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Relevant bibliographies by topics / Motif (Computer file) / Journal articles
To see the other types of publications on this topic, follow the link: Motif (Computer file).
Author: Grafiati
Published: 4 June 2021
Last updated: 29 January 2023
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Consult the top 28 journal articles for your research on the topic 'Motif (Computer file).'
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1
ROVELLI, TIZIANO. "THE EMU MESSAGES DISPLAY FOR THE DELPHI EXPERIMENT AT LEP." International Journal of Modern Physics C 05, no.01 (February 1994): 85–93. http://dx.doi.org/10.1142/s0129183194000088.
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The DELPHI Data Acquisition and Control System uses the Error and Message handling Utility (EMU) as a standard distributed system which deals with messages generated by the controlling and monitoring processes. A tool which allows one to look at EMU messages as they are produced and to retrieve past messages is described. This utility, being based on a configuration file, can be used both by the central and individual detector operators. Versions exist with both MOTIF (X-windows) and MHI (“VT100”) user interfaces.
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Roifah, Miftahur. "DESAIN MOZAIK PADA BINGKAI BELAH KETUPAT DENGAN MOTIF FRAKTAL DAN KONSTRUKSINYA PADA MATLAB." Alifmatika: Jurnal Pendidikan dan Pembelajaran Matematika 1, no.1 (December27, 2019): 83–93. http://dx.doi.org/10.35316/alifmatika.2019.v1i1.83-93.
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Mosaics are the artistic creations made from pieces of shape which are then arranged and affixed to a plane and designed using a tiling pattern with a basic pattern of geometric objects.. The progress of science and technology enables innovations especially after the invention of computers, one of which is fractals. Fractals are widely used in computer graphics to create amazing shapes. Mosaic designs can also be made with fractal concepts. The aims of this research are to get the procedure for mosaic design on circle and rhombus frames by hexagon and Pinwheel tiling with fractal motif. The research method covered the design of basic form for mosaic in the interior of circle and rhombus. Furthermore fill the basic form of mosaic wuth some fractal motif. The results of this research are the procedure to design some basic form of mosaic with the following steps. Firstly, divide the interior area of the circle and rhombus. Secondly, identify the symmetrical basic form. Thirdly, design the basic form of mosaic. Whereas procedure to fill the basic form of mosaic with fractal motif with the following steps. Firstly, choose the specify fractal motif. Secondly, fill the motif into each basic form. Thirdly, fill motif on the background. Then the final step is programmed the mosaics with Matlab 7 software.
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Alcántara-Silva, Rogelio, Moisés Alvarado-Hermida, Gibrán Díaz-Contreras, Martha Sánchez-Barrios, Samantha Carrera, and Silvia Carolina Galván. "PISMA: A Visual Representation of Motif Distribution in DNA Sequences." Bioinformatics and Biology Insights 11 (January1, 2017): 117793221770090. http://dx.doi.org/10.1177/1177932217700907.
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Background: Because the graphical presentation and analysis of motif distribution can provide insights for experimental hypothesis, PISMA aims at identifying motifs on DNA sequences, counting and showing them graphically. The motif length ranges from 2 to 10 bases, and the DNA sequences range up to 10 kb. The motif distribution is shown as a bar-code–like, as a gene-map–like, and as a transcript scheme. Results: We obtained graphical schemes of the CpG site distribution from 91 human papillomavirus genomes. Also, we present 2 analyses: one of DNA motifs associated with either methylation-resistant or methylation-sensitive CpG islands and another analysis of motifs associated with exosome RNA secretion. Availability and Implementation: PISMA is developed in Java; it is executable in any type of hardware and in diverse operating systems. PISMA is freely available to noncommercial users. The English version and the User Manual are provided in Supplementary Files 1 and 2, and a Spanish version is available at www.biomedicas.unam.mx/wp-content/software/pisma.zip and www.biomedicas.unam.mx/wp-content/pdf/manual/pisma.pdf .
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Widodo, Catur Edi. "THE USE OF RADON TRANSFORMATION AS A SARONG MOTIF." International Journal of Innovative Research in Advanced Engineering 7, no.11 (November30, 2020): 378–83. http://dx.doi.org/10.26562/ijirae.2020.v0711.001.
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In this paper I will present the use of Radon transformation to design sarong motifs. The sarong is a large piece of cloth sewn at both ends to form a tube. Sarongs are made of a variety of materials: cotton, polyester, or silk. There are various kinds of sarong motifs, namely geometric, non geometric and a combination of geometric and non geometric. The concept of Radon transformation has spread across all fields of science, medicine and geophysics. This paper aims to provide an algorithm for making non-geometric patterns that can be used as sarong motifs. Algorithm consists of base, transformation and coloring. To help readers better understand the algorithm, I will present a computer program using Matlab. I describe an algorithm based on the Radon transformation that can fill a spatial region based on the Radon transformation of a base image with a random sampling area. With this algorithm, we can generate thousands of beautiful variations of patterns, of which I will show some examples.
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Castillo, Gaston, Ralf Kleene, Melitta Schachner, Gabriele Loers, and AndrewE.Torda. "Proteins Binding to the Carbohydrate HNK-1: Common Origins?" International Journal of Molecular Sciences 22, no.15 (July29, 2021): 8116. http://dx.doi.org/10.3390/ijms22158116.
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The human natural killer (HNK-1) carbohydrate plays important roles during nervous system development, regeneration after trauma and synaptic plasticity. Four proteins have been identified as receptors for HNK-1: the laminin adhesion molecule, high-mobility group box 1 and 2 (also called amphoterin) and cadherin 2 (also called N-cadherin). Because of HNK-1′s importance, we asked whether additional receptors for HNK-1 exist and whether the four identified proteins share any similarity in their primary structures. A set of 40,000 sequences homologous to the known HNK-1 receptors was selected and used for large-scale sequence alignments and motif searches. Although there are conserved regions and highly conserved sites within each of these protein families, there was no sequence similarity or conserved sequence motifs found to be shared by all families. Since HNK-1 receptors have not been compared regarding binding constants and since it is not known whether the sulfated or non-sulfated part of HKN-1 represents the structurally crucial ligand, the receptors are more heterogeneous in primary structure than anticipated, possibly involving different receptor or ligand regions. We thus conclude that the primary protein structure may not be the sole determinant for a bona fide HNK-1 receptor, rendering receptor structure more complex than originally assumed.
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Khrustaleva, Tatyana Aleksandrovna. "Secondary Structure Preferences of Mn2+ Binding Sites in Bacterial Proteins." Advances in Bioinformatics 2014 (March17, 2014): 1–14. http://dx.doi.org/10.1155/2014/501841.
