in the Star Trek fan club.21 Within a
few years, fanzines appeared publishing very explicit erotica, and then slash
fanfic.22 However, that the slash fantasy was shared by a large number of
women remained almost unknown, even among devotees, until the advent of
the Internet.23
4.
Conclusion
Erotica and pornography are traditionally seen as a male’s domain.
The mainstream erotica available to women, mainly in the form of romance
novels, did not permit the expression of slash fantasies, and therefore appears
to have not met the needs of a large proportion of women. The ability to
communicate with others via Cyber communities allowed many slash
devotees to understand that they were not alone in having what at first glance
appears to be an unusual sexual fantasy. Indeed, in many fanfic sites, slash
far outnumbers fanfic written using traditional opposite-sex pairings (het (for
heterosexual) fanfic).24 The communities that formed around fanfic sites
allowed many women the opportunity to really explore aspects of their
sexuality for the first time, and they have found that sexual fantasies are not
only far more complex, but also darker, than many believed.
The search engine categories found in most slash websites indicate
that the majority of the theme areas to search stories for are not the romantic
categories one would expect if, as posited by academic researchers to date,
slash represents a reworking of traditional romance stories onto male bodies.
Rather, the categories indicate that most readers are interested in explicit,
violent and dark themes.
The Cyberculture and communities that have evolved around darkfic
slash has allowed women, for the first time, to self-publish their erotic
fantasies without the constraints of a male-dominated print media. Slash
Internet websites are therefore of particular interest when researching the
desires and fantasies that generate that genre. The fact that these sites contain
only user-generated work, and the guides indicate the cultural practices that
are seen to be essential within the community, identifies useful indicators for
research.
56
The Darker Side of Slash Fanfiction on the Internet
______________________________________________________________
Notes
1
For my study I use the original definition of slash. The term ‘slash’ has
evolved to encompass a wider range of sexual pairings, for example
femslash, pairing two women or RLP, Real Live People..
2
H Jenkins, Textual Poachers: Television Fans & Participatory Culture,
Routledge, New York and London, 1992, p.188.
3
R Bury, Cyberspaces of their Own: Female Fandoms Online, Peter Lang,
New York, 2005. pp. 73-74.
4
Results 1 - 10 of about 555,000 for Stargate SG-1 slash fanfiction. (0.32
seconds) accessed 15/12/2009.
5
http://www.google.com.au/ 11/1/2010. 1,190,000 results vs 345,000 for the
next most numerous results.
6
http://www.area52hkh.net/news.php. accessed 15/12/2009.
7
Movies based on the series have been released since 2008.
8
J Russ, Magic Mommas, Trembling Sisters, Puritans, and Perverts, The
Crossing Press, New York, 1985.
9
PF Lamb & DL Veith, ‘Romantic Myth, Transcendence and Star Trek
Zines’, Erotic Universe: Sexuality and Fantastic Literature, D Palumbo (ed),
Greenwood Press, Westport, Conn., 1986.
10
C Bacon-Smith, Enterprising Women: Television Fandom and the
Creation of Popular Myth, University of Pennsylvania Press, Philadelphia.
11
ibid., p. 241.
12
ibid., p. 206.
13
ibid., p. 208.
14
Jenkins, op. cit., pp. 188-189.
15
JA Radway, Reading the Romance: Women, Patriarchy and Popular
Literature, The University of North Carolina Press, London, 1991, p 38.
16
Jenkins, op. cit., p. 188.
17
Motion Picture Association of America http://www.mpaa.org/FlmRat_
Ratings.asp. viewed 25/2/08 MPAA has sent Cease and Desist notices to
many slash sites to limit the use of this classification system.
18
http://www.area52hkh.net/search.php. viewed 14th July 2009.
19
Radway, op. cit., p. 10.
20
JM Verba, Boldly Writing: A Trekker Fan & Zine History, 1967-1987, FTL
Publications. 2003. p. 18.
21
ibid p. 55.
22
ibid p. 66.
23
ibid p. 38.
24
For example, in StarGate SG-1 sister sites, slash outnumbers it by nearly
two to one.
Brita Hansen
57
______________________________________________________________
Bibliography
Bacon-Smith, C., Enterprising Women: Television Fandom and the Creation
of Popular Myth. University of Pennsylvania Press, Philadelphia, 1992.
Bury, R., Cyberspaces of their Own: Female Fandoms Online. Peter Lang
New York, 2005.
Jenkins, H., Textual Poachers: Television Fans & Participatory Culture.
Routledge, New York and London, 1992.
Lamb, P.F. & Veith, D.L. ‘Romantic Myth, Transcendence and Star Trek
Zines’. Erotic Universe: Sexuality and Fantastic Literature. D. Palumbo (ed),
Greenwood Press, Westport, Conn., 1986.
Radway, J.A., Reading the Romance: Women, Patriarchy and Popular
Literature. The University of North Carolina Press, London, 1991.
Russ, J., Magic Mommas, Trembling Sisters, Puritans, and Perverts. The
Crossing Press, New York, 1985.
Verba, J.M., Boldly Writing: A Trekker Fan & Zine History, 1967-1987. FTL
Publications. 2003.
Brita Hansen, having completed a Doctorate in Molecular Biology several
years ago, is currently undertaking her second Doctorate, this time on slash
fanfiction. She lectures part-time at the University of Tasmania.
Virtual Friends: Experiences of an Online Fan Community
Helen Barber & Jane Callaghan
Abstract
Within modern culture ‘celebrities’ and ‘their fans’ are familiar phenomena.
However, the construct of ‘fan’ is one that is both deeply pathologised and
caricatured in both academic and media representations. This jars with the
experiential register of those who report ‘fandom’ as a positive and enjoyable
social activity. Those fans who use the Internet face a second level of
pathologisation, since web usage too is often constituted in academic
representations as a ‘problem.’ The language of ‘addiction’ is the dominant
frame of reference in psychological theorisation of the use of Internet
technology. To explore the experience of those who identify as online fans,
nine participants were recruited from Stephen Gately’s official message
board. Interviews about being a fan were conducted using instant messaging
and then subjected to an interpretative phenomenological analysis. Several
interconnected themes emerged. Far from being isolating as the media
presents, the practice of both being a fan and of using the internet appeared to
bring people together and increase their social involvement. In an
increasingly Internet and celebrity driven world this research raises important
questions about our conception of ‘real’ life, friendship formation and the
Internet.
Key Words: Fans, celebrity, online communities, virtual community, internet
forum.
*****
1.
Introduction
Modern media and academic culture represents the familiar
phenomenon of ‘celebrities’ and ‘their fans’ in caricaturing and pathologising
ways.1 Most research is quantitative, and focuses on fans’ predisposing
personality traits - the assumption being that there is something intrinsically
wrong with anyone who wants to be a fan. There is minimal consideration of
benefits to fans’ lives, their reasons for being a fan, instead presenting
‘fandom’ as thurst upon them by their lack of the necessary skills to keep a
grip on reality.2 This jars with the fans’ reported enjoyment of ‘fandom’ as a
positive social activity. The experience and personal meaning of fandom is
unarticulated in these pathologising academic and media accounts, and the
diversity of fan communities is unacknowledged.
Fans who use the Internet as a means to share their interest in a
celebrity face a second level of pathologisation, since web usage too is often
constituted in academia as a ‘problem’:3 psychological research focuses on
60
Virtual Friends
_____________________________________________________________
apparent poor social skills, loneliness, and ‘Internet addiction.’4. Minimal
research explores the potential positive role of the Internet in terms of
building a sense of a fan community, sharing information about their favourite
celebrity and enabling social networking.
2.
Method
Nine participants (aged 19-72) from Stephen Gately’s official
message board were interviewed about their experience of being online fans.
Online semi structured interviews were conducted via instant messaging. This
online modality reproduced a familiar Internet mediated environment, and
enabled global sampling. In these interviews, participants produced rich
qualitative data, and the capacity to edit messages enabled a more reflexive
response to interview questions.5
3.
Analysis & Discussion
Interviews were analysed using Smith’s approach to Interpretive
Phenomenologial Analysis.6 Interviews were coded individually for their
content, from which we built interpretive themes emerging across accounts.
Overwhelmingly, participants reported that being a fan was a
positive and life-enhancing experience. In contrast to current pathologising
theory and research7, participants describe how being a fan offers positive
escape from the stresses of life, improves their mood and provides friendship.
I’ve had a complete blast over the past few years and made
so many new friends. Being a fan has also helped me
personally in many ways too (Leonie, 52-54)
The emphasis participants place on the role their fandom plays in
their lives is clear, and the dramatic language used suggests they are
determined to defend this position. The enhancement to life that being a fan
provides has generally been ignored by the media and academics. It has been
observed in sports fans,8 but this has only been transferred to music fan
research where it is seen as the exception rather than the norm.9 Duffett
argues this is due to the white middle-class biases of academic researchers,
who seek to normalise non-fans.10 There is limited support for our findings Grossberg explains fans as not being unhealthy and unrealistic extremists, but
as consumers who are able to use popular culture to fulfill their desires and
needs.11 Carlin goes much further to suggest that people who keep up to date
on celebrity gossip are popular, with strong social networks, a healthy drive
for independence and high emotional autonomy - all attributes that Western
society values.12
Contrary to the literature the participants appear to lead ‘normal,’
healthy lives and are able to describe the realities of being a fan without
appearing to be deluded. The participants do not describe every aspect of
Helen Barber & Jane Callaghan
61
_____________________________________________________________
their experience as positive, but that the overall lifelong experience is.
Helen: Do you like being a Stephen fan?
Louisa: sometimes I hate it! But 99% of the days I like it
Helen: lol, ok, so for the 1% you don’t, why is that? what’s
the negative side?
Louisa: travelling (I’m scared of flying)….it always pays
off so
that’s ok (Louisa, 154-164)
The beneficial experience of being a fan is heightened by both the
friends made, and the use of the Internet to enhance both the feelings of
community and the closeness they feel to Stephen.
Participants all describe how important the friends and they have
made through their fandom are. For most, they began on the Internet.
I’ve found wonderful friends through my fan following.
People around the world and many who have become close
friends (Eleanor, 236-237)
Social support is clearly of benefit. Indeed it is hypothesised that
social networks are a biological imperative,13 particularly with similar others,
who might validate our identities14. Sports fan research supports this - the
group affiliation motive is important.15 Jenkins has argued the positive
benefits of friendships made should be emphasized.16 O’Guinn found that fan
clubs acted like surrogate families and often the relationships that developed
from within them became the most important and enduring in fans’ lives.17
Participants believe that knowing they have something in common initially
makes it easier to make friends.
Helen: What is the most important thing to you about being
a fan?
Eleanor: The community I’ve found in the process. It
wasn’t something I was looking for, but because of a shared
love for BZ, I’ve met some wonderful people who have
become very close friends over the years (Eleanor, 771)
Given the pathologised real world representations of fandom, it is
not surprising that fans seek out friends and form strong online bonds:
I’m comfortable with it now but I used to be a little
ashamed to talk to ‘normal’ people about it years back. I
guess it was because people told me liking a boyband was
62
Virtual Friends
_____________________________________________________________
silly and I believed them. now I just tell them to f*** off
(Louisa, 360-370)
I have his pic pinned up on my workstation wall as my
hubby wouldn’t have allowed me to put it up at home. I feel
very happy when someone comes up to me and say ‘hey!
who’s that guy on your wall? cos I get to talk briefly about
Stephen and how I got his pics (Jessica, 58-62)
Fiske’s social marginality hypothesis of fandom predicts that fans’
marginalised status encourages people to seek out similar others, an idea that
our data appears to support.18 Positive validation of fan identities in online
communities might actually function to increase self-acceptance.
Fans clearly value friendships made online. Leonie explains how
she speaks to people online more often than offline.
Helen: Do you consider the people you chat with online
friends?
Leonie: yes
Helen: do you think about them the same way as your
offline friends?
Leonie: Some of them I do. Some I have been lucky enough
to meet many times in real life and have become quite close
to them so they do mean as much to me as my offline
friends. Also, as I’m online every day, I sometimes chat to
my online friends more often than I do my offline friends
(Leonie, 145-152)
Leonie’s statement also raises the issue of differences between online and
offline friends. Despite valuing the friendships they have made, some of the
fans are a little more reluctant than others in considering people they have
met online as ‘proper friends.’ Louisa, however, suggests this issue is not
limited to online friendships.
I am very careful calling anyone a real friend (online and
offline) but there are definitely one or two friends I have
never met… I’d like to have the whole message board
living in my street, I think that would be fun (Louisa, 284301)
In the literature, there is a debate as to whether online relationships
can be anything other than shallow and superficial,19 but increasing evidence
supports the view that genuine relationships and communities can be
Helen Barber & Jane Callaghan
63
_____________________________________________________________
created.20 The ‘Uncertainty Reduction Theory’ suggests that as uncertainty
decreases the development of relationships increases.21 Thus, the message
board provides a location where initial risk is low and people are more
predictable, which will encourage the formation of initial relationships. In
order to progress to deeper level relationships, uncertainty must be reduced,
and this may be harder to achieve online.22 There is evidence that
relationships online can become more personal and intimate over time.23
Participants’ experiences seem to follow this pattern, with many stating that
people they have met online are friends, but that it took longer and often
meetings in person to make the friendships deeper.
Anna: yes there are people who i consider my friends, that
ive met online
Helen: and you have met them offline too?
Anna: yes
Helen: but online came first?
Anna: yes
Helen: and you considered them friends before you met
them offline?
Anna: Probably more acquaintances. only a handful of all
the people ive met that i would want to be friends with
Helen: right. do you think its possible for people to really
know someone enough online to be able to consider them a
friend?
Anna: Not for me. yes they all seemed ok online but we
only talked about one thing with most of them… offline you
get a better feel for the person and whether you have other
things in common (Anna, 911-952)
Existing theories of friendship have generally ignored computermediated communication, yet clearly personal relationships in online settings
are commonplace and pervasive to life.24 All participants describe the big
impact the Internet has had on their life as a fan, and how it has made being a
fan easier. It has facilitated the formation of a Stephen fan community and
aided the creation of relationships within it. The interviewed fans ascribe
significance to the friendships they have made online and believe them to be
deep and real. Whilst I have already considered the normally accepted
(pathologised) view of both being a fan and Internet use, Grohol provides a
voice of reason.25 He suggests that people who spend time online are simply
engaging in normal, healthy, social relationships, which can be of even higher
quality or value than offline relationships would be.
64
Virtual Friends
_____________________________________________________________
4.
Conclusion
This study highlights the problem of the pathologisation of both fans
and Internet users and considers fans’ experiences as useful data. Being an
online fan was viewed as a positive experience, with participants focusing on
the use of the Internet to develop a fan community and the ongoing
friendships that developed. Far from being isolating as the media presents, the
practice of both being a fan and of using the Internet appeared to bring people
together and increase their social involvement. In contrast to the popular view
of fans, perpetrated by the media and academics, the fans interviewed in this
study, are seemingly healthy, happy members of society who make a
conscious choice to exhibit fan behaviours to the extent they do because it
brings enjoyment to their lives. All of these topics will provide important
areas of further study. In an increasingly Internet and celebrity driven world
this research raises important questions about our conception of ‘real’ life,
friendship formation and the Internet. This particular research may lead to
interesting further research following Stephen Gately’s recent death.
Notes
1
C Sandvoss, Fans. The Mirror of Consumption, Polity Press, Cambridge,
2005.
2
ibid.
3
P Wallace, The Pychology of the Internet, Cambridge University Press,
Cambridge, 1999.
4
A Joinson, Understanding the Pychology of Internet Behaviour. Virtual
Worlds, Real Lives, Palgrave MacMillan, Basingstoke, 2003.
5
P Chen & S Hinton, ‘Real-time Interviewing Using the World Wide Web’,
Sociological Research Online, 1999 Retrieved November 7, 2006, from
www.eprints.unimelb.edu.au/archive/00000210/01/realtime.pdf.
6
J Smith, ‘Semi-Structured Interviewing and Qualitative Analysis’
Rethinking Methods in Psychology, Sage Publications Ltd., London, 1995.
7
L McCutcheon, J Maltby, J Houran & D Ashe, Celebrity Worshippers:
Inside the Minds of Stargazers, Publishamerica, Baltimore. 2004.
8
D Wann, M Melnick, G Russell & D Pease, Sports Fans. The Psychology
and Social Impact of Spectators, Routledge, London, 2001.
9
M Caldwell & P Henry, ‘Celebrity Worship, Micro-communities and
Consumer Well-being’, 2005, retrieved January 18, 2007, from
www.neuman.hec/ca/aimac2005/pdf_text/caldwellm_henryp.pdf.
10
M Duffett, ‘False Faith or False Comparison? A Critique of the Religious
Interpretation of Elvis Fan Culture’, Popular Music and Society, vol. 26, no.
4, 2003, pp. 513-522.
11
L Grossberg, ‘Is There a Fan in the House? The Affective Sensibility of
Fandom’ in The Adoring Audience: Fan Culture and Popular Media, LA
Helen Barber & Jane Callaghan
65
_____________________________________________________________
Lewis (ed), Routledge, New York, 1992, pp. 30-32.
12
F Carlin, ‘Seeing by Starlight’, Psychology Today, vol.37, no. 4, 2004, pp.
36-42.
13
M Csikszentmihalyi, Flow. The Classic Work on How to Achieve
Happiness, The Random House Group Ltd, London, 2002.
14
D Gauntlett & R Horsley, Web studies. 2nd Edition, Edward Arnold Ltd,
London, 2004.
15
Wann et al., op. cit.
16
Caldwell & Henry, op.cit.
17
ibid.
18
J Fiske, ‘The Cultural Economy of Fandom’, The Adoring Audience: Fan
Culture and Popular Media, LA Lewis (ed), Routledge, New York, 1992,
pp.30-49.
19
B Wellman & M Gulia, ‘Net Surfers Don’t Ride Alone: Virtual
Communities and Communities’, Communities in Cyberspace, P Kollock &
M Smith (eds), University of California, Berkeley ,1996.
20
M Parks & K Floyd, ‘Making Friends in Cyberspace’, Conversation, vol. 4,
1996, Retrieved March 22, 2007, from www.student-cs.uwaterloo.ca/
cs492/04publichtml/papers/cmc.ps.
21
ibid.
22
ibid.
23
Wellman &Gulia, op.cit.
24
Wallace, op.cit.
25
Joinson, op.cit.
Bibliography
Baym, N., ‘Tune in, Log On’. Soap, Fandom, and Online Community. Sage
Publications, London, 2000
Caldwell, M. & Henry, P., ‘Celebrity Worship, Micro-Communities and
Consumer Well-being’. 2005 Retrieved January 18, 2007, from
www.neuman.hec/ca/aimac2005/pdf_text/caldwellm_henryp.pdf.
Carlin, F., ‘Seeing by Starlight’. Psychology Today. vol.37, no. 4, 2004, pp.
36-42.
Chen, P. & Hinton, S., ‘Real-Time Interviewing Using the World Wide Web’.
Sociological Research Online. 1999 Retrieved November 7, 2006, from
www.eprints.unimelb.edu.au/archive/00000210/01/realtime.pdf.
66
Virtual Friends
_____________________________________________________________
Crichton, S. & Kinash, S., ‘Virtual Ethnography: Interactive Interviewing as
Online Method’. Canadian Journal of Learning and Technology. vol. 29, no.
2, 2003, Retrieved October 21, 2006, from www.cjlt.ca/content/
vol29.2/cjlt29-2_art-5.html.
Csikszentmihalyi, M., Flow: The Classic Work on How to Achieve
Happiness. The Random House Group Ltd, London, 2002.
Duffett, M., ‘False Faith or False Comparison? A Critique of the Religious
Interpretation of Elvis Fan Culture’. Popular Music and Society. vol. 26, no.
4, 2003, pp.513-522.
Fiske, J., ‘The Cultural Economy of Fandom’. The Adoring Audience: Fan
Culture and Popular Media. L.A. Lewis (ed), Routledge, New York, 1992,
pp.30-49.
Gauntlett, D. & Horsley, R., Web studies. 2nd Edition. Edward Arnold Ltd,
London, 2004.
Grossberg, L., ‘Is There a Fan in the House? The Affective Sensibility of
Fandom’. The Adoring Audience: Fan Culture and Popular Media. L.A.
Lewis (ed). Routledge, New York, 1992, pp. 30-32.
Joinson, A., Understanding the Pychology of Internet Behaviour. Virtual
Worlds, Real Lives. Palgrave MacMillan, Basingstoke, 2003.
McCutcheon, L., Maltby, J., Houran, J. & Ashe, D., Celebrity Worshippers:
Inside the Minds of Stargazers. Publishamerica, Baltimore. 2004.
Parks, M. & Floyd, K., ‘Making Friends in Cyberspace’. Conversation. vol.
4, 1996, Retrieved March 22, 2007, from www.student-cs.uwaterloo.
ca/_cs492/04public_html/papers/cmc.ps.
Sandvoss, C., Fans. The Mirror of Consumption. Polity Press, Cambridge,
2005.
Smith, J., ‘Semi-Structured Interviewing and Qualitative Analysis’.
Rethinking Methods in Psychology. J Smith, R Harré & L Van Langenhove
(eds), Sage Publications Ltd., London, 1995.
Wallace, P., The Pychology of the Internet. Cambridge University Press,
Cambridge, 1999.
Helen Barber & Jane Callaghan
67
_____________________________________________________________
Wann, D., Melnick, M., Russell, G. & Pease, D., Sports Fans The Psychology
and Social Impact of Spectators. Routledge, London, 2001.
Wellman, B. & Gulia, M., ‘Net Surfers Don’t Ride Alone: Virtual
Communities and Communities’. Communities in Cyberspace. P Kollock &
M Smith (eds), University of California, Berkeley,1996.
Helen Barber is a postgraduate student in psychology at the University of
Northampton. Current research focuses on the divide between real and virtual
particularly in reference to online fan communities.
Jane Callaghan is a senior lecturer in psychology at the University of
Northampton. Her research interests include communities, identities and
marginality.
Music Blogs, Music Scenes, Sub-Cultural Capital:
Emerging Practices in Music Blogs
Beatrice Jetto
Abstract
Drawing upon theories largely used in popular music studies I propose a new
approach for the analysis of music blogs using concepts such as music scene,
sub-cultural capital and authenticity. I first consider music blogs as an
emerging form of commercially independent fan production, a more recent
digital reincarnation of fanzines, creating and circulating sub-cultural capital
within indie music scenes at a local as well as at a virtual level. I describe
how music blogs filter information in different but often overlapping
contexts. Using Bourdieu’s Field of Cultural Production as the main
theoretical framework, I argue that contrasting dynamics of hierarchisation
and commercialisation might influence how music blogs filter information.
Although music blogs have been considered as operating independently from
the music industry, I raise some issues in regards to their authenticity and
cultural autonomy from pressure of power within indie scenes. I argue that
music blogs’ cultural production is often shaped by personal motives as well
as more commercial motives such as popularity and professional status. The
considerations presented in this paper are based on primary ethnography data
on the Australian indie scene and in-depth interviews with Australian music
bloggers.
Key Words: Music blogs, music scenes, sub-cultural capital, authenticity,
field of cultural production, cultural gatekeepers, music industry.
*****
1.
Introduction
Music blogs first emerged as a manifestation of fandom that soon
replaced more traditional forms of independent media, such as fanzines,
because of social and cultural shifts in music scenes caused by technological
developments such as the Internet, in the first place, and web 2.0 after.1 Over
the past decade, several studies have illustrated the capacity of the Internet to
contribute to the development or the reinforcement of music scenes.2 I argue
that the emergence of music blogs is consistent with such trends.
Music blogs are primarily dedicated to independent non-mainstream
niche music and the recent increase of music availability have made music
blogs a prominent source of information, especially for special interest
groups. Several authors have already emphasised the importance of blogs as
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Music Blogs, Music Scenes and Sub-Cultural Capital
______________________________________________________________
intermediaries between fans communities and the music industry, becoming
particularly influential especially across indie music scenes.3
2.
Music Blogs as a Field of Cultural Production
In order to examine how the external environment shapes music
blogs cultural production, it is important to contextualise music blogs at the
crossover of three different types of indie scene: the local, the trans-local, and
the virtual.4 Music blogs can be seen to stand at the crossover of these three
different types of scenes. For example, some music blogs, by creating
awareness of what is happening in the local scene, provide a major portion of
the infrastructure that support the local scene.5 As an online medium, music
blogs are also capable of networking with other fans with the same interests
as well as reaching a global audience. In doing so they participate in the
trans-local indie scene.6 Finally, blogs are also part of the music blogosphere.
Creating links and networking with other related music blogs is a common
practice that music blogs perform in order to integrate into the desired online
music scene.7 In each context blogs will generally filter content based on
individual personal taste, some focusing more on the local scene, others on
the trans-local by featuring international artists. However, they all share the
same principle of independence from the mainstream.
An important aspect to be considered in relation to indie scenes is
that, despite an appearance of egalitarianism among members, in fact they
reproduce social hierarchies based on status. Members, not only share the
same interests, but also compete over cultural knowledge.8 A useful
theoretical model to explain how these hierarchies work and how they frame
music blogs practices, at a local as well at a virtual level, is Pierre Bourdieu’s
theory of Field of Cultural Production.9 Following Bourdieu’s theory, indie
scenes are artistic fields where power dynamics and hierarchies exist.10
Bourdieu defines two logics of hierarchisation, often contrasting with each
other within the same field. The first logic shapes how art is created
following the principle of art for art’s sake that rejects the pursuit of profits
and condemns the power of cultural institution.11 In opposition to this, is the
creation of art according to what audiences expect and that to which critics
and institutions give legitimacy. The latter is derived from the logic of the
market and economic power, where success depends on commercial sales and
honour from established authorities. Bourdieu recognises a divide between
those who dominate the field economically, and those who see themselves as
independent from economic power. This dichotomy is responsible for
constant hierarchical struggle. On one side there are hierarchies based on
economic and commercial forces and, on the other side, there are hierarchies
based on authentic free artistic expression. Members of the scene can
therefore gain status following one of the two types of logics.
Beatrice Jetto
71
______________________________________________________________
Considering the local indie scene as the artistic field, it can be
shown how these two contrasting logics might impact on music blogs
practices. Within indie scenes, the logic of art for art’s sake creates
hierarchies and confers status based on levels of authenticity, one of the core
principles of indie ideology, and autonomy from the commercial music
industry. In the indie community authentic means something personal,
perceived as real, and created because of artistic expression instead of
commercial motives.12 In music blogs authenticity is expressed by operating
against the traditional mainstream and promoting music on the basis of their
aesthetic values only, showing a distinctive personal taste.13
Authenticity is often tied with the notion of sub-cultural capital as it
has been adopted in music scenes to build social hierarchies.14 Thornton
introduces the notion of sub-cultural capital in her study of club cultures. 15
She explains how sub-cultural capital is expressed through taste in music and
it gives status to those who are considered to have it, such as DJs and music
journalists.16 In the same way, I argue that music blogs express their subcultural capital through the music they feature.17 Through their unique taste
and music knowledge, they can influence other fans as well as create a sort of
hype around particular artists.
The second type of logic operating within indie scenes is based more
on commercial interests than on aesthetic values and involves the relationship
between the scene and the corporate music industry. Fonarow argues that
professionals are considered to have high status within the scene because of a
series of advantages they can benefit, such as guest lists and exclusives.
These privileges distinguish them from the ordinary fans. However,
professionals are not the only scene members showing status within the indie
scene. There are also specialised groups of fans whose desire of gaining
contacts with bands pushes them to liaise with professionals. These
relationships can often turn into career opportunities.18
I argue that music blogs practices fit into this discourse. Despite the
desire of music bloggers to be perceived as authentic through the music they
feature, some music bloggers consider their music blogs as a step to gain
status in the music industry and to possibly become professionals. There are
several examples where Australian music blogs, having started as personal
outlets, ultimately became involved in the music business.
Therefore, although the motives of music blogs should be only about
the quality of music and about promoting artists who are not famous or
successful, the reality is that some bloggers often see their work as an avenue
to increase their popularity in the local scene and gain validation in the music
industry. A way for music blogs to gain status within the local scene is to
collaborate with record labels and PR agencies for the promotion of artists.
Because of the increasing influence of music blogs, the music industry, as
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Music Blogs, Music Scenes and Sub-Cultural Capital
______________________________________________________________
they have done in the past with other forms of independent media, is trying to
incorporate them into the system through a co-option process.19
The co-optation of music blogs is generally structured around the
offer of free tickets to events, free CDs, invitations to parties, exclusives etc.
These are all things of appeal to music bloggers since they might increase
their status as professionals in the local scene.
Those members of the community that value authenticity criticize
this sort of deviation from indie values. In a recent Music Bloggers
Roundtable several bloggers expressed their disappointment:
Some blogs have become nothing more than press outposts
for major labels and the handful of indie artists with strong
enough publicity beyond them.
I though that music blogs would be a real and intellectual
critical movement. It seems to have settled into hipsters
copy-and-pasting press releases.20
The question then is to what extent music blogs can maintain a level
of cultural autonomy by distancing themselves from pressure of commercial
power within the indie scene and, hence, being considered as authentic.
Stuart, from the blog New Weird Australia, clearly elucidates the struggle
that often music blogs experience:
It is very difficult for a music blog to be authentic. They
will always be compromised because they are holding to
very different agendas: their own personal curatorial
agenda and the other agenda, which is to get products, be
part of the scene. When I was writing Fat Planet I did feel
caught in that sense. There were labels that I wanted to
favour because I wanted to continue to get releases from
them. I felt quite compromised for a little while.
Eventually, when I brought myself back to what was the
purpose of doing this then I was fine but I understand that
the temptation is there and you can be drown to it21
At a virtual level, if we consider the music blogosphere as the
artistic field of production, it can be seen how dynamics of power operate in a
similar fashion. Music blogs, which follow commercial motives, generally
aim to be popular in the blogosphere by having high levels of readership. An
easy way for music blogs to gain fast readership is by blogging what’s
popular in the music blogosphere, which generally translates into what is
hyped by music blogs aggregators.22 By putting different posts into the same
Beatrice Jetto
73
______________________________________________________________
context, aggregators create a sense of hype around artists that most bloggers
post about. Blogging about hyped artists is becoming quite common,
especially among new bloggers who, instead of showing a personal taste,
believe that featuring what is popular in the music blogosphere is a way of
remaining relevant and gaining readership.
On the other side, blogs that value the art-for-art’s-sake principle
often express a sort of criticism toward blogs that subsume their personality
by merely reproducing label press releases or posting music that is going to
attract the most possible traffic. Stuart further articulates on the notion of
authenticity:
I think authenticity is consistency and that’s not necessarily
consistency in terms of regularity but consistency in terms
of the music that is being pushed through. I have a slightly
different take on it because I am still on a lot of mailing list
of record labels so I see the sort of stuff that is sent to blogs
and I post pretty much none of it or less than 1% of it.
Generally blogs that are avoiding that and seeking an
alternative pulling from other places are the only ones able
to show a unique taste, dissimilar to other blogs that are out
there23
This quote shows how authenticity is normally questioned among
bloggers or very knowledgeable fans only. The majority of music fans
consider music blogs as a trusted independent source, where they can acquire
music knowledge, as well as free MP3s. Wodtke suggests how ultimately the
only way to define the authenticity of music blogs is by other bloggers’
reaction toward them and how they, as social group, define themselves.24
3.
Conclusions
This paper has argued that music blogs are a form of independent
media forming the infrastructure that support the development and
continuation of local and trans-local scenes. Through the creation, and
circulation of sub-cultural capital, music blogs have become extremely
influential across indie scenes. The way in which they construct and circulate
sub-cultural capital is deeply affected by often contrasting hierarchies of
power and autonomy from the commercial industry. Many music blogs often
express a tension between the desire of being valued as authentic by few
loyal fans and the desire of being popular in the music blogosphere and
gaining status in the local scene. Music blogs that follow the art-for-art’ssake logic are those that demonstrate a consistent and discerning taste,
independent from the hype generated by the music blogosphere at a virtual
level and independent from pressures of the music industry at a local level.
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Music Blogs, Music Scenes and Sub-Cultural Capital
______________________________________________________________
This type of blogs embraces more an amateur philosophy by favouring
personal motives instead of professional motives and popularity. Other blogs
might sacrifice their indie ideals of authenticity in favour of their professional
status. Ultimately the logic that will prevail will depend on the subjective
value that the blogger gives to each context. Therefore, I argue that although
the general belief that music blogs could operate democratically and
authentically, in fact, they might act in ways that allow the music industry to
influence their sites. Ultimately, this very first attempt of questioning about
the cultural logic behind music blogs should account for recognising that
concepts such as status, authenticity, sub-cultural capital, all are seminal to
speculate how the phenomenon of music blogs might evolve in the future.
Notes
1
P Hodkinson, ‘Subcultural Blogging? Online Journals and Group
Involvement among U.K. Goths’, Uses of Blogs, A Bruns & J Jacobs (eds),
Peter Lang Publishing, New York, 2006, pp 187-198.
2
P Hodkinson, ‘Communicating Goth: Online Media’, The Subcultures
Reader, K Gelder (ed), Routledge, London, 2006, pp. 564-574; S Thornton,
Club Cultures: Music, Media and Subcultural Capital, Polity, Cambridge,
1995, p. 150.
3
C Anderson, The Long Tail: How Endless Choice is Creating Unlimited
Demand, Random House Business Books, London, 2006, p. 108; D Jennings,
Net, Blogs and Rock & Roll, Nicholas Brealey Publishing, London, 2007, p.
88; N Baym, ‘The New Shape of Online Community: The Example of
Swedish Independent Music Fandom’, First Monday, vol. 12, no. 8, 2007,
viewed on 10 September 2009, http://firstmonday.org/issues/issue
12_8/baym/index.html.
4
A Bennett & RA Peterson, ‘Introducing Music Scenes’, Music Scenes:
Local, Trans-local and Virtual, A Bennett & R Peterson (eds), Vandervilt
UP, Nashville, 2004, pp. 6-11.
5
Baym, op. cit.
6
Hodkinson, ‘Subcultural Blogging?’
7
L Wodtke, Does NME Even Know What a Music Blog Is?: The Rhetoric
and Social Meaning of MP3 Blogs, VDM Verlag, Germany, 2008, p. 84.
8
W Fonarow, Empire of Dirt. Aesthetics and Rituals of British Indie Music,
Wesleyan University Press, Middletown, 2006, p. 79.
9
P Bourdieu, The Field of Cultural Production, Columbia University Press,
New York, 1993.
10
ibid., p. 238.
11
ibid., p. 40.
12
Fonarow, p. 188.
Beatrice Jetto
75
______________________________________________________________
13
Wodtke, p. 84.
Thornton, p. 28.
15
ibid., p.11.
16
ibid., p. 30.
17
Wodtke, p.85.
18
Fonarow, p. 125.
19
S Duncombe, Notes from the Underground: Zines and the Politics of
Alternative Culture, Verso Publishers, London/New York, 1997, p. 155.
20
‘Music Bloggers Roundtable Redux’, The Morning News, 24 July 2009,
viewed on 15 September 2009 http://www.themorningnews.org/archives/
roundtables/music_bloggers_roundtable_redux.php.
21
Interview with Stuart from New Weird Australia, 20th December 2009.
22
Wodtke, p. 65.
23
Interview with Stuart.
24
Wodtke, p. 36.
14
Bibliography
Baym, N., ‘The New Shape of Online Community: The Example of Swedish
Independent Music Fandom’. First Monday. vol. 12, no. 8, 2007, viewed on
http://firstmonday.org/issue/issue12_8/baym/
10
September
2009,
index.html.
Bourdieu, P., The Field of Cultural Production. Columbia University Press,
New York, 1993.
Duncombe, S., Notes from the Underground: Zines and the Politics of
Alternative Culture. Verso Publishers, London/New York, 1997.
Fonarow, W., Empire of Dirt. Aesthetics and Rituals of British Indie Music.
Wesleyan University Press, Middletown, 2006.
Hodkinson, P., ‘Subcultural Blogging. Online Journals and Group
Involvement Among UK Goths’. Uses of Blogs. A. Bruns & J. Jacobs (eds),
Peter Lang Publishing, New York, 2006.
Hodkinson, P., ‘Communicating Goth: Online Media’. The Subcultures
Reader. Second Edition. K. Gelder (ed), Routledge, London, 2005.
Jennings, D., Net, Blogs and Rock & Roll. Nicholas Brealey Publishing,
London, 2007.
76
Music Blogs, Music Scenes and Sub-Cultural Capital
______________________________________________________________
Thornton, S., Club Cultures: Music, Media and Subcultural Capital. Polity,
Cambridge, 1995.
Wodtke, L., Does NME Even Know What a Music Blog Is: The Rhetoric and
Social Meaning of MP3 Blogs. VDM Verlag, Germany, 2008.
Beatrice Jetto is a PhD student in Media, Music and Cultural Studies at
Macquarie University of Sydney, Australia. Her research focuses on the
cultural and social impact of new media in music scenes and subcultures.
PART IV
Cultures of Online Learning
E-Learning 2.0 as Reciprocal Learning
Paolo Lattanzio & Raffaele Mascella
Abstract
E-learning 2.0 uses knowledge in an accessible and dynamic way. It provides
the elimination of the platform’s ties for an open web-based participation.
Analogue important changes also appear in learning communities, that are
moving towards a digital nomadism. From a ‘one to many’ communication,
typical of traditional e-learning, there emerges a new form of e-learning,
based on a ‘many to many’ communication. It indicates a kind of ‘reciprocal
learning’ and the learning paradigm evolves from ‘push’ to ‘pull’ strategies.
Key Words: e-learning, web 2.0, learning community, knowledge, World
Wide Web, knowledge management, innovation.
*****
1.
Introduction
Today we witness many changes in every aspect of human life
directly connected to the Information Society. In particular, the World Wide
Web evolution and the more and more technological possibilities are
changing the way users learn and teach to others.
Every task is changing, evolving in new forms and new dynamics.
Also in the field of computer based learning (CBL) there are important
innovations about contents and learning strategies.
In fact there are emerging innovative and participatory forms of elearning based on the social and communicative revolution of web 2.0. They
enable essentially a form of ‘reciprocal learning.’ We define it ‘reciprocal’
because it is a kind of learning that creates a communication between users
(students and teachers) without fixed roles, in a wide space characterised by a
continuous creation of contents.
2.
E-learning 1.0
Without undermining traditional e-learning, it is important to
underline the difference with the new kind of web learning. To distinguish
the new e-learning marked by the diffusion of web 2.0 from past form of
distance learning, we call the latter ‘e-learning 1.0.’
It is a form of ‘distance learning’ through the Internet that
disseminates pedagogical contents on a technological platform. The learning
platform is a digital environment where students, teachers and tutors meet
each other and play their different roles.
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E-Learning 2.0 as Reciprocal Learning
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Here the learning content consist of every kind of digital content
produced by teacher, and the training process is managed through teaching
process starting with contents delivery and ending with evaluation.
Now traditional e-learning appears to be a kind of traditional
teaching based on a top-down process with the transfer of knowledge in a
unidirectional way. In fact when we look at traditional e-learning we can
observe a static organisation based on courses, modules, tests and a low
degree of interaction. This type of e-learning does not take real advantage of
the new technologies in the creation and transmission of updated knowledge.
Traditional e-learning systems that we define as ‘e-learning 1.0’ show a
reluctance for interactivity, collaborative activities and learning
personalisation both in using and creating educational material. Furthermore
e-learning 1.0 is based on a reserved closed platform that creates a kind of
knowledge not longer exploitable because it is usable only inside the platform
boundaries.
Thus what is gained by students seems to have a limited portability,
and totally different from the emerging use and participation in contemporary
Web, that involves contents creation by users. The traditional e-learning is
then platform-centered.
3.
E-learning 2.0
Our proposal is to consider new form of e-learning based on the new
participatory dimension of Web 2.0, because it creates a new shape of elearning featured by reciprocal learning, recombinant communities and usergenerated contents without access restriction.
The tools that characterise the social web can be used for
pedagogical and training work. It is due to the success in participation to the
so-called read/write web. This way of learning is considered useful for these
principal reasons: on one hand, for exploiting at the best the power of web,
on the other hand for ensuring a continuous and updated knowledge.
In e-learning 2.0 there are new features that give different form at
the same content by using different languages, so now it is usable in different
contexts. This novelty linked to the possibility to use a lot of user generated
contents and start drawing the new form of learning supported by the Web.
But there are still two important features that differentiate e-learning 1.0 from
web learning.
On one hand, in traditional e-learning the authorial role that allows
creating educational contents is really similar to the traditional teacher. With
a paradox, the risk is to use an advanced technological platform for a
traditional type of teaching. On the other hand, in e-learning 1.0 when the
teachers create educational contents, they put in Learning Objectives in
specific repositories. In this way we observe a clipping of a limited and
unnatural space, as an enclosure, as if we create a narrow cage to trap the sea.
Paolo Lattanzio & Raffaele Mascella
81
______________________________________________________________
Closed repositories don't allow a global fruition of the contents, they do not
allow peer review, rating, and evaluation. Really, new kind of e-learning is
similar to www.merlot.org a website for sharing educational contents: here
you have an open publishing platform, a kind of user rating, the peer review
and so on.
One of more important features for this type of collaborative
learning is the possibility for everyone to give his own contribution for
building social knowledge. It means that you can learn from many different
knowledge sources and with different styles of teaching.
Often this set of innovations is called reciprocal teaching, with the
focus only on the role alternation that new technologies enable. We believe
that is very important also for the phase of learning. For this reason, we speak
about reciprocal learning, that is a kind of learning based on the enjoyment of
digital educational contents produced by other users or members of the
‘virtual’ classroom. When students or the web become a source of
information, the kind of learning changes: for example, there are simplified
explanation strategy and contents organisation, continuous updating of
contents, direct link with everyday extra-school lifetime and so on.
For this reason we focus on reciprocal learning. In our university we
have a direct example of this new kind of reciprocal learning. For the course
of ‘Science Communication’ we create a blog, www.leparoledellascienza.org
where every student for the exam must record and share an audio file about a
scientific problem. So the student can study in deep the selected one, find an
expert on it, create and share the final content. The so created contents are not
only exam material, but they become pedagogical content available for other
students. This is a kind of reciprocal learning because a student becomes
teacher for other students in a continuous updating. This way of building
knowledge is based on social interaction.
Thus, participative web is now a tool as a pen, a whiteboard and the
books. Its global diffusion reinforces new abilities such as writing and at the
same time creates new ones such as creating multimedia and hyper-media.
The contents produced and shared are not all equal, because there is a kind of
control over them. The value of the contents is ensured through the peers’
evaluation. So we have a virtual path: only better contents become relevant,
thanks to the evaluation and the rating of users. Learning is evolving from
closed virtual spaces to new characterised by openness. In other words we
have personal learning environments (PLE) in a lifelong learning perspective
characterized by informality. It is possible because every student creates their
own learning space selecting and using different contents from many sources,
and arranging these in an educational way. In E-learning 2.0 the web is a
shared operative system and archive, a place with a computation power
greater than in single desktop computer, both for available contents and tools.
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E-Learning 2.0 as Reciprocal Learning
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4.
New Trends
This new kind of web is important both in creative and in sharing
side: in fact, the web 2.0 allows students to generate educational contents
exploiting the web, so as to arrange these contents in folksonomies that
enable new kind of representing the knowledge.
Web 2.0 used for educational aims allows the use of technologies
and communicative abilities that people just know, especially for young
people that are digital natives. Adopting this point of view it is possible to
promote a modern and personalized learning, featured by flexibility and
modularity, but also by bidirectional interactivity or intercreativity. So we
have a new self-directed, just in time, decentralized personal learning
environments.
The contents generated by everyone in new open learning
environments are reusable and remixable according to the individual and
group needs. So pedagogical strategy is going from a push strategy in which
teachers and platform administrators pushed contents to the students, towards
a new pull strategy. This one is typical of web 2.0 and is based on active
pulling whereby the learners aggregate the educational contents according
their needs in personal and creative way, as for example using a feed reader.
New perspectives triggered by the web 2.0 have allowed the birth
and growth of a download generation: members of this generation are used to
look for information in the whole web, accepting many kinds of contents
created in different languages that must be immediately downloadable.
Digital natives go from content to another, scanning found results in
looking for useful ones. When they find something that may be useful for
their educational path, they insert them inside own personal learning
environment.
Digital native learners developed a habit for the real time
communication and for immediate feedback, so it needs a kind of educational
contents that guarantee active interaction.
Learning now appears being a social and situated process, and this is
the real innovation of e-learning 2.0. The kinds of informal learning we
observe have any outcomes also on the shape of learning communities: these
become occasional, open and fluid until to disappear to regroup on new
issues.
We have communities about a specific theme and the participants
are active about it, without a fixed connection in time. When they end the
task, they abandon the community and go in another one, taking knowledge
from everyone they enjoy.
It stops to have a strong meaning the traditional idea of classroom,
which in e-learning 2.0 seems to be in process of overcoming because of the
openness, bidirectional and collaborative dynamic. Reciprocal learning
Paolo Lattanzio & Raffaele Mascella
83
______________________________________________________________
encourages autonomous thinking and deep understanding rather than just
reading and memorisation.
The important possibility for everyone to draw his own learning
path shows the transformation from a culture based on receiving, transmitting
and transferring to a new culture based on social making meanings, building
and sharing knowledge. Reciprocal learning is a communication from many
to many. As web 2.0 creates read-write web different from old unidirectional
web, so e-learning 2.0 creates read-write learning.
These illustrated changes show as we are going toward
personalisation of learning based on contents produced collaboratively and
shared by users. In open community that work with e-learning 2.0 reciprocal
learning is based on peer collaboration which permits a quickly and
networking information flow in bidirectional ways. Thus learning
communities are cooperative rather then competitive. In these extended
learning environments, which are typical ‘virtual’ web space, the knowledge
emerges from the conversation, so that we have a myriad of different learning
environments enriched by digital nomads.
These new kind of modern nomads of Information Age satisfy a
nomadic attitude which leads them in search of better resources available.
Nomadic computation moves from desktop to mobile paradigm. It is possible
because computation and information are disseminated in everyday objects
that people manage. So every device connected to the Web will access the
digital educational contents. E-learning in this way can disengage from
boundaries so it is becoming a training experience usable everywhere and in
every time.
In fact web learning is influenced by these recent innovations that
just schedule next step: the mobile learning, based on nomadic computation
and chip miniaturization. Having learning experiences on mobile device
allows using educational contents in new ways, with different communicative
languages for every need or ability.
5.
Different Epistemological Models
Finally, we compare reciprocal learning with traditional e-learning
using a comparison due to Eric Raymond between two different models: the
bazaar and the cathedral.1 Raymond uses the differences in software
compilation in order to compare commercial products made by few
programmers (without code sharing) with the process of collaborative writing
of Linux kernel code, created by a community. The cathedral is built by a
small number of experts, who compile the software code in rigid and
compartmentalized hierarchies, with the aim of making a stable and
commercial software release. Instead, in the Bazaar model the software
source code is freely available, so that users can interact with the developers
and edit the code. In education field, there is a really similar situation: e-
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E-Learning 2.0 as Reciprocal Learning
______________________________________________________________
learning 1.0, where teachers create their own courses within a restricted
access platform, provide to authorised users educational contents for a limited
time, and don’t allow them to edit contents.
In this sense, Web learning (or 2.0) is opposed to E-learning 1.0. It
is made with many pieces, or micro-contents, generated by many users: all
these contents are used, reused and shared by the fluid communities.
Notes
1
E Raymond, The Cathedral & the Bazaar: Musings on Linux and Open
Source by an Accidental Revolutionary, O’Reilly Media, USA, Sebastopol,
1999.
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Paolo Lattanzio – Researcher, Department of Communication Studies,
University of Teramo, Italy.
Raffaele Mascella – Lecturer, Department of Communication Studies,
University of Teramo, Italy.
New Media Literacies of Future Mother Tongue Teachers
Hana Marešová & Jaroslav Sláma
Abstract
Information and communication technologies (ICTs) have become a very
important part of our everyday lives and have become an essential need for
everyone who wants to benefit from innovations of the modern world. That is
why ICTs play an important role especially in education. To help our students
develop ICT skills, a seminar focused on the use of ICT in mother tongue
education was prepared and has been realised since 2003 at the Faculty of
Education, Palacky University in Olomouc, Czech Republic. To help our
students improve knowledge about cyberspace and topics focused on eliterature, the subject New Media and Cyberculture has been realised since
2003 at the Faculty of Education and Philosophical Faculty. The seminars
help our future teachers to work with ICT in educational process and use the
new media in the three parts of mother tongue education (grammar, literature
and stylistic education and communication training). The article describes our
experiences from the seminars and examples of education in cyberspace are
analyzed.
Key Words: New media literacy, mother tongue education, information and
communication technology, teacher’s skills, cyberculture.
*****
1.
Introduction
When it comes to helping them learn how to be citizens in a
democracy, media literacy education is central to 21st
century civic education.1
Nowadays we live in an increasingly digitalized culture - it has also
an influence on many areas of everyday activities. Information and
communication technologies (ICTs) have recently become also a very
important part of how people interact with one another. Thus ICT skills have
become an essential need for everyone who wants to benefit from innovation
of the modern world. In case of students, one of the most commonly cited
reasons for using ICTs in the classroom is the need to prepare them better for
their future occupation.
On the face of it, we can say that ICTs play an important role
especially in education. When using technology tools for learning (teaching),
students (teachers) develop their ICT skills and competencies, which is a
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strong foundation for skills being used in their next careers. Teachers already
understand that integration of ICTs within the educational process is
necessary but for many of them ICTs are still a new addition to their teaching
practice because they are in the early stages of using ICTs in classrooms and
for many of them ICTs are still something new and strange.
ICTs can also help to transform the learning environment.
According to researchers, when used appropriately, ICT enable new ways of
teaching and learning, it helps to constitute a shift from a teacher-centred
pedagogy to a student’s active learning.2 However, according to Thijs at al.,
ICTs have changed many more aspects of traditional pedagogy (for example
changing of work in classrooms from individual homogenous groups to
working in teams or an reproductive learning to the problem solving).3
2.
ICT and Mother Tongue Education
Media literacy is generally defined as an ‘ability to access the
media, to understand and to critically evaluate different aspects of the media
and media contents and to create communications in a variety of contexts.’4
In the case of the new media, it means work with a different type of text and
multimedia tools, therefore the main role in education of students should play
the teachers of mother tongue because this is the subject focused on the
communication competences development. So what are the ICTs in the life of
mother tongue teachers all about? Firstly - as for the other teachers - it is the
essential need of ICT skills and competences to be able to work with ICTs in
the classroom. It means they should be able to use ICTs as a tool for
education but apart from the teachers of other subjects there is one special
aspect arising from the existence of digital media. There are many new
implications coming with the use of ICTs; new stylistic and communication
forms have been created as e-mail, hypertext novels, chat, electronic
conferences, electronic forms for structured curriculum vitae, newspapers and
so on. Therefore, ICTs became for the mother tongue teachers also an object
of description - they have to teach students how the texts on the Internet are
made, how hypertext technology works, what kind of literature we can find in
the Internet, and so on. Thus, we have to say that especially the mother
tongue teachers should be able to know both of the above-mentioned parts of
the new media issue if they really want to prepare their students for real life.
A. ICTs as a Tool for Teaching
Here are some examples of skills based on our experiences with
teaching ICTs in courses for mother tongue teachers and also our
undergraduate students which (as we suppose) are necessary for the effective
use of ICTs in the mother tongue education: it is an ability to work with
presentation hardware (notebook and data projector, interactive whiteboard),
presentation software (MS PowerPoint, SmartNotebook), text editors -
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including the use of templates (MS Word - school newspaper, curriculum
vitae), educational software, graphic editors, web pages editors (WYSIWYG
HTML editors, PHP basics), multimedia (on-line TV, video, on-line radio podcasting), Learning Management System (LMS) and Web 2.0 tools (blogs,
YouTube, wiki tools). Finally it is also the ability to know how to work with
the Internet and multimedia sources for mother tongue.
To help our students develop these ICT skills, the subject focused on
the use of ICT in the Czech Language education was prepared and has been
realized since 2003 at the Department of Czech Language and Literature,
Faculty of Education, Palacky University in Olomouc. Since 2006 a similar
course is realised for Czech Language teachers as a part of the continuing
education of teachers. The course Internet and Multimedia in the Czech
Language Education (IMC) is focused on the development of the basic ICT
skills of our students and can help them to use ICT within the three parts of
the Czech Language education - grammar, literature and stylistic education
and communication training and can be used also in media education.5
The course content:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Introduction - basic terms (information and communication
technology, Internet, multimedia).
Internet - networking, TCP/IP protocols. WWW, browsers.
Hypertext, hypermedia.
Searching - advanced search in Internet network, search
engines, full text.
Internet resources for Czech Language and Literature (CL).
E-books. E-paper.
MS Word - use in classroom. School newspaper principles of creating a classroom newspaper by MS Word
template.
Graphics, graphic editors - use in the study materials for
CL.
Presentation hardware and software - interactive
whiteboard SmartBoard, data projector, principles of
presentation.
MS PowerPoint - principles of creating study materials for
CL.
Creating a web page I. - principles of creating a web page
with WYSIWYG editor MS FrontPage.
Creating a web page II. - basics of HTML, PHP, FLASH
editors.
Electronic communication - e-mail, ICQ, NetMeeting, chat.
Electronic conferences.
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13.
14.
15.
Multimedia for CL - off-line digital media for CL. Use of
music media in CL education.
Educational software - tutorials, learning software, games
for CL.
On-line education. E-learning. LMS Unifor, Moodle - use
in the classroom.
B. ICTs as an Object of Description
ICTs have given birth to the whole field of digital texts which are
not bound to the book as a medium. It means that besides new composition
and stylistic forms it comes a new field of literary expression - today the
majority of literature is written in digital format, including the ‘matrix’ for
printed books - it is possible to read them from the computer screen or many
kinds of digital reading devices - e-books. Digital literature brings also a new
text structure - hypertext and new ways of working with texts - hypertext
links and fulltext searching. Moreover, new media bring an absolutely new
dimension of media expression - it is no more an isolated text on one hand
and media forms (TV, video, art, photography etc.) on other hand. All the
above-mentioned aspects of the ‘new literacy’ bring some new topics which
should be included in the mother tongue education. In the language part it is a
new terminology (chatroom, e-mail, wiki, blogger), study of new text
structures (hypertext, full-text searching), use of new discussion techniques
(chat, electronic conferences). In the literature part it is a new way of reading
(e-books, hypertext novels, RSS - Rich Site Summary), new literary trends
(netart, cyberpunk) or new forms of literary expression (blogs, collaborative
works, multimedia novels). Finally, in the composition part it is the rise of
new text forms (e-mail, blogs, hypertexts) and in media education the ability
to understand new media (critical thinking, evaluation of Internet sources,
ethical use of information). To help our students to include these new aspects
of digital culture into the education of the mother tongue, an optional subject
focused on cyberculture was prepared and has been realised since 2005 at our
department. The seminar New Media and Cyberculture (NMC) can help our
students to increase their media literacy as the process of access, analysing,
critical evaluating and also creating messages in a wide variety of forms.
Students can learn about the literary production on the Internet and will be
able to evaluate the sources from the Internet and analyse the texts in new
media.
The course content:
1.
What are new media? Electronic and digital media. M.
McLuhan. Paul Levinson etc.
Hana Marešová & Jaroslav Sláma
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2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Internet as medium. Dynamic content of media. Semantic
web.
Interactivity and multimediality.
Virtual reality - definition, classification, history,
cyberspace.
Cyberculture and netart.
Artists in new media: M. Amerika, S. Mouhltrop, A.
Shulgin, M. Baňková.
Intersubject relations - art in Internet network (music,
galleries etc.)
History of hypertext (V. Bush, D. Engelbart, T. Nelson, T.
Berners-Lee). The influence on human cognitive function.
Digital literature: hypertext literature, multimedia literature,
hypermedia. E-books.
Experimental literature - hypertext, experiments in digital
typography (PDF art, 3D text etc.)
Collaborative literature, weblog, wiki, e-mail.
Computational linguistics, artificial intelligence: chatbots
(Elisa, Jabberwacky etc.), natural language generation,
semantic networks.
Language of new media. Remediation of traditional media.
Aesthetic aspects of new media products.
Critical thinking as a part of media literacy.
Presentation of student’s works.
During the courses, each student can work with their own computer
and share their work with other students by oral presentation. The students
can finish their study by a final project - the classroom presentation of a
multimedia project including all the earlier works. It helps them to develop
public speaking skills as well. According to the evaluation questionnaire, all
students find these courses highly interesting and informative for their future
career.
C. Experiences from Seminars
On the basis of our experiences from the seminars (since 2003), we
can say that the majority of future mother tongue teachers usually come with
the basic ICT skills (which means the work with MS Office software (MS
Word, MS PowerPoint) and use the Internet (mail, chat, internet sources
searching) or work with education software). They are less skilled in the area
of work with interactive whiteboard or using Web 2.0 tools (mostly it is a
passive work with ‘wiki’ tools or multimedia storages as YouTube etc.). The
majority of students are not able to work with ICTs in a creative way which
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means that they have created their first online blog or the first published
webpage in our seminars.
Therefore we find it beneficial to teach our students how to work
with ICTs actively and to be able to use the virtual environment in their own
communication with their pupils (by creating online education objects or
online school magazine etc.). The creation of web pages and work with
computer graphics was the most popular part of IMC seminar - it means that
students have a relation to these creative activities but they were not enough
skilled for it so far. The most discussed part of NMC seminar was the work
of netart artists (typographical experiments or multimedia novels such as The
City of Markéta Baňková).6 - some students were very excited to read it and
work with it but some of them refused it as literary unvalued. Students were
also included into communication in the multiuser virtual environment
(MUVE) - Second Life - in which they were supposed to cooperate together
on given tasks. The possibility of virtual communication by individually
created avatars and the movement in the virtual 3D environment has given
them a new experience of connecting with other people and new possible
ways of learning strategies.7
3.
Conclusion
ICTs have been currently an important part of the educational
process which is why today’s teachers need to be acquainted with at least
basic ICT competencies to work effectively with their students. We hope that
these courses will help our students to use ICT as a profitable utility in their
teaching practice.
Notes
1
H Rheingold, ‘New Media Literacy in Education: Learning Media Use
While Developing Critical Thinking Skills’, Master New Media, 21 October
2007.
2
op. cit.
3
A Thijs, R Almekinders, P Blijleven, WJ Pelgrum & J Voogt, Learning
Through the Web: A Literature Study on the Potential Uses of the Web for
Student Learning, 2001, http://www.decidenet.nl/Publications/Web_ Based
Learning.pdf. p. 4.
4
Commission of the European Communities, ‘A European Approach to
Media Literacy in the Digital Environment’, in i2010 - A European
Information Society for Growth and Employment, October 2009.
http://ec.europa.eu/culture/media/literacy/docs/com/en.pdf. p. 2.
5
Media education is one of the cross curriculum theme of the Czech
educational system according to the Framework Education Programme of
Hana Marešová & Jaroslav Sláma
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Basic Education. The main part of this topic is realised in the mother tongue
subject.
6
The novel is available online at http://www.city.je/.
7
The positive experiences with Second Life at our university have also
teachers and students at the Department of Applied Economics which use it
as one of the newest methods of virtual teams building by team gaming of
specially designed games (as described in the text of Kubátová, J., ‘Rozvoj
virtuální spolupráce ve virtuálním světě’, in Ekonomika a management,
2007).
Bibliography
Balanskat, A., Blamire, R. & Kefalla, S., ‘The ICT Impact Report: A Review
of Studies of ICT Impact on Schools in Europe’. Insight - Observatory for
New Technologies and Education. 29. 1. 2007, viewed on 19 January 2010.
http://insight.eun.org/ww/en/pub/insight/misc/specialreports/impact_study.ht
m.
Commission of the European Communities, ‘A European Approach to Media
Literacy in the Digital Environment’. 2010 - A European Information Society
for Growth and Employment. October 2009, viewed on 19 January 2010.
http://ec.europa.eu/culture/media/literacy/docs/com/en.pdf.
EnGauge. North Central Regional Educational Laboratory, viewed on 19
January 2010, http://www.ncrel.org/engauge/skills/skill21.htm.
Kubátová, J., ‘Rozvoj virtuální spolupráce ve virtuálním světě’. Ekonomika
a management. 2007. viewed on 2 February 2010, http://www.ekonomika
amanagement.cz/getFile.php?fileKey=CEJVB0NUCAdVCEZIU1VHB0MIU
UMEBAVDVFVWQ1VUBAVGQ1VCXgQFBERIREJKZg==&lang=cz.
Manovich, L., ‘New Media from Borges to HTML’. The New Media Reader.
2002. viewed on 18 January 2010, http://www.nothing.org/netart_
101/readings/manovich.htm.
Marešová, H., ‘Internet ve výuce českého jazyka’. Tradiční a netradiční
metody a formy práce ve výuce českého jazyka na základní škole. Sborník z
konference KČJL Pedagogické fakulty UP. Olomouc, 2004, pp.72-74.
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Marešová, H., ‘Mateřský jazyk a informační technologie’. Veřejná správa.
Ministerstvo vnitra a Policejní prezidium ČR. č. 25, 2006, viewed on 19
January 2010, http://www.mvcr.cz/casopisy/s/2006/25/tema3.html.
Marešová, H., ‘Využití ICT v ČJL’, in POŠKOLE 2005. Sborník Národní
konference o počítačích ve škole, ČVUT, Praha 2005, pp. 115-121.
Atkins, D.E., Droegemeier, K.K., Feldman, S.I. & Klein, M.L. et al.
‘Revolutionizing Science and Engineering through Cyberinfrastructure:
Report of the National Science Foundation Blue Ribbon Advisory Panel on
Cyberinfrastructure’. National Science Foundation. 2003, pp. 1-84, viewed
on 10 January 2010, http://www.nsf.gov/od/oci/reports/atkins.pdf.
Rheingold, H., ‘New Media Literacy In Education: Learning Media Use
While Developing Critical Thinking Skills’. Master New Media. 21 October
2007, viewed on 18 January 2010, http://www.masternewmedia.org
/learningeducational-technologies/media-literacy/new-media-literacy-criticalthinking-Howard-Rheingold-20071019.htm.
Reinhardt, M.C., ‘Currents in Literacy’. Bridging the Humanities and Science
Through Literature. viewed on 18 January 2010, http://www.lesley
.edu/academic_centers/hood/currents/v1n2/reinhardt.html.
Thijs, A., Almekinders, R., Blijleven, P., Pelgrum, W.J. & Voogt, J.,
Learning through the Web: A Literature Study on the Potential uses of the
Web for Student Learning. 2001. viewed on 20 January 2010, http://www.
decidenet.nl/Publications/Web_Based_Learning.pdf.
Tinio, V.L., ICT in Education. viewed on 18 January 2010, http://www.
apdip.net/publications/iespprimers/eprimer-edu.pdf.
Hana Marešová is an assistant professor at the Department of the Czech
Language and Literature and the head of the Department of ICT education in
the Centre for Lifelong Education at Faculty of Education, Palacky
University in Olomouc (Czech Republic). She teaches seminars of New
Media and Cyberculture at Philosophical Faculty and Faculty of Education,
Palacky University in Olomouc and seminars Internet and Multimedia in the
Czech Language Education at Faculty of Education. Her research is devoted
to new media and its use in education.
Hana Marešová & Jaroslav Sláma
95
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Jaroslav Sláma is a Ph.D. student of doctoral study programme Pedagogy
aimed at Czech Language and Literature, Faculty of Education, Palacky
University in Olomouc (Czech Republic), lecturer of Department of ICT
education in the Centre for Lifelong Education at Palacky University. He
focuses on the field of use of ICT in educational process, possibilities of
implementation of interactive whiteboards into education and on supportive
ICT teaching materials production.
PART V
Changing Identities in Cyberspace
Cloakroom Communities and Cyberspace:
Towards a Concept of ‘Pseudo-Environmental’ Niche
Jernej Prodnik
Abstract
Debates about the so-called ‘virtual’ communities most of the time revolve
around questions of disintegration, spread of cynicism, in-authenticity, and
the likes. Authors that base their theories primarily on the new technologies
often tend to point at the social isolation of the individual (brought by
technology) which presumably leads towards increase in individualisation
and has long-term devastating influences on what is traditionally thought of
as community. Such outlooks are overlooking other aspects of social life and
should be subject to serious criticism about technological determinism. One
of the main purposes of this paper is to present a wider outlook on the new
technologies through changes in production and contemporary capitalism. It
is urgent to ask ourselves whether the individualised instrumental
networking, which mostly forms fragile communities and offers several
optional and changeable identities, is perhaps a symptom of other vast social
changes in post-Fordist capitalism. Can this be seen only as a radicalization
in the development of these processes? In the second part a concept of
pseudo-environmental niche is proposed, which could be useful for
understanding contemporary changes and reactionary communitarian
responses that are proposing a return to ‘genuine’ communities. This is done
through theorisation of ‘worldliness’ as lately conceived by Paolo Virno. This
is followed by deconstruction of mythological aspects of community life and
a proposition to revise our understanding of community. The question of
community is, in the author’s view, an eminent question of politics.
Key Words: Cloakroom communities, identity, Zygmunt Bauman, Paolo
Virno, pseudo-environment, worldliness, post-Fordism, capitalism.
*****
1.
Introduction
When talking about new technologies and the Internet, one can see a
standard pattern known from before. The Internet is regarded either as a
possible saviour or as something that will make things worse. This paper
rejects both these views as inadequate, but does acknowledge them as
important indicators of where society stands and what could be seen as the
main social antagonisms in it. In my view, they can be tackled only by
political means in the broadest and most democratic sense of these words.
When approaching them from other perspectives, there is a big danger of
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somehow mythologizing them and providing inappropriate, even reactive
solutions.
Conceptualising ‘community’ has always been a slippery terrain,
which is why I am not offering any ‘proper’ definitions; I however oppose
communitarian understanding that at least implicitly regards community as
some kind of homogeneous amalgam. As it will become clear, I contend that
this is a regressive response to the dangers of the ‘world.’ Utopian
conceptualisations of the ‘virtual’ community on the other hand presume they
are somehow separated from the ‘real,’ creating another world. As this can in
fact never be realised, this view at the end of the line also avoids tackling the
same problems.
2.
From Pseudo towards Imagined Communities
Beniger’s concept of ‘pseudo-community’ is often reckoned as a
pessimistic outlook on the consequences of technology for traditional
communities. His concept is in essence questioning impersonal
communication and idealising face-to-face relationships, while technological
development supposedly started to erode intimate relationships, sincerity and
closeness, distinctive of Gemeinschaft. These vast transformations lead
towards a hybrid of two extremes that we can call pseudo-community.1
Besides being outdated because of interactivity in digital communication,
Beniger’s theory should also be put under a high degree of scrutiny because
of its technological determinism.
Benedict Anderson’s ‘imagined communities’ are well known
amongst authors writing about virtual communities, as they pave the way to
look at them as a construct which has its origins in communication.2
According to Anderson ‘the most important thing about language is its
capacity for generating imagined communities, building in effect particular
solidarities.’3 A useful term for describing this is ‘communification’ as
people without direct interpersonal relations imagine themselves as members
of community through communication of symbols and cultural artefacts of a
particular kind, which can arouse strong attachments. For Anderson all
communities are imagined, so they should be distinguished by the style in
which they are imagined, not by their genuineness or falsity.4
Anderson’s approach could be regarded as social constructionist,
similar to Anthony Cohen’s. According to Graham Day, ‘the social
constructionist spotlight is turned more on the ways in which communities
are brought into being through the interpretive activities of their members,
and registered among the concepts which they use in everyday interaction.’5
This is important as subjective dimensions are pushed to the fore.
Jernej Prodnik
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3.
There is no ‘Virtual’ Community
This everydayness is of considerable importance when we approach
the problems concerning cyberspace, as we find a lot of similarities between
them and the conceptualisation of community. Mark Nunes is trying to reapproach the modern dichotomies by showing that space is not a thing, but a
social process. Consequently, cyberspace is not where we go with
technology, but something that we live.6
According to him there is a relational connection and mutual
influence between material form, conceptual structure (e.g. communication,
semiotic structure) and lived practice (e.g. everyday life, language context)
which for example enables our own understanding of space as a social
construct. Much of the same could be claimed of ‘community.’ There cannot
be a community which on the one hand has no chance of seriously changing
our everyday lives, and on the other does not reproduce itself through it;
which at least potentially has no effect on material conditions of our common
being; and that can exist without communication. Community, like
(cyber)space, is a result of these inseparable relations.
I contend it is even highly disputable to debate about ‘virtual’
communities as such. The word alone carries with itself an obvious
connotation of something that is fictional. There either is a community or
there is not, because they are all imagined. In fact, we could say these are just
upgraded ‘apparatuses’ enabling the unconscious imagination process.
Artificial contrast is fundamentally mistaken as communities are always
dependent through physical structures, socio-economic and socio-cultural
processes, everyday life etc. Virtual is merely another part of our everyday.7
But there is another, at least as important reason: no person is a part of a
‘virtual,’ but of a certain, very specific kind of community.
Many boundaries of different communities according to Cohen exist
only in the eyes of their members, as they share the same symbols through
certain cultures, but give them particular meanings which may not be seen to
everyone. These symbols can be of special importance to members and,
consequently, help maintain the existence of a particular community.
Boundaries, which are constituted through symbols and concepts, form what
we could call ‘special’ communities; this makes every particular community
distinctive for their members. Communities are largely based on subjective
experiences of their members, on communication of symbols which keeps
communities alive.8
But we should not forget about wider structural frameworks in
society that are either aiding the existence of solid, ‘inbred’ natural
communities, or latently working against them.
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4.
Cloakroom Communities in the Time of Liquid Modernity
To expose the structural outline which is typical of contemporary
society, I am using Zygmunt Bauman’s sociology. He first adopted the
concept of post-modernity, but later acknowledged that modernity lives on in
the permanent revolution of liquid modernity. He carried on with his research
adopting the metaphor of ‘liquidity,’ still stressing much of the same urgency
for individual freedom and social plurality as before. He acknowledges that
revolutionising is not a break with routines like before, but has become a
normal practice of society. It is indicated by flexibility, uncertainty, and
precariousness. Stable orientation points and reliable reference frames have
become almost non-existent.
It is therefore much easier to change form than to keep the planned
life-patterns in linear paths towards a certain goal. These transformations
leave visible marks on communities and identities, Bauman insists. We could
say that identities are connected to, and surrogates of, ‘cloakroom
communities,’ which need a spectacle to temporarily hold together. Their
temporality and brevity means they add little new quality to life as they last
as long as the excitement of a certain performance.9
But this should not be seen as overtly pessimistic prospect. As a
robust critic of modernity, Bauman defies oppressiveness of traditional
communities. Homogeneity and sameness cannot be found in his repertoire;
on the contrary, this is by no means the type of ideal we should be searching
for. It should consist of reflection, criticism and experimentation; no
agreement should ever be ‘natural.’10
Community of common understanding, even if reached,
will stay fragile and vulnerable [...] People who dream of
community in the hope of finding a long-term security
which they miss so painfully in their daily pursuits, and of
liberating themselves from the irksome burden of ever new
and always risky choices, will be sorely disappointed.11
5.
Human Nature between the ‘Environment’ and the ‘World’
This more and more ‘liquid’ state of social conditions recurrently
throws people in the ‘world,’ where they indeed belong by nature of their
bioantrophological constant. The human being is separated from other
animals by its openness to the ‘world,’ Paolo Virno maintains; by high degree
of undefined potentiality which originates in the unspecialized character of
Homo sapiens. Human animal, which is in its foundation a linguistic animal,
can in essence be seen as an undetermined being with no predefined instincts.
While environments are closed and stable, worldliness is a state of
potentiality, ‘a vital context that always remains partially undetermined and
unpredictable.’12
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Because human beings by their nature lack fixed environment, they
can at the utmost build themselves pseudo-environments of automatism. This
risky instability of disoriented animal when without stable reference frames
can bring to the fore both: dangers, as well as freedom and creativity.
Moreover, contemporary changes in capitalism and other wider social
transformations have brought these virtues to the fore.13
There is a vast change from the times of Fordist capitalism, which
was full of pseudo-environments, as people are becoming continuously
exposed to all the risks of the ‘world’ because of the incredible mutability of
forms of life. This is perfectly exposed by Richard Sennett, for whom the
main motto of the New capitalism has become ‘No long term.’ Uncertainty
and instability have become woven into capitalism, which produces not only
weak social bonds, but also corrodes trust, loyalty and commitment.
It should come as no surprise that it has become increasingly
difficult to talk about solid communities; they once offered important
reference points where people could find shelter and a hiding place. Social
imbalance is inherent to capitalism, but more-so in the conditions of postFordism with extremely temporary pseudo-environmental niches. People are
constantly oscillating between them and the ‘world,’ which is best illustrated
by ever-present possibility of the state of exception.
Robert Putnam, one of the leading best-sellers of community
restoration in America, could hardly be more wrong, when he states that we
cannot search for answers in capitalism (and then blames most of the
problems on TV); ‘a constant can’t explain a variable,’ he claims, when
describing faltering American communities.14 Have there been no major
changes in capitalism in the past decades?!
6.
The End of Community (…Myth)?
We collide with several profound problems here. Closed and limited
communities that are proposed by communitarian authors can be seen as a
reactionary response, seeking some never achieved life of a once-upon-a-time
dream. Such vision of community is repressive towards differences and fails
to grasp where the antagonisms actually stem from. As Wellman has put it,
‘for those who seek solidarity in tidy, simple hierarchical group structure,
there may now be a lost sense of community.’15 Several authors point at the
contradiction to search for freedom in a unitary community; nevertheless, it is
still continuously seen as some kind of saviour for all: liberation, safety, and
salvation for declining democratic life.
We could easily reject these propositions, but we would neglect
some important messages. ‘To understand a myth involves more than proving
it to be false. It means figuring out why the myth exists, why it is so
important to people,’ Vincent Mosco claims.16 Myths are more than
‘fabrications of truth;’ they help people deal with contradictions in life. The
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recipe prescribed by the communitarian authors is a response against the
dangers of the ‘world.’
An alternative conception, virtual-utopianism can also provide some
sort of solution, but again mystifies the actual problem. Talking about on-line
relationships, Howard Rheingold, one of the prophets of the wonders of the
net, proposes to curb enthusiasm, but points out that the Internet can indeed
be helpful for the people living ‘in a scary part of town, where they don’t
want to leave their apartment at night.’17 This is a banal example, but because
separateness never actually happens, these authors propose to turn a blind eye
on certain aspects of the social life (in our case lying outside of the virtual).
What connects both of these proposals, at least in its fundamentals, is their
attempt to resolve eminently political questions without politics.
7.
Concluding Remarks: Pseudo-environmental Niches
It is necessary to acknowledge that community in its traditional
sense is not the right answer for the burdens of today’s society. And neither
can hiding from social circumstances through the virtual spaces resolve these
contradictions.
Today’s pseudo-environmental niches are in their fundamentals
deferring democratic political means. But when talking about myths, we
should note they are not only post-political, but also pre-political, sometimes
pointing to the right directions of where the problems lie. They cannot
however offer the correct answers for their solution.
Why has the ‘world’ become so problematic, while an author like
Hannah Arendt put it at the fore of her ‘political programme’? We can find
only one answer: there are basically no ‘commons’ in the ‘world,’ even
though Arendt was always writing about the common world; this must be
regarded as a prerequisite for political activity and the public sphere. In this
case, the question of community in its essence becomes political question of
creating friendships without familiarity, as Virno would put it, of primarily
creating commons, not community.
Notes
1
JR Beniger, ‘Personalisation of Mass Media and the Growth of PseudoCommunity’, Communication Research, Vol. 14, No. 3, 1987.