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3D structures of proteins with coordinated Mn2+ ions from bacteria with low, average, and high genomic GC-content have been analyzed (149 PDB files were used). Major Mn2+ binders are aspartic acid (6.82% of Asp residues), histidine (14.76% of His residues), and glutamic acid (3.51% of Glu residues). We found out that the motif of secondary structure “beta strand-major binder-random coil” is overrepresented around all the three major Mn2+ binders. That motif may be followed by either alpha helix or beta strand. Beta strands near Mn2+ binding residues should be stable because they are enriched by such beta formers as valine and isoleucine, as well as by specific combinations of hydrophobic and hydrophilic amino acid residues characteristic to beta sheet. In the group of proteins from GC-rich bacteria glutamic acid residues situated in alpha helices frequently coordinate Mn2+ ions, probably, because of the decrease of Lys usage under the influence of mutational GC-pressure. On the other hand, the percentage of Mn2+ sites with at least one amino acid in the “beta strand-major binder-random coil” motif of secondary structure (77.88%) does not depend on genomic GC-content.
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Poborca, Tomasz. "Ballada o adaptacji — gdzie kryje się sens kolejnej pieśni o Narayamie?" Studia Filmoznawcze 42 (August1, 2022): 53–68. http://dx.doi.org/10.19195/0860-116x.42.4.
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The main purpose of this article is to analyze the text of Shichiro Fukazawa’s The Ballad of Narayama, its two Japanese film adaptations by Keisuke Kinoshita and Shohei Imamura, and to explain the idea behind another attempt by cinema and cinema audiences to assimilate the story into the changing film discourse. Referring both to classical and postmodern theories of adaptation of literature represented in the works of Alicja Helman and Marek Hendrykowski, and to current film studies strategies, the author deconstructs the movies, describes the differences in adaptation processes, and looks for their causes, using historical and anthropological contexts. The results of the analysis are contrasted with the reception of the films by Polish critics who attempted to interpret Imamura’s film by emphasizing its animal motifs and often juxtaposed it with the highly theatrical manner of the earlier work by Kinoshita.
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Valdés-Jiménez, Alejandro, Josep-L. Larriba-Pey, Gabriel Núñez-Vivanco, and Miguel Reyes-Parada. "3D-PP: A Tool for Discovering Conserved Three-Dimensional Protein Patterns." International Journal of Molecular Sciences 20, no.13 (June28, 2019): 3174. http://dx.doi.org/10.3390/ijms20133174.
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Discovering conserved three-dimensional (3D) patterns among protein structures may provide valuable insights into protein classification, functional annotations or the rational design of multi-target drugs. Thus, several computational tools have been developed to discover and compare protein 3D-patterns. However, most of them only consider previously known 3D-patterns such as orthosteric binding sites or structural motifs. This fact makes necessary the development of new methods for the identification of all possible 3D-patterns that exist in protein structures (allosteric sites, enzyme-cofactor interaction motifs, among others). In this work, we present 3D-PP, a new free access web server for the discovery and recognition all similar 3D amino acid patterns among a set of proteins structures (independent of their sequence similarity). This new tool does not require any previous structural knowledge about ligands, and all data are organized in a high-performance graph database. The input can be a text file with the PDB access codes or a zip file of PDB coordinates regardless of the origin of the structural data: X-ray crystallographic experiments or in silico homology modeling. The results are presented as lists of sequence patterns that can be further analyzed within the web page. We tested the accuracy and suitability of 3D-PP using two sets of proteins coming from the Protein Data Bank: (a) Zinc finger containing and (b) Serotonin target proteins. We also evaluated its usefulness for the discovering of new 3D-patterns, using a set of protein structures coming from in silico homology modeling methodologies, all of which are overexpressed in different types of cancer. Results indicate that 3D-PP is a reliable, flexible and friendly-user tool to identify conserved structural motifs, which could be relevant to improve the knowledge about protein function or classification. The web server can be freely utilized at https://appsbio.utalca.cl/3d-pp/.
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Pagola, Silvina, Alekos Polymeros, and Nikolaos Kourkoumelis. "WinPSSP: a revamp of the computer program PSSP and its performance solving the crystal structures of small organic compounds and solids of biological and pharmaceutical interest." Journal of Applied Crystallography 50, no.1 (February1, 2017): 293–303. http://dx.doi.org/10.1107/s160057671601846x.
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The direct-space methods software Powder Structure Solution Program (PSSP) [Pagola & Stephens (2010). J. Appl. Cryst. 43, 370–376] has been migrated to the Windows OS and the code has been optimized for fast runs. WinPSSP is a user-friendly graphical user interface that allows the input of preliminary crystal structure information, integrated intensities of the reflections and FWHM, the definition of structural parameters and a simulated annealing schedule, and the visualization of the calculated and experimental diffraction data overlaid for each individual solution. The solutions are reported as filename.cif files, which can be used to analyze packing motifs and chemical bonding, and to input the atomic coordinates into the Rietveld analysis software GSAS. WinPSSP performance in straightforward crystal structure determinations has been evaluated using 18 molecular solids with 6–20 degrees of freedom. The free-distribution program as well as multimedia tutorials can be accessed at http://users.uoi.gr/nkourkou/winpssp/.
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VanBibber,NathanW., Cornelia Haerle, Roy Khalife, Bin Xue, and VladimirN.Uversky. "Intrinsic Disorder in Tetratricopeptide Repeat Proteins." International Journal of Molecular Sciences 21, no.10 (May25, 2020): 3709. http://dx.doi.org/10.3390/ijms21103709.
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Among the realm of repeat containing proteins that commonly serve as “scaffolds” promoting protein-protein interactions, there is a family of proteins containing between 2 and 20 tetratricopeptide repeats (TPRs), which are functional motifs consisting of 34 amino acids. The most distinguishing feature of TPR domains is their ability to stack continuously one upon the other, with these stacked repeats being able to affect interaction with binding partners either sequentially or in combination. It is known that many repeat-containing proteins are characterized by high levels of intrinsic disorder, and that many protein tandem repeats can be intrinsically disordered. Furthermore, it seems that TPR-containing proteins share many characteristics with hybrid proteins containing ordered domains and intrinsically disordered protein regions. However, there has not been a systematic analysis of the intrinsic disorder status of TPR proteins. To fill this gap, we analyzed 166 human TPR proteins to determine the degree to which proteins containing TPR motifs are affected by intrinsic disorder. Our analysis revealed that these proteins are characterized by different levels of intrinsic disorder and contain functional disordered regions that are utilized for protein-protein interactions and often serve as targets of various posttranslational modifications.
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Mattei,AndrewM., JonathanD.Smailys, Emma Marie Wilber Hepworth, and ShantáD.Hinton. "The Roles of Pseudophosphatases in Disease." International Journal of Molecular Sciences 22, no.13 (June28, 2021): 6924. http://dx.doi.org/10.3390/ijms22136924.
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The pseudophosphatases, atypical members of the protein tyrosine phosphatase family, have emerged as bona fide signaling regulators within the past two decades. Their roles as regulators have led to a renaissance of the pseudophosphatase and pseudoenyme fields, catapulting interest from a mere curiosity to intriguing and relevant proteins to investigate. Pseudophosphatases make up approximately fourteen percent of the phosphatase family, and are conserved throughout evolution. Pseudophosphatases, along with pseudokinases, are important players in physiology and pathophysiology. These atypical members of the protein tyrosine phosphatase and protein tyrosine kinase superfamily, respectively, are rendered catalytically inactive through mutations within their catalytic active signature motif and/or other important domains required for catalysis. This new interest in the pursuit of the relevant functions of these proteins has resulted in an elucidation of their roles in signaling cascades and diseases. There is a rapid accumulation of knowledge of diseases linked to their dysregulation, such as neuropathies and various cancers. This review analyzes the involvement of pseudophosphatases in diseases, highlighting the function of various role(s) of pseudophosphatases involvement in pathologies, and thus providing a platform to strongly consider them as key therapeutic drug targets.
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Bowen, Kate. "Giving Hegemonic Masculinity a Face Lift: Masquerade in John Woo's Face/Off and the Somatechnics of Masculinity in Crisis." Somatechnics 11, no.1 (April 2021): 10–26. http://dx.doi.org/10.3366/soma.2021.0337.
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In 1990s America, the question of what made a ‘real’ man was at the forefront of debates about sex and gender. During this pivotal moment in American history, hegemonic masculinity in particular was experiencing numerous threats to its ontological security. For instance, masculinity was infamously pronounced in crisis, the advent of the ‘new man’ betrayed anxieties about an image-conscious and feminine performance of masculinity, and there was mounting social pressure from civil rights, feminist, and queer groups for straight, white, masculinity to be challenged as the centre of the patriarchal stage. In short, the issue for masculinity in the 90s was that of legitimacy. The response from Hollywood was an influx of films which featured leading men in costume, disguise, or masquerade. John Woo's Face/Off is one such film that betrays anxieties about the constructedness of hegemonic masculinity. Face/Off does so through the motif of plastic surgery. In this article, I will explore how Face/Off uses the image of plastic surgery to represent the masculinities of its male protagonists as masquerades. I will demonstrate how plastic surgery in Face/Off is a device which transforms hegemonic masculinity so that it may adapt to the climate of crisis and secure its continuation. Face/Off demonstrates that masculinity is a construct which masquerades as an ontology.
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Chen, Li, Ling Wu, Liu Yang, Haiyang Yu, Pingliang Huang, Yuehua Wang, Ruifeng Yao, and Meng Zhang. "TcJAV3–TcWRKY26 Cascade Is a Missing Link in the Jasmonate-Activated Expression of Taxol Biosynthesis Gene DBAT in Taxus chinensis." International Journal of Molecular Sciences 23, no.21 (October29, 2022): 13194. http://dx.doi.org/10.3390/ijms232113194.
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Jasmonates (JAs) are the most effective inducers for the biosynthesis of various secondary metabolites. Currently, jasmonate ZIM domain (JAZ) and its interactors, such as MYC2, constitute the main JA signal transduction cascade, and such a cascade fails to directly regulate all the taxol biosynthesis genes, especially the rate-limit gene, DBAT. Another JA signaling branch, JAV and WRKY, would probably fill the gap. Here, TcJAV3 was the closest VQ-motif-containing protein in Taxus chinensis to AtJAV1. Although TcJAV3 was overexpressed in AtJAV1 knockdown mutant, JAVRi17, the enhanced disease resistance to Botrytis cinerea caused by silencing AtJAV1 was completely recovered. The results indicated that TcJAV3 indeed transduced JA signal as AtJAV1. Subsequently, TcWRKY26 was screened out to physically interact with TcJAV3 by using a yeast two-hybrid system. Furthermore, bimolecular fluorescence complementation and luciferase complementary imaging also confirmed that TcJAV3 and TcWRKY26 could form a protein complex in vivo. Our previous reports showed that transient TcWRKY26 overexpression could remarkably increase DBAT expression. Yeast one-hybrid and luciferase activity assays revealed that TcWRKY26 could directly bind with the wa-box of the DBAT promoter to activate downstream reporter genes. All of these results indicated that TcWRKY26 acts as a direct regulator of DBAT, and the TcJAV3–TcWRKY26 complex is actually another JA signal transduction mode that effectively regulates taxol biosynthesis in Taxus. Our results revealed that JAV–WRKY complexes directly regulated DBAT gene in response to JA stimuli, providing a novel model for JA-regulated secondary metabolism. Moreover, JAV could also transduce JA signal and function non-redundantly with JAZ during the regulation of secondary metabolisms.
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Liu, Xian, Zhiguo Liu, Xinhui Niu, Qian Xu, and Long Yang. "Genome-Wide Identification and Analysis of the NPR1-Like Gene Family in Bread Wheat and Its Relatives." International Journal of Molecular Sciences 20, no.23 (November27, 2019): 5974. http://dx.doi.org/10.3390/ijms20235974.
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NONEXPRESSOR OF PATHOGENESIS-RELATED GENES 1 (NPR1), and its paralogues NPR3 and NPR4, are bona fide salicylic acid (SA) receptors and play critical regulatory roles in plant immunity. However, comprehensive identification and analysis of the NPR1-like gene family had not been conducted so far in bread wheat and its relatives. Here, a total of 17 NPR genes in Triticum aestivum, five NPR genes in Triticum urartu, 12 NPR genes in Triticum dicoccoides, and six NPR genes in Aegilops tauschii were identified using bioinformatics approaches. Protein properties of these putative NPR1-like genes were also described. Phylogenetic analysis showed that the 40 NPR1-like proteins, together with 40 NPR1-related proteins from other plant species, were clustered into three major clades. The TaNPR1-like genes belonging to the same Arabidopsis subfamilies shared similar exon-intron patterns and protein domain compositions, as well as conserved motifs and amino acid residues. The cis-regulatory elements related to SA were identified in the promoter regions of TaNPR1-like genes. The TaNPR1-like genes were intensively mapped on the chromosomes of homoeologous groups 3, 4, and 5, except TaNPR2-D. Chromosomal distribution and collinearity analysis of NPR1-like genes among bread wheat and its relatives revealed that the evolution of this gene family was more conservative following formation of hexaploid wheat. Transcriptome data analysis indicated that TaNPR1-like genes exhibited tissue/organ-specific expression patterns and some members were induced under biotic stress. These findings lay the foundation for further functional characterization of NPR1-like proteins in bread wheat and its relatives.
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Ugwu,E.B., S.A.Ugwu, C.U.Ugwueze, S.U.Eze, and M.A.Bello. "Seismo-Structural Interpretation and Petrophysical Evaluation of Ugwu-Field, Coastal Swamp Depositional Belt of the Niger Delta Basin." Journal of Applied Sciences and Environmental Management 24, no.9 (October16, 2020): 1583–91. http://dx.doi.org/10.4314/jasem.v24i9.16.