2
B Anderson, Imagined Communities, Verso, London, 1991.
3
ibid., p. 133.
4
ibid., p. 6.
5
G Day, Community and Everyday Life, Routledge, New York, 2006, p. 156.
6
M Nunes, Cyberspaces of Everyday Life, University of Minnesota Press,
Minnesota- London, 2006.
Jernej Prodnik
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7
J Malpas, ‘On the Non-Autonomy of the Virtual’, Convergence, Vol. 15,
No. 2, pp. 135-139. See also Nunes, op.cit.
8
AP Cohen, The Symbolic Construction of Community, Routledge, New
York, 1985.
9
Z Bauman, Liquid Modernity, Polity Press, Cambridge, 2000, pp. 199-201.
10
Z Bauman, Community: Seeking Safety in an Insecure World, Polity Press,
Cambridge, 2001.
11
Ibid., p. 14.
12
P Virno, Multitude: Between Innovation and Negotiation, Semiotext(e),
Los Angeles, 2008, p. 17.
13
Ibid. & P Virno, A Grammar of the Multitude: For an Analysis of
Contemporary Forms of Life, Semiotext(e), LA&NY, 2004.
14
RD Putnam, Bowling Alone: The Collapse and Revival of American
Community, Simon&Schuster, 2000, p.282.
15
B Wellman, ‘The Community Question’, The American Journal of
Sociology, Vol. 84, No. 5, 1979, p. 1227.
16
V Mosco, The Digital Sublime: Myth, Power, and Cyberspace, The MIT
Press, Cambridge and London, 2005, p. 29.
17
H Rheingold (interviewee), ‘Howard Rheingold Interview’. Link:
http://www.bbc.co.uk/blogs/digitalrevolution/2009/10/title.shtml.
Bibliography
Anderson, B., Imagined Communities. Verso, London, 1991.
Bauman, Z., Liquid Modernity. Polity Press, Cambridge, 2000.
_______
, Community: Seeking Safety in an Insecure World. Polity Press,
Cambridge, 2001.
Beniger, J.R., ‘Personalisation of Mass Media and the Growth of PseudoCommunity’. Communication Research. Vol. 14, No. 3, 1987, pp. 352-371.
Cohen, A.P., The Symbolic Construction of Community. Routledge, New
York, 1985.
Day, G., Community and Everyday Life. Routledge, New York, 2006.
Malpas, J., ‘On the Non-Autonomy of the Virtual’. Convergence, Vol. 15,
No. 2, pp. 135-139.
106
Cloakroom Communities and Cyberspace
______________________________________________________________
Mosco, V., The Digital Sublime: Myth, Power, and Cyberspace. The MIT
Press, Cambridge-London, 2005.
Nunes, M., Cyberspaces of Everyday Life. University of Minnesota Press,
Minnesota- London, 2006.
Putnam, R.D., Bowling Alone: The Collapse and Revival of American
Community. Simon&Schuster, NY, 2000.
Rheingold, H. (interviewee), ‘Howard Rheingold Interview’.
http://www.bbc.co.uk/blogs/digitalrevolution/2009/10/title.shtml.
Link:
Sennett, R., The Corrosion of Character: The Personal Consequences of
Work in the New Capitalism. W.W.Norton&Company, New York, 1999.
Virno, P., A Grammar of the Multitude: For an Analysis of Contemporary
Forms of Life. Semiotext(e), Los Angeles-New York, 2004.
Virno, P., Multitude: Between Innovation and Negotiation. Semiotext(e), Los
Angeles, 2008.
Wellman, B., ‘The Community Question’. The American Journal of
Sociology. Vol. 84, No. 5, 1979, pp. 1201-1231.
Jernej Prodnik is a PhD student and a Researcher at the Social
Communication Research Centre (Faculty of Social Sciences, University of
Ljubljana). He was a co-worker at the Centre of E-Democracy and co-editor
of E-participacija web-portal. His main research interests include democratic
potentials of ICT, social changes brought by the Internet, and wider structural
changes in the post-Fordist capitalist societies.
Identity Representations through Machinima Creation
Theodoros Thomas & Marina Vihou
Abstract
This paper investigates identity representations through a narrative
perspective. It examines the reproduction of social stereotypes through the
creation of machinima films created by the students of the Department of
French language at the University of Athens. According to Giddens΄s project
of social and self identity and Ricoeur’s interpretation theories, the
machinima films will be considered as an eloquent reflection of their
creators’ representations. They claim that narrative is the dialectical process,
between me and the other, through which the person is constantly led to a
conscious identity adjustment. Based on this assumption, we investigate the
mediating role of machinima, animated filmmaking within a real-time virtual
3-D environment, in the identity awareness of the subject. We study the
representations produced by a group of students through the evaluation of the
signifying practice of the creation of machinima films they have created
during a Cyberculture course.
Key Words: Cyberculture, machinima, narrative identity.
*****
1.
Introduction
In this paper we explore the stereotypic representations found in the
machinima videos created by students following a Cyberculture course, in the
Department of French Language and Literature (University of Athens). We
investigate these cultural representations in the video’s subjects and the
scenarios. We tried to figure out how their narrative identity was formed
inside an academic environment and what kind of attitudes students formed
towards this identity.
2.
Background
Culture, according to Clifford Geertz is ‘a system of inherited
conceptions expressed in symbolic forms by means of which people
communicate, perpetuate, and develop their knowledge about and attitudes
toward life.’1 We analyse culture in order to clarify meanings and values,
implicit and explicit, in a particular way of life. We search for reflections of
social and economic conditions but we also investigate how culture itself
produces socio-economic relations. We look for meanings, the way they are
produced, circulated or contested. Scholars nowadays tend to emphasise
signification as a tool for understanding culture since all social practices,
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organized through meanings, are considered as signifying practices and
should be studied in their cultural dimension.2
These signifying practices affect the processes through which
members of a group consider themselves and the other, are interrelated and
mark the emotional and symbolic belonging to a particular national, cultural
or other group. Although postmodern theory has claimed that identity is
disjointed and destabilized, identity keeps on returning on everyday debates
of western (and not only) societies: national identity debate in France and in
Greece, identity cards debate in the UK, race issues raised by the election of
Obama in U.S.A., the constant question of ‘who am I?’ or as Sherry Turkle
asks, ‘Who am we?’ is always there.3 We try to give insights to this question
by applying the theory of narrative identity as expressed by Giddens and
Ricœur.
Giddens stresses that self-identity is formed through our ability to
create narratives about ourselves. These stories try to answer focal questions
such as ‘What to do? How to act? Who to be?’4 ‘Self-identity is what an
individual believes it is: ‘A person's identity is not to be found in behaviour,
nor - important though this is - in the reactions of others, but in the capacity
to keep a particular narrative going.’5
Identity is not a stable and immutable collection of characteristics.
This image of ourselves which changes through time and space according to
situations is a creation, a reflexive project. Time connects narrative to the
identity since it is the first that assures continuity.
Ricoeur similarly claims that since human life is entangled in time,
it is a constant quest for narrative. Narrative becomes ‘a privileged means by
which we reconfigure our confused, unformed and mute temporal existence.’6
The relation between narration and life is so close for him that he connects it
to the Socratic maxim ‘the unexamined life is not worth living.’
His approach is to develop what he calls the hermeneutics of the
self. According to Ricoeur’s conceptual framework, an individual person’s
(or sometimes even a historical community’s) identity is twofold. He sees
identity as sameness (Latin: idem; English: same) and as selfhood (Latin:
ipse; English: self). Sameness (idemité) is conceived as uniqueness, a
timeless and permanent substance. Selfhood (ipseité), on the other hand, is
characterised by a person’s ability to reflect upon itself. These two
components of identity are connected through narrative identity, ‘the kind of
identity that human beings acquire through the mediation of the narrative
function.’7 Narrative follows lived experience and it influences practical
action through a circular procedure that has three steps: prefiguration,
configuration and refiguration. Narrative structures articulate symbolically
and temporally lived experience of an actor (prefiguration). Events are then
shaped to an emplotted story (configuration) and then story meets again the
actor by influencing his choices on how to act in the world (refiguration). Or
Theodoros Thomas & Marina Vihou
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as Maria Duffy puts it ‘the storied self turns out to be a figured self - which
imagines itself in that or that way.’8
Since narrative identity is the personal identity, someone can
understand himself/herself/themselves in the same way we make sense of
identity of characters in stories. This understanding is produced only in and
through his/her/their involvement with others. In these interactions with
others, he/she/they do not simply enact a role or function that has been
ascribed to him/her/them. He/she/they can transform him/her/themself(-ves)
through his/her/their actions and can reasonably involve others to a more or
less radical change.
3.
Research Questions
Inspired by the theory of narrative identity, we formulated the
hypothesis that the machinima videos created by a group of undergraduate
students, as a narrative creation reflect their identity representations. The
video’s genre, aesthetic, plot and characters’ relations are conscious or not
conscious choices of the video creators and, therefore, they are considered as
‘images’ of their internalised culture.
We consequently tried to figure out how students revealed, defended
or accepted their identity, how they represented difference stereotypically,
how their creativity was influenced by the use of cybermedia and finally how
they assimilate the aesthetics of television and cinematic narration.
Our claim is that the use of a technology, in this case machinima, in
spite of its affordances, does not guarantee deterministically the rise of
creativity, the creation of highly novel products or the liberation of the
person. In each case, however, it may lead to the conscious manipulation of a
controversial system of values.
4.
Methodology
The course of cyberculture lasted for one semester, from February to
June 2009. The audience consisted of 33 students (31 females and 2 males)
aged from 19 to 30. All of them were Greek originated. Students were self
organised in 13 small groups of 2 to 5 members that produced equal amount
of machinima videos in French that they published online. The platform they
used was mostly Lionhead’s The Movies (except one video that was created
with The Sims 2). They also documented their effort on a wiki: they posted
the plot, characters’ description and the scenario of their movie. First they did
a discourse analysis of the scenarios trying to discover any common patterns.
Six months after the completion of the course, we invited students to answer
an anonymous on-line questionnaire consisting of 18 closed and open-ended
questions. Twenty-five of them responded.
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5.
Critical Analysis of Scenarios
The gender of the videos of our corpus is definitely feminine, since
all of them have been made mainly by women (except the participation of
two male students). Furthermore in only one video there are no female
characters (Une Histoire Incroyable, a typical western confrontation). As a
consequence, the representations of feminine identity are omnipresent.
As far as genre is concerned, the students’ videos superficially
appear to belong to several forms (comedies, mystery or action films, etc.)
and that is how they have been characterised by their creators in the
questionnaires but because of the emotional involvement of the characters, all
of them turn out to be romances. The themes of love (αγάπη), desire
(έρωτας), infidelity and generally emotional relationships between the two
genders seem to occupy an important position in the narrative experience of
the students, either as spectators, or as narrators.
Male and female characters in the majority of the films are based on
a stereotypical perception of the two genders. For example, female characters
are in the centre of action having an active attitude towards situations but at
the same time the solution they provide is based on conservative moral
values. Some indicative cases are:
In the video ‘Le voyage fatal’ cruelty and infidelity derive from the
female character while the male character is projected as sentimental and
vulnerable. In the end, nemesis falls upon the infidel woman who is murdered
by a stranger.
The main character of the video ‘Amour de sang’ finds the love of
her life, on the face of a vampire. Happy ending will come after the
unsuspecting friend of the protagonist is sacrificed and the vampire
renounces his supernatural identity. The sacrifice of the innocent girl implies
the danger that lurks in difference. The decisive role of the protagonist in the
transformation of the vampire to a mortal, stresses the role of the woman in
the maintenance of a conservative and conventional way of living. That is to
say, woman and her love are in this video the guarantee that everything will
return to normality and that dangerous difference will be eradicated.
From the above examples we can deduce that students-creators have
assimilated the wide and often contrasting range of television and filmic
stereotypes for the female gender. This gender oscillates between two poles:
the traditional role of a woman and the dynamic/active role. On the contrary
the traditional male role seems to fade away and this procedure is presented
with comical elements. It could also reflect the reproduction of a television
stereotype about the weakening masculinity compared to women’s
empowerment. To sum up we could say that the attitude of these students
towards the two genders shows their inability to propose a personal position.
This situation leads them to a without guilt reproduction of television
stereotypes and to their adoption as their outlook on life.
Theodoros Thomas & Marina Vihou
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6.
Critical Analysis of Scenarios
The student’s representations as they are recorded through their
comments on their movies offer us an insight on the degree of self-awareness
of their choices. We see that the ipse part of them remains nebulous.
To the question whether the subject of their story is original more
than two thirds (72%) seem to apprehend that it is not (they used the terms:
based on, a classic story, inspired by, similar…) although half of them later
claim to a next question that their objective was to create an original video.
One creator states that the subject of his/her movie is ‘robberies that make us
feel insecure.’ This is an apparent connection of the real and the narrative
identity. One other states that the video is ‘influenced by action movies but it
has its own identity.’ The creator accentuates his/her dynamic interference to
the remix of a known film.
It is interesting to notice that the majority of the creators claim that
their videos are influenced by films and not by TV (a 64.29% to a10%). This
fact can be interpreted as an attempt to demote their identity as TV viewers
and on the contrary to promote their identity as film viewers. This proves
indirectly that their representations of TV and generally pop culture are
negative, compared to a positive view of high culture of cinema. They are
more willing though to recognise the influence of TV on the creation of
dialogues (17%) and the plot (67%) than the influence of their literary studies
(only one answered so).
The recorded responses reveal an intense need to be creative and to
expand their identity by adopting a new role, this of the director/creator. (I
want to bring up human relationships, to create a plot, to experiment with the
creation of our movie, with our additions, to feel a little bit like directors…).
It is interesting to see that the machinima creators think that their
videos belong to various genres. They all fail to realise that the theme of their
movie is redirected towards romance no matter what their original intention
is.
As far as the presence of stereotypes in the videos is concerned
students seem divided. Almost one out of two (46%) admits that there are
stereotypes in his/her movie while 20% think that there may exist some.
What is remarkable is that one third believes that there are no stereotypes in
their videos. This fact may indicate the lack of awareness of stereotypical
representations in their real life. It is probable that they adopt stereotypes
without guilt as it happened in their videos. It is also probable that they have
an unclear image of stereotypes intermingled with their reality to distinguish
them.
Finally, despite their introversion that can be explained as a
defensive stance, students considered as possible viewers of their creation all
possible users of youtube.com (37%), besides their teacher (16%), the other
members of their team (22%) and their friends (22%). This claim shows their
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need to open up towards the world, to become social actors and members of a
broader community.
7.
Deductions
The creation of these videos covered but also revealed the great
students’ need for creation. Students want to invest their experiences in
creative activities during their studies that promote their personality and their
identity.
In several occasions students identify their videos with their
personality and their attitude towards life. That is why they defend fervently
their creations by stressing out that they are original, without stereotypes.
Moreover they assert to be influenced only by Cinema and not by television.
Even if they were invited to answer the questionnaires a long time after the
completion of their movies, they did not develop a critical stance towards
their videos, possibly because they felt very creative while producing them.
Their personal investment in the procedure of creation of machinima
videos retains them from expressing eventual weaknesses due to the tool they
use, the aesthetic baggage they carry or their dominance of the French
language.
Nowhere are recorded any influences coming from the fields of their
studies: literature, poetry, theatre, psychology. Of course, the presence of the
academic environment may not be present in the selection of themes or
characters but it is present as a restraining environment that somehow streams
creation. The videos were created as part of a course, so they are influenced
by this environment and its stereotypical / conventional form.
8.
Conclusion
The introduction of digital technologies in the classroom does not
inherently entail the renewal of the teaching practices, the stimulation of
creativity or the encouragement of the self-reflexive processes. In order to
take advantage of the affordances offered by machinima in the narrative
creation, we need to delve into humanistic tradition. We have to help students
discover their narrative identity because it is narrative ‘that carries us beyond
the oppressive order of our existence to a more liberating and refined one’
and not machinima as a technology per se.9
We must likewise deploy an instructional design that will help to
develop the set of cultural competences and social skills that people need in
the new media landscape. Only then the individual will be elevated from a
simple user to a reflexive actor.
Theodoros Thomas & Marina Vihou
113
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Notes
1
G Geertz, The Interpretation Of Cultures, Basic Books, New York, 1973.
P du Gay et al (eds), Doing Cultural Studies: The Story of the Sony.
Walkman, Sage, London,1997.
3
S., Turkle, ‘Who am We?’, Wired, vol. 4, no. 01, January 1996, viewed on
14 March 2010, http://www.wired.com/wired/archive/4.01/turkle.html?
topic=&topic_set=.
4
A Giddens, Modernity and Self-Identity, Polity Press, Cambridge, 1991.
5
ibid.
6
P Ricoeur, Temps et récit. Tome I: L'intrigue et le récit historique, Le Seuil,
Paris, 1983.
7
P Ricoeur, ‘Narrative Identity’ On Paul Ricoeur: Narrative and
Interpretation, D Wood (ed), Routledge, London, 1992.
8
M Duffy, Paul Ricoeur's Pedagogy of Pardon: A Narrative Theory of
Memory and Forgetting, Continuum, London, 2009.
9
P Ricoeur, ‘The Creativity of Language’ On Paul Ricoeur: The Owl of
Minerva, Kearney (ed), Ashgate, Aldershot, 2004.
2
Bibliography
Duffy, M., Paul Ricoeur's Pedagogy of Pardon: A Narrative Theory of
Memory and Forgetting. Continuum, London, 2009.
Geertz, G., The Interpretation Of Cultures. Basic Books, New York, 1973.
Giddens, A., Modernity and Self-Identity. Polity Press, Cambridge, 1991.
Ricoeur, P., Temps et Récit. Tome I: L'intrigue et le récit historique. Le Seuil,
Paris, 1983.
Ricoeur, P., ‘Narrative Identity’. On Paul Ricoeur: Narrative and
iIterpretation. D. Wood (ed), Routledge, London, 1992.
Ricoeur P., ‘The Creativity of Language’. On Paul Ricoeur: The Owl of
Minerva. Kearney (ed), Ashgate, Aldershot, 2004.
Turkle, S., ‘Who am We?’, Wired, vol. 4, no. 01, January 1996, viewed on 14
March 2010, http://www.wired.com/wired/archive/4.01/turkle.html?topic=
&topic_set=.
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Identity Representations through Machinima Creation
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Theodoros Thomas is a PhD student at the French Department of the
University of Athens. He is interested in digital culture and how it affects
learning.
Marina Vihou is a lecturer at the French Department of the University of
Athens. She is interested in teaching French in innovative ways.
Artistic Identity within Cyberspace: Issues go Global,
Interdisciplinary Projects do Evolve – A Personal View
Bello Benischauer & Elisabeth M. Eitelberger
Abstract
This paper involves a case study about ART IN PROCESS (Austria/
Australia), a partnership based in Fremantle, Australia. Our work is a critical
engagement with a number of issues specific to Western consumer culture
and behaviour. We work together across installation, video, new media,
performance and live art. In this paper we will address the growing interhuman and artistic communication through cyberspace. How can artistic
networks be built through the Internet? How do they influence the artistic
practice itself in their aim to reach the public on various levels? Another
objective of the paper is how social media as well as cyberspace itself can
increase the transportation of artistic message and lead to transformed,
extended and even enhanced work-conglomerations between artists and a
wide international audience. This opens up for completely new forms of
expression, extended varieties of working on participatory projects, linking
artists from around the world. Virtual residencies exist already. Calls can be
made over platforms, only a mouse-click away from reaching the World
Wide Web and its users. Our intent is to instigate a change of thinking, a
shifting of accommodated world conception within the viewer/participant, in
continuously looking for an open dialogue with the public. We do this
through art-interventions, performances in public and private spaces and
partly online-exhibitions with video and sound and mixed media installations
and through platforms in cyberspace in the use of social media. Over the
years we have started to grow cyber-work relations with individual artists and
institutions around the world. The paper focuses on a presentation of running
projects by ART IN PROCESS as well as a compilation of past work based
on discussing, how online presence and virtual communities led to the
creation of new work and could enhance our artistic profile in reaching out
for another and wider audience.
Key Words: Art, social media, collaborations, internet, networking, video
art, installation, media art, performance art, online-screening.
*****
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1.
An Introduction: Globalisation and Cyberspace - Perceptions
and Worlds of the Altermodern
Globalisation has opened up enormous possibilities of linkages; it
ideally means dissemination, diversity and insight into foreign worlds. But
other than leading to a broad perspective or enthusiasm about the various
aspects of this world per se and its cultures, we must admit that - critically
observed - globalisation really often concludes in generalisation and
uniformity.
For artists globalisation and the Internet have created new ways of
engaging and gathering together to produce work that sets a counterpoint to
the various and absurd forms of mass consumption.
Such an example is a video we developed together with RAM
Productions in 2009/10, a collaborative effort of an artist interview that has
partly been produced in our studio in Fremantle, Australia and in a studio in
Philadelphia, USA.1
Artists employ the web as a communication platform and new
technologies to make their work available to a greater audience these days,
even if they still use traditional media in the making. Others have chosen the
World Wide Web as the main media of creation, a field of experimentation
under the umbrella of new media and cyber arts.
In this paper we are giving some concrete examples of how we
personally use the Internet in particular and how aspects of globalisation are
presented in this work. It translates our own perceptions into works of art; it
transmits our thoughts and feelings/emotions into an interpretive and
aesthetic object (a wall-object, a video and sound installation, a social
sculpture) that becomes an artistic statement. It engages with people - not just
through the white cube/exhibition space, but through the work process itself;
questions are asked, discussion takes place and work is being produced. The
context’s origin is socio-political, in which we explore relationships between
humanity, technology and the natural environment. The outcome: new media
art projects, mostly leading into installations (video and sound).
In our independent research regarding our work-context we are
especially interested in terms used and created by Nicolas Bourriaud,
describing how use over meaning in Art has developed in recent years and
how the Internet leads into a new direction of artistic expression.
Under the term of Altermodernism (after Postmodernism) he
addresses the global movement of engaging with the Internet as the main tool
of expression; expanding the artist’s possibilities to interact with the world
instead of reflecting only on own cultural heritage. Postmodernism - in his
opinion - was still occupied by Western culture, whereas Altermodernism
involves now streams around the globe (including African, South American,
Asian Art and more). Bourriaud refers to this global culture as the playground
Bello Benischauer & Elisabeth M. Eitelberger
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for artists to experiment and to start building new forms of expression influenced by and associated with the World Wide Web.
He sees the human frame of mind, characterised by a global culture,
today dominated by exchange. Artists use and create out of different streams
of knowledge that are presented within this global culture. Altermodern in his
opinion intends to define the actual modernity according to the specific
context we live in: globalisation, and its economic, political and cultural
conditions. In an interview he states: ‘The core of this new modernity is,
according to me, the experience of wandering - in time, space and mediums.’2
Some of our past projects like Digital Trilogy (2003), manipulated
(2005) or Identical City (2006) tried to capture the evolving characteristics of
the phenomenon of globalisation that derives among others from mass
information and mass media. The three installations are currently presented in
the solo-exhibition called IMPACT & FUSION that questions the social
impact of human beings on nature through mass consumption and globally
increasing population, touring in Australia from 2008-2011 (WA, NSW,
QLD).3
2.
Cyberspace: New Forms of Expression
Our projects do not originate from particular theories - but of course,
are influenced by our immediate surroundings, by the contacts we make to
others, by the media, by education (to an individual and certain degree) and
by a long history of our own underlying culture, we grew up with.
In becoming an extremely globalised world the western image of art
and the exhibition space per se have died. Art lives now in cyberspace, it
happens within the social space; it spreads out into our daily surroundings.
Artists/people are suddenly able to participate in the creation of a new artistic
era that connects them with different places and different cultures, away from
exclusion and one-sidedness. 4
In 2009 we developed an international project series called
INTERVENTION that initially derived from cyber-relations that developed
over time.5
E-communication made it possible to connect with institutions
worldwide. Social media like Facebook, vimeo, flickr and others introduce
new forms of presentation, away from the physical exhibition space and away
from censorship and elitism.
History is filled with examples of new technology that
enabled new art forms to develop while vastly widening the
audience. Printing created the best seller… eventually the
novel. Lithography, an inexpensive printing process that
also permitted wide distribution, brought art out of palaces
and galleries and into ordinary homes.6
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Artistic Identity within Cyberspace
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Digital Art is again the media that breaks the aesthetic boundaries of
traditional art perception and extends into daily life. It serves as a database, a
digital archive for many artists, including us. Of course, considering the fact
that there is a multitude of people with no access to technology, the Internet
is still a Western commodity/toy.
And what do we do with art that derives from and spreads through
the Internet - if we take technology away?
Digital media art is a contemporary art form that is ephemeral, is
process orientated; this temporality is the art form’s main character. We can
present it in many places at the same time. It can be consumed in a different
way than art has been consumed before. But it also has to defend itself as art,
even more than in the real space, where the white cube can provide some sort
of a protection shield.
3.
Personal Use and Global Culture’s Platform
Cyberspace has clearly opened up new ways of art-production and
presentation; it created and made space for the various and quite diverse
means of new media art.
How does this affect our work in particular?
The Internet serves us to collect, process and develop material into
an artwork that again grows into something else - the process is the outcome,
its fragile nature a side effect that has to be considered carefully.
We created some of the videos particularly for online-presentations:
i.e. The Curio Kiosks Project (2009, The Kumasi Symposium, Ghana),
Infertile Future (2008, ISEA Singapore) or Seafactory & White Net (2007,
Techart, Brisbane).7
The website Art in Process (www.artinprocess.com) has become our
personal database, our archive, serves us as the documentation
room/station/space; where people can find all updates on our work.
Our projects can be viewed on DVD and Blu-ray discs; eventually
books are printed as an artistic documentation of a project but most of our
video and sound installations can be viewed online, even if the overall work
is not solely created for the Cyberspace.
4.
Disconnected we Search for New Connections: Inter-Human
Communication in the World Wide Web and Face-To-Face Projects
Claire Bishop writes about virtual relationships and globalisation
that they would have prompted a desire for more physical and face-to-face
interaction between people - which inspired artists to respond with real-time
projects.8
Wherever we go, the Internet is the common meeting place and the
basic tool for communication, but still travel and the face-to-face balance is
needed to succeed in our projects.
Bello Benischauer & Elisabeth M. Eitelberger
119
______________________________________________________________
A lot of our e-connections result later in personal connections
through travel and onsite projects. To name a few examples:
Sonance - artistic network Vienna9
ARTECH: International Conference on Digital Arts, held in
Porto/Portugal, discussing conception, production and dissemination of
Digital and Electronic Art 10
ISEA: the International Symposium on Electronic Art initiated in
1988, the world's premier media arts event for the critical discussion and
showcase of creative productions applying new technologies in interactive
and digital media; held biannually in various cities throughout the world 11
CAM: Contemporary Arts Media is one of the leading consultants
and suppliers of films and books for Arts Education worldwide 12
Ram Productions: a video production, post-production company,
Philadelphia/USA13
POOL Project: collaborative space where audiences become 'cocreators'. Pool brings together ABC professionals and audiences in an openended process of participation, co-creation and collaboration.14
Virtual Residency Project: a European Capital of Culture 2007
project - international media art project.15
Dance in Portugal: platform for dancers, performers, video art 16
MONA: Museum of Modern Art Detroit 17
ACCEA: The Armenian Center for Contemporary Experimental Art
is an alternative center for avant-garde and modern art in Yerevan, Armenia18
Subnet: platform for experimental media art and technology,
Austria19
AMODA: Austin Museum of Digital Art20
5.
Emotional Seasons - International Project Series in 2010:
Experimentation between Performance and New Media Art
Internet Culture has awoken again the interest in an interdisciplinary
and within the arts the hybrid process of crossing media. This is nothing new,
just appears as a new form of an old system, praising plurality over
singularity. Contemporary art’s perception has reached a different level. A
shifting takes place: the process itself has become the object of
contemplation.
Today’s artists navigate and engage in activities, where the process
becomes the central part, the end product a kind of post-productive
documentation. Bourriaud calls this kind of artist semionaut. He imagines
links and is able to picture relations that can derive from those linkages.
The semionaut illuminates what is going on in the sphere of visual
communication - art, advertising, film and graphic design.21
Our 2010 project series, a cross-cultural and interdisciplinary art
project, questions borderlines in society, in real- and cyberspace. Emotional
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Artistic Identity within Cyberspace
______________________________________________________________
Seasons fosters cultural & art networking and promotes the idea of ‘art as
collaborative work’ as one of the highlights of contemporary art production.22
6.
Artistic Engagement
The artist traveller (in real and in cyber space) explores global
culture(s). He translates his visions into a work of art. Today we look beyond
our daily environment. Contemporary artists are about to invent (a) new
form(s) of art. Globalisation, new technologies and particularly the Internet
lead to an expansion of our worldview. Extensive developments on various
levels urge us to reorganise, reshape and rename certain aspects of human
existence. A constant questioning of our immediate surroundings can help us
to build new solid structures, may enable us to find a new orientation within
this explosively growing world, in which we have to redefine identity and
belonging.
In our artistic projects we will continue to ask questions about the
connection points between real- and cyberspace, asking how people’s
perception, how global culture per se influences our way of thinking and how
this can be translated into artistic expression.
7.
Post-Production and Documentation Material
Released DVDs, Blu-ray discs and books in limited editions are
distributed by CAM Contemporary Arts Media Inc. (Films and Books for
Arts Education worldwide).23 Further readings and screenings of our projects
on the ART IN PROCESS website www.artinprocess.com.
Notes
1
ART IN PROCESS, ‘RAM Productions artist interview’. ART IN
PROCESS, 01.02.2010, 01.02.2010, http://www.artinprocess.com.
2
B Ryan, ‘Altermodern: A Conversation with Nicolas Bourriaud’, in Art in
America, 17/03/2009
3
ART IN PROCESS, ‘IMPACT & FUSION video documentation’. ART IN
PROCESS, 01.02.2010, 01.02.2010, http://www.artinprocess.com/impact&
fusion.
4
The French writer and theorist Nicolas Bourriaud addresses the shifting of
the worldview according to developments within the Arts in various
publications and interviews. His theories help us to understand our work
within a greater context and to ask: where does our work originate and how
will it develop further?
5
ART IN PROCESS, ‘INTERVENTION an international project series limited editions publication 2010’. ART IN PROCESS, 01.02.2010,
01.02.2010, http://www.artinprocess.com/artistbook.
Bello Benischauer & Elisabeth M. Eitelberger
121
______________________________________________________________
6
P Levis, ‘From Science to Art to Science to Cyber-Art’. The New York
Times, Jan 03, 1998, The New York Times Company 2010, 01.02.2010.
7
ART IN PROCESS, ‘Maybe It’s Only…Imagine!’. ART IN PROCESS,
01.02.2010, 01.02.2010, http://www.artinprocess.com/MaybeImagine., ART
IN PROCESS, ‘Seafactory & White Net’. ART IN PROCESS, 01.02.2010,
01.02.2010, http://www.artinprocess.com/Seafactory.
8
C Bishop, ‘Antagonism and Relational Aesthetics’, October, vol. 110, 2004,
pp. 54.
9
sonance, sonance Vienna 2010, 01.02.2010, http://www.somnance.net.
10
ARTECH, UCP Porto 2008, 01.02.2010, http://www.artes.ucp.pt /artech
2008.
11
ISEA2008, ISEA Singapore 2008, 01.02.2010, http://www.isea2008
singapore.org.
12
CAM, Contemporary Arts Media Inc 2010, 01.02.2010, http://www.
artfilms.com.au.
13
R Medrala, RAM Productions 2010, 01.02.2010, http://www.ram video.us.
14
ABC Online, ABC Online 2010, 01.02.2010, http://www.pool.org.au.
15
HBK School of Fine Arts, Saar (D), Virtual Residency, Luxembourg and
Greater Region - European capital of culture 2007, 01.02.2010, http://www.
virtual-residency.net.
16
Dance in Portugal, NING 2010, 01.02.2010 http://danceinportugal.
ning.com.
17
MONA Detroit, MONA 2010, 01.02.2010, http://www.detroitmona. com.
18
ACCEA Armenia, ACCEA 2010, 01.02.2010, http://www.accea.info.
19
subnet, subnet 2010, 01.02.2010, http://www.subnet.at.
20
AMODA Austin Museum for Digital Art, AMODA 2010, 01.02.2010,
http://www.amoda.org.
21
N Bourriaud, Postproduction, Lucas & Sternberg, New York, 2002, p.19
22
ART IN PROCESS, ‘Second Emotional Season: Not quite kosher’. ART
IN PROCESS, 01.02.2010, 01.02.2010, http://www.artinprocess.com/
EMOTIONAL_SEASONS/notquitekosher.
23
ART IN PROCESS, ‘Released DVDs, Blu-ray Discs and books’. ART IN
PROCESS, 01.02.2010, 01.02.2010, http://www.artinprocess.com/limited
editions.
Bibliography
ABC Online, ABC Online. 2010, http://www.pool.org.au.
ACCEA, ACCEA Yerevan Armenia. 2010, http://www.accea.info.
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Artistic Identity within Cyberspace
______________________________________________________________
AMODA, Austin Museum for Digital Art. 2010, http://www.amoda.org.
ARTECH, UCP Porto. 2008, http://www.artes.ucp.pt/artech2008.
ART IN PROCESS, Bello Benischauer & Elisabeth M. Eitelberger, ART IN
PROCESS Fremantle, Western Australia, 2010. http://www.Artin
process.com.
Bishop, C., ‘Antagonism and Relational Aesthetics’. October 110, 2004, pp.
51-79.
Bourriaud, N., Relational Aesthetics. Presses du réel, Paris, 2002.
Bourriaud, N., Postproduction: Culture as Screenplay: How Art Reprograms
the World. Lukas & Sternberg, New York, 2002.
Bourriaud, N., Radikant. Merve. Berlin, 2009.
CAM, Contemporary Arts Media Inc. 2010, http://www.artfilms.com.au.
Dance in Portugal, NING, 2010, http://danceinportugal.ning.com.
HBK School of Fine Arts, Saar (D), Virtual Residency, Luxembourg and
Greater Region - European Capital of Culture. 2007, http://www.virtualresidency.net.
ISEA2008, Singapore. 2008, http://www.isea2008singapore.org.
Levis, P, ‘From Science to Art to Science to Cyber-Art’. The New York
Times. Jan 03, 1998
Medrala, R., RAM Productions. 2010,http://www.ramvideo.us.
MONA, Museum of New Art. Detroit, 2010, http://www.detroitmona.com.
Nauman, B., Please Pay Attention Please: Bruce Nauman’s Words Interviews and Writings. MIT Press, Cambridge, Mass., 2005.
Ryan, B., ‘Altermodern: A Conversation with Nicolas Bourriaud’. Art in
America. 17/03/2009
Bello Benischauer & Elisabeth M. Eitelberger
123
______________________________________________________________
Sonance, Vienna. 2010, http://www.somnance.net.
Subnet, Salzburg. 2010, http://www.subnet.at.
Tagoe-Turkson, P., ‘About Art-Intervention’. INTERVENTION an
International Project Series. ART IN PROCESS Limited Editions. 2010,
p.159.
Bello Benischauer co-founder of ART IN PROCESS, Australian/Austrian
new media artist, uses hybrid media and develops video and sound
installations. His interest in different cultures leads to socio-political work
with a strong intervention character. Regular exhibitions and projects
internationally.
Elisabeth M Eitelberger co-founder of ART IN PROCESS, received her
Master of Arts in Philosophy at the University of Vienna; various
employments at Austrian Cultural Institutions; currently living in Australia.
Managing ART IN PROCESS she is further involved in the artistic
development and independent research of all projects. 2010 marks a ten years
milestone for the partnership.
PART VI
The Future Platforms
Machinimation Tools and their Impact on Creativity
Daniel Riha
Abstract
Machinima as user-created content has gained increasing amounts of
attention from videogame developers over the past few years. Many
videogames include machinimation modules or some form of support for
amateur machinima productions. This paper explores three selected tools for
machinima authoring in the context of creativity. Building on Bardzell’s
methodology for the semiotic analysis of multimedia authoring platforms and
identified principles of digital creativity, this paper analyses how the features
of the following machinima platforms influence creativity and user
community building. The focus here is on a machinima tool based on the
videogame platform Half Life 2, its modification Garry’s Mod (2004), and
two dedicated machinima production applications: Moviestorm (2008) and
Antics3D (2008).
Key Words: Machinima, creativity, semiotics, multimedia, Garry´s Mod,
Moviestorm, Antics3D, reconfiguration of videogames.
*****
1.
Introduction
According to Lowood, we can think of machinima as ‘a found
technology.’ He applies Duchamp’s concept of the found object from the
visual arts. Such an object, the readymade, is an everyday object that is put in
a different context as a form of artistic expression. Lowood emphasizes that
this sort of artefact has neither been designed for or by the artist nor for the
intent of show or artistic statement. Common objects are assigned a new
context. Artist-player designs are the visual products that emerge from their
‘recontextualisations.’ Lowood characterises machinima as a found
technology, accenting some of its characteristics as the ‘player-created use of
computer games, such as the availability of game technology as ‘readymade’
for a purpose other than making movies.’1 In machinima, such a
recontextualisation is accomplished not by re-designing the game engine, but
rather by switching ‘found technology’ into an animation engine, while
exploiting various techniques already learned from the other multimedia
applications. Lowood notes that this medium, based on videogames,
encourages a sense of ‘co-ownership’, not in legal terms, but in the sense of
the freedom to ‘replay, reinvent, and redeploy.’ Specially, the performative
use of machinima leads to ‘high performance play’ where the artist-player
utilises new applications of multimedia for cultural production.
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Machinimation Tools and their Impact on Creativity
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Mitchell and Clarke propose to categorize videogame art under the
following categories:
Remixing - the use of videogame iconography in other
media.
Reference - the creation of original games that make known
reference to previous games.
Reworking - the modification of existing games, often to
create new interactive environments or ‘machinima’.
Reaction - performance (often disruptive or ritualistic)
within a multiplayer game.2
The reworking category positively corresponds with the abovementioned machinima characteristics of recontextualisation.
Machinima production as a type of game modding activity might
also be understood as an element of ‘participatory culture’, the concept
introduced by Jenkins. Jenkins has differentiated participatory activities into
four categories: affiliations (online communities); expressions (production of
artefacts); collaborative problem-solving; and circulations, (dissemination in
media).3
Successful machinima production requires, in the same measure,
different levels of artist-player knowledge on various multimedia platforms
and membership in the proper machinimistic online communities.
2.
Creativity in Amateur Art Productions
Bardzell attempts to deconstruct the implementation of creativity in
multimedia authoring software. He compares human computer interaction
(HCI) and cultural studies discourses and identifies some common
characteristics that cultural studies, HCI, and semiotics share. All theorize on
creativity in the context of professional knowledge production. These
disciplines understand creativity as situated within ‘systems-networks of
software-supported experts, discursive sign systems, and frameworks of
production’.4
His deconstruction is based on the introductory assumption that each
software application differs in the way that it promotes authoring. Industrylevel image- and video-editing software offers editorial advantages to users
who prefer to work with layers when compared to hobbyist software. This, to
Bardzell, makes certain content is more easily rendered by professional
software.
Daniel Riha
129
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While researching creativity projected by authoring software, he
lays out a common descriptive language to analyse the different platforms
while applying the concept from semiotics: paradigms and syntagms,
developed by Barthes, and previously used in new media theory already by
Manovich.
This semiotic concept tries to recognise that elements of sign
systems are combined together to create meaning beyond the aggregated
meaning of the single components.
A syntagm is a ‘grammatical’ sequence of signs and a paradigm is a
class of unit within a syntagm. To study the use of multimedia authoring
interfaces, he applied these concepts to explore ‘the legal sequences of
actions designers could follow, and to explore the paradigmatic classes of
options within those sequences.’5 Bardzell revealed that in all variant genres
and data-types, the similarities among these software applications were
remarkable.
This paper presents a comparative analysis of selected machinima
platforms, based on Bardzell’s sample syntagmatic analysis of multimedia
authoring software. Such a system recognizes the syntagms common to the
most multimedia authoring platforms. In his terms, a syntagm has to be ‘a
more or less stable sequence of actions required to accomplish a particular
design task.’6 This common syntagm is the creation of an art element. In
multimedia applications, this syntagm comprises the following sequence:
1.
2.
3.
Identify a location in space and time in which to work;
Create the element;
Specify the element’s relationship to the remainder of the
composition.7
A paradigm is then a ‘set of possible actions that constitute one step
in that task.’8 Bardzell recognized three different paradigmatic options of the
syntagm for designing a simple art element: set up of the element-from
scratch, from primitives, and from components.
One of the significant methods in terms of machinima production is
computer automation when creating art. With this method, the artist-player
designs art from primitives/components. Most software applications can
import various data-types to be used as primitives/components.
The syntagm composition includes usage of timelines, canvases,
virtual cameras or viewpoints. These are, in Bardzell’s terms, ‘nearly
universal interfaces for handling this step. Object nesting (building complex
objects out of grouped simple objects) is another way of specifying
relations.’9
The paradigmatic options call for different interfaces and user
behaviours that ‘shape the nature of the art created, and hence its
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Machinimation Tools and their Impact on Creativity
______________________________________________________________
meanings.’10 The implementation of primitives often offers customization
tools and art design elements with components supported by various wizards
and palettes.
When comparing interface and artistic outputs of select software
applications, Bardzell notes that each paradigm requires different art
production skills on the user side:
Individual amateur Flash works tend to privilege one art
creation paradigm option over others, not because users
rationally match their paradigmatic choices to the
materiality of their art and their message, but rather because
users choose the tools with which they are the most
competent.11
He defines the primary syntagms of multimedia authoring, by
identifying some of the common paradigms that might be traced in many of
multimedia applications (Figure 1).12
Figure 1
He proved that these applications have ‘a similar language of
creative expression and correspondingly project a similar notion of
creativity.’13
From the point of view of usability research in the context of
amateur multimedia, Bardzell proposes that ‘the easier or more visible a
feature or tool is in the interface, the more likely it is to be used.’14
Daniel Riha
131
______________________________________________________________
We may trace the convergence of methods of art production in
multimedia art, which unites the elements of text, photo, video, music, and
others into a single product. Bardzell recognizes as well the function of
transformed media to contribute ‘to the elaboration of new aesthetics in the
parent medium.’15
A natural candidate in such a case is machinima, seen by Bardzell as
the conflict between cinematic and videogame logic. Similarly, we may
identify two production branches of machinima: cinematic and ludic
machinima:
Cinematic machinima features narratives shot in the world
of a particular video game. Many of these films continue
with the aesthetic of the game. […] Many cinematic
machinima films use the logic of cinema to expose and
parody the absurdity of games.
Ludic machinima feature the logic of video games, which
includes game rules, physics, and, above all, play (Aarseth,
2004). In this type of film, the found art is the physics
engine of the video game, is used in ludic machinima to
create commentary through its juxtaposition with other
media.16
To conclude the review of methodologies for analysing creativity
implementation in amateur multimedia, we might agree with Bardzell that the
smallest meaningful unit is the art element in the form of primitive or video
shot in software applications. Digital creativity then arises from ‘the
composition of such elements in a process in which these elements are
created discretely separate from one another but more importantly, remain
discretely separated, no matter how organic the final composition appears.’17
Finally, Bardzell considers amateur multimedia to be seen as
creative only if it has a discourse, here proposed as ‘innovation in the
rebalancing of production quality and expense on the one hand and meaningmaking on the other.’18 While applying the creative principle of remixing,
even very amateur or dated graphical quality digital art production might
create culturally valid statements.
3.
Impact of Garry´s Mod, Moviestorm and Antics3D Software
Applications on Creativity
Garry´s Mod19 represents the ludic machinima, the type of
machinima that, in short movies, features various experiments with game
engine physics. Moviestorm and Antics3D bring cinematic machinima types
of applications that focus on the development of traditional film storytelling.
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Machinimation Tools and their Impact on Creativity
______________________________________________________________
While the cyber-community of machinima producers around videogames
recruits mostly from the active players engaged in historical culture of
gameplay and modification of the selected videogame title, the dedicated
machinima production platform is often more popular among amateur
animation film enthusiasts.
In ludic machinima, movie production is realized often as a form of
‘acting’ in 3-D space rendered and saved in real time, so this production
activity is freed from some of the traditional video-editing chores. But when
the artist-player wants to customize the available 3-D content in full, then the
production line in ludic machinima requires more advanced game editing or
modding skills. The adaptation of models, characters and animation does not
usually allow for rapid prototyping.
This is the case in the example of machinima production in the HalfLife 2 videogame modification Garry´s Mod (GMod). GMod is a physics
sandbox extended with scripted behaviours developed by numerous fan-user
communities. Therefore, even in scripting, an unskilled user might play with
advanced effects included in building blocks not available in the cinematic
machinima platforms. The production of machinima in GMod is mostly
based on live action puppeteering combined with recording in external framerecorder like Fraps or GameCam. The low-level syntagms of art manipulation
present in GMod include individual element modification in position, scale,
textures, lightning, and sound. The higher-level syntagms present include
imported 3-D game elements and design blocks of assets. Syntagms related to
GMod as an authoring platform are then built-in game functions and game
view interface. Syntagm (the sequence of steps in creation of basic art
element in the case of machinima) is here the creation of a single movie shot.
GMod offers two of the three paradigmatic options available for designing a
machinima scene- primitives and components. In GMod, unskilled artistplayers have an extensive set of game assets available to them, but with the
significant limitation in genre: only sci-fi, detective and World War II themes
are included. The tradition of machinima production in GMod includes
equally narrative movies and physics scripting experiments. The character
modification and animation is a time-consuming and skill-demanding process
and finalization of machinima requires knowledge of external video-editing
software. This platform might be recommended for game-expert users instead
of machinima novices. In the context of my annual machinima production
course, this platform was selected more often by students skilled in advanced
ICT operation.
Antics3D20 is a pre-visualization tool popular among cinematic
machinimists. This platform offers a simple interface with drag and drop
functionality in importing assets. It offers an advantageous import prop
feature directly from Google Warehouse. Recording is based on character
staging and allocation of animation sequences such as pathfinding and
Daniel Riha
133
______________________________________________________________
interaction with props from assets. The built-in video-recorder allows for
direct output from this application.
The low-level syntagms of art manipulation present in Antics3D
include individual element modification in position, scale, texture, lightning,
and sound. The higher-level syntagms present compositing from imported 3D game elements in .3ds and Google SketchUp formats, built-in animated
characters from assets, the ability to design a scene/room from primitives,
and easy import of standard animation files in .bvh format. Syntagms related
to Antics3D as an authoring platform relate to the semi-interactive 3-D view
interface. Antics3D therefore illustrates two of the three paradigmatic options
of the syntagm for designing a machinima scene:
primitives and
components. The path-finding system works with a limited number of assetanimated characters. External video-editing software is needed for the
finalization of machinima.
Moviestorm21 features the first attempt to deliver an all-in-one
solution for the cinematic machinima production pipeline, from importing
assets, built-in interactive recording, video-editing, and exporting in various
video formats functionalities.
The low-level syntagms of art manipulation present in Moviestorm
include individual element modification in position, scale, texture, lightning
and sound. The higher-level syntagms present include imported 3-D game
elements and design blocks of assets. Syntagms related to Moviestorm as an
authoring platform are the fully interactive 3-D view interface combined with
simplified built-in video-editing software. Moviestorm has, therefore, two of
three paradigmatic options of the syntagm for designing a machinima scene:
primitives and components. Its main disadvantages are: a complicated asset
import model, and almost impossible ability to adapt a designer’s own
characters, and a standard animation format import into the environment.
Similar to Second Life, Moviestorm offers dedicated Moviestorm users a
marketplace for the exchange and sale of the Moviestorm Workshop (Plug-In
Object Editor) signed objects.
The simplistic interface makes Moviestorm the ideal choice for
machinima novices, which is confirmed by the statistics of software
preference in my machinima production course.
Although Antics3D development was discontinued in 2009, this
platform still has some advantages over Moviestorm, with easier and
extended import of props (.3ds format) and import of user-preferred
animations in .bvh.
Since August 2008, I have witnessed Moviestorm’s rapid
development, so I am optimistic about its role in becoming the primary tool
for cinematic machinima production in the near future.
The results of this comparative analysis of machinima platform and
their impact on creativity reveal that interface features significantly influence
134
Machinimation Tools and their Impact on Creativity
______________________________________________________________
the user-type involved with a particular platform, which is in line with
Bardzell’s conclusions.
Notes
1
H Lowood, ‘Found Technology: Players as Innovators in the Making of
Machinima’, Digital Youth, Innovation, and the Unexpected, T McPherson
(ed), The John D. and Catherine T. MacArthur Foundation Series on Digital
Media and Learning, MIT Press, Cambridge, MA, 2008, p. 185.
2
G Mitchell & A Clarke, ‘Videogame Art: Remixing, Reworking and other
Interventions’, Level Up: Conference Proceedings, University of Utrecht,
Utrecht, The Netherlands, 2003, p. 340.
3
H Jenkins, cited in T Sihvonen, Players Unleashed! Modding The Sims and
the Culture of Gaming, Annales Universitas Tukuenis, University of Turku,
Finland, 2009, p. 58.
4
J Bardzell, p. 19.
5
ibid, p. 20.
6
ibid, p. 21.
7
ibid, p. 21.
8
ibid, p. 21.
9
ibid, p. 22.
10
ibid. P. 23.
11
ibid, p. 24.
12
ibid. P. 24
13
ibid, p. 25.
14
ibid, p. 26.
15
ibid, p. 28.
16
ibid, p. 28.
17
ibid, p. 28.
18
ibid, p. 29.
19
Garry´s Mod for Half Life 2, more information at: http://www.
garrysmod.com/news/.
20
Antics3D, more information at: http://antics3d.blogspot.com/.
21
Moviestorm, more information at: http://www.moviestorm.co.uk/.
Bibliography
Bardzell, J., ‘Creativity in Amateur Multimedia: Popular Culture, Critical
Theory, and HCI’. Human Technology: An Interdisciplinary Journal of
Humans in ICT Environments. Vol. 3, February 2007, University of
Jyväskylä, Finland.
Daniel Riha
135
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Mitchell, G. & Clarke, A., ‘Videogame Art: Remixing, Reworking and other
Interventions’. Level Up: Digra Conference Proceedings. University of
Utrecht, Utrecht, The Netherlands, 2003.
Lowood, H., ‘Found Technology: Players as Innovators in the Making of
Machinima’. Digital Youth, Innovation, and the Unexpected. T. McPherson
(ed), The John D. and Catherine T. MacArthur Foundation Series on Digital
Media and Learning. The MIT Press, Cambridge, MA, 2008.
Sihvonen, T., Players Unleashed! Modding The Sims and the Culture of
Gaming. Annales Universitas Tukuenis, University of Turku, Finland, 2009.
Daniel Riha, Ph.D., Assistant Professor at Faculty of Humanities, Charles
University in Prague, Czech Republic. His research includes issues on
Serious Games and Multi-user Virtual Environments Design.
Media Convergence and the Future of Online Platforms
Fredrik Gundelsweiler, Christian Filk & Bruno Studer
Abstract
In this publication we present our theory about media convergence. We
explain the new evolving requirements and design possibilities for novel
online platforms. The key ideas on how to design and realise a multimedia
online platform of the future are discussed. Therefore we explain some
theoretical assumptions and found them on our practical experiences. We
present our findings which we got during the requirements analysis and show
how we came to our theory and conclusion by evaluating and interpreting the
results. In the outlook we present current research trends of media
convergence and human-computer interaction.
Key Words: Media convergence, crossmedia, multimedia, Web 2.0, online
community, interaction, multimedia production.
*****
1.
Introduction
We are building up a new course of studies called Multimedia
Production (MMP) which educates students in producing and publishing new
media content for crossmedia online platforms. Media agencies, news and
multimedia companies are in need of people with these skills because they
have to respond to the changes in the traditional media landscape caused by
the new media. Although the trends show that organisations which use
content management systems are increasing, most of them neglect the use of
novel web principles and techniques. These web platforms are far from up-todate trends like web 2.0 and novel possibilities of interacting with and
searching for information. Most of them use primitive search functions and
result visualisations which are outdated and static. This concerns the interface
design of search, interaction and navigation for interactive web applications.
An additional issue is how to manage the diversity of content in different
print, audio and video formats.
2.
Transformation Processes and Converging Media
In the last two decades the quaternary economic sector and the
media industry are characterised by fundamental transformations. Especially
the digitalisation and convergence processes trigger enormous consequences
for media products, services, business models and the respective media based
user roles and transactions. When we take a look at the traditional media of
public mass communication like newspapers, radio and television we
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Convergence of Media and the Future of Online Platforms
______________________________________________________________
recognise that they are faced with a hard challenge created by new standards.
These standards are set by the fast technology growth, information and
communication technology (e.g. mobile communication) and the Web 2.0
principles and practices like user generated content, network effect and
remixability. All these new standards under development show the enormous
structural changes of the media and the society.
Above all, the concepts of cross-media and media convergence are
of great importance in the current theoretical and practical discussion.
Especially for media companies both terms describe variants of media
economical added-value. ‘Value-added step’ is meant in the sense of product
differentiation: 1. produce content (first value-added step), 2. combine
content (second value-added step) and 3. distribute content (third value-added
step).
The usage of media-convergent concepts and strategies in the
communications industry can address media users according to the target
group starting with streaming media, branded entertainment, viral marketing
through scientific visualization, micro-blogging and YouTube to Google
News, Ricardo and Facebook.1 New web services are raising fast like
Twitter, Google Wave and Google Buzz.
The term ‘media convergence’ first referred primarily to the
technical convergence of print media to electronic media and
telecommunications. In this context established communication, journalism,
and content-recovery processes in the media business dissolved.2 The
prevailing specialisation in traditional production, distribution and reception
contexts got obsolete because of digitalisation and convergence of (mass)
media.3 As a result it was necessary to create, bundle and distribute new
content. This brings about consequences in the relevant converging media
and communication markets in conjunction with technological, political,
economic, legal and sociocultural aspects.4 With this market transformation
was a significant potential growth especially of the content distribution, the
third value-added step of media economy.5
3.
Media Convergence and Society
In interdisciplinary research on media convergence a system of
business and revenue forms was designed that can be adapted modularly.6
The value chain concept with recourse to Porter turns to be particularly
advantageous since it opens up various options for connections with parts of
economic concepts which have been unrelated until now.7
At this point new cross-media and media convergent products,
services and their models establish. The Internet as a global network becomes
the promoter for telecommunications by the successive integration of more
and more networks, services and applications.8
Fredrik Gundelsweiler, Christian Filk & Bruno Studer
139
______________________________________________________________
In contrast to neoclassical microeconomics the markets of the
Internet economy can be understood as process dynamics.9 Because of the
direct and indirect network effects of online media we have to adjust
traditional functions and attributions of economic theories: negative
feedbacks change in the Internet economy to positive feedbacks. Mass
displaces scarcity as a source of value.10 The Web 2.0 is a ‘participative
economy.’11 Sustainable Web 2.0 technologies and related applications
(social media, knowledge management, microblogging etc.) support
businesses in the development of their products by getting feedback on
products and making business decisions through customer involvement.12
Converging media environments and cross-media usage models
provide many opportunities to produce, combine and distribute content. The
adaptation of media convergent conceptualisations and strategies in the
context of media, economics, society and culture requires that the society has
established a predominant communication pragmatism based on visual,
participatory and self-organised forms of media.13 Cross media formations
constitute a participative, convergent network culture only due to a strong
understanding of the importance of visualisation, participation and networks
in the society.14
4.
Requirements of New Media Systems
From the perspective of human-computer interaction, users must be
involved early in the development process for interactive applications.15 In
our case, there is the problem that users must have understood the concept of
media convergence and its far-reaching consequences. This would enable
them to give meaningful input in the process of requirements analysis and
design. The problem here is that the understanding of this complex subject is
not given. A test for whether this knowledge is available fails because the
transformation process of media in society is not yet complete.
Following our assumptions media convergence takes place in three
areas in this transformation process. The first area is the technique that is
used for the consumption of media content. It includes devices such as smart
phones, notebooks, personal computers and televisions. Here we see a
general trend towards the mobile sector, however fixed TVs are preferred at
home by consumers because of better quality and large screens. The second
dimension is time. It plays an important role when the consumer accesses the
content. Generalising, one could establish the following proposition. In the
morning the users are listening to the radio. While on the way to work, they
use their mobile devices to receive media content. At lunch they use their
personal computers to consume media content. In the evening they are using
mainly both mobile devices and devices with large screens for the playback
of content such as movies. The two previous dimensions affect the nature of
processing of media content. Properties of media such as formats, resolution,
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Convergence of Media and the Future of Online Platforms
______________________________________________________________
quality, length, video, audio, text, and many more have to be identified and
matched to the particular situation of the consumers. Depending on the
situation in which the consumer is and the available device, the media content
has to be tailored to the user.
5.
Multimedia Platforms of the Future
Our research objectives are subject to different platforms. We want
to adjust these in terms of media convergence and integrate them into one
viable multimedia platform of the future. There already exist several projects
that were implemented by us or our commercial partners. A platform for
transmitting movies is graubuendentv.com which currently distributes video
and audio content via different channels (own streaming, Youtube, etc.) from
Switzerland, Graubünden to the consumers. The next step will be the
integration and transmission of such content via IPTV.
The future multimedia platform must be able to tailor the format to
the situation and the type of user-desired consumption. Within this concept,
however, the generation of content by many users is a basic principle which
follows the Web 2.0 principle of ‘user-generated content.’ Consumers who
are on site where the events happen are becoming journalists or editors and
start reporting live on site. This is the way news are created by consumers for
consumers. In the future the fact is that beginners will be journalists and this
will affect the quality of reporting and thus the quality of the news. In
addition a steering board defines which content is distributed to the different
channels.
6.
Conclusion and Outlook
We argued that the media world is in a transition stage where the
convergence of the media develops in the areas of technique, content and
social aspects. Many companies are missing this transformation process. In
order to be better accepted by humans as social beings the socialisation of
multimedia systems in the future will be a unique selling point. With this
publication, we want to bring up an interesting discussion about the future
world of multimedia systems in relation to new technologies and the Internet.
Notes
1
M Schumann & T Hess, Grundfragen der Medienwirtschaft Eine
betriebswirtschaftliche Einführung, Berlin/Heidelberg, 2009. S Droschl &
Kunstverein Medienturm (eds), Crossmedia Neue Medien in der
Gegenwartskunst, Wien/Bozen, 2006; C Jakubetz, Crossmedia, Konstanz,
2008. U Gleich, ‘Multimediale Kommunikationsstrategien’, Media
Fredrik Gundelsweiler, Christian Filk & Bruno Studer
141
______________________________________________________________
Perspektiven, Jg. 2009, Nr. 1, pp. 40-45. S Münker, Emergenz digitaler
Öffentlichkeiten. Die sozialen Medien im Web 2.0, Frankfurt am Main, 2009.
2
T Holzinger & M. Sturmer, Die Online-Redaktion Praxisbuch für den
Internetjournalismus, Berlin, 2009.
3
U Grüner, Crossmedia für Lokalzeitungen. Zeitungen, Internet und Handy
geschickt verknüpfen, Berlin, 2007.
4
K Dimitrakopoulou, Medienkonvergenz und der relevante Produktmarkt in
der europäischen Fusionskontrolle. Eine Untersuchung im Bereich der
konvergierenden Telekommunikationsmärkte im Hinblick auf die
Innovationsförderung, Baden-Baden, 2007. A Fiebig, Gerätebezogene
Rundfunkgebührenpflicht und Medienkonvergenz Rundfunkgebührenpflicht
für Internet-PC und Rechtsnatur der Rundfunkgebühr, Berlin, 2008. C Filk,
Episteme der Medienwissenschaft - Systemtheoretische Studien zur
Wissenschaftsforschung eines transdisziplinären Feldes, Bielefeld, 2009. C
Filk, Rezeption privater Schweizer Radio - und Fernsehangebote unter
crossmedialen und medienkonvergenten Marktbedingungen - Eine
empirische Studie am Beispiel der Randregion Oberwallis, Siegen, 2010. M
Kempf, Die internationale Computer- und Videospielindustrie. Structure,
Conduct und Performance vor dem Hintergrund zunehmender
Medienkonvergenz, Hamburg, 2010.
5
Schumann & Hess, loc. cit.
6
Gleich, op. cit.. B W Wirtz, Medien - und Internetmanagement, Wiesbaden,
2009.
7
ME Porter, Competitive Strategy Techniques for Analyzing Industries and
Competitors, New York, 1980. A Zerdick, Die Internet-Ökonomie Strategien
für die digitale Wirtschaft, Berlin/Heidelberg, 2001.
8
Schumann, Hess, loc. cit. Filk, loc. cit., 2010. Wirtz, loc. cit.
9
W Grassl & B. Smith (eds.), Austrian Economics Historical and
Philosophical Background, New York, 1986. N Leser, Die Wiener Schule der
Nationalökonomie, Wien, 1986.
10
Zerdick, op. cit..
11
S Singh, ‘A Web 2.0 Tour for the Enterprise’, Boxes and Arrows, August
2006.
12
Ibid.; T O’Reilly, ‘What Is Web 2.0? Design Patterns and Business Models
for the Next Generation of Software’, Online: http://oreilly.com/web2/
archive/what-is-web-20.html., (last modification: 30.09.2005, last visit:
16.04.2010). A McAfee, ‘Enterprise 2.0 The Dawn of Emergent
Collaboration’, MIT Sloan Management Review, Spring 2006, pp. 21-28.
13
M Giesecke, Von den Mythen der Buchkultur zu den Visionen der
Informationsgesellschaft. Trendforschungen zur kulturellen Medienökologie,
Frankfurt am Main, 2002. M Giesecke, Die Entdeckung der kommunikativen
142
Convergence of Media and the Future of Online Platforms
______________________________________________________________
Welt. Studien zur kulturvergleichenden Mediengeschichte, Frankfurt am
Main, 2007.
14
Holzinger, Sturmer, loc. cit. O’Reilly, loc. cit..
15
D Mayhew, The Usability Engineering Lifecycle: A Practitioner's
Handbook for User Interface Design, Morgan Kaufmann Pub. Inc., 1999.
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Verlag, 3rd ed., 2008.
Dimitrakopoulou, K., Medienkonvergenz und der relevante Produktmarkt in
der europäischen Fusionskontrolle. Eine Untersuchung im Bereich der
konvergierenden Telekommunikationsmärkte im Hinblick auf die
Innovationsförderung. Baden-Baden, 2007.
Droschl, S. & Medienturm, K. (eds), Crossmedia. Neue Medien in der
Gegenwartskunst. Wien/Bozen, 2006.
Fiebig, A., Gerätebezogene Rundfunkgebührenpflicht und für Internet-PC
und Rechtsnatur der Rundfunkgebühr. Berlin, 2008.
Filk, C., Episteme der Medienwissenschaft - Systemtheoretische Studien zur
Wissenschaftsforschung eines transdisziplinären Feldes. Bielefeld, 2009.
Filk, C., Rezeption privater Schweizer Radio- und Fernsehangebote unter
crossmedialen und medienkonvergenten Marktbedingungen – Eine
empirische Studie am Beispiel der Randregion Oberwallis. Siegen, 2010.
Giesecke, M., Von den Mythen der Buchkultur zu den Visionen der
Informationsgesellschaft. Trendforschungen zur kulturellen Medienökologie.
Frankfurt am Main, 2002.
Giesecke, M., Die Entdeckung der kommunikativen Welt. Studien zur
kulturvergleichenden Mediengeschichte. Frankfurt am Main, 2007.
Gleich, U., ‘Multimediale Kommunikationsstrategien’. Media Perspektiven.
Jg. 2009, Nr. 1, pp. 40-45.
Grassl W. & Smith, B. (eds), Austrian Economics. Historical and
Philosophical Background. New York, 1986.
Fredrik Gundelsweiler, Christian Filk & Bruno Studer
143
______________________________________________________________
Grüner, U., Crossmedia für Lokalzeitungen. Zeitungen, Internet und Handy
geschickt verknüpfen. Berlin, 2007.
Harrison, S., et. al., The Three Paradigms of HCI. Chi 2007. ACM Press
2007.
Holzinger, T. & Sturmer, M., Die Online-Redaktion. Praxisbuch für den
Internetjournalismus. Berlin, 2009.
Jakubetz, C., Crossmedia. Konstanz, 2008
Kempf, M., Die internationale Computer- und Videospielindustrie. Structure,
Conduct und Performance vor dem Hintergrund zunehmender
Medienkonvergenz. Hamburg, 2010.
Leser, N., Die Wiener Schule der Nationalökonomie. Wien, 1986.
Mayhew, D.J., The Usability Engineering Lifecycle: a Practitioner's
Handbook for User Interface Design. Morgan Kaufmann Pub. Inc., 1999.
McAfee, A. P., ‘Enterprise 2.0. The Dawn of Emergent Collaboration’. MIT
Sloan Management Review, Spring 2006, pp. 21-28.
Müller, A., Erfolgsfaktoren für Crossmedia-Publishing-Anbieter. Berlin,
2009.
Müller, H., et. al., ‘Efficient Access Methods for Content-Based Image
Retrieval with Inverted Files.’ Proceedings of Multimedia Storage and
Archiving Systems. IV (VV02). Boston, MA, USA, 1999.
Münker, S., Emergenz digitaler Öffentlichkeiten. Die sozialen Medien im
Web 2.0. Frankfurt am Main, 2009.
Norman, D.A., The Design of Future Things. Basic Books, 2007.
O’Reilly, T., What Is Web 2.0? Design Patterns and Business Models for the
Next Generation of Software. Online: http://oreilly.com/web2/archive/whatis-web-20.html., (last modification: 30.09.2005, last visit: 16.04.2010).
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_______
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Wirtschaft. Berlin/Heidelberg, 2001.
Fredrik Gundelsweiler is lecturer at the University of Applied Science in
Chur, Switzerland and leading the web specialization of the course of studies
called Multimedia Production. While interested in the convergence of media,
usability, software engineering, currently his research and writing is devoted
to the usability of online platforms and web portals.
Gaming Potential of Augmented Reality
Gaspar Pujol Nicolau
Abstract
Augmented reality (AR) consists in a series of interconnected devices
capable of adding virtual information over physical. It distinguishes from
virtual reality because it does not substitute reality but overprints digital data
over the real world. Actual applications of AR are multiple, from social
networking through info overlaying, to gaming. The appearance of more and
more powerful portable devices is introducing AR applications and games
into our daily lives. Therefore, in our saturated game industry, augmented
reality seems to be one of the more interesting gaming innovations available.
We discuss proof of concept demos, gaming prototypes and actual
commercial games based on AR in several platforms. This will let us start to
understand which the true possibilities of AR are in gaming terms, and which
could be the next step for AR games. Finally, we will briefly delve into the
actual problems and possible improvements of AR.
Key Words: Augmented reality, videogames, magic lens, magic mirror,
HCI, future platforms, mobile phones, wearable computers.
*****
1.
Origins of AR
Initially, augmented reality (AR) comes from the need to process
huge amounts of data associated with real-world objects (and subjects). The
basic idea is that the most intuitive way of showing this data is to place it
directly over the real world. As human beings we are used to interpret and
process the world around us with astounding speed, faster and better than any
computer. By using this natural ability and combining it with some kind of
intermediary device, we can ‘enrich’ our environment with the data we need.
In this way the architect could actually see the building as he designs it, the
physician could see medical data over the patient’s body and the pilot could
see the speed, altitude and bearing of every plane in his field of view.
AR provides the means for intuitive information presentation which
enhances our perception of the real world, placing virtual objects and
graphical/written information over them. At the same time it exploits the
natural understanding and familiarity with our ‘real’ environment as means of
improving human-computer interaction (HCI). We could define it as a series
of interconnected devices capable of adding virtual information over physical
objects or places. It distinguishes from virtual reality because it does not
substitute reality but overprints digital data over the real world. Actual
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Gaming Potential of Augmented Reality
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applications of AR are multiple, from social networking, through info
overlaying to (lately) gaming.
Table 1. Continuum from reality to virtuality, as presented by Paul Milgram
In fact, we could say that AR bridges the gap between virtual reality
and the real world. Following the ideas of Paul Milgram we can think about a
continuum going from reality to virtuality. The space in between reality and
the virtual world covers what they called ‘mixed reality,’ where virtual and
real elements coexist and interact. AR is only part of this continuum, being
nearer to the ‘real’ side of the spectrum than to the virtual one. Since the
appearance of the virtual world, the barriers between what’s virtual and real
have been thinning.
At a first glance, we can see that the implications of such a
technology can greatly affect our daily lives. But the fact is that, even though
this technology has been there for more than 18 years now, its true potential
is only being exploited superficially.
Therefore, the use of AR in forms of leisure and gaming seems the
next logical step. In our saturated game industry, AR seems to be one of the
more interesting gaming innovations available. As AR capable hardware such
as powerful mobile devices is introducing AR applications and games into
our daily lives, developers are using this technology to experiment in gaming
design. At the same time, good gaming ideas seem to mobilise hardware
industry into new (and risky) interfacing methods.
Actual gaming platforms are dealing with AR in several ways, but
all of them can be summarised in two main tendencies. The first one relies on
a fixed real environment near to a camera and a display, where the mixed AR
images appear. The second one relies on a device that captures reality behind
it and adds the mixed reality elements behind it presenting them to the
viewer.
2.
Magic Mirror
The metaphor of the ‘magic mirror’ suits perfectly to the first
technology we want to discuss about. A mirror is static, and reflects what is
in front of it in an inverted fashion (if you move your right arm, the ‘left’ arm
of your reflection moves). The Magic Mirror AR consists of a video capture
Gaspar Pujol Nicolau
147
______________________________________________________________
device (webcam or similar) situated parallel, diagonal or perpendicular to the
play surface. It is supposed to remain static and never change its focus. To
see the mixed reality elements, the player has to look towards the display
where the real and virtual worlds are mixed. However, the reduced field of
view of the camera deeply hampers this procedure, limiting the play area to
that of the static scene being recorded. The physical limitations of this
technology make it suitable for limited spaces and static environments
(desks, walls, tables, living rooms…).
This technology is the first step into AR, because it actually puts you
into the processed world that the TV or computer display. It is not actually
‘taking out’ objects from the virtual to the real world but ‘putting in’ real
objects (you and your living room) into a processed scene where virtual
objects appear. The most evident advantages are that this fixed AR is easier
to manipulate and programme, and that the whole technology works with
very common hardware (cameras/webcams and monitors/TV sets).
Nowadays we have few commercial games using this technology in
a successful way. Two of the best examples using the magic mirror
technology belong to Sony’s PS3. Both The Eye of Judgment and Eye Pet use
the peripheral called PlayStation Eye to capture the immediate environment
around the TV screen and to place there the animated characters. Of course,
both lack the possibility of moving the point of view of the camera.
Another completely different tendency is what Nintendo Wii and
Microsoft’s Xbox360 Project Natal are trying for their machines. Even
though marginally AR, it is an interesting way to use this technology. We
could speak here of embodied gaming experience, where your real life
movements become the interface to play the game. In both systems, a fixed
device captures the movements of the player (or at least the controller) and
composes them into the virtual world. Experimental prototypes, such as
Kickass Kungfu, try to exploit the movements of the player’s full body, thus
requiring a lot more space.
The last analysed possibility is to use real objects augmented with
virtual images as ways of interfacing with the computer. The prototype by
Dassault systémes for a Nestlé Arthur & Minimoys promo campaign uses a
normal cereal box with a fiduciary marker to transform it into a gaming
console. The position of the box is used to affect the physics of the game. In
the same way, project Levelhead, by Julian Oliver, presents three cubes as a
spatial 3D memory puzzle game. In tilting the cubes, the character in the
games moves accordingly to the steepness. It is also able to pass from one
cube to the other in order to solve the puzzle.
3.
Magic Lens
The ‘magic lens’ technology is the next step towards AR. It is
developed as a portable, or at least, more mobile version of the magic mirror
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technology. In order to be able to show AR elements to the user it needs of
some kind of portable device where to project and mix real and virtual
worlds. The metaphor applied here is that of a ‘magic lens’ you can carry and
move all around you, through which you perceive the ‘magic’ AR world.
Of course, this technology is completely related to that of wearable
computers. Nowadays two tendencies emerge, semi-transparent displays and
video-composites. The first is a see-through glass, where layers of virtual
elements can be superimposed. This gives a perfect fidelity of the real world
but also a lot of problems to make AR elements ‘believable’ within the users
field of view.
The second is a video display fed by a camera, where real and
virtual objects are mixed and then presented to the user. With this technology
it is easier to mix real and virtual elements, but also provokes a general loss
of fidelity. Some years ago, it required specific hardware as virtual glasses or
head mounted displays. Now it is the easiest way to program AR
applications, as new media (iPhone, NDSi, PSP with the camera module or
Multimedia mobile phones) are appearing.
It is interesting to note that old portable consoles and mobile
telephones did not have a camera. However, all the new generations of
portable devices are created with the idea of multimedia applications in mind.
The incorporation of cameras into these devices makes them a perfect target
for first-generation AR applications. Cameras are not only designed to
capture images but to transform the device into a ‘magic lens.’
With the appearance of new portable multimedia platforms, the use
of this technology is spreading quite fast. Games like Ghost Wire (NDSi), or
System Flaw (NDSi) use the positioning of flat sprites over real background
images. The movement of the camera allows rotating the world accordingly.
Fiduciary markers are used in Invizimals (PSP) to fake the AR characters
walk over surfaces, and be affected by shadows and hand movement. On the
prototype side, we have project ARhrrrr! by Georgia Tech and SCAD Atlanta
for the Nvidia Tegra. The physical map, acting as a fiduciary marker
generates a whole 3D AR environment over it, where enemies appear. The
player has to shoot the enemies, adjusting his position in real space
accordingly. Occlusion and distance are part of the gameplay.
4.
Gaming Potential
So, as we have seen, using the real environment as support for
games has an almost unlimited potential. Our movements can be captured
and entered into the game to move our character. Layers of reality and
virtuality can coexist in the same physical space to make things appear or
disappear. In fact, reality can be altered and ultimately masked to become
another world.
Gaspar Pujol Nicolau
149
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With the simultaneous use of positioning technology such as GPS,
the world can be transformed in a huge playground. Physical mobility
becomes an alternative way of playing, allowing dynamic activities capable
of involving thousands of players. Maybe the best example of this is the
Hewlett Packard tech demo called Roku’s Reward, where we can see to a
great extent the potential of this technology. An alternative world is
superimposed over the real one, posing new challenges and rewards to
achieve.
Moreover, AR can be combined with existing technologies, hobbies
and tendencies. We could think of AR puzzles, AR graffiti, AR radio
controlled cars or planes, AR toys, AR board games,etc. To see a few
selected examples among the current technologies we would mention
Parrot’s ARdrone, and PIT strategy AR board game from Augmented Reality
Games. The first combines a real radio-controlled helicopter attached to a
camera with AR generated enemies and obstacles. The second one is a racing
board game with superimposed AR images, played in real time with fiduciary
markers in the form of cards. What players put over the board affects the
speed and behaviour of the virtual cars.
5.
What is Missing?
Even though the possibilities seem endless, AR technology must be
improved before it finally reaches the masses. One of the first problems we
encounter is that most of these tech demos are never fully developed into
full-fledged technologies, because of lack of economical support. This means
that nowadays, only few commercial games can be made economically viable
and therefore, profitable. AR technology is neither cheap nor reliable enough.
There are many hardware problems concerning latency, occlusion,
fidelity, and lack of processing power and resolution that must be solved
before a proper portable AR-capable device can be made. Apart from that,
one of the biggest issues is the lack of two-way interaction. Nowadays, we
are only simple spectators of the AR world. One of the challenges for the
future is affecting and receiving input from the AR world, in real time, and to
share this experience with other people.