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Structural interpretation of 3-D seismic data and well log have been applied to unravel hydrocarbon entrapment pattern and petrophysical parameters of X-field within the coastal swamp region of the Niger Delta.. Four reservoir intervals (A, B, C and D) delineated as (W-026, 032, 042 and 048) using gamma ray and resistivity log response. Structural interpretation for inline 5158 revealed four horizons (A, B, C and D) and eight (8) faults labelled (F1, F2, F12, F13, F21, F22, F23, and F24) were mapped. It was observed that the hanging wall block due to reverse drag or rollover anticline slided over fault F12 and created fault F2, thereby creating subsidence where sediments can be deposited. Therefore, faults F2 and F12 created rollover structures which cuts across the entire four reservoirs and invaluably responsible for trapping of hydrocarbon in the field. RMS map developed for horizons ‘A’ and ‘B’ revealed high amplitude anomalies, while variance attribute for both horizons showed relatively uniform lithology observed from east to west across the study area. While from north-east to south west, variance was observed to increase relatively which indicates different lithology. These trend exposes dipping of the channel fill at both flanks by creating extensive faulting. Results of petrophysical evaluation for reservoirs ‘A’ and ‘B’ across the four wells were analyzed. For reservoir ‘A’, porosity values of 32.8%, 24.8%, 25.9% and 27.1% were obtained for wells W-048, 042, 026 and 032 respectively with an average of 27.65%, while for reservoir ‘B’ porosity values of 26.83%, 26.93%, 25.59% and 27.99% for wells W-048, 042, 026 and 032 were obtained respectively with an average of 26.84%. This porosity values were rated very good to excellent for reservoir ‘A’ and very good for reservoir ‘B’, while Permeability values of the order (K > 1000mD) were obtained for both reservoirs across the four wells and is rated excellent. Hydrocarbon saturation (Shc) across the four wells averages at 68.57% for reservoir ‘A’ and 68.67% for reservoir ‘B’ which is high. Log motifs using gamma ray log for well-026 was integrated with seismic facies to infer on depositional environment of the reservoirs horizons showed a combination of serrated funnel/blocky shape log response and coarsening upward cycles. For reservoirs ‘A’, ‘B’ and ‘C’ the log shape pattern indicates deposition in a fluvial / tidal, channel environment while for reservoir ‘D’ the pattern indicates deposition in deltaic front environment. Isochore maps computed for horizons ‘A’ and ‘B’, shows that horizon ‘A’ is relatively thick and this pattern suggests increased tectonic activities during deposition of reservoir ‘A’ and is an indication that reservoir ‘A’ is a synrift deposit. Keywords: 3-D Seismic interpretation, Faults, Seismostratigraphy, Well log, Seismic Attributes, Petrophysical parameters
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Foster, Ian, Mark Ainsworth, Julie Bessac, Franck Cappello, Jong Choi, Sheng Di, Zichao Di, et al. "Online data analysis and reduction: An important Co-design motif for extreme-scale computers." International Journal of High Performance Computing Applications, June12, 2021, 109434202110235. http://dx.doi.org/10.1177/10943420211023549.
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A growing disparity between supercomputer computation speeds and I/O rates means that it is rapidly becoming infeasible to analyze supercomputer application output only after that output has been written to a file system. Instead, data-generating applications must run concurrently with data reduction and/or analysis operations, with which they exchange information via high-speed methods such as interprocess communications. The resulting parallel computing motif, online data analysis and reduction (ODAR), has important implications for both application and HPC systems design. Here we introduce the ODAR motif and its co-design concerns, describe a co-design process for identifying and addressing those concerns, present tools that assist in the co-design process, and present case studies to illustrate the use of the process and tools in practical settings.
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Vasconcelos,AnaM., Maria Beatriz Carmo, Beatriz Ferreira, Inês Viegas, Margarida Gama-Carvalho, António Ferreira, and AndreiaJ.Amaral. "IsomiR_Window: a system for analyzing small-RNA-seq data in an integrative and user-friendly manner." BMC Bioinformatics 22, no.1 (February1, 2021). http://dx.doi.org/10.1186/s12859-021-03955-6.
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Abstract Background IsomiRs are miRNA variants that vary in length and/or sequence when compared to their canonical forms. These variants display differences in length and/or sequence, including additions or deletions of one or more nucleotides (nts) at the 5′ and/or 3′ end, internal editings or untemplated 3′ end additions. Most available tools for small RNA-seq data analysis do not allow the identification of isomiRs and often require advanced knowledge of bioinformatics. To overcome this, we have developed IsomiR Window, a platform that supports the systematic identification, quantification and functional exploration of isomiR expression in small RNA-seq datasets, accessible to users with no computational skills. Methods IsomiR Window enables the discovery of isomiRs and identification of all annotated non-coding RNAs in RNA-seq datasets from animals and plants. It comprises two main components: the IsomiR Window pipeline for data processing; and the IsomiR Window Browser interface. It integrates over ten third-party softwares for the analysis of small-RNA-seq data and holds a new algorithm that allows the detection of all possible types of isomiRs. These include 3′ and 5′end isomiRs, 3′ end tailings, isomiRs with single nucleotide polymorphisms (SNPs) or potential RNA editings, as well as all possible fuzzy combinations. IsomiR Window includes all required databases for analysis and annotation, and is freely distributed as a Linux virtual machine, including all required software. Results IsomiR Window processes several datasets in an automated manner, without restrictions of input file size. It generates high quality interactive figures and tables which can be exported into different formats. The performance of isomiR detection and quantification was assessed using simulated small-RNA-seq data. For correctly mapped reads, it identified different types of isomiRs with high confidence and 100% accuracy. The analysis of a small RNA-seq data from Basal Cell Carcinomas (BCCs) using isomiR Window confirmed that miR-183-5p is up-regulated in Nodular BCCs, but revealed that this effect was predominantly due to a novel 5′end variant. This variant displays a different seed region motif and 1756 isoform-exclusive mRNA targets that are significantly associated with disease pathways, underscoring the biological relevance of isomiR-focused analysis. IsomiR Window is available at https://isomir.fc.ul.pt/.
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Chowdhury, Samir, Steve Huntsman, and Matvey Yutin. "Path homologies of motifs and temporal network representations." Applied Network Science 7, no.1 (January6, 2022). http://dx.doi.org/10.1007/s41109-021-00441-z.
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AbstractPath homology is a powerful method for attaching algebraic invariants to digraphs. While there have been growing theoretical developments on the algebro-topological framework surrounding path homology, bona fide applications to the study of complex networks have remained stagnant. We address this gap by presenting an algorithm for path homology that combines efficient pruning and indexing techniques and using it to topologically analyze a variety of real-world complex temporal networks. A crucial step in our analysis is the complete characterization of path homologies of certain families of small digraphs that appear as subgraphs in these complex networks. These families include all digraphs, directed acyclic graphs, and undirected graphs up to certain numbers of vertices, as well as some specially constructed cases. Using information from this analysis, we identify small digraphs contributing to path homology in dimension two for three temporal networks in an aggregated representation and relate these digraphs to network behavior. We then investigate alternative temporal network representations and identify complementary subgraphs as well as behavior that is preserved across representations. We conclude that path homology provides insight into temporal network structure, and in turn, emergent structures in temporal networks provide us with new subgraphs having interesting path homology.