Another issue to be solved is to develop more comfortable AR
capable hardware. Most of all, we have to improve usability. Now you have
to hold your mobile device, arms stretched, and look through a tiny screen.
This is bulky, ugly and uncomfortable, apart from being hardly usable.
Possibly the future is a contact lens or glasses-like device, probably
connected through Bluetooth to a mobile phone or similar device, in the
tracks of what project Sixthsense by P. Mistry is presenting. We have to have
in mind that this hardware has to be polyvalent: not only for gaming but also
for shopping, working and dealing with information. This would be the only
way to introduce it to the mass market.
150
Gaming Potential of Augmented Reality
________________________________________________________
Of course, apart from the technical problems mentioned above, there
are several human and public health questions that must be put into the light
before making this technology available to the masses. Masking reality can
be dangerous if we end down a manhole or run over by a car we thought
didn’t exist. AR spam and advertising can also be an interesting topic to think
about in the near future. What is sure is that Augmented Reality is going to
affect our future lives in a way or another.
Bibliography
de Andrés, T., Homo Cybersapiens. Eunsa, Navarra, 2002.
Azuma, RT., A Survey of AR in Presence. Teleoperators and Virtual
Environments. vol 6, no. 4, 1997.
Barfield, W. & Caudell, T., Fundamentals of Wearable Computers and
Augmented Reality. Lawrence Erlbaum, London, 2001.
Caudell, T. & Mizell, D.W., Augmented Reality: An Application of Heads-Up
Display Technology to Manual Manufacturing Processes. Proceedings of
1992 IEEE Hawaii International Conference on Systems Sciences. 1992.
Milgram, P, et al. Augmented Reality: A Class of Displays on the RealityVirtuality Continuum. SPIE: Telemanipulator and Telepresence
Technologies. Boston, 1994.
Videogames & Tech Demos
ARhrrrrr! (Nokia Nvidia TEGRA). http://www.augmentedenvironments.
org/lab/research/handheld-ar/arhrrrr/. viewed on March 19th, http://www.
youtube.com/watch?v=Cix3Ws2sOsU.
Arthur & the Minimoys (Nestlé promo). http://www.3ds.com., viewed on
March 15th ,http://www.youtube.com/watch?v=TzCMAgVrPFc.
Eye Pet, http://www.eyepet.com. viewed on March 19th, http://www.you
tube.com/watch?v=aPENA1Bpm68.
Eye of Judgment, http://www.eyeofjudgment.com. viewed on March 19th,
http://www.youtube.com/watch?v=6tEqM4BEvLY.
Gaspar Pujol Nicolau
151
______________________________________________________________
Ghost Wire. http://www.ghostwiregame.com., viewed on March 15th,
http://www.youtube.com/watch?v=kEZzDB8YWvQ.
Kickass Kungfu. http://www.kickasskungfu.net. viewed on February 12th,
http://www.youtube.com/watch?v=Xl_VTxunkIE.
Levelhad. http://www.julianoliver.com/levelhead. viewed on March 15th
http://www.youtube.com/watch?v=dsb76pva4s4.
Parrot Ardrone. http://www.ardrone.parrot.com/. viewed on March 19th,
http://www.youtube.com/watch?v=FQJPPrvcsTw.
PIT strategy. http://www.augmented-reality-games.com/page.asp?pageid=
215. viewed on March 19th http://www.youtube.com/watch?v=xGsfDDx
hFN0.
Roku’s Reward. http://www.hp.com. viewed on March 19th,
http://h30418.www3.hp.com/?rf=sitemap&fr_story=FEEDROOM169385&ju
mpid=reg_R1002_USEN.
Sixthsense. http://www.pranavmistry.com/projects/sixthsense/., viewed on
March 15th, http://www.youtube.com/watch?v=nZ-VjUKAsao.
System Flaw. http://www.systemflaw.com.
http://www.systemflaw.com/video.html.
viewed
on
March
15th,
Gaspar Pujol Nicolau, Associate Professor, Universitat Internacional de
Catalunya, Spain.
PART VII
Controversial Issues in Cyberlife
Election 2.0: How to Use Cyber Platforms to Win the US
Presidential Elections - An Investigation into the Changing
Communication Strategies of Election Candidates
Sabine Baumann
Abstract
From a political communication perspective presidential elections have
significant characteristics. There is a large, global audience looking for
information. The information material is highly suitable for interactive
exchange (latest events, voter opinions; candidates’ positions on election
issues; updates; personalisation). Not surprisingly, this potential for
interactivity has unleashed the use of cyber platforms to share information
not just via the customary media channels but virtually from citizen to
citizen. Candidates or parties not familiar with the potential of
communicating via interactive cyber platforms no longer stand a chance to
win the election. Democratic election processes have completely been
transformed with regards to how to communicate with the electorate.
The major candidates in the 2008 US presidential elections, Barack Obama
and John McCain, have used all communication channels, including those in
virtual environments, on an unprecedented scale. This included sharing
information via social networks, communicating on electoral topics, and
Obama’s extensive grassroots campaign. Obama, in particular, mobilised
followers to become information brokers by creating and sharing their own
content, reporting on the latest events of the campaign trail, organising local
and national events as well as collecting donations to support their candidate.
The paper explores how cyber platforms fulfil a variety of functions within
democratic election processes: spreading information, creating commonly
accepted topics, building voter networks, and attracting sponsors. The
communication strategies of the US presidential candidates are used as
examples to study the application of virtual environments to shape ideas
across societal groups and hence, the influence on opinion building. The
paper demonstrates how ordinary citizens can be motivated to become part of
virtual political networks on a global scale. Immediate interpersonal
communication through cyber platforms provides the new extended
foundation to gather votes and funding within the democratic election
process.
Key Words: Political communication, presidential campaign, web 2.0, user
generated content.
*****
156
Election 2.0
______________________________________________________________
1.
Introduction
Barack Obama is the first Afro-American president of the United
States. Before the election process started, he was only known to a small
fraction of the US population let alone to a global audience. For many, the
Illinois senator seemed to have come out of nowhere. However, his
appearance on the scene and his eventual success were based on a welldevised communication strategy which not only took into account how to
reach potential voters and drive topics, but mobilised followers on a
nationwide scale. This essay explains the components of Obama’s strategy
and compares it to McCain’s approach.
2.
Challenges of the Election Process
The election road to the White House is a long and exhausting one.
It needs contestants with charisma, a great deal of stamina, and abounding
financial resources. While in 1976 the candidates would have spent less than
70 million USD in total for all their campaigns this figure had risen to 1.3
billion USD in the last election.1 In the primaries the candidates have to
succeed against other candidates from their own political party before finally
confronting the contenders of the other parties. Within his own party, the
Democrats, Obama initially was not regarded as an aspirant who could
seriously challenge favourites like Hillary Clinton. But it was well before the
primaries that he started the campaign that would finally take him into the
White House.
On Friday, February 9, 2007, the day before making his
announcement that he would run for president, Obama explained the central
ideas behind his campaign in a preview announcement. He invited followers
to join him on his journey to make change happen and to fundamentally
change the nature of politics in the US. According to his statements this
change could happen if individuals got involved, each contributing their
share, even if but a small one. What he meant was that followers should use
his new website to „organise your friends, your neighbours and your
networks’2. Equally important was that followers should take fundraising into
their hands by raising small donations, thus making the campaign
independent of large contributions.3 Looking at the donor contribution
statistics (see exhibit 1) this strategy proved successful. Compared to John
McCain with only 34%, 54% of Obama’s contributions came from donors
giving less than 200 USD each. Overall, Obama raised about 750 million
USD while McCain only managed to attract donations of about 270 million
USD.4
Sabine Baumann
157
______________________________________________________________
Candidate
No. of $200+
Contributors
%
from
Donors
of $200
or less
No.
of
$2,300+
Contributors
66,034
%
from
Donors
of
$2,300
or less
32%
Obama,
Barack
McCain,
John
362,952
54%
145,299
34%
No.
of
$4,600+
Contributors
13,120
%
from
Donors
of
$4,600
or less
9%
34,461
49%
6,654
16%
Exhibit 1: Donor Demographics – Contributions from all Donors/
Individuals: Contribution Size5
On the spending side McCain spent a total of 119 million USD on
media, of which 4.6 million USD were dedicated to Internet media. Opposed
to that, 24.2 million USD of Obama’s 312 million USD media budget were
directed to Internet media.6 Both, internet and mobile media were more
central components of Obama’s campaign than in that of McCain who had
underestimated their considerable power and attraction, and, in particular,
their information and mobilising potential. Almost half of all voters actually
used the internet during the campaign for various purposes: obtain news and
information on campaigns via news sites, watch online videos, consult
Wikipedia for background information or view original documents (e.g.
finance reports and data published by the Federal Election Commission).
Beyond that, supporters met in social networks to exchange information and
opinions with other voters, to share their stories and experiences, to organise
events or - and that was new - to collect donations for their preferred
candidate.
3.
Comparison of McCain’s and Obama’s Communication
Strategies
L ogo
M o tto :
C hange can
H appen
T h a n k y o u M essa g e
S k ip D o n a tio n
B u tto n
P h o to o f O b a m a
a n d B id e n
D isp la y o f
M e r c h a n d ise
A r tic le s fr o m S h o p
S e c tio n fo r E n tr y o f D a ta o f
D onor
Exhibit 2: General Layout of Entry Screen Obama-Biden Website
Election 2.0
158
______________________________________________________________
A detailed analysis of the Obama-Biden website reveals how its
layout supported the desired objectives. When accessing the Obama-Biden
website a pop-up immediately appeared asking for donations (see exhibit 2
for the general layout of the entry screen).7 Users then either entered their
data into the appropriate section in the bottom right hand corner or clicked on
Skip Donation to go to the main website. However, there were more
fundraising functions installed on the website by offering various interesting
products in the store (some featured items already displayed on the entry
page). Besides the usual merchandise such as t-shirts, mugs, caps, etc. two
product ranges attracted a lot of attention and their products were soon soldout: Runway to Change propounding clothes designed by fashion designers
supporting Obama, and Artists of Obama offering specifically designed
works of art. The latter seem to have established a trend regarding art works
relating to the president.8
Unsurprisingly, the Obama-Biden website provided users with
extensive information on the biographies of the candidates, their spouses,
dates and activities of the campaign trail, positions the candidates take on
certain issues such as civil rights, defence, the economy, education health
care, etc. Users could also access the latest media coverage through articles
and videos. They were informed by email on upcoming events if they left
their contact information. Regarding these anticipated features the McCainPalin website offered similar functionalities.
However, the Obama-Biden website went well beyond the
established approach by introducing numerous ways for users to
communicate with the candidates and with each other. In this communication
tactic lies the strength of their site. For example, followers, who had joined
Obama Mobile by leaving their mobile phone numbers, were the first to be
informed by SMS about Obama’s running mate - even before he made the
announcement to the press.
Obama was also present on the most important social networks (see
exhibit 3),9 this component of his strategy being adequately named Obama
Everywhere. Evidently, the platforms were used to thank the voters
immediately after the election.
F acebook
B la c k P la n e t
M ySpace
F a ith b a se
You Tub e
E ons
F lic k r
G le e
D ig g
M iG e n te
T w itte r
M y B a ta n g a
E v e n tfu l
A sia n A v e
L in k e d In
D N C P a r ty b u ild e r
Exhibit 3: Platforms used by Obama Everywhere
Sabine Baumann
159
______________________________________________________________
The heart of Obama’s internet campaign is MyBo10, a powerful tool
to accomplish what Obama requested in his preview announcement, namely
join the network, share stories and experiences, contact undecided voters and
collect donations. The tool has a variety of features which are very effortless
to use and give immediate benefit to the user once he/she has registered and
created an account.
The first step for people new to MyBo is to create a profile to help
others to get to know them better and let them know why they had joined the
Obama movement. The information, where someone lives, provides instant
information on other supporters in the area and on upcoming events. More
than 20,000 groups were active on the site, which were organized by location,
profession, shared topics or interests. An activity meter shows how active a
particular group is, assisting newcomers to select the one most suitable to
them. Once they have registered for one or several groups, they automatically
receive emails about events or information how to participate in group
activities.
Contacting undecided voters is supported by another tool within
MyBo. All a volunteer needs to do is enter his/her address and the tool will
automatically supply information on one or both of two campaign types: callin or walk-in. In the first case the tool provides a list of potential voters and
their phone numbers. For the walk-in campaign the tool not just produces the
list of voters to talk to, but also a map with the shortest route to visit them as
well as a script to guide the conversation. Flyers are available for print to take
on the walk-in campaign. Through a report-back function supporters give an
account of how successful they were talking to assigned voters and what
problems they incurred.
Volunteers can also create their own fundraising page in MyBo,
where they can define a goal and track their progress with a kind of
thermometer which shows their current amount of collected donations. The
tool helps users to easily contact potential donors among their friends and
family by providing an interface through which email addresses can be
imported from other programmes. Friends and family can then be invited to
donate by sending them a personal message why they should contribute.
Blogs are another feature of MyBo through which followers can
share their thoughts and experiences along the campaign trail. Again, these
are straightforward to create and personalise.
4.
Communication after the Election
After the election Obama’s communication campaign did not finish.
Immediately, a new site was launched: www.change.gov (see exhibit 4). This
site consisted of the conventional features explained above to communicate
the agenda but also provided a place for citizens to impart their American
Moments or propose issues where the country could still improve. After
160
Election 2.0
______________________________________________________________
inauguration the site was closed. „The transition has ended and the new
administration has begun. Please join President Barack Obama at
whitehouse.gov’.11
Exhibit 4: Change.gov12
The White House site incorporated the social network familiar from
the Obama-Bide site in order to allow voters to stay connected. It also
continues the Open Government Initiative (see exhibit 5) for citizens to share
comments and ideas with the government. The Obama-Biden site has been
renamed as Organizing for America, now supporting the Democratic Party.
MyBo is still available through that site.
Sabine Baumann
161
______________________________________________________________
Exhibit 5: Excerpt White House Website13
5.
Campaign Results
From the start of his election campaign Obama had devised a
concept to mobilize voters to help him spread information, organise events on
a nationwide scale and collect funds. His overwhelming success is based on
three pillars: money, communication and voter mobilization. Obama
managed to collect more than one million addresses and mobile phone
numbers which marketing experts would value at about 200 million USD.14
More than 75,000 events were organised via MyBo. He collected twice the
amount of money than his opponent McCain. The 26 words he used in his
SMS to announce the name of his running mate, Joe Biden, to his supporters
were named ‘the greatest mobile marketing action in history’15 by Nielsen
analysts. They estimated, it had eventually reached 2.9 million people.16
In terms of campaign funding Obama succeeded in making a
surprising number of private citizens donate money - often very small sums –
to his campaign. The availability of funds is one of - if not the - decisive
factor in US election campaigns. During the primaries candidates have no
access to public funding and must finance their campaign through personal
resources or donations. Obama managed to build a strong base of supporters
162
Election 2.0
______________________________________________________________
right from the start. Although they donated only small sums they did this on a
fairly regular basis. He could rely on them once more after his nomination by
the Democratic Party. For the first time in history the Democratic Party
became a Party of Money, more precisely big money in small sums.
Obama’s communication advisors recognised exceptionally early
the potential in using electronic media. The MyBo platform is high tech with
high touch. It proved an excellent means to direct campaign assistants and
supporting volunteers at the touch of a button. During the decisive phases of
the campaign the helpers received emails almost at an hourly rate asking
them to ring friends, to attract more followers for the common purpose, to
talk to undecided voters in the neighbourhood or to attend a campaign
activity to cheer for their preferred contestant. Thus, Obama’s
communication approach combined the concept of multi-level-marketing
successfully introduced by companies such as Tupperware™ with modern
means of communication: every volunteer acts as an independent
representative who in turn recruits and takes care of new volunteers. Over
time this builds a communication pyramid in which each additional level
increases the communication spread both in absolute numbers of
communicators as well as location coverage. All representatives remain in
their own neighbourhood pursuing the topics they are most interested in but
the general agenda is still propagated on a nationwide or even global scale.
The very personal relationship of the participants ensures a mutual trust and
hence cohesiveness of the system, while electronic communication can
multiply information at an unprecedented speed.
Notes
1
Open Secrets, Presidential Fundraising and Spending, 2008, retrieved 22
January 2010, http://www.opensecrets.org/pres08/totals.php?cycle=2008/.
2
B Obama, Senator Obama Announcement Preview, 2007, retrieved 12
September 2009, http://www.youtube.com/watch?v=XAJ9hE7z9oo.
3
Ibid.
4
Open Secrets, John McCain (R), 2008, retrieved 16 December 2009,
http://www.opensecrets.org/pres08/summary.php?cycle=2008&cid=N000064
24.
5
Open Secrets, Donor Demographics: Contribution Size, 2008, retrieved 22
January 2010, http://www.opensecrets.org/pres08/donordems.php?cycle=
2008).
6
Open Secrets, John McCain: Expenditures Breakdown, 2008, retrieved 16
December 2009, http://www.opensecrets.org/pres08/expend.php?cycle=
2008&cid=N00006424., and Open Secrets, Barack Obama: Expenditures
Breakdown, 2008, retrieved 16 December 2009, http://www.opensecrets.
Sabine Baumann
163
______________________________________________________________
org/pres08/expend.php?id=N00009638&cycle2=2008&goButt2.x=4&goButt
2.y=2.
7
Layout of entry screen to Obama-Biden Website as displayed in November
2008, retrieved 22 January 2009, http://www.barackobama.com.
8
Art of Obama, An exploration of the graphics and graffiti in support of
Barack Obama, 2009, retrieved 28 November 2009, http://www.
artofobama.com/.
9
Social networks as displayed on Obama-Biden Website in the section
named Obama Everywhere, retrieved 22 January 2009, http://www.barack
obama.com/issues.
10
B
Obama,
MyBo, 2008, retrieved 22 January 2009,
http://my.barackobama.com/.
11
Democratic Party, Obama-Biden Transition Project, 2009, retrieved 22
January 2009, http://www.change.gov.
12
B Obama, Change.Gov – The Office of the President Elect, 2009, retrieved
22 January 2009, http://change.gov/.
13
--, The White House Washington, 2009, retrieved 22 January 2009,
http://www.whitehouse.gov/.
14
http://en-us.nielsen.com/main/insights/consumer_insight/issue_12/politic
sunusual_.
15
J Burbank, ‘Politics Unusual: Media and the making of a President’, The
Nielsen Company, 2008, retrieved 12 September 2009, http://enus.nielsen.com/main/insights/consumer_insight/issue_12/politics_unusual_.
16
Ibid.
Bibliography
Art of Obama, An Exploration of the Graphics and Graffiti in Support of
Barack Obama. 2009, retrieved 28 November 2009, http://www.artof
obama.com/.
Democratic Party, Obama-Biden Transition Project. 2009, retrieved 22
January 2009, http://www.change.gov.
Burbank, J., ‘Politics Unusual: Media and the making of a President’. The
Nielsen Company. 2008, retrieved 12 September 2009, http://enus.nielsen.com/main/insights/consumer_insight/issue_12/politics_unusual_.
Obama, B., Change.Gov – The Office of the President Elect. 2009, retrieved
22 January 2009, http://change.gov/.
164
Election 2.0
______________________________________________________________
Obama, B., Thank you, Change can Happen. 2008, retrieved 22 January
2009, http://www.barackobama.com.
Obama, B., Your Ticket to History. 2008, retrieved 22 January 2009,
http://www.barackobama.com.
Obama, B., Obama Everywhere. 2008, retrieved 22 January 2009,
http://www.barackobama.com.
Obama,
B.,
MyBio.
2008,
http://my.barackobama.com.
retrieved
22
January
2009,
Obama, B., Senator Obama Announcement Preview. 2007, retrieved 12
September 2009, http://www.youtube.com/watch?v=XAJ9hE7z9oo.
Open Secrets, Presidential Fundraising and Spending. 2008, retrieved 22
January 2010, http://www.opensecrets.org/pres08/totals.php?cycle=2008/.
Open Secrets, John McCain (R). 2008, retrieved 16 December, 2009,
http://www.opensecrets.org/pres08/summary.php?cycle=2008&cid=N000064
24.
Open Secrets, Donor Demographics: Contribution Size. 2008, retrieved 22
January 2010, http://www.opensecrets.org/pres08/donordems.php?cycle=
2008).
Open Secrets, John McCain: Expenditures Breakdown. 2008, retrieved 16
December 2009, http://www.opensecrets.org/pres08/expend.php?cycle=
2008&cid=N00006424.
Open Secrets, Barack Obama: Expenditures Breakdown. 2008, retrieved 16
December 2009, http://www.opensecrets.org/pres08/expend.php?id= N0000
9638&cycle2=2008&goButt2.x=4&goButt2.y=2.
_______
, The White House Washington. 2009, retrieved 22 January 2009,
http://www.whitehouse.gov/.
Sabine Baumann is Professor for Media Management at Jade University in
Wilhelmshaven. Besides teaching a variety of courses in media and corporate
communication management, her current research interests lie in cross-media
publishing, issues management and political communication.
Click Here to Protest: Electronic Civil Disobedience and the
Future of Social Mobilisation
Fidele Vlavo
Abstract
This paper considers the concept of electronic civil disobedience as a
contemporary redefinition of socio-political activism. The aim is to examine
a new form of protest which positions cyberspace as the unique site for social
mobilisation. The discussion starts with a reassessment of Henri Thoreau’s
original formulation of civil disobedience. In particular, the notions of
legality and legitimacy are re-addressed in the context of globalised digital
resistance. I also explore the theory of electronic civil disobedience as a
partial product of the ‘Internet Imaginaire,’ a concept derived from
psychoanalytic theory that, according to Patrice Flichy, articulates our
fundamental belief in the redemptive role of digital technology. Finally, the
paper outlines the main challenges paused by the praxis of electronic civil
disobedience. Raising questions related to the social and geopolitical
mappings of the Internet, I suggest how this initially appealing proposition of
radical virtual protest discursively reinforces ideological domination and
inequality in its attempt to assert cyberspace as the exclusive space for sociopolitical activism.
Key Words: Critical Art Ensemble, electronic civil disobedience, Internet
Imaginaire, computer hacking, socio-political activism.
*****
1.
Virtual Activism
The presumed formation of independent spheres of communication
promotes the Internet as an open environment. Cyberspace, the ‘new’ virtual
world, is perceived as a borderless and unified space that supersedes nation
states and geographical frontiers.1 In this context, idealistic visions of global
democracy and citizenship encourage the emergence of a so-called
transnational activist sphere, whereby cyber-citizens assemble in virtual
spaces and exercise their right to protest. In 1994, the American group of
media theorists and artists, Critical Art Ensemble provides the first theoretical
text on virtual activism entitled: Electronic Civil Disobedience.2 Arguing that
past models of opposition no longer succeed in the ‘physical’ world, the
Critical Art Ensemble proposes the development of a virtual resistance based
on computer hacking. The group suggests the re-staging of the civil
disobedience protests performed during the American civil rights and anti-
166
Click Here to Protest
______________________________________________________________
war movements in cyberspace to disrupt governing bodies in their alleged
virtual locations:
(Un)common sense tells us that we can follow the money to
find power; however, since money has no point of origin
but is part of a circular of spiralling flow, the best we can
expect to find is the flow itself. Capital rarely takes a hard
form; like power, it exists as an abstraction. An abstract
form will probably be found in an abstract place or to be
more specific, in cyberspace.3
At first, the idea of a new form of protest produces great optimism
for the reconsideration of social and political inequality. Yet, the Critical Art
Ensemble’s simplistic explanation illustrates the problematic theoretical
framing of electronic civil disobedience. A closer examination underlines
how the principles and arguments for digital resistance are themselves
reproducing notions of discrimination and social control. The discussion in
this paper argues that far from offering a radical form of protest, the praxis of
electronic civil disobedience relies on a problematic conception of digital
technologies that replicates dominant patterns of prejudice and socio-political
inequality.
2.
The Legacy of Civil Disobedience
The critical examination of the relationship between electronic civil
disobedience (ECD) and civil disobedience (CD) is a process that is too often
neglected; yet it is central to the discussion of online activism. According to
most civil disobedience specialists, the term ‘civil disobedience’ first
appeared in an essay written in 1849 by Henry David Thoreau.4 Thoreau was
an American writer who proclaimed his opposition to the Mexican war and
the slave trade by refusing to pay his poll tax. During that time, he wrote the
text now commonly known as Civil Disobedience.5 The relation that Critical
Art Ensemble constructs with an electronic civil disobedience is not
accidental. The group explicitly relates the new electronic protest to the
tradition of civil disobedience: ‘blocking information conduits is analogous to
blocking physical locations; ... ECD is CD reinvigorated. What CD once was,
ECD is now.’6 Electronic civil disobedience therefore aims to replicate
blockades and sit-ins in cyberspace. Yet, in the conceptualisation of
electronic civil disobedience, Critical Art Ensemble fails to address questions
of law obedience and the acceptance of penal retribution that are central to
the theoretical framework of civil disobedience.
Civil disobedience theorists, such as Rawls, have argued that CD
requires the existence of a formal legal structure.7 Hence, the act of civil
disobedience consists in the infringement of a law found to be unfair or
Fidele Vlavo
167
______________________________________________________________
immoral, but it implies obedience to the overall legal system and its
representatives. This is what differentiates civil disobedience from anarchism
but also separates disobedient citizens from revolutionaries or criminals. In
addition, by making public statements of civil disobedience, protesters
confirm their decisions and demonstrate full awareness of the laws and the
consequences of breaching them.8
Inevitably, these questions resurface in the conceptualisation of
electronic civil disobedience. The act of law violation is particularly relevant
in the context of cyberspace. Considering Critical Art Ensemble’s narrative,
it is not clear which legal system ECD actions would infringe. Since the
notion of a legal system, or cyber law, on the Internet is a recurrent and
contentious topic, the decisions and procedures that could criminalise these
activities are still pending.9 The praxis of electronic civil disobedience thus
raises concerns about the legality and legitimacy of online activism which
simply cannot be resolved with a basic transposition of past activist practices.
Yet, far from taking into consideration the philosophical and practical
heritage of civil disobedience, and their implications on the Internet, cyberutopians, including Critical Art Ensemble, cyberculture theorists and political
activists, persist in promoting cyberspace as the most suitable environment
for social mobilisation. 10
3.
The Imaginaire of Cyber-Resistance
The role given to cyberspace in the production of new forms of
social protest corresponds to a persisting pattern of over-idealistic
representations of the virtual world. This trend can be related to a
phenomenon described as the ‘Internet imaginaire’.11 In his research on
cyber-imaginaires, Flichy has studied the process of social imaginary
projections, whereby individuals collectively produce and share visions.
Building on a concept derived from psychoanalytic theory, Flichy explains
that in the context of digital technologies, most developments tend to be
interpreted as positive evolutions that reverse the failures and deficiencies of
contemporary society. As such, representations of cyberspace are rooted in a
technological imaginaire working towards a digital miracle: when the sole
aim of digital technology becomes the continuous improvement of the human
condition.
The prophecies formed around the potential of computer
technologies have developed to produce new collective and utopian visions
on the functions and usage of digital technology. One of the versions that
conceive cyberspace as a free and democratic space is illustrated by John
Perry Barlow’s Declaration of the Independence of the Cyberspace; a text
which has become a seminal argument for the separation of cyberspace and
governmental authority.12 Barlow’s narrative signifies and reinforces a
discursive representation that assumes cyberspace to be free, autonomous and
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self-governable. It also explicitly encourages the protection of the virtual
world through radical dissidence.
The persisting visualisation of the Internet as an open structure is
further supported by the theoretical re-appropriation of notions of rhizome
and nomadicity. Whilst they are not always directly mentioned, Gilles
Deleuze and Felix Guattari’s concepts are often conveniently redeployed to
participate in the construction of cyberspace as an immaterial and
deterritorialised environment. In one of the last chapters of A Thousand
Plateaus, ‘Treatise on nomadology’, Deleuze and Guattari refer to the
primary condition of early nomadic tribes which escape state control and
domination by constantly changing their physical location.13 Critical Art
Ensemble uses a similar framework to produce the concept of ‘nomadic
power’ and justify the relocation of political protest online: ‘Nomadic power
must be resisted in cyberspace rather than physical space.’14 The group
completes the formulation of electronic civil disobedience with the
proposition to create anonymous and discreet guerrilla cells of coordinated
computer hackers that perform online disturbances. However, this conception
of electronic civil disobedience does not confront the problematic perceptions
of a free and deterritorialised virtual space. Nor does it critically consider the
ethical and legal implications of disobedience and political activism. Instead,
it pervasively reproduces the dominant pattern of technological hegemony
and determinism which excludes local agency and recreate discriminatory
chains of commands in social and political mobilisation. In spite of these
contradictions, Critical Art Ensemble’s writings have still convinced political
activists to engage with the apparently radical form of virtual protest.
4.
The Practice of Electronic Civil Disobedience
In 1998, the first practical manifestation of electronic civil
disobedience was organised. Artists and activists from the Electronic
Disturbance Theater arranged a virtual protest against Ernesto Zedillo’s
website, the then Mexican president, the Frankfurt Stock Exchange and the
US Department of Defense.15 This virtual protest was coordinated in support
of The Zapatista movement which rose up against the Mexican authorities
during the early 1990s. For the project, known as SWARM, Electronic
Disturbance Theater created FloodNet, a computer application designed to
temporary block access to specific websites. Conceived on the DOS (Denial
of Service) principle, the programme required that participants
simultaneously connect to the Internet and reload the pages of target websites
every three seconds for the duration of the event. This was set up so that the
hosting servers would slow down or eventually crash under the excess of
requests.
Whilst it was reported that the Mexican government website
experienced a reduction of its activity during the attack, there was no
Fidele Vlavo
169
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evidence that the servers were at risk of shutting down at any point.
Similarly, the Frankfurt Stock Exchange site was set up to cope with large
amounts of online page requests and did not experience any dysfunction. As
for the virtual sit-in of the US Pentagon website, the Department of Defense
retaliated with a counter application. Hostile was produced to counterattack
FloodNet and responded with empty browser windows which temporarily
disabled the protesters’ computers. Members of Electronic Disturbance
Theater acknowledged the Department of Defense’s response as ‘the first
offensive use of information war by a government against a civilian server.’16
Although little information regarding participation is available, the organisers
of the SWARM project claimed that thousands of protesters took part.17
Whilst, the attacks did not produce noticeable technical damage, the project is
nevertheless recognised as the first instance of a virtual globalised activism.
As such, it also exposes some of the challenges and conflicts rooted in the
praxis of electronic civil disobedience.
To begin with, the questions of access and participation emerge as
dominant issues. Certainly, the well-rehearsed discourses of digital divides
are useful in drawing attention to the limitation of an exclusive form of
activism. However, the point is not just that expert knowledge is necessary
for the organisation of an event such as SWARM (and clearly, with ECD
only those with digital access will have a voice), but more importantly, in the
context of global power, control and resistance, it raises the subject of
legitimacy: who can and does protest, for what causes and on behalf of whom.
Human right activists have voiced their concerns and considered electronic
civil disobedience as an illegal and non-justifiable practice.18 They have
questioned the consequences of virtual attacks and the response of the
Mexican authorities, not against so-called cyber-protesters but toward the
dissent local populations. Ironically, electronic civil disobedience seems to
offer a new form of resistance, whereby participants, from the comfort of
their home, select from a range of available resistance movements online and
‘click here’ to protest, unaware and unaffected by the possible effects of the
virtual activism. The ambiguous concepts of transnational solidarity and
global mobilisation seem to deny, or minimise, the importance of local
struggles creating a new type of distant and disengaged mobilisation.
The other concern is directly linked to the discursive construction of
cyberspace as an open and deterritorialised space. During the SWARM event,
the virtual sit-in targeting the US pentagon website caused the Department of
Defense to retaliate by deploying a counter Java applet. Clearly, the
department regarded the activist performance as an online terrorist act. In the
global context of technological fear, governments, private corporations and
the mass media are readily associating electronic civil disobedience practices
with cyber-terrorism. As an example, it is difficult to ignore the impacts of
online activism on the recent political events in Burma. Following the
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uprising of the Buddhist monks in August 2007, it was reported that the
Burmese military regime shut down the Internet claiming that the country’s
unique network had been damaged.19 In fact, the authorities had detected that
Burmese citizens were using the web to alert international communities of the
violent repression, in the same way that the Zapatista revolutionaries had
succeeded in ten years earlier. However this time, recognising the potential
threats, the military state reacted by disconnecting the entire public
communication network. This illustrates an increasing awareness of the
potential use of cyberspace for virtual mobilisation but it equally
demonstrates governments' unrestricted control and authority to switch off
the Internet.
5.
Conclusion
The first practical applications of electronic civil disobedience
illustrate that far from being free and borderless, cyberspace is, in fact, a
highly territorialised and controlled environment. By retracing some of the
conceptual theories and visions forming the basis of contemporary online
activism, this paper has drawn attention to the problematic ignorance of the
legal, social and political implications of virtual resistance. The main
conclusion is that no meaningful political protest can or should exclusively
rely on digital technology. As it is formulated, the concept of electronic civil
disobedience corresponds to a utopian and distorted visualisation of
cyberspace. This representation will need to be addressed and renegotiated, if
indeed, cyberspace is to play a predominant role in the future of global sociopolitical mobilisation.
Notes
1
See for example early writings on cyberspace by Rheingold or Benedikt.
Critical Art Ensemble, Electronic Civil Disobedience, Autonomedia, New
York, 1996.
3
ibid., p.12.
4
For discussions of civil disobedience see the writings of Rawls, Bedau, and
Murphy.
5
HD Thoreau, The Writings of Henry David Thoreau, Houghton, Mifflin
Co., Boston & New York, 1893.
6
Critical Art Ensemble, Electronic Civil Disobedience, Autonomedia, New
York, 1996, p18.
7
J Rawls, A Theory of Justice, Oxford University Press, Oxford, 1972.
8
A Bedau, Civil Disobedience in Focus, Routledge, London, 1991.
9
For an overview of law in cyberspace see J Goldsmith and T Wu.
2
Fidele Vlavo
171
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10
See for example the writings of Stefan Wray, Critical Art Ensemble and
Electronic Disturbance Theater.
11
P Flichy, The Internet Imaginaire, MIT Press, London, 2007.
12
JP Barlow, A Declaration of Independence of Cyberspace, MIT Press,
Cambridge, Mass., 2001, p 27.
13
G Deleuze & F Guattari, A Thousand Plateaus: Capitalism and
Schizophrenia, University of Minnesota Press, Minneapolis, 1987, p.380.
14
Critical Art Ensemble, The Electronic Disturbance, Autonomedia, New
York, 1994, p.25.
15
See Electronic Disturbance Theater, Advance News Release, Thing.net, 25
Aug 1998, retrieved 22 Mar 2010, http://www.thing.net/~rdom/ecd/Sept
ember9.html.
16
M Bond & R Frank, ‘Ricardo Dominguez, Artist and Electronic Civil
Disobedience Pioneer’, The gothamist.com, 29 November 2004, retrieved 22
Mar 2010, http://gothamist.com/2004/11/29/ricardo_dominguez_artist_and
_electronic_civil_disobedience_pioneer.php.
17
ibid.
18
See MG Ramirez, ‘A Dirty War in Internet (analysis)’, Thing.net, 27 Apr
1998, retrieved 22 Mar 2010 http://www.thing.net/~rdom/ecd/amelapaz.html.
19
J Booth, ‘Internet Access ‘Cut off’ in Attempt to Silence Burma’, Time
Online, 28 Sept 2007, retrieved 22 Mar 2010, http://www.timesonline.
co.uk/tol/news/world/asia/article2549404.ece.
Bibliography
Barlow, J.P., ‘A Declaration of the Independence of Cyberspace’. Crypto
Anarchy, Cyberstates, and Pirate Utopias. P. Ludlow (ed), MIT Press,
Cambridge, Mass., 2001.
Bedau, A. H., (ed) Civil Disobedience in Focus. Routledge, London 1991.
Benedikt, L. M., (ed) Cyberspace: First Steps. MIT Press, Cambridge, Mass.,
1991.
Bond, M. & Frank, R., ‘Ricardo Dominguez, Artist and Electronic Civil
Disobedience Pioneer’. The gothamist.com. 29 November 2004, retrieved 22
Mar 2010, http://gothamist.com/2004/11/29/ricardo_dominguez_artist_and_
electronic_civil_disobedience_pioneer.php.
Booth, J., ‘Internet Access ‘Cut off' in Attempt to Silence Burma’. Time
Online. 28 Sept 2007, retrieved 22 Mar 2010,
http://www.timesonline.co.uk/tol/news/world/asia/article2549404.ece.
172
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Critical Art Ensemble, The Electronic Disturbance. Autonomedia, New
York, 1994.
_______
, Electronic Civil Disobedience. Autonomedia, New York, 1996.
Deleuze, G. & Guattari, F., A Thousand Plateaus: Capitalism and
Schizophrenia. University of Minnesota Press, Minneapolis, 1987.
Electronic Disturbance Theater, Advance News Release. Thing.net. 25 Aug
1998, retrieved 22 Mar 2010, http://www.thing.net/~rdom/ecd/Sept
ember9.html.
Flichy, P., The Internet Imaginaire. MIT Press, London 2007.
Goldsmith, J. & Wu, T., Who Controls the Internet? : Illusions of a
Borderless World. Oxford University Press, New York, 2006.
Murphy, G. J., (ed) Civil Disobedience and Violence. Wadsworth Publishing,
Belmont, 1971.
Ramirez, M.G., ‘A Dirty War in Internet (analysis)’. Thing.net. 27 Apr 1998,
retrieved 22 Mar 2010 http://www.thing.net/~rdom/ecd/amelapaz.html.
Rawls, J., A Theory of Justice. Oxford University Press, Oxford, 1972.
Rheingold, H., Virtual Reality. Summit Books, New York, 1991.
Thoreau, H.D., The Writings of Henry David Thoreau. Houghton, Mifflin
Co., Boston & New York, 1893.