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Saon, MdSharear, CharlesC.Kirkpatrick, and BrentM.Znosko. "Identification and characterization of RNA pentaloop sequence families." NAR Genomics and Bioinformatics 5, no.1 (January10, 2023). http://dx.doi.org/10.1093/nargab/lqac102.
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Abstract One of the current methods for predicting RNA tertiary structure is fragment-based homology, which predicts tertiary structure from secondary structure. For a successful prediction, this method requires a library of the tertiary structures of small motifs clipped from previously solved RNA 3D structures. Because of the limited number of available tertiary structures, it is not practical to find structures for all sequences of all motifs. Identifying sequence families for motifs can fill the gaps because all sequences within a family are expected to have similar structural features. Currently, a collection of well-characterized sequence families has been identified for tetraloops. Because of their prevalence and biological functions, pentaloop structures should also be well-characterized. In this study, 10 pentaloop sequence families are identified. For each family, the common and distinguishing structural features are highlighted. These sequence families can be used to predict the tertiary structure of pentaloop sequences for which a solved structure is not available.
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Arnold, Matthias. "Multilingual Research Projects: Non-Latin Script Challenges for Making Use of Standards, Authority Files, and Character Recognition." Digital Studies/le champ numérique (DSCN) Open Issue 2022 12, no.1 (September27, 2022). http://dx.doi.org/10.16995/dscn.8110.
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Academic research about digital non-Latin script (hereafter: NLS) research data can pose a number of challenges just because the material is from a region where the Latin alphabet was not used. Not all of them are easy to spot. In this paper, I introduce two use cases to demonstrate different aspects of the complex tasks that may be related to NLS material. The first use case focuses on metadata standards used to describe NLS material. Taking the VRA Core 4 XML as example, I will show where we found limitations for NLS material and how we were able to overcome them by expanding the standard. In the second use case, I look at the research data itself. Although the full-text digitization of western newspapers from the 20th century usually is not problematic anymore, this is not the case for Chinese newspapers from the Republican era (1912–1949). A major obstacle here is the dense and complex layout of the pages, which prevents OCR solutions from getting to the character recognition part. In our approach, we are combining different manual and computational methods like crowdsourcing, pattern recognition, and neural networks to be able to process the material in a more efficient way. The two use cases illustrate that data standards or processing methods that are established and stable for Latin script material may not always be easily adopted to non-Latin script research data.Des recherches académiques sur les recherches de textes numériques qui ne sont pas en alphabet latin (désormais NLS) peuvent poser plusieurs défis, car le matériel vient d’une région où l’alphabet latin n’était pas utilisé. Ils ne sont pas tous faciles à trouver. Dans cet article, je vais présenter deux cas d’utilisation pour démontrer les différents aspects des tâches complexes qui pourraient être reliées au matériel NLS. Le premier cas d’utilisation focus sur les standards de métadonnées utilisés pour décrire le matériel NLS. En prenant comme exemple le VRA Core 4 XML, je montre où se trouvent les limitations pour le matériel NLS et comment nous sommes capables de les surmonter en augmentant les standards. Pour le deuxième cas d’utilisation, je regarde les données de recherches elles-mêmes. Même si la numérisation de textes complets de journaux occidentaux du 20e siècle n’est plus problématique, ce n’est pas le cas pour les journaux chinois de l’ère républicaine (1912-1949). Un obstacle majeur est la densité et la complexité de la mise en page, ce qui empêche les solutions OCR (reconnaissance optique de caractères) de se rendre à la partie de reconnaissance des caractères. Dans notre approche, nous avons combiné des méthodes manuelles et computationnelles différentes comme l’externalisation ouverte (crowdsourcing), la reconnaissance de motifs, et le réseau neuronal pour procéder au matériel de manière plus efficace. Les deux cas d’utilisations démontrent que les données standards ou les méthodes de traitement qui sont établies et stables pour le matériel en alphabet latin ne peuvent être utilisées facilement pour des données qui ne sont pas en alphabet latin.
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Wenzel,MariusA., Berndt Müller, and Jonathan Pettitt. "SLIDR and SLOPPR: flexible identification of spliced leader trans-splicing and prediction of eukaryotic operons from RNA-Seq data." BMC Bioinformatics 22, no.1 (March22, 2021). http://dx.doi.org/10.1186/s12859-021-04009-7.
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Abstract Background Spliced leader (SL) trans-splicing replaces the 5′ end of pre-mRNAs with the spliced leader, an exon derived from a specialised non-coding RNA originating from elsewhere in the genome. This process is essential for resolving polycistronic pre-mRNAs produced by eukaryotic operons into monocistronic transcripts. SL trans-splicing and operons may have independently evolved multiple times throughout Eukarya, yet our understanding of these phenomena is limited to only a few well-characterised organisms, most notably C. elegans and trypanosomes. The primary barrier to systematic discovery and characterisation of SL trans-splicing and operons is the lack of computational tools for exploiting the surge of transcriptomic and genomic resources for a wide range of eukaryotes. Results Here we present two novel pipelines that automate the discovery of SLs and the prediction of operons in eukaryotic genomes from RNA-Seq data. SLIDR assembles putative SLs from 5′ read tails present after read alignment to a reference genome or transcriptome, which are then verified by interrogating corresponding SL RNA genes for sequence motifs expected in bona fide SL RNA molecules. SLOPPR identifies RNA-Seq reads that contain a given 5′ SL sequence, quantifies genome-wide SL trans-splicing events and predicts operons via distinct patterns of SL trans-splicing events across adjacent genes. We tested both pipelines with organisms known to carry out SL trans-splicing and organise their genes into operons, and demonstrate that (1) SLIDR correctly detects expected SLs and often discovers novel SL variants; (2) SLOPPR correctly identifies functionally specialised SLs, correctly predicts known operons and detects plausible novel operons. Conclusions SLIDR and SLOPPR are flexible tools that will accelerate research into the evolutionary dynamics of SL trans-splicing and operons throughout Eukarya and improve gene discovery and annotation for a wide range of eukaryotic genomes. Both pipelines are implemented in Bash and R and are built upon readily available software commonly installed on most bioinformatics servers. Biological insight can be gleaned even from sparse, low-coverage datasets, implying that an untapped wealth of information can be retrieved from existing RNA-Seq datasets as well as from novel full-isoform sequencing protocols as they become more widely available.
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Bode, Lisa. "Digital Doppelgängers." M/C Journal 8, no.3 (July1, 2005). http://dx.doi.org/10.5204/mcj.2369.