Wray, S., Rhizomes, Nomads, and Resistant Internet Use. Thing.net. 7 July
1998 retrieved 22 Mar 2010, http://www.thing.net/~rdom/ecd/RhizNom.html.
Fidele Vlavo is a Ph.D. candidate in the Department of Arts and Media at
London South Bank University. Her research work focuses on digital and
cyberculture discourses, the development of online activist art and the
deterritorialisation of socio-political activism.
Cybertrauma and Technocultural Shock in Contemporary
Media Culture
Aris Mousoutzanis
Abstract
This paper investigates the relations between contemporary media culture and
the ‘culture of trauma’ that has been emerging during the last few decades by
focusing on three arguments. First, it approaches the prevalence of trauma in
popular culture and academic debate in terms of the ability of the concept to
epitomise the experience of postmodern technoculture. As a concept
primarily defined by its overwhelming nature, trauma may be seen as
representative of the period of postmodernity which has been theorised in
terms of an ‘information overload.’ Second, the prevalence of trauma is
interpreted due to the fact that the very nature and function of the new media
reproduce the experience of trauma, in that they produce new ways of
experiencing time and space that resemble the structure of trauma. And third,
contemporary media technologies serve as the major site wherein
contemporary trauma is not just witnessed but actually produced and
registered as traumatic in the first place. ‘Cybertrauma’ thus stands as a term
registering a feedback loop between the discourses of cyberculture and
traumaculture. As ‘trauma’ has often been theorised in relation to the concept
of ‘shock,’ ‘cybertrauma’ is seen as a response to the ‘technocultural shock’
of the Information Revolution at the turn of the early twenty-first century.
Key Words: Cyberculture, media culture, trauma, memory, Freud, Lacan,
Kittler, media events.
*****
This paper investigates the relations between contemporary media
culture and the ‘culture of trauma’ that has been emerging during the last
three decades. During this period, the concept of psychological trauma
became a focus of attention across diverse areas of scientific study, academic
discussion, political debate, and popular culture to the extent that some critics
have argued for the emergence of a ‘trauma paradigm’ or a ‘trauma culture.’1
This emergence was a result of a convergence of diverse discourses: those of
the feminists in the late 60s, who were fighting to expose secrets of
patriarchy like abuse and rape; Vietnam veterans who were demonstrating for
political recognition and social justice; members of psychiatric communities
engaged in theoretical debates on the nature of traumatic memories; and
fictional writers and scholars who were preoccupied with the question of
representation of atrocious historical events such as the Holocaust, a
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Cybertrauma and Technocultural Shock
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preoccupation that led to the emergence of ‘trauma theory.’ The aspect of
trauma culture that I’m interested in is its relation to contemporary
technological forms and discourses, or, more specifically, in a set of relations
between trauma culture and cyberculture, which may be summarised in three
arguments. First, trauma may be seen not just as a clinical pathology but as a
metaphor to encapsulate the experience of postmodern technoculture.
Second, there is a sense in which the very nature and function of the new
media reproduce the experience of trauma. And third, contemporary media
technologies serve as the major means through which trauma is not just
witnessed but actually produced and registered as traumatic in the first place.
1.
Memory Wars and Cybertrauma
The 1990s witnessed the outbreak of the so-called ‘Memory Wars,’
a series of theoretical debates between the proponents of the Recovered
Memory Therapy (RMT) technique and those of the False Memory
Syndrome movement. RMT was a popular therapeutic technique in the 1980s
that was based on the assumption that repressed memories of past trauma
could be retrieved through hypnosis. The technique was largely discredited
by advocates of the False Memory Syndrome movement, who believed that
recovered memories were fabricated by suggestion through hypnosis. One
striking aspect of these debates was the extent to which they were referring to
contemporary technologies in order to debate on the nature of human
memory. According to RMT practitioners, for instance, repressed memories
were ‘lost files’ that were ‘recorded and stored in the filing system in [the]
brain’ and could be retrieved by ‘accessing’ the memory bank.2 Followers of
FMS, on the other hand, would suggest that the ‘lost files’ were corrupted by
the ‘virus’ of RMT and its ‘data manipulation.’ In discussions on the function
of regressive hypnosis, for instance, the psychiatrist Mikkel Boch-Jacobsen
argued that
it is difficult to avoid comparison with modern
technology…patients are ‘switched’ like the television
channels; elements of trauma are decomposed and
recomposed as easily as ‘processing’ words on a computer;
and the patient’s past is brought back as easily as
‘rewinding’ a video cassette (in fact, certain therapists
speak of ‘rewinding the patient’).3
These debates were taking place at the same time with a wider
interest in memorials, commemorations, archives and anniversaries during
what Andreas Huyssen has described as the ‘memory boom’ of the 1990s,
which he was diagnosing precisely as a response to advent of the Information
Revolution. ‘Memory’, for Hyssen, represents
Aris Mousoutzanis
175
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the attempt to slow down information processing, to resist
the dissolution of time in the synchronicity of the archive,
to recover a mode of contemplation outside the universe of
simulation and fast-speed information and cable networks,
to claim some anchoring space in a world of puzzling and
often threatening heterogeneity, non-synchronicity, and
information overload.4
The preoccupation with memory then, human or electronic, served
as a site that witnessed the entanglement of discourses of cyberculture and
traumaculture into what I describe as ‘cybertrauma.’ However, one should
avoid identifying a radically new technologically-conditioned conception of
human subjectivity within an information-ridden postmodernity. The
technological subtext of these theorisations is more in a continuum with the
earliest theorisations on traumatic memory, such as those by Sigmund Freud
himself. Thomas Elsaesser has been focusing on the abundance of
technological terms in Freud’s work, such as ‘resistance,’ ‘excitation,’
‘discharge,’ and ‘induction’ in order to describe Freud as a ‘media theorist’
who ‘thought of the body/mind as a storage and recording medium as well as
an input/output device.’5 Freud formulated his theory of memory within his
dual model of the psyche, which consisted of the mutually exclusive levels of
consciousness/perception and unconscious/memory. Consciousness, for
Freud, was, in Elsaesser’s words, ‘a feedback system’ which ‘must not retain
any data, otherwise it could not respond to the environment and be selfregulating.’6 This ‘structural asymmetry’ between ‘the quantity of data
capture and the relatively restricted repertoire of data processing’ points,
according to Elsaesser, towards a view of Freud’s theories of memory as ‘a
problem of data management.’7 Freud was writing during the period of the
Second Industrial Revolution (1870-1914), that witnessed the invention of
the first ‘proto-media’ of the film, the typewriter, the gramophone, wireless
telegraphy, and so on. Accordingly, his work, according to Friedrich Kittler,
‘reasoned only as far as the information machines of his era - no more, no
less.’8 Kittler has paid attention to Freud’s choice to describe the human
psyche not as ‘soul’ but as a ‘psychic apparatus,’ suggesting a model of the
human psyche as a machine that, in Kittler’s words, ‘implemented all
available transmission and storage media, in other words, an apparatus just
short of the technical medium of universal-calculation, or the computer.’9
From Freud’s days to the Memory Wars, memory and trauma were concepts
whose theorisation was affected by contemporary technocultural discourses.
2.
Freud, Trauma and Technological Modernity
One must focus further on Freud’s work to understand the ability of
the concept to represent the experience of postmodern technoculture. The
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most defining feature of trauma is its overwhelming nature. Freud defined
trauma as ‘an increase of stimulus too powerful to be dealt with or worked
off in the normal way.’10 Freud thus saw trauma as a form of sensory
overload, an experience that for intellectuals like Walter Benjamin
epitomised modernity itself, as witnessed in the modern metropolis:
Moving through this traffic involves the individual in a
series of shocks and collisions. At dangerous intersections,
nervous impulses flow through him in rapid succession,
like the energy from a battery….technology has subjected
the human sensorium to a complex kind of training.11
Benjamin’s references to technology pave the way towards a view
of the overwhelming aspect of trauma as representative of the experience of
postmodern technoculture in particular, at least in the way it has been
theorised by Jean Baudrillard who described postmodernity in terms of
information overload, a proliferation of mediated images, signs, codes and
information in Western industrialised societies, that the human subject cannot
assimilate. Theories of trauma often focus on a dialectic between an external
‘shock’ assaulting the subject and a consequent internal ‘trauma’. With the
above discussion in mind, I think we can recontextualise this dialectic and see
cybertrauma as a result of the technocultural shock of the late-twentieth
century, the eruption of information and communication technologies in
almost every aspect of contemporary Western culture.
Furthermore, there is a more general sense that contemporary media
reproduce the structure and effects of trauma, in that they disrupt
conventional perceptions of time and space. Another important characteristic
of trauma is its peculiar temporality: trauma victims appear originally
unaffected for a period of ‘latency,’ after which they start developing posttraumatic symptoms such as amnesia or hypermnesia, anxiety or dissociation,
nightmares, and so on. Traumatic temporality is therefore non-linear,
disjunctive, and fragmented, similar to the temporality of contemporary
media which, according to Vivien Sobchack, ‘both constitute and symbolise
the radical alteration of our culture’s temporal and spatial consciousness.’12
The most obvious example here would be the Internet, whose ability to
disrupt established conceptions of time and space has been repeatedly
underlined by cultural critics but Sobchack, writing in the early 90s, was
specifically discussing the ways in which the medium of television
challenges conventional temporality, whose ‘non-chronological Moebius
strip…allows us to see and re-cognise the complexity and thickness of
temporal experience’: television is ‘immediately mediating our spatial and
temporal experience of the world, and then analysing, replaying, dramatising,
rerunning, and exhausting it in insatiable acts of consumption.’13
Aris Mousoutzanis
177
______________________________________________________________
Significantly, it is specifically the temporality of television that Mary Anne
Doane has focused on in her discussion on the relations between television
and catastrophe. For Doane, the major category of television is time, its
emphasis on the ‘now,’ what she calls ‘an insistent presentness’ and a
‘celebration of the instantaneous.’14 Television, for Doane, ‘deals not with the
weight of the dead past but with the potential trauma and explosiveness of the
present.’15 Doane has underlined the paradox whereby, on the one hand,
catastrophic events are subversive and disruptive in that they interrupt the
regular flow of television broadcasting but, on the other, they may also be
seen as exemplary of the function of television in that television itself is often
theorised as a medium of discontinuity, heterogeneity and rupture. Television
‘is a kind of catastrophe machine, continually corroborating its own
signifying problematic - a problematic of discontinuity and indeterminacy.’16
3.
Media Events and Trauma
Doane’s discussion anticipated more recent theoretical discussions
in Media Studies that have underlined a shift of focus in the genre of ‘media
events.’ Whereas in 1992 Daniel Dayan and Elihu Katz were classifying
media events in terms of ceremonies, contests, and conquests, by 2007 Katz
and Tamar Liebes were suggesting that the focus of media events has now
shifted to disaster, terror and war.17 This shift has taken place not necessarily
because there has been an increase in the occurrence of these events, but
precisely because of the emergence and proliferation of global media
technologies which make these events more visible at a global scale and
produce a global experience of catastrophe. The new media stage these
events by employing any resource available; media events, in this sense, are
very self-conscious genres that test the limits of the media - a recent example
would be Michael Jackson’s death, the news item that managed to crash
Twitter for the first time. Contemporary catastrophes are therefore unique
because of a ‘revolution in representational practices…and the technologies
of representation made possible by the electronic revolution.’18 ‘Modern
electronic media’, according to Hayden White, ‘‘explode’ events before the
eyes of viewers.’19 There is a sense therefore that contemporary ICTs do not
just represent trauma but actually produce it, that they are, as Anne Kaplan
and Ban Wang have put it, ‘the breeding ground of trauma’ and ‘a cultural
institution in which the traumatic experience of modernity can be recognised,
negotiated, and reconfigured.’20
The most obvious example would be 9/11, an event that might not
have been perceived as such a major trauma if it was not broadcast live at a
global scale. It is also an example that may hint towards further directions for
this discussion, especially when bearing in mind Slavoj Žižek’s analysis of
the event. The incessant, repetitive transmission of the images of the attacks
has been seen by Žižek as a prefect example of the traumatic compulsion to
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______________________________________________________________
repeat but, most importantly, Žižek diagnosed the event as that historical
moment when Americans were thrown out of the ‘virtual reality’ of
Hollywood disaster movies to the traumatic Real.21 Virtual reality,
cyberspace and the Internet have also been technological sites to negotiate the
experience of trauma, both in fictional narratives such as William Gibson’s
cyberpunk novels, where often his characters resort to cyberspace as a source
of comfort from trauma, or in real life itself, which sees the increasing
proliferation of confessional blogs and online support groups. These aspects
need further discussion if we need to explore further the extent to which
contemporary technologies provide a discursive framework within which
people experience, understand, and theorise trauma within a technologically
saturated cultural landscape.
Notes
1
See K Farrell, Post-Traumatic Culture: Injury and Interpretation in the
Nineties, John Hopkins University Press, London, 1998. EA Kaplan, Trauma
Culture: The Politics of Terror and Loss in Media and Literature, Rutgers
University Press, London, 2005. R Luckhurst, The Trauma Question,
Routledge, London, 2008.
2
R Fredrickson, Repressed Memories: A Journey to Recovery from Sexual
Abuse, Fireside, New York, 1992, p. 88.
3
M Borch-Jacobsen, ‘Who’s Who? Introducing Multiple Personality’,
Supposing the Subject, J. Copjec (ed), Verso, New York, 1994, p. 52.
4
A Huyssen, Twilight Memories: Marking Time in a Culture of Amnesia,
Routledge, London, 1995, p. 7.
5
T Elsaesser, ‘Freud as Media Theorist: Mystic Writing-Pads and the Matter
of Memory’, Screen, vol. 50, no. 1, p. 102.
6
ibid., p. 114.
7
ibid., p. 104.
8
F Kittler, ‘The World of the Symbolic – A World of the Machine’, in
Literature, Media, Information Systems, trans. S Harris, J Johnston (ed),
Overseas Publishers Association, Amsterdam, p. 134.
9
ibid.
10
S Freud, ‘Introductory Lectures on Psycho-Analysis,’ The Standard
Edition of the Complete Psychological Works of Sigmund Freud, vol. XVI, J
Starchey (ed), The Hogarth Press, London, 1963, p. 274.
11
W Benjamin, ‘On Some Motifs in Baudelaire’, Illuminations, trans. H
Zohn, HarperCollins, London, 1973, p. 171.
12
V Sobchack, Screening Space: The American Science Fiction Film, 2nd.
ed., Ungar, New York, p. 223.
13
ibid., pp. 235-6.
Aris Mousoutzanis
179
______________________________________________________________
14
MA Doane, ‘Information, Crisis, Catastrophe’, Logics of Television:
Essays in Cultural Criticism, P Mellencamp (ed), Indiana University Press,
Bloomington, p. 222.
15
ibid.
16
ibid., p. 234.
17
D Dayan & E Katz, Media Events: The Live Broadcasting of History,
Harvard University Press, Cambridge, Mass., 1992; E Katz & T Liebes, ‘‘No
More Peace!’: How Disaster, Terror and War Have Upstaged Media Events’.
International Journal of Communication, vol. 1, pp. 157-166.
18
H White, ‘The Modernist Event’, The Persistence of History: Cinema,
Television, and the Modern Event, V Sobchack (ed), Routledge, New York,
1996, pp. 22-23.
19
ibid., p. 23.
20
A Kaplan & B Wang, Trauma Cinema: Cross-Cultural Explorations, Hong
Kong University Press, Hong Kong, 2009, p. 17.
21
S Žižek, Welcome to the Desert of the Real, Verso, London, 2002.
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Literature. Rutgers University Press, London, 2005.
Katz, E. & Liebes, T., ‘‘No More Peace!’ How Disaster, Terror and War
Have Upstaged Media Events’. International Journal of Communication. vol.
1, 2007, pp. 157-166.
Kittler, F., ‘The World of the Symbolic – A World of the Machine’.
Literature, Media, Information Systems. Overseas Publishers Association,
Amsterdam.
Luckhurst, R., The Trauma Question. Routledge, London, 2008.
Sobchack, V., Screening Space: The American Science Fiction Film. 2nd ed.
Ungar, New York, 1993.
Žižek, S., Welcome to the Desert of the Real. Verso, London, 2002.
Aris Mousoutzanis is a Visiting Lecturer in the department of Media &
Cultural Studies of Kingston University, UK. He has research and published
on areas such as critical and cultural theory, especially psychoanalysis and
trauma theory, cyberculture/technoculture, postcolonialism and globalisation,
and popular genres such as science fiction and the Gothic.
PART VIII
Externalisation and Mediation of Memories
Integration of Digital Memories within Hand-Made Objects
Cerys Alonso & Elizabeth Edwards
Abstract
In the age of ‘everywhere,’ any object can become a site that senses and
processes information (Greenfield). Every object can have a memory store
that, shadow-like remains with the object through life. There is the potential
for objects to gather data in an arbitrary, structured or reactive way as shown
through the development of Microsoft’s SenseCam. In this way objects can
hold an accumulation of data, which could be classed as the object’s
memories. While these can establish a memory of a place or the relationship
of an object to an environment they can also act as a memory trigger for
people. Digital stores can also hold imposed memories, dictated by an
external source. Some objects, particularly jewellery and handcrafted
artefacts are predisposed to be vessels for memories, in part because of their
relationship to significant life events and because of what they represent in
people’s lives and relationships but also due to the very nature of being hand
made. Over time, as heirlooms, these objects often become repositories for
family memories. When digital memory storage is applied to objects that
have not traditionally had this potential the intrinsic nature of the object or
may change. This paper aims to discuss the relationship of memory to
traditional craft objects and those possessing a digital dimension. This
discussion will encompass the nature of stored memories and their
permanence or transience in relation to Paul Virilio’s notions of chronoscopic
time and the mediation of memory with respect to data retrieval, particularly
in response to Weiser’s assertion that ‘the most profound technologies are
those that disappear.’ Issues of ownership and the nature of memories,
notably the creation and imposition of memories will also form part of the
discussion.
Key Words: Digital, memory, hand-made, object, narrative, RFID,
jewellery.
*****
Every new technology mediates our relationship to memories as
each technology, from the spoken word to the drawn mark, has freed us from
the need to hold onto memories in our minds.
This paper examines how memories are captured and accessed both
by the originator of the memory and subsequent others through both digital
means and through tacit knowledge gained from hand-crafted objects, with
particular reference to the narrative innate within jewellery. When digital
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memories are incorporated within traditional, handmade objects, multiple
translations of experience are transmitted; the tangible, tactile nature of the
physical contrasting with the untouchable, insubstantial character of digital
aura. The juxtaposition of media translating experience differently could
produce incongruence.
This paper questions whether adding the knowledge of the artist
digitally to an object, thereby allowing subsequent viewers to share the
experience of manufacture or design, enhances the item, or whether the static
nature of digital capture distracts from the natural layers and multiple
interpretations imbued by future viewers.
Development of the digital field has expanded rapidly, moving into
new and unexplored territories. Digital technologies are moving away from
the screen, and we are entering the age of ubiquitous computing and the
‘internet of things.’ This brings with it new possibilities for engagement.
Internet Protocol version 6 (IPv6) has enabled massive growth in the number
of potential IP addresses, meaning that it is now possible to extend networks
beyond the bounds of a traditional computer. Physical objects that were not
previously networked may take on a new digital aspect. RFID, sensors and
augmented reality are amongst the technologies that may extend the digital
realm to the traditionally non-digital sphere.
Adam Greenfield examined the potential for objects to be
reconsidered as sites for the sensing and processing of information. The
proliferation of objects that sense and gather data raises issues about the
potentially changing nature of the objects themselves and the way they
mediate experience. ‘All media are active metaphors in their power to
translate experience in new forms.’1
As mediators, technologies interrupt direct experience and this both
extends and amputates sensory engagement. Each new technology brings
different extensions and amputations, for example extending the role of
vision, whilst diminishing the influence of aural input. In this current period
of transition, digital technologies are not seamlessly embedded into everyday
life, although they are becoming more instinctive. The interfaces mediating
our digital experiences are still overt and the experience of use can be
strained and uncomfortable. This can be exacerbated by the juxtaposition of
hand-crafted objects imbued with digital memories.
Over time the conspicuousness of technologies changes, culminating
in invisibility for those that become familiar and commonplace. As they
merge into the background they become part of the ‘fabric of everyday life
until they are indistinguishable from it.’2 This is evident through technologies
including books, packaging and signage, which now form an unconscious
backdrop to our lives.
Omnipresent computing will change our physical and emotional
relationship to the digital medium. As devices become smaller and are
Cerys Alonso & Elizabeth Edwards
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embedded within the environment there will be fewer artefacts to obstruct
direct experience, and instead of dominating space, computing will melt into
the background of our consciousness. Consequently users of digitally
enhanced everyday objects may experience a greater degree of fluidity and
compatibility.
As a result, people will become fluent with this form of media
‘translation’ and will be able to extend senses and emotions accordingly. The
blurring of technological boundaries will cause objects to be perceived as
increasingly responsive and subjective, though it should be noted that hand
made items are rarely neutral and objective. This is due almost entirely to the
very nature of ‘hand made.’ The artist or crafts person has a level of personal
investment in each piece they make. It is this ‘human touch’ with all its
possible imperfections, which makes the item unique and desirable. The
object has a memory or history before it leaves the hand of the maker.
The word memory can be understood in several ways and, although
the differences in definition may be subtle, they present different facets that
have implications in the discussion of digital memories. Memory refers to
both a period of time over which memories extend and individual
recollections within that time. Although it is the technical term for data store
held on a computer it is also defined in relation to things held in the mind. It
is the active ‘act of remembering’ but may also be the passive repository for
stored memories.
The ambiguity over what memory means prompts consideration of
how it might be applied in the digital realm, for example the difference
between memory and information or data. Memories are a type of data but
memories may hold a significance and emotional dimension that distinguish
them from other data. The act of attaching significance changes our
relationship to the data. This can be conscious or unconscious and can occur
at any time, even long after the data was gathered.
Our relationship to pieces of information is not static, but ebbs and
flows through life. Memories change. Gaps form and are filled in. Emphasis
and meaning change, and perception alters with context. While such
capriciousness may be a failing of the mind it is also cherished. It enables
memory to live and breath and the scrutiny and interaction sustain it.
Data stored digitally is sometimes fixed, sometimes editable, but there has
been a conscious decision to alter, edit, add to or otherwise manipulate the
store. Consequently the shifting, inconstant, (and sometimes inaccurate)
aspects of human memory may be absent.
There is now the potential for objects to gather data in an arbitrary,
structured or reactive way. In this way objects can hold an accumulation of
data, which could be classed as the object’s memories. In some
circumstances they act as a proxy memory for a user. At other times they
work independently of human intervention, after initial programming,
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generating a well of information relating to any number of variables, for
example location, proximity to other objects, temperature and use. Some
definitions characterise these recordings as memories and although machines
do not think in order to attach significance, programmed conditions, when
met, might identify ‘significant’ events.
However, at present the fluidity, flexibility and fragmentary nature
of human memory contrasts with static, solid, less flexible digital memory.
An example of how we attach significance to memories can be seen in our
desire to make them tangible; we give our memories physical form in order
to capture them and enable the possibility of sharing them with others. There
is an inherent message or story in handmade objects defined by its human
interaction. Its narrative is due in part to the physical and emotional
relationship of the maker, the degree of imperfection from the human touch
and the significance placed on the object by the owner. This layering of story
or memory carries on through out the life of the item. Human touch stores
memories: dents, chips and scratches caused by repetition of use leaves
memories of events as well as people and places attached to them. This can
be evidenced particularly through jewellery. ‘adornment has been found in
every human society ever encountered and everywhere this ornament has
meaning –it is never simply something which ‘looks nice’.’3
In the same way that architecture defines our environment and
affects how we interact with one another, jewellery defines who we are as
individuals, marking us out as part of a ‘tribe,’ signalling to others. It can
trigger memories, based on both collective knowledge and individual
experience. It is this layering of symbolism and personal interpretation,
which gives jewellery, its unique ability to explore and present issues of
value, communication, personal and collective histories. Mah Rana in her
research project ‘Attachments and Meanings’ examines this key element
stating that:
When we inherit jewellery we accept someone else’s taste,
aspirations and memories, the selection of a piece based on
its design is a process that is removed, already attributed to
another.4
However whilst there is a narrative already embedded in the piece of
jewellery there is also a constant flow of other stories and memories
attributed to it by the viewer or owner.5 The question as to whether this
continual layering of ‘memories’ and the open interpretation that the viewer
can place on the object would be hampered by the capturing of these stories
in a tangible form, digital or otherwise is a difficult one to answer.
Historically, jewellery, in particular lockets, have been the
traditional way of keeping ‘memories’ with you, from Victorian mourning
Cerys Alonso & Elizabeth Edwards
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jewellery to a photograph carried in a gold pendant. They are perceived as
being a constant connection to a loved one.
Lockets are symbols of sentimental value…Whether a
locket is full or empty, the perception of preciousness is in
the concept of the locket itself: believing that it should
contain something of value.6
Lockets are amongst the most personally significant items of jewellery due
both to their symbolisms but also the way they are worn. This proximity to
the body, within one’s personal space, protects against any unwanted
examination of the object, which could be interpreted as violation.
There are issues around the security of digital data stored within an
object. There is the possibility that data that forms part of a ubiquitous
computing network could leak into the environment. This could change the
memories that people are willing to leave. Jewellery and other handmade
objects often use codes, which are almost communal, including form, colour,
material and the position in which it is worn. However more discrete codes
such as engraved initials are also used, and these can be ‘read’ and
understood by the intended but are otherwise private. It would also be
possible to store this kind of coded data digitally but the fears of insecurity
could deter storage of such personal content.
How the memories might be accessed, as well as how the potential
user might be made aware of the hidden layers that are attached, need to be
addressed. While development of a visual language of symbols to identify
pools of electronic information, as explored by Timo Arnall, may be
appropriate in certain settings, it could be impractical in some contexts. The
need for handmade objects to transport memories has been, in part,
superseded by technology. Functional objects such as iPods and mobile
phones allow the owner to capture, store and transport ‘memories’ in a way
that was previously impossible. As these devices become a container of
memory and an extension of self, the perception of these objects is changing.
This is illustrated by the desire to engrave iPods with personal messages, in a
way that was formerly reserved for precious objects such as watches and
wedding rings. Once viewed as relatively disposable, digital devices are
being imbued with emotional importance. Disparate values are beginning to
merge.
Digital stores can also hold imposed memories dictated by an
external source. This raises questions of ownership and co-ownership. The
end of 20th century has been characterised as one of time-space compression
brought on by the acceleration in the pace of life.7 The digital medium has
played a part in condensing time thereby creating a speed-space,
conceptualised as dromology by Virilio.8 Instantaneous transfer of
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information, effectively reduces physical distance but can also bring the past
into the present, sometimes with violent speed. Although people are used to a
stimulus triggering memories that flood into awareness, these memories are
often partial and fragmentary, frayed and distorted. Stored digital memories
accessed by an RFID trigger are solid, unchanged from the day they were
deposited. The character of memories accessed in this way differs from those
generated subconsciously.
RFID-triggered memories may offer a new perspective allowing a
different kind of connection to artefacts in our lives. It offers the opportunity
to share different kinds of stories in keeping with our modern networks.
Digital memories interwoven within an object allow us to connect to the
maker through the creation of the piece. We can incorporate our own
narrative, and collective memories can be added digitally to develop an
ongoing interactive story. The production is much more apparent than in a
non-digital setting, but the truths, lies and mediation can be just the same. We
absorb memories through various sensory receptors. Digital memories can be
shared using different channels, for example auditory and visual forms, and
this may offer a more authentic or animating recollection. Digital memories
reveal some of the multiple layers, which already exist but are hidden.
Although this can tarnish some of the magic of the remembrance it may also
make stories more tangible and can therefore preserve the memory.
The diversification of digital technologies may be viewed as an
encroachment onto the traditional language of memory that is layered onto
hand made objects. However, the evolution of technologies is so readily
absorbed into culture that the juxtaposition will soften and boundaries will
merge.
Physiologically, man in normal use of technology (or his
variously extended body) is perpetually modified by it and
in turn finds ever new ways of modifying this technology.9
Notes
1
M McLuhan, Understanding Media: The Extensions of Man, The MIT
Press, Cambridge, MA, 1999, p. 57.
2
M Weiser, ‘The Computer for the 21st Century’, Pervasive Computing, JanMarch 2002 p.1, accessed 31/01/10, http://www.cim.mcgill.ca/~jer/courses
/hci/ref/weiser_reprint.pdf.
3
T Polhemus, ‘The Anthropolgy of Adornment’, Jerwood Applied Arts
Prize, Crafts Council, 2007, p. 26.
Cerys Alonso & Elizabeth Edwards
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4
M Rana, An Individual and Collective Journey, 2007, Sir John Cass
Department of Art, Media & Design, RAE 2008, accessed 02/02/10,
http://www.londonmet.ac.uk/jcamd/research/rae-2008/mah-utcome04.cfm.
5
L den Besten, Reading Jewellery: Comments on Narrative Jewellery,
Norway,
2006.
Accessed
02/02/10
http://www.klimt02.net/forum
/index.php?item_id=4515.
6
L Cheung, 2006 Koru2, International Contemporary Jewellery Symposium,
Lappeenranta, Koru2, accessed 02/02/10 http://www.klimt02.net/forum/
index.php?item_id=5205.
7
D Harvey, The Condition of Postmodernity: An Enquiry into the Origins of
Cultural Change, Blackwell, Cambridge, MA, 1990, pp. 240-241.
8
P Virilio, The Information Bomb, Verso, London, 2005 pp. 116-119.
9
M McLuhan, Understanding Media: The Extensions of Man, The MIT
Press, Cambridge, MA, 1999, p.46.
Bibliography
Arnall, T., Touch Research Project that Investigates Near Field
Communication. Accessed 31/02/10, www.nearfield.org/2009/10/rfid-iconbased-on-immaterials.
Gartner Research Technologies.
876512., Accessed 31/01/10.
http://www.gartner.com/it/page.jsp?id=
Greenfield, A., Everywhere: The Dawning Age of Ubiquitous Computing.
New Riders, Berkeley, CA, 2006.
Harvey, D., The Condition of Postmodernity: An Enquiry into the Origins of
Cultural Change. Blackwell, Cambridge, MA, 1990.
McLuhan, M., Understanding Media: The Extensions of Man. The MIT
Press, Cambridge, MA, 1999.
Puig Cuyas, R., The Created Jewel. from the exhibition catalogue
‘Balanced’. Barcelona, Antwerpen, October, 2000.
Cerys Alonso and Elizabeth Edwards are lecturers at Glyndwr University,
Wrexham. They are both active practitioners in their respective fields,
collaboratively researching how traditional Applied Arts ethos and skills can
be utilised in the development of digital media and ubiquitous computing.
Once upon a Paradigm Shift: Interactive Storytelling in a
New Media Context
Patrick McEntaggart
Abstract
A story gives the gift of human attention, connecting us and touching our
hearts to make us feel alive.1 The human brain looks for patterns in sound
such as speech and music, in images it finds colours and shapes, recognising
these patterns gives meaning. Just as we look for these patterns, it can be said
that we also look for them in our lives and experiences and it is these wider
patterns that we call stories. Stories are a large part of our lives, helping us to
understand who we are and where we have come from, by creating, telling
and re-telling them we can discern meaning and understand from our
changing world. The technological change in recent years has been immense,
affecting all aspects of communication. This research will consider why
stories are an important part of communication, how they have developed and
explore storytelling within the context of our digital future.
Key Words: Storytelling, narrative, new media.
*****
1.
Stories as Communication
Storytelling is one of, if not the most powerful form of human
communication and a fundamental way by which we make sense of our lives
and the world around us.2 If we understand the world around us in terms of
stories, this would suggest that they are an inherent part of our thought
processing and a tool which can help us to structure our impressions of the
world and ourselves. It has been argued that the structures in stories are
limited to a relatively small number of repeating patterns; after a study of
classical Greek and contemporary French writing it was argued that there are
exactly 36 dramatic situations that can occur in a story.3 In his book, The
Seven Basic Plots: Why We Tell Stories, Christopher Booker argues that
archetypal patterns underlying storytelling have emerged through evolution,
as a way for human beings to pass on information that will help shape us into
mature adults with the necessary understanding of the world and ourselves to
function.4 It would seem that we tell stories because it is a fundamental part
of being human, and the archetypal patterns that have developed shape our
thinking since they are embedded so deeply within us.
If storytelling is something that makes us human, then it must form
an inherent part of our culture. Speaking at the 2005 international conference
on Storytelling in a museum context Dr. Viv Golding argued that storytelling
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is the process of progressing knowledge and driving our understanding and
culture forward, she also sees it as something universally human and
common to us all.5 Whilst storytelling is part of our common humanity, the
diverse forms stories take are influenced by cultural trends and technological
evolution. T.S. Eliot said of Joyce’s Ulysses ‘I hold this book to be the most
important expression which the present age has found,’6 he clearly regarded it
as an important work which moved books and indeed storytelling forward. ‘It
was not until Cecil B. DeMille and Sergi Eisenstien that a true language of
film developed, one that exploited the particular qualities of the medium.’7
Innovative techniques and theories can offer a new way to engage the
listener, viewer or user by creating a different way of seeing or experiencing
material. Not only can the author explore the way the medium is used, they
can challenge how the story is conceived for that medium. With each new
manifestation of a story the user is able to expand their perception of
storytelling, becoming more able and willing to receive new techniques and
experimental forms of narrative. Janet H. Murray argues that a wide variety
of multiform stories in print and film are pushing past linear formats in an
effort to give expression to the characteristically twentieth century perception
of life as composed of parallel possibilities.8 If one were to imagine a twentyfirst century perception of life and indeed how to express it, one might need
to consider the influence new technology has brought to our lives and the
perception we have of ourselves within the world.
2.
Modern Storytelling and the Use of New Media
The new media give us a new perspective, but they have not just
sprung into existence, they exist because of what has come before and has a
relationship with the old. Sometimes this relationship feeds the newness, as
the new allows the old to be experienced in a way that was not possible
before. Although they can be thought of as new because of the latest
technology in use, this is not the only aspect that gives them newness, the
‘new’ can also refer to the new media in an ideological sense as being a place
for ‘the cutting edge’ or ‘avant-garde,’ a place for forward thinking, derived
from modernist beliefs in social progress as delivered by technology.9 In
practical terms the fact that the new media are new allows the freedom to
explore formats and break some of the conventions of the old, precisely
because people are coming to them with different expectations.
Marcel Proust once said ‘The real voyage of discovery consists not
in seeking new landscapes, but in having new eyes.’10 Indeed it could be
argued that a transformation of vision gives new media their newness and in
turn allows us to see from a different perspective, experiencing or
understanding that which was invisible before.11 As discussed previously, a
story has patterns that are recognisable to people, but changing how we
receive and experience that story with new media can bring a different
Patrick McEntaggart
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perspective to its telling. In a recent article for The Guardian, new media
author and journalist James Harkin examines the idea that people are
becoming more accepting of different forms of narrative, as a direct
consequence of using new media on a daily basis, in the form of email,
internet and social networking. He groups these new narrative formats into a
category called ‘cyber-realism.’12 These are stories that contain at least one of
four different elements: the puzzle (narrative is broken up into disparate
pieces, becoming clear only when all of the pieces are revealed), the loop (a
narrative that comes full circle rather than moving forward), multiplicity
(disparate strands of narrative that run concurrently) and the tie (unlikely
connection that brings all of the strands of a narrative together). If stories are
the landscape in which we can find our ourselves and our past, the paradigm
shift in the form of the new media gives us fresh eyes with which to explore
this landscape.13 The relationship between stories and the new media is
reciprocal; whilst stories can benefit from the change in perspective, new
technology is given relevance and meaning by its facilitation of this change
on something as fundamentally human as storytelling.
3.
Changes in Positioning and Perspective
One could say the ‘death of the author,’ in the traditional sense, is
the birth of the user, and the user as opposed to the viewer or reader, is
positioned as interactive. The new media are never complete without the user,
they are in a sense co-authors of the work, they bring their experiences and
participation to the work and become a part of it, thus completing its meaning
and reflecting Roland Barthes’ concept of the ‘writerly’ text.14 Through
interactivity the new media can position users as active participants in a
completely different way from traditional media – they allow interaction that
could have the potential to facilitate the user becoming involved in an
emotional level and create more engaging content. If the agency of
interaction can reveal content that evokes emotion, then it would be logical to
assume that the combination of interaction and emotion will facilitate a more
engaging experience for the user since emotions are what power us.15 The
context needs to be considered, a narrative environment is a suitable
framework for interaction and emotion, as stories are very much a part of
being human and emotions are a crucial part of how we think. It is also
important to consider how the new media can affect our relationship with a
story as it changes our positioning by bringing us closer to the material.
Our real life experiences shape who we are and how we view the
world,16 and our online experience is equally important since the virtual
world plays a big role in our lives. This familiarity with the virtual allows
users to be more accepting of non-linear structures that represent the world.
Just as ‘cyber-realist’ narratives in film and TV have become mainstream
through greater exposure to new media, users should also be more open to a
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change in positioning and emotional involvement in interactive content since
they experience a closer relationship with the real and virtual as part of daily
routine, often being present in both simultaneously. As people have become
more accepting of new ways to represent the world, it could be argued that
the new media give us a new freedom and opportunity to feel represented.
Stories told through new media can be continually made present by user
activity, their telling is ‘produced by’ rather than ‘consumed by’ the user.17
The user actively shares in creating the experience and thus writing their own
version of the story. This is digital storytelling; its power lies in the ability to
offer a sense of closer involvement (interactivity) and personalised
experience of a story, giving users an opportunity to create more engaging
stories and thus communication. However, what will be the enduring legacy
of new media? It may be that we require new forms of storytelling to put the
endless artefacts the new media have allowed us to create with such ease into
a structure that makes sense and can be experienced in a meaningful way.
4.