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The doppelgänger (literally ‘double-goer’) of 18th and 19th century European literature and lore is a sinister likeness that dogs and shadows a protagonist heralding their death or descent into madness – a ‘spectral presentiment of disaster’ (Schwartz 84). Recently the term ‘digital doppelgänger’ has been adopted by the English-speaking entertainment and technology press to refer to a digital image of an actor or performer; whether that image is a computer-generated wire-frame model, an amalgamation of old film footage and artistry, or a three dimensional laser scan of the face and body’s topography. (Magid, Chimielewski) This paper examines some of the implications of this term and its linkage to a set of anxieties about the relationship between the self and its image. According to Friedrich Kittler, media of recording and storing bodily data are central to how many of us imagine identity today. Technologies such as photography and film ushered in a ‘technological rechristening of the soul’ (149). Kittler contends that these image technologies have had an impact on identity by creating ‘mechanised likenesses [that] roam the databanks that store bodies’ (96). In this context the use of the term ‘digital doppelgänger’ suggests some kind of perceived disruption to the way identity and image, or original and copy, relate. For example, a short article in Variety, ‘Garner finds viewing her digital doppelgänger surreal’, promotes the release of the videogame version of the television show Alias. But instead of the usual emphasis on the entertainment value of the game and its potential to extend the pleasures of the televisual text, this blurb focuses on the uncanniness of an encounter between the show’s lead, Jennifer Garner, and the digitally animated game character modelled from her features (Fritz 2003). An actor’s digital likeness can be made to perform actions that are beyond the will or physicality of the actor themselves. Such images have a variety of uses. In action cinema the digital likeness often replaces the actor’s stunt double, removing much of the risk previously borne by the human body in filming explosions, car chases and acrobatic leaps. Through its multiplication or manipulation the digital doppelgänger can expand the performative limits of the actor’s body and face. These figures also have an important role in video game versions of popular action or science fiction films such as the Wachowski brothers’ Matrix trilogy. The digital doppelgänger therefore extends the capabilities of the human performer’s image, bestowing ‘superhuman’ qualities and granting it entry to interactive media forms. The most serendipitous use of these images, however, is in the completion of films where an actor has died in mid-production, as when, for instance, Oliver Reed famously passed on during the filming of Ridley Scott’s Gladiator. In such cases the image literally substitutes for the once-living; its digitally animated gestures and expressions filling in for an inanimate body that can express and gesture no longer and never will again. The history of doppelgängers and doubles, you see, is intimately bound up with human mortality and the origins of image making. According to Otto Rank, the earliest connotations of the double in Indo-European lore were benign, entailing the immortality of the self. This incarnation stems from animistic beliefs in the manifestation of the soul in shadows, reflections and images (49-77) and is intimately connected to the magical origins of figurative representation. Andre Bazin argues that the most enduring form of image magic has been that concerned with rendering the subject immortal. In his essay ‘The Ontology of the Photographic Image’, he emphasises that the basic psychological impulse beneath the origins of the plastic arts was a desire to snatch mortal things from the indifferent flow of time – to cheat death through the creation of a substitute, a double, for the living body (9). However, by the post-Enlightenment era, Western belief in the preservative powers of the double had eroded, and subsequently, the meaning of this figure in folktales and literature came to be inverted. The double or doppelgänger became a spectral projection of the self, an ‘uncanny harbinger of death’ (Freud 324-5). Meanwhile, even as the haunted image persists as a motif in short stories, novels and film, rationally: No one believes any longer in the ontological identity of model and image, but all are agreed that the image helps us to remember the subject and to preserve him from a second spiritual death (Bazin 9). Photographic and filmic images have aided Western cultures in keeping the dead in view, saving them from being totally forgotten. These images are filled in or animated by the subjective memory of the viewer. The digital likeness, however, is birthed in a computer and made to gesture in the performer’s stead, promising not just a ‘technological rechristening of the soul’, but the possibility of future career resurrection. Ron Magid reports: Cyberware president David Addleman is hopeful that all stars will eventually stockpile their data, like the suspended bodies in Coma, just waiting for the day when technology will resurrect them for as yet undreamed-of projects. (Magid) This reference to the 1970s horror film, Coma, with its connotations of lifeless bodies and sinister scientific procedures, brings to mind unconscious forms, zombies awaiting resurrection, an actor’s image as puppet, a mindless figure forced to gesture at the control of another. These are fears of decorporealised detachment from one’s own likeness. It is a fear of the image being in exile from its referent, being endowed with the semblance of life though digital processes. In this fear we can hear the echoes of earlier anxieties about the double. But these fears also revisit earlier responses to the cinematic recording of the human image, ones that now may seem quaint to us in a culture where people fantasise of becoming media celebrities and indeed queue in their thousands for the chance. To put this into some historical perspective, it is worth noting how the figure of the double played a part in some responses to then new cinema technologies in the late 19th and early 20th centuries. Yuri Tsivian writes of the unease expressed in the early 1900s by Russian performers when encountering their own moving image on screen. For some the root of their discomfort was a belief that encountering their projected moving image would play havoc with their own internal self-image. For others, their unease was compounded by non-standardised projection speeds. Until the mid to late 1910s both camera and projector were cranked by hand. It was common for a projectionist to lend some haste to the action on the screen in order to finish work at the auditorium early. Early Russian writers on film were well aware of the projectionist’s role in transforming ‘calm fluent gesture’ into a ‘jerky convulsive twitch’, and making the ‘actors gesture like puppets’ (cited in Tsivian 53-54). Luigi Pirandello’s novel Shoot! from 1916 dealt with a cinema actress traumatised by the sight of her own ‘altered and disordered’ screen image (59-60). A playwright, Pirandello condemned the new media as reducing the craft of the living, breathing stage-actor to an insubstantial flickering phantom, a ‘dumb image’ subtracted from a moment of live action before the camera (105-6). Walter Benjamin refers to Pirandello’s novel in ‘The Work of Art in the Age of Mechanical Reproduction’, recognising it as one of the first discourses on the relationship between the actor and their screen image. For Benjamin the screen actor is in exile from their image. He or she sends out his or her shadow to face the public and this decorporealised shadow heralds a diminishment of presence and aura for the audience (222). Benjamin suggests that in compensation for this diminishment of presence, the film industry ‘responds to the shrivelling of the aura with an artificial build-up of the “personality” outside the studio’ (224). The development of star-image discourse and celebrity works to collapse the split between person and decorporealised shadow, enveloping the two in the electrified glow of interconnected texts such as roles, studio publicity, glamour photography, interviews, and gossip. Star personality, celebrity scandal and gossip discourse have smoothed over this early unease, as have (importantly) the sheer ubiquity and democracy of mediated self-images. The mundane culture of home video has banished this sense of dark magic at work from the appearance of our own faces on screens. In the context of these arguments it remains to be seen what impact the ‘digital doppelgänger’ will have on notions of public identity and stardom, concepts of cinematic performance and media immortality. Further research is also required in order to uncover the implications of the digital double for the image cultures of indigenous peoples or for cinema industries such as Bollywood. As for the term ‘digital doppelgänger’ itself, perhaps with ubiquity and overuse, its older and more sinister connotations will be gradually papered over and forgotten. The term ‘doppelgänger’ suggests a copy that threatens its original with usurpation, but it may be that the digital doppelgänger functions in a not dissimilar way to the waxwork models at Madame Tussauds – as a confirmation of a celebrity’s place in the media galaxy, wholly reliant on the original star for its meaning and very existence. References Bazin, A. “The Ontology of the Photographic Image.” What is Cinema? Ed./Trans. Hugh Gray. Berkeley & London: U of California P, 1967. 