Stories of the Future
When users approach the new media their expectation is to interact
and consume content with a degree of control over the order and pace of the
unfolding information. Interactivity allows us to harness the power of
discovery within storytelling, by intensifying the process of uncovering the
elements that make up the story and shifting more control from the author to
the user. With this in mind it should be possible to break a story down into
packets of information that can be understood as single entities and as parts
of the whole. A packet is a defined item, but not necessarily rigid in structure.
It can be made up of ingredients for example text, image, video and sound.
Packets that make up the fabric of a story can be defined in two ways, one
where they are used to convey story-materials such as characters,
environments, events and atmosphere. Alternatively they can be broken into
pieces of story-time and used to convey a flow of events in small digestible
packets of time. One or both techniques could be employed in the same story.
The packets can be created and enhanced by using the different
forms of ingredient, for example a character might be expressed using many
packets; some that are video, some that are text and/or audio and some that
are a combination of all ingredients, On the other hand, the character can be
made up of packets that are pieces of the story-time expressed in the various
media forms available. Interactivity employed to connect or reveal packets of
information can enhance the meaning. Through the ingredients, content and
the methods of interaction with the packet(s) we understand aspects of the
story and piece them together to form an overall impression, thus we engage
with and have greater control over of the story exploration. It is important to
note however that engagement can be enhanced or decreased by the diversity
of form within packets or ingredients. If the variety is vast then the
Patrick McEntaggart
195
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connections and tone of voice must be strong in order to maintain the essence
of the story. If the variety is low then the essence of the story is easier to
maintain, however engagement can decrease if interaction is not
appropriately considered.
Storytelling is, and always has been, about discovery. As we follow
the narrative from the first page, frame or line, this process of discovery has
the power to involve us as we learn more. Interactivity facilitates curiosity
and allows the user to have a closer relationship with the packets of a story as
they build the meaning. It is this process that can enhance engagement with
stories beyond that which was possible before, and gives storytellers a new
form of expression within a digital future.
Notes
1
A Simmons, The Story Factor: Inspiration, Influence, and Persuasion
Through the Art of, Basic Books, London, 2006.
2
Schiffrin, cited in Roberts K, Lovemarks, Powerhouse Books, London,
2004.
3
G Polti, The Thirty-Six Dramatic Situations, JK Reeve, Franklin, Oh., 1916.
4
C Booker , The Seven Basic Plots: Why We Tell Stories, Continuum, 2006.
5
V Golding, Storytelling in Museum Contexts [CDROM], Fitzcarraldo, 2005
6
TS Eliot, cited in L Rainey, Modernism: An Anthology, Blackwell,
Publishing, 2005
7
GC Smith, Educating Interaction Designers, in Creative Code, J Maeda
(ed), Thames & Hudson Ltd, 2004, p. 206.
8
J Murray, Hamlet on the Holodeck: The Narrative Future in Cyberspace,
The MIT Press, 1996.
9
M Lister, New Media: A Critical Introduction, Routledge, London, 2003.
10
M Proust, cited in D Coon, Introduction to Psychology: Gateways to Mind
and Behavior with Concept Maps and Reviews, Wadsworth Publishing, 2008.
11
K Fuery, New Media: Culture and Image, Palgrave Macmillan, ???.
12
J Harkin, ‘Losing the Plot’, The Guardian, 22 March 2009, accessed 1
August
2009.
http://www.guardian.co.uk/film/2009/mar/22/21-gramsmemento-pulp-fiction.
13
T Khun, The Structure of Scientific Revolutions, University Of Chicago
Press, 1962.
14
R Barthes, S/Z, Hill and Wang, 1970.
15
Roberts, op. cit.
16
A Beck, Cognitive Therapy and the Emotional Disorders, Penguin, 1989.
17
J Garde-Hansen, Save As… Digital Memories, Palgrave Macmillan, 2009,
p. 44.
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Bibliography
Barthes, R., S/Z. Hill and Wang, 1970.
Beck, A., Cognitive Therapy and the Emotional Disorders. Penguin, 1989
Booker, C., The Seven Basic Plots: Why We Tell Stories. Continuum, 2006.
Crampton Smith, G., ‘Educating Interaction Designers’. Creative Code. J.
Maeda (ed), Thames & Hudson Ltd, 2004, p. 206.
Fuery K., New Media: Culture and Image. Palgrave Macmillan, 2009.
Garde-Hansen, J., Save As… Digital Memories. Palgrave Macmillan, 2009, p.
44.
Golding, V., Storytelling in Museum Contexts [CDROM]. Fitzcarraldo, 2005.
Harkin, J., ‘Losing the Plot’. The Guardian. 22 March 2009, accessed 1
August
2009.
http://www.guardian.co.uk/film/2009/mar/22/21-gramsmemento-pulp-fiction.
Khun, T., The Structure of Scientific Revolutions. University Of Chicago
Press, 1962.
Lister, M., New Media: A Critical Introduction. Routledge, 2003.
Murray, J., Hamlet on the Holodeck: The Narrative Future in Cyberspace.
The MIT Press, 1996.
Polti, G., The Thirty-Six Dramatic Situations. Writer Paperback, 1916.
Proust, M., Cited in Coon, D., Introduction to Psychology: Gateways to Mind
and Behaviour with Concept Maps and Reviews. Wadsworth Publishing,
2008.
Rainey, L., Modernism: An Anthology. Blackwell Publishing, 2005.
Roberts, K., Lovemarks. Powerhouse Books, 2004.
Schiffrin, 1996, cited in Roberts, K., Lovemarks. Powerhouse Books, 2004.
Patrick McEntaggart
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Simmons A, The Story Factor: Inspiration, Influence, and Persuasion. Basic
Books, 2006.
Patrick McEntaggart, University of Leeds, United Kingdom.
PART IX
New Media and Representations of the Past
Mu-Blogging: Yugoslav Pop-Musical Archives
Martin Pogačar
Abstract
In the newly established post-socialist states, which largely experienced an
annihilation or revision of their socialist pasts, renarrativisations of the past in
the era of ubiquitous media feature prominently. One of the many means
available to re-appropriate the past (in the case of the former Yugoslavia) is
the emergent medium of photo/video/audio blogging, i.e., blogs that employ
video-image-text-audio to renarrate and preserve the disappearing facets of
Yugoslav popular culture. This paper interrogates the potential of mublogging for preserving/archiving the remnants of popular culture and
everyday life.
Key Words: Music blogs, digital heritage, SFR Yugoslavia, history, popular
culture.
*****
1.
Introduction
A wide array of various online representations of the past, from
complex and comprehensive websites (online museums) to a-v (historical)
statements (as found for instance on YouTube), and posts and comments on
forums and blogs, apply and utilise numerous sets of practices and strategies
to represent and re/narrate the past. These practices are clearly not all entirely
new, or exclusively related to the digital realm, but significantly draw upon
offline media and to ‘old’ practices and strategies of narrativisation and
communication. As it is communication that is at stake in these inter-personal
interactions, in many respects online representations of the past are examples
of digital storytelling.1 Blogging, one of the popular practices for online
communication, generally features as a very straightforward example of
media convergence,2 in both form and content.
This paper discusses mu-blogging in relation to the renarrativisation
of Yugoslav past through the remediation3 of Yugoslav popular music. More
precisely, the role of mu-blogging is discussed in the scope of van Dijck’s
concept of mediated memories,4 in relation to preservation of Yugoslav
musical heritage online, and with that the preservation of an important
portion of Yugoslav history.5
First I look into the issue of the internet as a popular archive, a
ubiquitous and widely used tool/medium/technology for preserving data; and
secondly into the issue of music as a vehicle for preserving and transmitting
the past. The second part discusses the questions of music in cyberspace and
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more specifically mu-blogging as a practice to preserve the past. Finally, the
discussion is rounded up with a short discussion of two mu-blogs.
2.
The Internet: A Popular Archive
Preservation of the past is an intrinsic characteristic of human
existence and a crucial social activity that enables/facilitates preservation of a
collectivity over time and space. Records of the past can be found in
monuments, paintings, literature, official documents, music, cinema,
literature etc. It was not, however, until the age of modernity that (occidental)
societies started to go at sometimes ridiculous lengths to preserve their
presents for their possible futures. The modern period pedestalled the
importance of the archive and took archiving to a new level and significantly
contributed to the nation-building processes in the 19th century. It is reflected
in romantic quest for folk origins, which extensively led to transcribing and
documenting ordinary practices in order to establish a link to the ancient past
and tradition of a newly imagined nation. Nevertheless, not only due to the
technologically insufficient recording equipment and problems of storage, but
also because of political, economic and mythistorical circumstances and
aspirations, the ideological selection/censorship held sway upon what was to
be preserved, how and where (and what was to be left to oblivion).6
Unlike the classical archive with its limits of access, retrieval and
submission of data, the internet offers relatively easy access, upload and
retrieval of data. This data, however, ‘suffers’ from issues with authenticity
and the status of interpretive authority (which is often taken for granted in
official, national archives) and is often considered untrustworthy and
unreliable, not to mention it is often difficult to keep track of. The content is
not necessarily (although it often is) published with an archival agenda. In
many respects the internet is an archive that keeps record of user/visitor
activity online, through IP addresses, posts and comments, images, video,
sounds. Moreover, in many respects this archive could be seen as an
infrastructure of a collective intelligence, which according to Jill Walker
Rettberg ‘doesn’t lie in the individual videos on YouTube, or in each separate
blog post we write, it’s in the patterns we trace as we move through these
media: the order in which we listen to songs, the books we buy after viewing
a particular site, the links we make or the links we choose to follow.’7
3.
Mu-Blogging as a Past Preserving Practice
Many blogs that host/gather links to compressed music files at
remote storage sites are very similar. Although focusing on different music
genres, periods etc, the technology they use is the same and often is the
structure (emanating from the options given by the technology). A mu-blog is
usually introduced by a heading explaining what the blog is about, or declares
a ‘blog policy,’ after which posts are ordered chronologically, with newest on
Martin Pogačar
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top of the page. Usually, posts contain a short description of the record, a
track list, tags and comment function. Apart from that a mu-blog usually
gives option to visitors to ‘follow’ it, and a selection of links to other mublogs.
Another aspect of mu-blogging is the origin of the records. From
what can be told from visiting these sites it is clear that, in the case of former
Yugoslavia music in particular, that the music at stake is relatively old, vinyl
music/records which can no longer be bought in a shop nor have they been
released on a CD. In many cases the music in question is music practically
lost. If it were not for these mu-bloggers who go to second-hand record
shops, flea markets, browse old collections of records in the attics etc. in
search for rarities and oddities of a musical past. Furthermore, the records are
digitised, classified the folders compressed and uploaded to one of the
numerous file hosting sites (Megaupload, drop.io, Rapidshare...). On the blog
the link is posted to the remote storage site.
This is a time and money consuming pastime: you need time to find
all these records, money to buy them, time to digitise them, and money again
to spend so much time doing this for free and still make a living. Yet this is
an activity that clearly thrives. This is interesting in view of the fact that this
music would otherwise be completely unavailable. In the case of Yugoslav
music thus preserved it is all the more important from the perspective of
preservation of the past. The country that disintegrated in 1991 plunged into
wars out of which several new states emerged (very roughly speaking), in the
process of nationalisation/independentalisation of the former republics
suffered a considerable memory loss. The newly forming countries tried to
eradicate the once common past, supplant it with newly established
national(ist) narratives which in essence meant also breaking any links to the
former shared popular culture. Popular pasts tend to find ways into the pop
cultural presents, but in this respect this was actively discouraged. It is
probably also because of this that the mu-blogs find sufficient audience. They
attract an audience from across the former Yugoslavia, but judging the visitor
counter the majority of visitors are coming from other parts of Europe and
North America, with some form South America and Australia. Thus, the
music and portions of Yugoslav past are preserved and distributed globally
and the Yugoslav past, i.e. the music becomes a mediator of memories.
4.
The Cases of jugozvuk.blogspot.com and nevaljale.blogspot.com
The owner of the Jugozvuk, Aktivista, delimits the scope and aim of
his endeavours and through this also makes an identity statement, positioning
himself as a dedicated preserver of Yugoslav musical heritage. Through
referring (nostalgically) to his personal experience he passionately addresses
the visitor trying to mobilise enthusiastic response. Inviting visitors to get in
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touch and participate at the creation of the blog, Aktivista implicitly attempts
to make it into an interactive platform.
Aktivista does not devote much time to editing the textual posts, the
primary goal is to find the music offline, digitise it and make it available
online. Apart from buying records at flea markets, the owner gratefully lists
the so-called donators, who help him by providing links to remote sharing
sites to the material uploaded by them. Apart from that, he admits to
sometimes taking music from the ‘stealing sites,’ i.e. from bloggers who
‘steal’ the music from blogs and invest no time into obtaining the records
offline. This is established through inspecting the quality of the files (bit rate,
artwork scan) and comparing them against their own work. Mu-bloggers also
seem to devote much time into digitising their ‘artefacts’ in high quality.
Apart from that there seem to be issues of honesty and dignity involved in
creating and maintaining such blogs, where genuine effort is rewarded and
doing it the easy way is condemned.
Jugozvuk links to several other mu-blogs and I am now just briefly
going to refer to a blog ‘ova ploca nista ne valja, ima rupu u sredini’ at
http://nevaljaleploce.blogspot.com/. Cross-commenting between the two
blogs (and some others) suggests some sort of community emerging between
the mu-bloggers. However, as compared to Aktivista, Gramofonije took a
different approach and makes his blog much more personal by blogging also
about his private life, travelling and his band. At the beginning he states: ‘If
anyone is upset about anything, whether the content or copyright
breach/whatever please get in touch. I recommend everyone and anyone and
their families go out and buy these records, if available.’8
Blogging less extensively than Aktivista, Gramofonije often
provides more detailed information about the music. His blog is much more
manageable and transparent, also offering access to posts in chronological
ordering, which makes it easier to navigate and follow. In this respect the
storytelling on this blog is much more straightforward, with textual narrative
supported by music records that clearly are important for the author (not only
trashy music is posted), who overtly declares himself to be a fan of certain
groups, and in that way establishes a much stronger, more personal relation to
the music he posts. Thus, for instance he provides a longer description of
Yugoslav punk-rock bands such,9 which significantly influenced the last
decade of the (cultural, social and political) life in Yugoslavia.
5.
Conclusion
Now this last statement may be a bit exaggerated as it quickly
becomes obvious there are problems with archiving these sometimes rather
large collections of music (Aktivista claims to have posted 1,500 items). If
this music is to be available globally and permanently the archives need to be
maintained. The problem with archiving is that these endeavours are solely
Martin Pogačar
205
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individual and intimately motivated, and are also funded by these enthusiasts
(apart from some compensation they might get from hosting ads).
Consequently they are forced to use more or less free and more or less
expirable file hosting web providers. Apart from the fact that mu-blogging is
a sort of semi-legal activity, the sad reality is that many files are only
available for a relatively short period of time and may in 5 years become
extinct. Thus for instance, some of the oldest posts on the both discussed
blogs are no longer available, and Aktivista noted in a comment that as of
January 2010 he will no longer be re-upping the files as his archive has
become too difficult to navigate. Re-upping is the usual procedure in cases
when the links have expired either to time-out or because of no-visit
expiration, and it is mostly done upon request. This means that large
collections of music no longer available in shops will be lost. On the other
hand, much of pre-digital audio sources, which has not (yet) been digitised,
are still unavailable to the public, researchers, as the ‘major impediment
remain[s] the fact that most of our audiovisual memory is in one analogue
format or another.’10 And the question is whether it would make sense to
make such activities part of larger institutional frameworks for preservation
of audio heritage.
Another question is the role of blogs as digital storytelling media. In
most cases, and in the two discussed as well, the attempt to create a narrative,
albeit not in classical terms, is clearly discernible, particularly if we see
blogging as a descendant of writing a diary. The blogger’s ambition to
present his/her life, parts of it, or music, to perform and manage identity
further supports understanding mu-blogs as digital storytelling. Apart from
that mu-blogging at least to some extent contributes to community building,
through merely passive browsing and downloading to more active
commenting and reciprocal linking among blogs. On another level the
interlinked (former Yugoslav popular music) blogs also via the various ‘visit
counters’ offers an ‘ordinary’ visitor an impression of a wide
network/community of people who are interested/impressed by these
collections of music.
Finally, what does such utilisation of a medium mean for
understanding, representing, re-presenting of the Yugoslav past? First of all,
it enables/facilitates recovering, disinterring and representing and re/narrating
the past, or rather aspects of the past that usually escape the grip of
historiography. Outside digital media these aspects of the past would thus
face a twofold extinction – from historiography and media ecology – which
would even further exacerbate the consequences of the collapse of the state
and the ensuing emigration for the preservation of Yugoslav history.
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Notes
1
Digital storytelling is here understood in a broader sense than that proposed
by Joe Lambert’s Center for Digital Storytelling http://www.storycenter.org.
and includes any online activity that aims to (re)narrate personal, collective,
present or historical experience.
2
H Jenkins, Convergence Culture: Where Old and New Media Collide, New
York University Press, New York, 2006.
3
J D Bolter and D Grusin, Remediation: Understanding New Media, MIT
Press, Cambridge, London, 2001.
4
J van Dijck, Mediated Memories in the Digital Age, Stanford University
Press, Stanford, 2006.
5
The term “Yugoslavia” refers here to the former Socialist Federative
Republic of Yugoslavia (SFRY) which disintegrated in 1991.
6
See P Connerton, How Societies remember, Cambridge University Press,
Cambridge, 1989.
7
J W Rettberg, Blogging, Cambridge, Polity Press, 2009.
8
See Gramofonije Pločanović, ova ploca nista ne valja ima rupu u sredini, ,
date of viewing 08/02/10, http://nevaljaleploce.blogspot.com/.
9
See ibid.
10
D Teruggi, Ariadne, ‘Can we save our Audio-Visual Heritage?’, date of
viewing 09/02/10 http://www.ariadne.ac.uk/issue39/teruggi/.
Bibliography
Aktivista, Zvuci Jugoslavije, accessed 08/02/10. http://jugozvuk.blogspot.
com/2010/02/razni-izvodjaci-beogradsko-prolece-1963.html.
Bolter, J.D. & Grusin, D., Remediation: Understanding New Media. MIT
Press, Cambridge, London, 2001.
Connerton, P., How Societies Remember. Cambridge University Press,
Cambridge, 1989.
Dijck, J., Mediated Memories in the Digital Age. Stanford University Press,
Stanford, 2006.
Jenkins, H., Convergence Culture: Where Old and New Media Collide. New
York University Press, New York, 2006.
Pločanović, G., ova ploca nista ne valja ima rupu u sredini. accessed
08/02/10, http://nevaljaleploce.blogspot.com/.
Martin Pogačar
207
______________________________________________________________
Rettberg, J. W., Blogging. Polity Press, Cambridge, 2009.
Teruggi, D., Ariadne, ‘Can we save our Audio-Visual Heritage?’ accessed
09/02/10 http://www.ariadne.ac.uk/issue39/teruggi/.
Martin Pogačar is a research assistant at the Scientific Research Centre of
the Slovenian Academy of Sciences and Arts, and a PhD student at the
University of Nova Gorica. He is currently interested in implications digital
technologies, the Internet in particular, have for representing and
understanding the (Yugoslav) past.
New Media Use in the Production of National Identity
and the Preservation of National History: The Digital
Emirates Project
Harris Breslow & Herman Coutinho
Abstract
This paper addresses the use of new media in the production of historical
knowledge and the preservation of national identity and memory within the
framework of an interactive multimedia academic research database and
archive. One method for the preservation of national historical knowledge
and identity is the integration of multiple sources and forms of information
within an interactive multimedia archive; the more sources and media within
the archive, the more complex the overall informational effect, and thus the
more deeply and complex the experience of national identity and memory.
We will demonstrate this in the following ways. 1: A demonstration and
discussion of a prototype of the Digital Emirates Project, an interactive
multimedia database and archive based on an historical timeline, and
allowing for the real time interaction of maps, still photography, video,
research archives and academic and popular databases. 2: The delivery,
through the database, of a project concerning the uses and depiction of
roadway roundabout art as historical markers, communal symbols, and
cultural icons. This paper argues that roundabout art plays a complex role in
the reproduction of local and national Emirati culture, and that the most
effective way to discuss, describe and display the complex conjunctural
functions of roundabout art is through the use of a new medium, such as the
Digital Emirates Project. 3: In order to demonstrate the potential of the
software as a repository for multiple sources/types of information we will
also demonstrate the delivery of a second academic project, ‘The Changing
Space of the Arab City.’ The project’s thesis is that changes to the nature of
urban space have fundamental effects upon the national cultural formation
within which the changes occur. This project uses Dubai as a case study and
will be discussed within the framework of the Digital Emirates Project.
Key Words: UAE, database, imagined community, history, scholarship,
cloud computing.
*****
Founded in 1971, The United Arab Emirates (UAE) faces the typical
challenges that may be said to befall any young nation-state during the
process of its creation, among them the production of a series of referents to
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New Media Use in the Production of National Identity
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which its imagined community1 is articulated: There is a mythic origin point,
a national language, a national press, a national market place, and a cultural
infrastructure.2 There is also scholarship within, and concerning, the country:
This functions to establish and further reinforce commonly accepted ‘facts’
concerning the nation as well as establishing a sense of legitimacy.
Now in prototype form, the Digital Emirates Project (DEP) will be a
cloud-based database of academic research both conducted in, and
concerning, the UAE. Users access the database via an interactive GUI
linking research to spatiotemporal coordinates. This is accomplished through
a multi-paned screen in which each of the search elements are linked and are
presented to the researcher, one element to a pane.
This work is also tied to aiding the preservation of historical modes
of Emirati culture that face an inevitable decline in the face of an
international mass media apparatus which tends ‘to destabilize local customs,
to extend awareness of other ways of life, and to add complexity to the
process of socialization.’3 Moreover, it does so by presenting this complexity
according to priorities and logics that are appropriate for market profits rather
than cultural stability. Local content is buried under an avalanche of
international and regional content that has already recouped its costs and is
cheap to purchase.4
Our work resembles the Aluka Project, which archives the history of
the anti-apartheid struggle in Southern Africa.5 Following Aluka, local
scholars will shape and direct the contributions to DEP; ensuring that the
DEP does not become a repository of ephemera and trivia, while being
sensitive to the politics surrounding any selection criteria.6 Another similarity
is in our concern to ensure that we do not replicate the commercial mass
media, thereby reproducing structures that turn cultural histories into mere
commodities to be bought and sold.7
We are keenly aware of the potential for the DEP to inadvertently
reproduce existing dominant institutional classificatory schemes that both
homogenize content while reproducing structures of unequal access.8 It is our
intention to make the DEP as open to content as conceivably possible, while
maintaining a level of integrity to the entire body of content. We are also
aware of the fact that schemes of classification will have a direct impact upon
the nature of cultural memory and heritage.9
Dalbello describes two existing models for digital archiving and
materials classification. There is the model of the distributed library, which
integrates disparate and discontiguous content. In this paradigm
‘collaborative efforts could become standard practice in developing digital
collections around a subject or a regional focus.’10 There is also the model of
the living library, where the archive taps into content supplied by members of
the surrounding community, bridging the asymmetries discussed, above.11
The DEP will bridge both models; it will be a collaborative effort amongst
Harris Breslow & Herman Coutinho
211
______________________________________________________________
scholars and members of the community, while aiding in the production and
dissemination of new knowledge.
Archival collections are productive of narratives of cultural memory.
All narratives typically require a system of fixed relations amongst their
exegetic elements that enables the production of the narrative, and hence the
production of memory.12
We have two objections to this assertion. Our first relates to the
politics of this fixity: Who is responsible for determining the order and
classificatory schema of a new culture’s archive? Is it not accurate to say that
importing an existing scheme causes the reproduction of one culture’s
institutional priorities over those of another?13 The highly interactive
structure of DEP’s GUI responds to this concern. In the DEP there is a
minimal a priori classificatory scheme that, when combined with the high
degree of search and information interactivity, enables users to construct their
own narratives directly from the archive.14 The DEP will enable the
articulation in the UAE of ‘accelerated populism,’ the acceleration of the
process of issue group formation and action within a specific polity,15 and the
enunciation of new narratives and the preservation of cultural memories.
Accelerated populism also addresses our second objection to
Dalbello’s assertions. This objection is concerned with the nature of the
memories that are generated through online experience and online archival
searches. Memory plays a generative role in, and is articulated to, narrative
formation, and subjectivity. One aspect of memory is what Crapanzano refers
to as the referential third; the always already presupposed and idealized
interlocutive referent assumed in acts of communication.16 This referential
third, argues Crapanzano, not only enables relatively unproblematic dialogue,
it is also a key element in the construction of social membership, and the
production of narratives and memories. Internet usage is often a crosscultural phenomenon, and thus lacks in the clear articulation of a referential
third,17 thereby preventing the formation of narratives and memories.
Other aspects of digital media compound this. Digital games, in
particular MMORPGs and those played through the online gaming services,
do not make use of a consistent external spatial referent that grounds the
game within a permanent narrative space. Rather, they function by generating
elements, settings and environments that are momentarily called into being in
order to ‘evolve, manifest, and ‘disappear’ its parts… as a function of action
itself.’18
Researchers have begun to examine an aspect of the phenomenology
of digital archival and database searches and research that tends to be
occlusive of memory. There are two models of archive and database retrieval.
There is the typical library research/search database function. We search such
a database using search term combinations organized according to logical
operators, and which are related to categories such as keyword, author, title
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______________________________________________________________
and subject. This produces a form of ‘flatness’ to the fields of knowledge that
we are searching.19 The complexity of the archive as a lived experience is
replaced by a set of limited search results, reducing a complex system of
knowledge to a manageable volume of data, while reducing complexity to
instantaneous results. There are also commercial search engines, such as
Google. Typically, the results of a search using a commercial search engine
are undifferentiated, lack categorization, and are absent of both relevance
measures and temporal organization.
Johnson-Eilola describes the amount and structure of information on
the Internet as a ‘datacloud,’ a constantly shifting structure of information
that is based on the ongoing and overwhelming amount of information
generated by the traces of our existence.20
[W]hen we [search] we’re attempting to take some meaning
out of our own idiosyncratic and specific experiences and
transfer that meaning to someone else’s idiosyncratic and
specific experiences.21
When we do so we must take the idiosyncrasies of our lives, and the
lives of others whose data traces we retrieve, entirely out of context. We
flatten context, again reducing the complexities of experience to a definable
search.
[What] Google excels at is this flattening of information
space, the decontextualizing of information in order to
make it more fluid. Although there’s always the option to
view search results ‘in context’… that context is illusory
and must be understood as always contingent.’22
Regardless of whether we search deeply or superficially, we are
always flattening experience, and thus flattening the narratives that we
construct from this experience and the memories that these narratives enable
us to produce. ‘Database (the paradigm) is given material existence, while
narrative (the syntagm) is de-materialized. Paradigm is privileged, syntagm is
downplayed. Paradigm is real, syntagm is virtual.’23 The DEP will aid in the
reconstruction of syntagmatic experience through the use of complex layers
of existence - time, space, text, multimedia - rather than their flattening
through simple text searches. The answer to the social and ontological
problems of new media technologies is neither more nor less of these, but
rather their careful application in new and thoughtful ways.
Harris Breslow & Herman Coutinho
213
______________________________________________________________
Notes
1
E Hobsbawm, ‘Introduction: Inventing Traditions’, in The Invention of
Tradition, E Hobsbawm & T Ranger (eds), Cambridge University Press,
Cambridge, 1983, pp. 9-13; B Anderson, Imagined Communities: Reflections
on the Origin and Spread of Nationalism, Revised Edition, Verso, London,
1991, Chpts. 2, 5 & 6.
2
T Bennett, The Birth of the Museum: History, Theory and Politics,
Routledge, London, 1995, pp. 33-48.
3
M Poster, ‘Everyday (Virtual) Life’, New Literary History, Vol. 33, No. 4,
2002, p. 751.
4
See P Golding, ‘Global Village or Cultural Pillage?’, in Capitalism in the
Information Age: The Political Economy of the Global Communication
Revolution, R McChesney, E Wood, and J Foster (eds), Monthly Review
Press, New York, 1998; R McChesney, ‘The Political Economy of
International Communications’, in Who Owns the Media: Global Trends and
Local Resistances, P Thomas and Z Nain (eds), Zed Books, New York, 2004.
5
A Issacman, P Lalu and T Nygren, ‘Digitization, History, and the Making
of a Postcolonial Archive of Southern African Liberation Struggles: The
Aluka Project’, Africa Today, Vol. 52, No. 2, 2005, pp. 55-77.
6
M Dalbello, ‘Institutional Shaping of Cultural Memory: Digital Library as
Environment For Textual Transmission’, The Library Quarterly, Vol. 74, No.
3, 2004, p. 291; A Issacman, P Lalu and T Nygren, p. 59 & p. 66.
7
A Issacman, P Lalu and T Nygren, p. 59.
8
M Dalbello, pp. 266-267, 275.
9
ibid., p. 267.
10
ibid., p. 274.
11
ibid., pp. 274-275.
12
ibid., pp. 277.
13
ibid., p. 275.
14
J Billington, ‘Culture, Memory and Technology’, The Sewanee Review,
Vol. 109, No. 2, 2001, pp. 220-222.
15
B Bimber, ‘The Internet and Political Transformation: Populism,
Community and Accelerated Populism’, Polity, Vol. 31, No. 1, 1998, p. 136.
16
V Crapanzano, ‘The Postmodern Crisis: Discourse, Parody, Memory’,
Cultural Anthropology, Vol. 6, No. 4, 1991, pp. 434.
17
ibid., p. 438.
18
J Oliver, ‘Buffering Bergson: Matter and Memory in 3D Games’, in Small
Tech: The Culture of Digital Tools, B Hawk, D Rieder, and O Oviedo (eds),
The University of Minnesota Press, Minneapolis, 2008, p. 127.
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19
G Crane, ‘History, Memory, Place and Technology: Plato’s Phaedrus
Online’, in Structures of Participation in Digital Culture, J Karaganis (ed),
Social Science Research Council, New York, 2007, p. 44.
20
G Bowker and C Geoffrey ‘The Past and the Internet’, in Structures of
Participation in Digital Culture, J Karaganis (ed), Social Science Research
Council New York, 2007, p. 26.
21
J Johnson-Eilola, ‘Communication Breakdown: The Postmodern Space of
Google’, in Small Tech: The Culture of Digital Tools, B Hawk, D Rieder, and
O Oviedo (eds), The University of Minnesota Press, Minneapolis, pp. 112113.
22
ibid., p. 115.
23
L Manovich, ‘Database as Symbolic Form’, Millennium Film Journal, No.
34, 1999, p. 34.
Bibliography
Anderson, B., Imagined Communities: Reflections on the Origin and Spread
of Nationalism. Revised Edition. Verso, London, 1991.
Bennett, T., The Birth of the Museum: History, Theory and Politics.
Routledge, London, 1995.
Billington, J., ‘Culture, Memory and Technology’. The Sewanee Review. Vol.
109, No. 2, 2001, pp. 218-225.
Bimber, B., ‘The Internet and Political Transformation: Populism,
Community and Accelerated Populism’. Polity. Vol. 31, No. 1, 1998, pp.
133-160.
Bowker, G., ‘The Past and the Internet’. Structures of Participation in Digital
Culture. J. Karaganis (ed), Social Science Research Council, New York,
2007, pp. 20-37.
Crane, G., ‘History, Memory, Place and Technology: Plato’s Phaedrus
Online’. Structures of Participation in Digital Culture. J. Karaganis (ed),
Social Science Research Council, New York, 2007, pp. 39-45.
Crapanzano, V., ‘The Postmodern Crisis: Discourse, Parody, Memory’.
Cultural Anthropology. Vol. 6, No. 4, 1991, pp. 431-446.
Harris Breslow & Herman Coutinho
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Dalbello, M., ‘Institutional Shaping of Cultural Memory: Digital Library as
Environment For Textual Transmission’. The Library Quarterly. Vol. 74, No.
3, 2004, pp. 265-298.
Golding, P., ‘Global Village or Cultural Pillage?’. Capitalism in the
Information Age: The Political Economy of the Global Communication
Revolution. R. McChesney, E. Wood, and J. Foster (eds), Monthly Review
Press, New York, 1998, pp. 69-86.
Hobsbawm, E., ‘Introduction: Inventing Traditions’. The Invention of
Tradition. E. Hobsbawm and T. Ranger (eds), Cambridge University Press,
Cambridge, 1983, pp. 1-15.
_______
, Nations and Nationalism Since 1780: Programme, Myth, Reality.
Cambridge University Press, Cambridge, 1990.
Issacman, A., Lalu, P. & Nygren, T., ‘Digitization, History, and the Making
of a Postcolonial Archive of Southern African Liberation Struggles: The
Aluka Project’. Africa Today. Vol. 52, No. 2, 2005, pp. 55-77.
Johnson-Eilola, J., ‘Communication Breakdown: The Postmodern Space of
Google’. Small Tech: The Culture of Digital Tools. B. Hawk, D. Rieder, and
O. Oviedo (eds), The University of Minnesota Press Minneapolis, 2008, pp.
110-115.
Manovich, L., ‘Database as Symbolic Form’. Millennium Film Journal. No.
34, 1999, pp. 24-43.
McChesney, R., ‘The Political Economy of International Communications’.
Who Owns the Media: Global Trends and Local Resistances. P. Thomas and
Z. Nain (eds), Zed Books, New York, 2004, pp. 3-21.
Oliver, J., ‘Buffering Bergson: Matter and Memory in 3D Games’. Small
Tech: The Culture of Digital Tools. B. Hawk, D. Rieder, and O. Oviedo
(eds), The University of Minnesota Press, Minneapolis, 2008, pp. 134-128.
Poster, M., ‘Everyday (Virtual) Life’. New Literary History. Vol. 33, No. 4,
2002, pp. 743-760.
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______________________________________________________________
Harris Breslow is an Associate Professor in the Department of Mass
Communication, American University of Sharjah.
Herman Coutinho is a studio and digital media specialist in the Department
of Mass Communication, American University of Sharjah.
PART X
Theories and Concepts in Digitising Individual and
Community Memory
Diverging Strategies of Remembrance in Traditional and
Web 2.0 Online Projects
Heiko Zimmermann
Abstract
This paper focuses on the conditions for using on-line media as means of
remembrance, memory and achieving. Starting from a diverse theoretical
basis that does not only include theorists like Halbwachs and Assmann but
also older metaphorical literary descriptions of processes of remembrance,
the paper will compare projects like Facebook and GayRomeo with less
interactive Web 1.0 projects in terms of their aptitude for described
processes. As a result, it will have to be questioned whether tradition on-line
media can serve to (re-)construct memory at all or how they will have to be
adapted to obtain this ability. For Web 2.0 projects, there are other
implications that are related to the level of subjectivity vs. collectivity and
public vs. private memory.
Key Words: Social network sites, memory, collective memory,
communicative memory, eemembrance, Web 2.0, Web 1.0, Facebook,
GayRomeo, Find a Grave.
*****
1.
Typology of Memories
Memory is always collective. Taking the example of a tourist’s walk
trough London, the French philosopher and sociologist Maurice Halbwachs
has shown very clearly that ‘In reality, we are never alone.’1 The tourist is not
alone as they have heard about London from others, as they might have a
map, created by others, or just because they are putting themselves into the
point of view of the land surveyor who had designed the layout of the city.2
How far can one talk then about individual or subjective memory at all?
Halbwachs explains, ‘remembrances are organized in two ways, either
grouped about a definite individual who considers them from his own
viewpoint or distributes within a group for which each is a partial image.’3
The individual, thus, participates in two types of memory:
[H]e places his own remembrances within the framework
of his personality, his own personal life; he considers those
of his own that he holds in common with other people only
in the aspect that interests him by virtue of distinguishing
him from others.4
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Therefore, individual memory is a vital part of personal identity construction
that goes hand in hand with the knowledge of the differences to others. It is a
form of othering. Collective memory is constructed in the interaction of
people as members of a group. It comprehends the individual memories of
the group members while remaining distinct from them.5 If one were to
describe the relation in terms of set theory, one could understand collective
memory to be a superset of the involved individual memories. These notions
of individual - augmented by subjective evaluations of mere events and, thus,
called subjective memory - and collective memory shall be used in the
following analysis.
2.
A Metaphorical Literary Description
The idea of an active construction of memory by remembrance is not
new. In the second book of his epic The Fairie Queene, written in 1596,
Edmund Spenser describes a library as the metaphor for processes of
remembrance and the memory.6 This metaphor distinguishes an active and a
passive principle. This difference is the difference of memory and
remembrance. Memory (Eumenestes) becomes an archive from which
remembrance (Anamnestes) selects, updates and takes material.
Why should one take a closer look at Spenser’s conception of
memoria? By depicting memory not merely as a storeroom of the mind but
rather connecting it with current events and history, of which Eumenestes is
the chronicler; by depicting it as a library to which even visitors have access;
by depicting it through a metaphor within a metaphor - the library/memory in
the chamber in the mind/in the castle tower/in the body of Alma/in the soul the boundaries between collective and individual possession are blurred. This
blurring also takes place on SNSs on the Web 2.0.
3.
Shortcomings of the Web 1.0
In his recent monograph You Are Not a Gadget: A Manifesto, the
internet pioneer Jaron Lanier comments on the interpretation of the idea of
informational freedom which underlines that information should be free: ‘I
say that information doesn’t deserve to be free’.7 He states:
Information is alienated experience.
You can think of culturally decodable information as a
potential form of experience, very much as you can think of
a brick resting on a ledge as storing potential energy. When
the brick is prodded to fall, the energy is revealed. That is
only possible because it was lifted into place at some point
in the past.
In the same way, stored information might cause experience
to be revealed if it is prodded in the right way.8
Heiko Zimmermann
221
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This potential experience is graspable in Web 1.0 projects. Although,
information is stored in them, the triggering of experience happens mostly
outside the medium - in the head of the otherwise passive user - and is not
reflected therein. Thus, the information stored remains static. People with the
ability to programme for the Internet, to change and easily mash-up
information without the typical Web 2.0 tools would probably disagree here.
The father of the world wide web, Tim Berners-Lee, stated in an interview,
that the Web 2.0 did not exist at all. The Web was conceptualized as a
medium in which everybody was able to publish.9 Thus, there is a priori an
interaction, an activation of information and a modification of it. However,
the vast majority of users do not have the ability to edit websites on the markup/source code level.
An example of the heaving of information to potential experience is
‘Leipziger Erzählen,’ a part of an educational project for elderly people Aktives Alter - that asks them to tell personal stories. There are accounts, for
instance, by people like Heinz Lohse, born in 1928, or Inge Mothes, born in
1926, who succeed in presenting the very subjective point of view of young
people during the first years of the Second World War.
However much potential information on ‘Leipziger Erzählen’ might
be stored, it will surely fail to be a medium for remembrance as it does not
invite readers to comment on, link, quote or syndicate the stories. There
might be people of the same age who share very similar or diverging
experiences that could be added or confronted with the stories on the website
in order to keep alive the memory or to revise it. There might be historians
who could connect the information to other original sources or factual texts.
However, all this is not intended. The information rests on the website like
the stone on the window sill: There is potential experience. Alas! It is never
going to be released.
4.
Memory on the Web 2.0
Facebook is well known and does, therefore, not need to be
introduced here. GayRomeo is foremostly a dating website for men, interand transsexuals looking for other men. In Germany and some other parts of
the world, the use of the network is almost natural for homosexual men: The
frequency of use in the target group is probably comparable to the use of
Facebook amongst American university students.10 Find a Grave, in contrast,
is an international database of graves of famous as well as publicly mostly
unknown people. The records can be searched for names, dates of birth and
death as well as for a given cemetery.
As described in the theoretical writings mentioned above,
remembrance works via interaction of people. This is precisely the strength
of SNSs. Halbwachs writes:
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Diverging Strategies of Remembrance
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Very often […] images imposed on us by our milieu change
the impression that we have kept of some distant fact, or of
some person known long ago. […T]hese images blend into
our remembrances and seemingly lend them their own
substance […]. Just as we must introduce a small particle
into a saturated medium to get crystallization, so must we
introduce a ‘seed’ of memory into that body of testimony
external to us in order for it to turn into a solid mass of
remembrances.11
Images posted by others on Facebook or GayRomeo might become a seed of
memory, especially if the one was involved in the event whose document the
picture is. The same is true for Find a Grave if one has been to a respective
cemetery. An advantage of the SNS is that they allow immediate feedback.
‘No memory can preserve the past. […It] works by reconstructing, that is, it
always relates its knowledge to an actual and contemporary situation.’12 This
adaptation is possible by a continuous discussion about the items that
represent memory. Parts of this discussion are comments as text or as the
infamous ‘Like’ and ‘Poke’ on Facebook or the footprints on GayRomeo,
allowing a minimum feedback without too much interaction, giving just the
necessary confirmation that a piece of information is correct, that the opinion
on things is shared by others.
Garde-Hansen sees a problem in the influence of the archive as
agent in the process. She argues, supported by Derrida, that the technical
structure of the archiving archive determines the structure of the achievable
content.13 She writes,
SNS users do not simply attend a party, gig or meeting
offline and then post their photos or thoughts as memorable
record online. They actively engage with the archiving
archive of the SNS […]. How a user remembers and
archives a rock concert in Facebook would be very different
from how that same user remembers and archives it in
Myspace.14
How can subjective evaluations of memory be retained within
SNSs? One strategy is surely the disconnection from most other ‘friends’.
What Joanne Garde-Hansen describes as a communication problem is
actually one stronghold of personal-only memory: the individually specific
interwovenness of the users in various groups of friends, groups of people
who share common interests or participated in a given event.15 The
disconnection from other people’s lives may allow single users to retain a
very personal view, a very subjective evaluation of memory.
Heiko Zimmermann
223
______________________________________________________________
GayRomeo is an excellent example of the different layers of public
and private memories, or - if you want - the disconnection from other
people’s lives that is represented in the inherent structure of the system.16
Users are able to save other users as contacts. They can decide whether a
saved contact is able to see that he has been saved or not. Moreover, this
contact can, if he allows it, be shown publicly as a link. If a user is saved as a
contact, the saving user can add comments, that only he is able to see, to the
profile of the other. By doing so, the public profile is augmented by a private
narrative - usually consisting of notes - mnemonics - about real-life
encounters, additional information that was collected during chats or even
more private details.
5.
Conclusions and Recommendations
While subjective memory is retained on SNSs, collective memory is
an active process that has to be guided.17 The mechanisms of the SNSs could
be an option. Better would be an awareness of the users, that the system
influences their way of archiving and, resulting from this, more subversive
usage that at times breaches of the rules and the underlying functional
principles of these systems in order to steer the system in the desired
direction. This can also be achieved by active participation in the services
offered by the system (having own groups, deciding on the visibility of
information, creating own applications).18
The Web 1.0 services do not suffer from somebody taking control of
the way they archive information but rather from no-body taking control over
the archived information to discuss and update it. The only way to keep these
sites as possible memory is to open them, if not for direct comments and
additions on the websites themselves then for comments and additions offsite using services like digg, tagging information to make it more easily
accessible for search engines, or to offer ways of using the information in
other context - e.g. by providing a feed that can be aggregated somewhere
else.
An example for this could be the ‘blog’ of Felix von Leitner, which
is one of the most read German blogs. It does not allow leaving comments.
However, there is a feed that readers can subscribe to. Content syndication
and aggregation is possible. The discussion takes place somewhere else. The
rating website deutscheblogcharts.de lists von Leitner’s website as number
five of the most referred-to German blogs.
Joanne Garde-Hansen closes her analysis with the statement that
SNSs ‘are a symptom of a need: for identity, for memory, for stories and for
connectedness. We are suffering from archive fever […] and are in need of
archives.’19 However, if there is such an archive fever, why do websites like
Aktives Alter, websites that are an insufficient medium for (re-)constructions
of memory exist at all? How safe are our memories on SNSs, and are there
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other ways of creating and maintaining archives on-line? There are many
questions that remain unanswered.
Notes
1
M Halbwachs, The Collective Memory, Harper & Row, New York, 1980, p.
23.
2
ibid., pp. 23-24.
3
ibid., p. 50.
4
ibid.
5
ibid., p. 51.
6
For a detailed description cf. H Zimmermann, ‘Erinnerung im Web 2.0: Das
Internet als (persönliches) Gedächtnis’, in Vorträge aus dem Studium
Universale 2004-2007, E Schenkel & N Kroker (eds.), Leipziger
Universitätsreden, vol. 106, 2009, pp. 131-149; pp. 140-142.
7
J Lanier, You Are Not a Gadget: A Manifesto, Alfred A. Knopf, New York,
2010, p. 28.
8
Ibid., pp. 28-29, italics by me.
9
Cf. T Berners-Lee, Interview, in developerWorks Interviews, 25 Aug. 2006,
26 Jan. 2007, http://www-128.ibm.com/developerworks/ podcast/dwi/cmint
082206.txt.
10
For more details on the impact of GayRomeo cf. Zimmermann, op. cit., p.
136.
11
Halbwachs, op. cit., p. 25.
12
J Assmann, ‘Collective Memory and Cultural Identity’, New German
Critique, vol. 65, 1995, pp 130.
13
Cf. J Garde-Hansen, ‘MyMemories?: Personal Digital Archive Fever and
Facebook’, in Save As…: Digital Memories, J Garde-Hansen, A Hoskins & A
Reading (eds.), Palgrave, London, p. 137.
14
ibid., p. 137.
15
ibid., p. 143.
16
Very much in contrast to Find a Grave, where the subjective part blends
entirely into the publicly accessible files.
17
Cf. A Assmann, Erinnerungsräume: Formen und Wandlungen des
kulturellen Gedächtnisses, Beck, Munich, 2003, p. 15.
18
The recently introduced Facebook Site Governance is a piece of evidence
of the influence users have on the corporate system.
19
Garde-Hansen, op. cit, p. 148. Cf. also J Derrida, Archive Fever: A
Freudian Impression, trans. Eric Prenowitz, U of Chicago P, Chicago, 1996.
Heiko Zimmermann
225
______________________________________________________________
Bibliography
Aktives Alter - Neue Medien. 2006,
http://www.aktives-alter.de/portal1.html.
viewed
on
9
Feb.
2010,
Assmann, A., Erinnerungsräume: Formen und Wandlungen des kulturellen
Gedächtnisses. Beck, Munich, 2003.
Assmann, J., ‘Collective Memory and Cultural Identity’. New German
Critique. vol. 65, 1995, pp. 125-133.
Berners-Lee, T., Interview. developerWorks Interviews. 25 Aug. 2006,
viewed on 26 Jan. 2007, http://www-128.ibm.com/developerworks/
podcast/dwi/cmint082206.txt.
Derrida, J., Archive Fever: A Freudian Impression. U of Chicago P, Chicago,
1996.
Garde-Hansen, J., ‘MyMemories?: Personal Digital Archive Fever and
Facebook’. Save As…: Digital Memories. Joanne Garde-Hansen, Andrew
Hoskins & Anna Reading (eds), Palgrave, London, pp. 135-149.
Halbwachs, M., The Collective Memory. Harper & Row, New York, 1980.
Lanier, J., You Are Not a Gadget: A Manifesto. Alfred A. Knopf, New York,
2010.
Spenser, E., The Faerie Queene. T.P. Roche & C.P. O’Donnell (eds),
Penguin, London, 1978.
Zimmermann, H., ‘Erinnerung im Web 2.0: Das Internet als (persönliches)
Gedächtnis’. Vorträge aus dem Studium Universale 2004-2007. Elmar
Schenkel & Nadja Kroker (eds), Leipziger Universitätsreden, vol. ns 106,
2009, pp. 131-149.
Heiko Zimmermann is a PhD candidate at the University of Trier,
Germany, Dept. of English. His research focus is on digital as well as on
Victorian and Modernist literature and contemporary media.
Algorithmic Memory? Machinic Vision and
Database Culture
Katrina Sluis
Abstract
This paper examines the material structures which support the sorting,
searching and filtering of digital memories. Whilst accessible tools and cheap
storage provide new opportunities to ‘cache’ one’s life, practices of editing
and annotation are largely being replaced by passive accumulation. The
problem of managing a snapshot collection which might number in the
thousands has spawned the development of software interfaces in which the
paradigm of the album has been reinvented as a database with a search field.
Technologies such as automated image annotation and image retrieval
promise to outsource the process of tagging, naming and organising
memories to the computer, using complex algorithms to approximate a kind
of ‘machinic vision’. This paper argues that far from representing the
dematerialisation of the object, digitisation represents a significant shift in the
way in which memory is constituted. Drawing on the field of software
studies, the relationship of materiality to memory is problematised through an
analysis of software and algorithm in the construction of digital memories.
Key Words: Archive, database, algorithm, memory, software, new media,
digital culture, server farm.
*****
1.
Introduction
Digitisation, as commonly argued, has liberated our documents from
the limitations of physical media, producing a ‘storage mania’ in which it is
easier to accumulate rather than delete data. However, it would be a mistake
to equate the current expansion of networked storage, as simply a shift from
‘material archive-systems’ to ‘immaterial information-banks’, as argued by
Brouwer and Mulder.1 As Derrida’s archive fever is supplanted by database
fever, technologies of memory are increasingly linked to the industrial
processing of information and the performativity of software. Part of the
problem facing scholars of memory is the way in which software is both
ubiquitous and invisible forming what Thrift describes as the ‘technological
unconscious.’2 The friendly face of social media largely obscures an ecology
of software in which algorithms and databases are actors which mediate our
encounter with digital memory. In their work on archives, Brown and DavisBrown state that activities such as acquisition, classification and preservation
are ‘technical’ activities associated with the archive that may become
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Algorithmic Memory?
______________________________________________________________
explicitly ‘political’ as they determine visibility and access.3 This paper
argues that far from representing the dematerialisation of the object and the
liberation from the archival gaze, digitisation presents us with new material
structures through which memory is constructed.
Framing these shifts has been an ongoing consideration of how the
archive might be understood in the context of ubiquitous networked media.
The rhetoric of Web 2.0 celebrates the possibility of shared media which is
both mobile and instant, hosted on storage which is limitless and ‘free,’
requiring little technical mastery to publish and share. With the ability to
organise content through user-generated tagging systems such as
folksonomies, the democratic promise of social media appears to extend the
web’s potential to overcome hierarchies of knowledge. At the same time,
platforms such as YouTube and Flickr do not exist as ‘guardians’ of digital
preservation, but seem to offer opportunities to archive oneself in real time.
In light of these changes, I would like to suggest that when we think about an
archive today, we should not think about an ‘immaterial’ or ‘virtual’
cyberspace, but rather the server farm [fig. 1] or database schema.
2.
Database Fever
The relational database was first proposed by E.F. Codd in 1970.
They have since become a central, yet largely invisible technology of
memory, a container for the blobs of data we persist in calling videos,
documents and snapshots.4 Databases have colonised the back-end of the
web: they are the skeletons of search engines; they lie behind social platforms
like Twitter, YouTube, Flickr and Wordpress.
To most users, however, it may not be immediately obvious that the
pages that make up the web are increasingly being generated automatically
from an underlying database. In the 1990s, establishing a web presence
required an FTP program, a few HTML tags and a folder on a web server to
store your ‘home.html.’ In a Web 2.0 environment, authoring is reconfigured
as a process of adding items to the [Flickr/YouTube/Wordpress] database.
The rhetoric of Web 2.0 frames this as a ‘liberatory shift’ in thinking about
the web not so much as a set of hyperlinked documents but as a rich
interactive platform in which ‘SQL is the new HTML.’5 Observing this
‘database turn’ in relation to YouTube, Lovink observes: ‘We don’t watch
TV any more, we watch databases.’6
Whilst database driven websites are certainly not new, they have
emerged as a critical component of the financial success of Web 2.0
companies. In his article outlining the Web 2.0 paradigm, O’Reilly observes
that ‘control over the database has led to market control and outsized
financial returns.’7 As the database structure becomes increasingly profitable,
it is important to recognise the way in which the web becomes increasingly
dominated by centralised collections of media. Inside these ‘walled gardens,’
Katrina Sluis
229
______________________________________________________________
one’s mnemonic labour is threatened by the future obsolescence of the
website and one’s access is subject to the continuing approval of the
company. In light of these dangers, Pemberton calls for a return to the notion
of the personal website where control over one’s data and its semantic
meaning might be possible.8
Highly efficient computing platforms have also evolved to support
the expansion of the networked database. The enterprise data centre or
‘server farm’ has emerged as the contemporary arkheion of Derrida’s Mal
d’Archive: a facility for housing tens of thousands of concatenated servers.
With each site the size of a football pitch and costing anywhere up to US $2
Billion, these vast air-conditioned bunkers are strategically located near
cheap, abundant electricity; their location is often shrouded with secrecy and
access is highly restricted.9 As part of the emerging paradigm of ‘cloud
computing’’ these server farms are in the process of being re-branded as data
‘clouds.’ The accompanying rhetoric proposes a future in which consumers
can easily outsource their hard disks to the server farms of companies such as
Google and Apple. In this environment the consumer PC is repositioned as a
terminal for accessing remote archives of data.10
When the collection and distribution of media becomes the
collection and distribution of data, our digital memories become subject to
the economics of information production and knowledge management. The
database and its attendant technologies (e.g. SQL/XML) are in part a product
of what Liu describes as ‘the new discourse paradigm’ which values ‘the
ability to say anything to anyone quickly.’11 Liu’s work is significant in
identifying the ways in which the development of such standards are
informed by the need to make communication as post industrially efficient as
possible in order to allow knowledge to move seamlessly from print, to web
or mobile devices. He observes that the demand that discourse becomes
transformable, autonomous and mobile is necessary, so that
a proliferating population of machinic servers, databases,
and client programs can participate as cyborgian agents and
concatenated Web servers facilitating the processing and
reprocessing of knowledge.12
This separation of data from its presentation, promoted by standards
such as XML, contributes to the modularity, speed and automation of
contemporary memory. Increasingly, digital memories can be processed and
circulated without human intervention; images and texts can be rapidly
decontextualised and recontextualised onto different interfaces. In the nottoo-distant future, the GPS in your camera will encode each snapshot with the
place of capture, your calendar will sync up and confirm the context of your
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Algorithmic Memory?
______________________________________________________________
location, a face recognition algorithm will identify and tag the people in the
frame before uploading it to Flickr. From there, it could be instantly
syndicated into the sidebars of blogs or broadcast via RSS to the wireless
photo frame sitting on your mother’s mantelpiece on the other side of the
planet.
3.
The Algorithm and Machinic Vision
As the archive expands beyond the limits of human attention, the
way in which we annotate and share these digital memories is recognised as a
significant problem. Algorithms are being employed for tasks as varied as
facial recognition in photo collections, aesthetic evaluation of snapshots,
automated photo enhancement and the automated creation of digital family
albums. Despite their goal to build intelligent machines for the management
of images, the field of informatics has not yet developed an accurate
algorithmic means for approximating human vision. The development of
machinic vision is currently mitigated by a ‘semantic gap’ caused by the lack
of similarity in the way in which humans and machines interpret these binary
blobs of data. As a result, popular search engines mainly rely on the ability of
their software spiders to harvest contextual text (metadata) rather than content
to index images and videos, in a return to an archival classification paradigm.
Whilst user generated folksonomies promise to bring some human
order to material online, they cannot keep up with the expansion of the
archive. The navigational paradigm of ‘browsing’ or ‘surfing’ a series of
hyperlinks is challenged by the search engine’s growing status as the primary
interface to the web. Faith in the search algorithm persists as a means through
which knowledge can be ‘PageRanked’, democratised and shared.13 In her
work on mediated memories, van Dijck suggests that ‘the networked
computer is a performative agent in the act of remembering’ in which the
navigation of personal memory ‘not only highlights the processes of
remembering but also allows the user to make connections that would never
have been discovered without the computer.’14 As the album is reconfigured
as a database with a search field, it is important to consider the way in which
the algorithm mediates these connections.
4.
The Archive as Commodity
The database has immense value in the attention economy. O’Reilly
emphasises this in his following advice to Web 2.0 programmers:
It’s no longer enough to know how to build a databasebacked web site. If you want to succeed, you need to know
how to mine the data that users are adding, both explicitly
and as a side-effect of their activity on your site.15
Katrina Sluis
231
______________________________________________________________
By evaluating the comments, clickthroughs, tags, and other content in their
databases, companies such as Yahoo, Facebook and Google are able to
develop the intelligence of their algorithms and generate wealth from highly
targeted advertising. Participation in the archive generates another kind of
unintentional memory, a ‘data shadow’ which is collected in exchange for
free access to these platforms. The data mining of our digital selves not only
contributes to the commodification of digital memory, but forms part of an
economy of association in which transversing the database is mediated by
recommender systems which point us towards certain content above others.
In this environment, the ontologies which inform the algorithm are
withdrawn from discursive access. In 2007 Yahoo filed a patent for
‘interestingness,’ an algorithm which Flickr uses to evaluate the quality of
photographs in order to draw attention towards exceptional images from its
database. Here commenting, favouriting and tagging along with some ‘secret
sauce’ contribute to the weighting of each image.16 Like Google’s PageRank
algorithm, its exact nature is kept secret to prevent users from ‘gaming’ the
system in order to rank higher in search results, whilst ensuring the protection
of the corporation’s intellectual property.
5.
Concluding Remarks
In the process of outsourcing the function of ‘seeing’ and ‘recalling’
to machines, there emerges a desire for memory which is both automated and
passive. The modularity and flexibility of media creates the possibility of an
algorithmic memory: an increasingly intelligent self-organising extensible
memory which can circulate independently of human intervention. The
reliance on algorithms to process images and retrieve texts also presents a
shift in focus from storage to retrieval in mnemonic labour.
Bowker suggests we live in an ‘epoch of potential memory’ in
which ‘narrative remembering is typically a post hoc reconstruction from an
ordered, classified set of facts which have been scattered over multiple
physical data collections.’17 As narrative remembering becomes constituted
through the performance of software it becomes linked to the discourse of
informatics and knowledge management. The relational database has become
a convenient site from which information can be stored, analysed and
transmitted, feeding off the data it accumulates in order to develop new
categories, relationships and knowledge. As the archive is re-invented as the
‘cloud,’ it is important to imagine digital memories as not just vaporous,
immaterial, streams of data - but as data which is embedded in the material
structures of hardware and software.
232
Algorithmic Memory?
______________________________________________________________
Figure 1: Sig Telehousing datacentre, Groningen
Kite Aerial Photograph © 2009 Eric Kieboom, All Rights Reserved
Notes
1
J Brouwer & A Mulder, ‘Information is Alive’, Information is Alive: Art
and Theory on Archiving and Retrieving Data, V2/NAi Publishers,
Rotterdam, 2003, p. 4.
2
N Thrift, ‘Remembering the Technological Unconscious by Foregrounding
Knowledges of Position’, Environment and Planning D: Society and Space,
vol 22, no. 1, 2004, pp. 175-90.
3
RH Brown & B Davis-Brown, ‘The Making of Memory: The Politics of
Archives, Libraries and Museums in the Construction of National
Consciousness’, History of the Human Sciences, vol. 11, no. 4, 1998, p. 18.
4
EF Codd, ‘A Relational Model of Data for Large Shared Data Banks’,
Communications of the ACM, vol. 13, no. 6, 1970, pp. 377-387.
5
SQL, or Structured Query Language is a language used to create, maintain
and query relational databases. T O’Reilly, ‘What is Web 2.0? Design
Patterns and Business Models for the Next Generation of Software’, O’Reilly
Network, 30 Sept 2005, retrieved 2 Mar 2010, p. 3. <http://
www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/whatisweb-20.html>.
Katrina Sluis
233
______________________________________________________________
6
G Lovink, ‘The Art of Watching Databases: Introduction to the Video
Vortex Reader’, G Lovink and S Niederer (eds), Video Vortex Reader:
Responses to YouTube, Institute of Network Cultures, Amsterdam, 2008, p. 9.
7
ibid., p. 3.
8
S Pemberton, ‘Why You Should Have a Website: It’s the Law!’, Steven
Pemberton at Centrum Wiskunde & Informatica, n.d., retrieved 3 Mar 2010.
http://homepages.cwi.nl/~steven/vandf/2008.03-website.html.
9
J Markoff & S Hansell, ‘Hiding in Plain Sight, Google Seeks More Power’,
The New York Times, June 14 2006, retrieved 18 Feb 2010,
http://www.nytimes.com/2006/06/14/technology/14search.html?pagewanted
=1&_r=1.
10
For an overview of cloud computing see N Carr, ‘The Big Switch:
Rewiring the World, from Edison to Google’, W W Norton & Company,
New York, 2009.
11
XML is a set of rules for encoding documents electronically and provides a
standard through which disparate data sources (especially from databases)
can be structured and read. A Liu, Local Transcendence: Essays on
Postmodern Historicism and the Database, University Of Chicago Press,
2008, p. 211.
12
ibid., p. 216.
13
See, for example the ‘Memories for Life’ project, a Grand Challenge of
Computing.: http://www.memoriesforlife.org/.
14
J van Dijck, Mediated Memories in the Digital Age, Stanford University,
California, 2007, pp.166-167.
15
T O’Reilly, ‘Programming Collective Intelligence’, O’Reilly Radar Blog,
15 Aug 2007, retrieved 10 Feb 2010, http://radar.oreilly.com/2007
/08/programming-collective-intelli.html.
16
see S Butterfield, ‘The New New Things’, Flickr Blog, 1 August 2005,
retrieved 2 December 2009, http://blog.flickr.net/en/2005/08/01/the-newnew-things/. and Yahoo Patent Application for ‘interestingness ranking of
media objects’: http://appft1.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&
Sect2=ITOFF&d=PG01&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.html
&r=1&f=G&l=50&s1=%2220060242139%22.PGNR.&OS=DN/2006024213
9&RS=DN/20060242139.
17
GC Bowker, Memory Practices in the Sciences, MIT, Cambridge, Mass.,
2005, p. 30.
Bibliography
Bowker, G. C., Memory Practices in the Sciences. MIT, Cambridge, Mass.,
2005.
234
Algorithmic Memory?
______________________________________________________________
Brouwer, J. & Mulder, A., ‘Information is Alive’. Information is Alive: Art
and Theory on Archiving and Retrieving Data. J. Brouwer & A. Mulder
(eds), V2/NAi Publishers, Rotterdam, 2003, pp. 4-6.
Brown, R. H., & Davis-Brown, B., ‘The Making of Memory: The Politics of
Archives, Libraries and Museums in the Construction of National
Consciousness’. History of the Human Sciences. vol. 11, no. 4, 1998, pp. 1732.
Butterfield, S., ‘The New New Things’. Flickr Blog. 1 August 2005, 2
December 2009, http://blog.flickr.net/en/2005/08/01/the-new-new-things/.
Codd, E. F., ‘A Relational Model of Data for Large Shared Data Banks’.
Communications of the ACM. vol. 13, no. 6, 1970, pp. 377-387.
Connerton, P., ‘Seven Types of Forgetting’. Memory Studies. vol. 1, no. 1
2008, pp 59-71.
Liu, A., Local Transcendence: Essays on Postmodern Historicism and the
Database. University Of Chicago Press, 2008.
Lovink, G., ‘The Art of Watching Databases: Introduction to the Video
Vortex Reader’. S Niederer (eds), Video Vortex Reader: Responses to
YouTube. Institute of Network Cultures, Amsterdam, 2008, pp. 9-12.
Markoff J., & Hansell, S., ‘Hiding in Plain Sight, Google Seeks More
Power’. The New York Times. June 14 2006, retrieved 18 Feb 2010,
http://www.nytimes.com/2006/06/14/technology/14search.html?pagewanted
=1&_r=1.
O’Reilly, T., ‘What is Web 2.0? Design Patterns and Business Models for the
Next Generation of Software’. O’Reilly Network. 30 Sept 2005, retrieved 2
Mar 2010, p. 3. <http:// www.oreillynet.com/pub/a/oreilly/tim/news/2005/
09/30/whatisweb20.html.
—— ‘Programming Collective Intelligence’. O’Reilly Radar Blog. 15 Aug.
2007, retrieved 10 Feb. 2010, http://radar.oreilly.com/2007/08/programmingcollective-intelli.html.
Katrina Sluis
235
______________________________________________________________
Pemberton, S., ‘Why You Should Have a Website: It’s the Law!’. Steven
Pemberton at Centrum Wiskunde & Informatica. n.d., retrieved 3 Mar. 2010,
http://homepages.cwi.nl/~steven/vandf/2008.03-website.html.
Thrift, N., ‘Remembering the Technological Unconscious by Foregrounding
Knowledges of Position’. Environment and Planning D: Society and Space.
vol 22, no. 1, 2004, pp. 175-90.
van Dijck, J., Mediated Memories in the Digital Age. Stanford University,
California, 2007.
Katrina Sluis is a Senior Lecturer in the Department of Arts, Media and
English at London South Bank University where she leads the BA (Hons)
Digital Media Arts. Her teaching and scholarly interests include critical
theories of photography, digital memory and contemporary fine art practice.
As a visual artist, she works with photography and digital media to explore
materiality, archiving and transmission in relation to the digital image.
This paper is a compressed version of a longer, fully referenced paper which
the author is happy to provide upon request.
Fluid Memory on the Web 2.0
Raffaele Mascella & Paolo Lattanzio
Abstract
Digital memory is an artificial type of memory that contains data and
instructions. In the era of web 2.0, we are facing an evolution of such
memory that involves a great dynamicity. In fact the well-known process of
usability, sharing contents and creating categories affect continuously the
web users’ memory. We suggest that this new kind of digital memory can be
regarded as ‘fluid memory.’ As we know, the web 2.0 enhances the process
of memory externalisation and dissemination. Users are not involved in
univocal using of those objects because they realise content’s resemantisation. It enables a diversified memory based on the form of
hypertext. Web 2.0 leads to the birth of folksonomies, ways of managing
information based on tagging that every user makes, different from
taxonomy. Web 2.0 is directed towards the creation of hybrid systems where
human specific skills have benefit and enhancement thanks to the close
interaction with the computational abilities of the computer. So the creation
of memory in the cybercultural age is a human activity realised in interaction
with digital machines inside an epistemological context that gives a new
shape to the representation of knowledge.
Key Words: Memory, epistemology, web, cognitive abilities, cyberculture,
knowledge, folksonomies, intelligence.
*****
1.
Digital Memory
The goal of this paper is to analyse the arrangement between human
memory and digital web-based technologies to explain how it creates a kind
of new artificial memory. This new memory appears to be based on the
externalisation in a coupled system composed by mind and web. We decided
to study how the human mind uses external technological platforms to extend
its own memory and how memory changes.
In the Digital Age human memory interacts with digital
technologies. This interaction is not a modern prerogative because man has
always interacted with the environment using external media and artefacts:
we can think of the primitive man that engraves cave walls, the ancient
Egyptians that use papyrus to record commercial transactions, the engraved
stones of hunters, and so on. In these ways they displace information outside
the mind so that it is available in other times or places. Leroi-Gourhan
recently observed that the cultural evolution of human beings is based
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Fluid Memory on the Web 2.0
______________________________________________________________
primarily on a kind of social memory built with external media. LeroiGourhan says that only external memory allows to socially increase
knowledge, allowing a flexible and rapid adaptation.
When information is externalised it comes from unintentional, as
when we observe a natural phenomenon in the world, to intentional as when
people create a text composed by signs about something, as Charles Peirce
defines a text. The externalisation extends the mind’s possibilities and
communicates with other people. In the past there were only technologies
difficult to use and manipulate for dimension, non-codified language or
difficulties in transportation, while today modern societies have global and
digital technologies to communicate and interact in real time. The telephone,
the Internet, television and the mobile phone are only some examples. New
technologies are not only tools to access information or to connect with
friends, but they often affect cognitive abilities as memory.
Among all available technologies, the World Wide Web plays an
important role in enhancing and altering human memory because on the one
hand it has inside a huge amount of shared knowledge, and on the other hand
because it enables users to have many new mediated experiences. For
example people have information about undemocratic countries thanks to the
web, so that now many of this information are part of Western knowledge
representation. Users who are interested in using this information must be
prudent, because many times on the web there is not the editor who warrants
the truth of information, so everyone must evaluate the contents.
The web appears to be composed of three different spaces: physical
or hardware; digital or software; cognitive or representational. Here the
interesting one is the cognitive, because of the representation of knowledge it
enables. When the World Wide Web interacts with people they appear a
coupled system composed by user and the web with the aim to solve
problems and to reach complex goals.
The current innovations that the Web is enjoying make it an
intercreative platform on which people can create and share own knowledge,
so the Web becomes a base to enhance, diversify and modify memory. In fact
our memories are recreated each time we access them, so we have the fluid
memory that is not fixed in time and space, but changes with new facts,
discoveries and technologies. This process is more relevant with new
technologies characterised by users’ participation, contents reusability and
free access to publication, as it occurs with web 2.0.
Digital memory is a kind of artificial memory that includes data and
instructions, which are contents and algorithms for process input and giving
output. It is evident on the web where people enjoy huge amount of
knowledge that allows creation of personalised memory creating an extended
mind composed by human mind and cyberspace. Accessing the web we have
a big semantic archive, so that we use this information as part of our
Raffaele Mascella & Paolo Lattanzio
239
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knowledge. New technologies, called psychotechnologies, create new spaces
for acquiring and managing information. Technologies with which the mind
interacts are cognitive artifacts. They are properly called ‘cognitive’ because
they extend human cognition in thinking, planning, solving, measuring,
knowing, categorizing and remembering. For example the computer is a
special kind of cognitive artefact capable of extending a broad range of
human cognitive abilities in finding, calculating and so on. Donald Norman
studies artificial devices designed to maintain, display or operate upon
information in order to serve a representational function. Fluid memory is
possible due to a new link between internal mind and external technologies or
artifacts. So it’s possible to create a memory formed by previous acquired
knowledge with new knowledge mediated by the mass media and
technologies. This expansion is directly linked to the deep nature of the web
as semantic archive and to the mind's tendency to work in synergy with
surrounding environment.
We must stress that we do not propose a structural analogy between
technological artefacts and human memory because the deep origin of
understanding is within the biological structure of brain, even if it can't be
reduced to it. We rather seek to propose a synthesis that considers
technologies as tools for human memory, which remains the real
computational centre. Digital memory is an artificial system based on the
dissemination and externalisation on the Web of some objects outside of the
human mind. Using the web as platform, the human mind has an additional
support for working. Contents transferred online have a deep impact on
individual and collective culture.
The externalised data remain very important because they can be
again analysed through the human senses that enable different kind of
understanding and an important kind of meta-reasoning. We establish that
material supports that contribute to the cognitive performances, are places
where mental realisations happen. Thus the subjective mind is spread into the
world. The usual distinctions between internal and external lose any
consistency. The human being must be considered as an extended system, a
coupling of biological organism and external resources. The conditions that
ensure a reliable continuity of mind with external device are three: 1) the
support must be ever available and must be often used; 2) the knowledge
embodied in the device must be easily accessible; 3) the knowledge
embodied in the device must be automatically been considered efficient. If
the external device satisfies these conditions, it may be considered a
component of extended mind.
Web 2.0 enables for the users the possibility to remix the contents
inserting them in new context to re-semantisation. All these features just
frame the web as a new mnemonic platform fluid and dynamic. So digital
memory seems a phenomenon with two sides: one is collective and creative
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Fluid Memory on the Web 2.0
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and concerns the upload of contents and their storage, the other is personal
and pragmatic and concerns the choice of contents and the updating of
personal path. The first one is potential because there are the contents but
they are not organised so that they cannot be used for creating individual
path, while second one is realised because every one chooses the contents in
a broad range of contents produced by users. This abundance of contents is a
feature of fluid memory.
Every web user can give new semantic meaning to the contents
generated by other users, putting these in the personal context for creating
own memory. We have an individual use of contents generated by the
community, so that memory will become fluid and personal because it may
change according to the user's needs and choice. In fact the user can find on
the web different cultures and knowledge from diversified sources that can be
remixable.
2.
Fluid Memory and Expanded Intelligence
The internal individual memory meets on the web the collective
externalised memory. Now the web user develops a kind of multifaceted
relationship to communities that allows develop a cognitive identity that is
fluid thanks to a diversified participation in different groups. This shift
enables new dimension of self-participating in many communities in Pierre
Levy called collective intelligence.
Everyone can connect and disconnect to this shared intelligence
creating a fluid memory in permanent development in two senses: for the
great amount of online knowledge available and for the updating of acquired
knowledge. The constant interaction between internal and external allows for
hybrid systems. The Web user inside a dynamic of coupled system does not
simply uses what is just created, but contextualises the contents, enriches and
categorises the information in a creative and active process about knowledge
and memory.
So we observe a development of individual intelligence, toward a
connective intelligence that uses physical and telematic network to enrich and
diversify the links between individual ones, increasing the performances. The
outcome is the mind extension.
3.
Folksonomies
The new type of individual memory created by the interaction
between human mind and web is hyper-textual and it appears as a molecular
aggregation of atomic parts. While in the past the information has been
categorised using taxonomies, designed as collection of controlled
vocabulary organised in a hierarchical structure, now with fluid memory it is
not more adequate. Taxonomies had a kind of centralised organization that
was static, so that it is difficult to access and participate in their building.
Raffaele Mascella & Paolo Lattanzio
241
______________________________________________________________
On the contrary, the web makes available for individuals not only
cultural products but also the possibility to be involved in categorising digital
contents with folksonomies. Folksonomy describes a way of categorising
made by a user through tagging that is an attribute of one or more key-word
to the contents in a free way. While traditional taxonomies are hierarchical
and with a central restraint, tagging is a social task acted by all users. The
opposition between folksonomies and taxonomies is an attack against a topdown categorisation. Folksonomy is a particular kind of taxonomy in a peer
creating way, and starting from the personal attribution of tags to digital
contents, it generates aggregate outcomes available for the community.
Folksonomy creators are users that are the same people who use
folksonomies, so that on one hand there is not a central control and on the
other hand the categories created in social way reflect in an accurate and
updatable way the information, in respect of user’s knowledge
representations.
So, folksonomies are a dynamic way to organise and storage the
information characterised by fluidity in two different means: users can select
freely tags that they will use; any content may be inserted in several
categories developing a plurality of relationships. Fluidity generated by
folksonomies concerns both knowledge and memory. So we have
participative organisation of knowledge and the retrieval of information with
new searching methods that are closer than traditional search engines to user
needs.
Folksonomies are also able to organise specialised knowledge
because they aggregate better competences in a global perspective.
Folksonomies organise and rationalise the management of knowledge,
ordering chaotic stuff. So memory can be personalised and constantly
updated: in fact each user can take some parts or contents from the whole
web, creating their own memory. The pieces taken on the web are not usable
in only one memory's creation, but they can get in several and potential
unlimited kinds of memory.
4.
Conclusion - Hybrid Systems
Fluid artificial memory gives rise to a new system of linked objects.
This one is created combining human memory and the web. This relationship
creates immediately a link with millions of other intelligences and memories
and it sets up a coupled system, which is a hybrid system that combines
natural and artificial components. This new kind of memory creates benefits
for people because it put in relationship specific abilities of human mind with
computational power of global web.
Mind-web coupled system generates innovative shapes of
knowledge representation. Human beings are now able to change the
management of their surrounding world thanks to cognitive abilities,
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Fluid Memory on the Web 2.0
______________________________________________________________
augmented by the use of new technologies, in learning, storing and finding
information.
The human mind and the World Wide Web together are a kind of
extended mind that is a coupled hybrid system based on bidirectional
interaction that includes informative inputs and epistemic action on these.
Coupled systems create a dynamic interaction with cognitive artefacts that
represent a crucial feature in the Information Society. These systems,
although with troubles and problems, offer to the human mind new
perspective for the management of information in cyberspace and set the new
borders for individual and collective memories and knowledge
representation.
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Paolo Lattanzio – Researcher, Department of Communication Studies,
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Raffaele Mascella – Lecturer, Department of Communication Studies,
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