9-16. Benjamin, W. “The Work of Art in the Age of Mechanical Reproduction.” Illuminations. Ed. Hannah Arendt. Trans. Harry Zohn. London: Fonatan, 1992. 211-44. Chimielewski, D. “Meet Sunny’s Digital Doppelganger.” The Age (5 January 2005). http://www.theage.com.au/news/Film/Meet-Sunnys-digital-doppelganger/2005/01/04/1104601340883.html>. Freud, S. “The ‘Uncanny.” The Standard Edition of the Complete Psychological Works of Sigmund Freud. Trans. Ed. James Strachey, Anna Freud et al. Vol. xvii (1917-19). London: Hogarth Press and Institute of Psychoanalysis, 1955. 219-52. Fritz, B. “Garner Finds Viewing Her Digital Doppelganger Surreal.” Variety (27 August 2003). http://www.variety.com/index.asp?layout=upsell_article&articleID=VR1117891622&cs=1>. Kittler, F. Gramophone, Film, Typewriter. Trans. and intro. Geoffrey Winthrop-Young and Michael Wutz. Stanford, California: Stanford UP, 1999. Magid, R. “New Media: Invasion of the Body Snatchers.” Wired News (March 1998). http://www.wired.com/news/culture/0,1284,10645,00.html>. Parisi, P. “Silicon Stars: The New Hollywood.” Wired (December 1995): 144-5, 202-10. http:www.wired.com/news/culture/0,1284,10645,00.html>. Pirandello, L. Shoot! (Si Gira) The Notebooks of Serafino Gubbio, Cinematographer Operator. Trans. C.F. Scott Moncrieff. New York: E.P. Dutton and Co.,1926. Rank, O. The Double: A Psychoanalytical Study. Trans./ed. Harry Tucker, Jr. North Carolina: U of North Carolina P, 1971. Schwartz, H. The Culture of the Copy: Striking Likenesses, Unreasonable Facsimiles. New York: Zone, 1996. Tsivian, Y. Early Russian Cinema and Its Cultural Reception. Trans. A. Bodger. Ed. R. Taylor. Chicago and London: U of Chicago P, 1998. Citation reference for this article MLA Style Bode, Lisa. "Digital Doppelgängers." M/C Journal 8.3 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0507/07-bode.php>. APA Style Bode, L. (Jul. 2005) "Digital Doppelgängers," M/C Journal, 8(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0507/07-bode.php>.
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Piatti-Farnell, Lorna, and Lloyd Carpenter. "Intersections of History, Media, and Culture." M/C Journal 20, no.5 (October13, 2017). http://dx.doi.org/10.5204/mcj.1323.
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For many, the very idea of ‘history’ calls into question narratives of the past, distant and disconnected from our contemporary moment, and out of tune with the media-centred world of our post-2000 popular culture. This approach to history, however, is based on profound misconceptions, and does not take into account the fact that the present is history: we experience our historical moment via multiple and multi-faceted media practices, from using social media to watching movies, from watching television to consuming food. The past is, in turn, never far removed from our contemporary and everyday experiences, informing not only the way we live now, but the ways in which our futures are cemented. Ever cogniscant of this, history is changing and evolving. As Anthony Grafton put it in 2007, the function of history is “giving multiple methods and practices a place to meet, as antiquarianism intersected with ecclesiastical history, both collided with law, and all of them in turn experienced the shock of the new as travellers described unknown worlds to the east and, even more surprising, to the west” (122).There is a dictum invoked by historians to remind ourselves and others that History is, by its very nature, a construction: history is what we want it to be. As soon as we set to writing history, what we write is already in the thrall of distorting influences and culture. From the writer’s bias to the publisher’s constraints, History is always flawed. For the twenty-first century reader, our view on History is written, presented, read and critiqued, then revised and re-written, to be argued further in what can appear to be a continuous loop of publication. Within History, conflicts can be headlined by weighty semiotics like The History Wars, or by evolutions in historiography, from the simplistic dichotomy of Political vs Economic to ‘turns’ tracing the Sociological turn of the 1960s, the linguistic or cultural turn of the 1970s and 1980s and the material turn of the 2000s, or even the recent embracing of post-modern, indigenous, gender, and queer methodologies. But we hold that the culture of history itself is changing, partly through the immediacy of media and the embrace of online platforms, and partly through the ubiquitous presence of anonymous-but-informed readers, users and subscribers questioning, challenging and revising some of what has been held to be true for centuries. As Maria Grever and Sipe Stuurman and contend, “the citizens of the twenty-first century need a history that addresses their concerns as citizens of a particular nation, but also as world citizens” (3). In looking at ‘media and culture’ through the lens of ‘history’, it is possible to see and confront how History itself is changing before our eyes. We take history to be a lived-in subject. This issue of M/C Journal seeks to redress the critical balance by re-evaluating and re-visioning the notion of history in connection to media and culture. The intention is to see history as intersecting with all parts of life, in an open refusal of the often-reductive view that has long-surrounded history as an area of interest, both in and out of the academy. This critical stance answers the cultural shifts that we see intrinsic not only to history as a discipline, but also to the ways in which, in the cultural sense, history is shaped and adapted into the narrative of the everyday. The interaction of history, media, and culture evokes the principle that “in a globalizing world, an inward looking…canon” for the historical paradigm “will become less and less convincing. In the end, it might make history simply irrelevant” (Grever and Stuurman 3). The notion of history becoming irrelevant is something that, naturally, we fervently wish to avoid. The articles in this issue collectively aim to show the directions that research in history in taking in the 21st century. The approach to ‘history’ we take is, overall, interdisciplinary, multidisciplinary, and transnational, as we see history itself as an entity shifting boundaries and registers. The articles show distinctive ways in which history intersects with our media and cultural practices in the contemporary moment, as we simultaneously engage with critical exercises of re-discovery and re-evaluation, as well as indicative and diagnostic scholarly prerogatives. The issue draws strength from the points of intersection between articles, while maintaining a critical awareness of their different approaches to ‘history’, both as a critical entity and a disciplinary standpoint. After this editorial, this issue opens with a feature article by Adele Wessell, entitled “‘We Will Show the Country’: Bringing History to Life”. Here, Wessell provides an overview of the important concerns that historians are presented with as far as recording national chronicles is concerned, and the tendency over time to privilege written accounts. With a particular focus on the Australian context, Wessell considers the different and differing accounts of recording the past, and places food at the centre of the historical question, providing a tangible and cultural coordinate for the exploration of the national past, and its contemporary repercussions. Paul Ryder and Jonathan Foye’s article “Whose Speech Is It Anyway? Ownership, Authorship, and the Redfern Address” considers themes of ownership, authorship, and acknowledgement as they relate to the crafting, delivery, and reception of political speeches. In light of an ongoing debate over the authorship of the now well-known Redfern address, Ryder and Foye focus on the difficulty of identifying notions of creativity and colaboration as far as political speeches are concerned, and how this impacts on the historical and cultural relevance of political realities over time. The relationship between artistry, ownership, and memory is also the focus of Christina Chau in her article “Remediating Destroyed Human Bodies”. Chau investigates the connection between art and digital culture, by placing an empahsis on the relationship between the past and what she terms contemporaneity. In particular, Chau focuses on artists who ‘remediate’ news media and motifs within the broader popular culture scope, with an intent to monumentalise and historicise contemporary digital culture. The impact of digitisation of historical research is the focus of Rob Allen’s article, entitled “Lost and Found: The SEARCH for the Hidden and Forgotten”. Allen’s argument is foregrounded by the contention that much of the 19th century ‘disappeared’ from view in the 20th century. Considering the change in archival practices in the 21st century, Allen argues that digitisation has revolution the ways in which historical traces are accessed and re-evaluated, allowing for the re-discovery of previously (potentially) forgotten historical figures. Using the Victorian figure of John De Morgan as a primary example, this article considers the uses of digital sources to recover and reclaim the past. In “Blood on Boylston: Digital Memory and the Dramatisation of Recent History in Patriots Day”, Melanie Piper examines the movie phenomenon whereby historic events are offered as movie recreations within months of the event which they purport to re-present, asking questions like ‘when is too soon?’ when it comes to on-screen death and disaster sanitised for public viewing. Constructing the re-creation through the merging of social media representations and media files, actual footage and dramatised recreation in Patriots Day forces us to question the place of ‘crowd-sourced’ investigations, of online sense-making of events, and what Landsberg termed ‘prosthetic memory’ for mass culture. Patriots Day sits at what Piper calls “a somewhat uncomfortable intersection of fact and fiction, of docudrama and popcorn action movie”, requiring that we consider the history/media/culture nexus in such mediated dramatisations, concluding that our digital memories of the present will help make the prosthetic memories of the future. “‘The Blood Never Stops Flowing and the Party Never Ends’: The Originals and the Afterlife of New Orleans as a Vampire City” is authored by the issue’s own editor, Lorna Piatti-Farnell. Here, the discussion provides an analysis of New Orleans as a ‘vampire city’ as put forward in The Originals, a contemporary television series where vampires are the protagonists. Piatti-Farnell contends that, alongside New Orleans’ well-cemented reputation as tourism centre for hedonistic and carnivaleque pleasures, the historical folds of the city’s urban mythology also hold a distinctive narrative populated by vampire sightings. With this in mind, the article explores how, in The Originals, the historical narratives of New Orleans become entangled with – and are, at times, almost inseparable from – the fictional chronicles of the vampire in both aesthetic and conceptual terms.The historical and cultural connections to urban spaces, specially in relation to specific landmark venues, continues to be the focus of attention in Ailsa Brackley du Bois’s article “Repairing the Disjointed Narrative of Ballarat’s Theatre Royal”. In her analysis, du Bois explores the history of the Ballarat’s Theatre Royal, and aims to take some initial critical steps towards retrieving lost knowledge from fragmented archival records and what she terms cultural silence. Taking a look at the evolving history of the Theatre itself, form its construction to its later renovations, this article specifically suggests that many forces converged to affect the venue’s own historical popularity. Ultimately, du Bois offers the beginning of an investigation into the prospects for telling of the ‘real story’ behind the rise and fall of the Ballarat’s Theatre Royal as a cultural entity.Music can stimulate, placate and induce nostalgia; it can construct what some people call a ‘soundtrack for their lives’ or it can soothe hurts and create inter-personal connections. Kris Vavasour, in “Pop Songs and Solastalgia in a Broken City” examines how explicitly local pop songs and their ability to evoke memory meets Glenn Albrecht’s ‘solastalgia’, the disaster-created homesickness in people still at home, to restore hope for post-earthquake Christchurch people. For those who lived through the seismic upheavals of 2010 and 2011, memories of culture and media which provided a level inter-personal ‘glue’ are key to understanding how they endured such trying times. Music is revealed to be more than an historic soundtrack to this process; it is one of the key components to the re-emergence of the people and city. Music is also the focus of Jack Ellis’s article, “Material History: Record Collecting in the Digital Age”, which examines the improbable death-then-rise track of vinyl records in the twenty-first century. Once consigned to music history, vinyl records and vinyl record collections have recently emerged to become cultural icons, measures of taste and the semiotic of musical engagement and even counter[digital]-culture in an oppositional narrative to the convenience and usefulness of download files. Music collectors reveal their reasons for accumulating shelves of records instead of computer files of digital downloads in a series of interviews emphasising materiality, the embedding of legacy and a gradual redefinition of media history through vinyl record ownership. The intersections between gender studies, film studies, and history are the focus of Jay Daniel Thompson and Erin Reardon’s article, entitled “‘Mommy Killed Him’: Gender, Family and History in Wes Craven’s A Nightmare on Elm Street (1984)”. Here, Thompson and Reardon evaluate the nuanced representations of gender in Craven's well-known film, in order to situate it within the context of the historical period in which it was produced. Taking a particular look at the impact of 1980s Reaganite politics on the narrative, Thompson and Reardon contend that the families in Craven’s film are purposefully presented as dysfunctional. Ultimately, this article argues that the kind of patriarchal family structure endorsed by Reagan is thoroughly ridiculed in Nightmare. In the final article of the issue, Kate Warner plunges into the infamous decades-long ‘History Wars’ debate between revisionists and post-revisionists examining Australia’s Indigenous narrative, to discuss four recent seminal television drama shows. The depiction of, or engagement with, Aboriginal stories and story-telling emerges as critical to the nature of who owns the narrative, who holds the power and therefore, who owns the histories. Contrasting the fantastic fictions of Glitch and Cleverman is the realist The Secret River and Redfern Now, but also pared back is the nature of Aboriginal ownership and television show direction versus the traditional colonial hegemonies, each taking on aspects of the ‘History Wars’ debate to raise new questions and to create a new view on the past. In a journal of media and culture, history transcends both aspects. Yet, as our contributors have shown, both in their breadth and depth of engagement with, and definitions of history, easy ‘pigeonholing’ or typing of history falls apart as soon as analysis begins. As several writers have noted, issues of hegemony, colonialism and post-colonialism, indigenous voices and ways of looking at our own chronicles, all combine to determine how we see the past, how we view the future, and how we live in the present. The power of the media in the digital age has changed how we engage with history; the traditional culture of history residing with academic experts who produce weighty tomes surveying the past is revealed by these media-savvy cultural historians to show the past in an entirely new light.ReferencesGrafton, Anthony. What Was History? The Art of History in Early Modern Europe. Cambridge: Cambridge UP, 2007.Grever, Maria, and Siep Stuurman. Beyond the Canon: History for the 21st Century. Basingstoke: Palgrave Macmillan, 2007.
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Caldwell, Nick. "Rocketships, Rayguns and UFOs." M/C Journal 1, no.2 (August1, 1998). http://dx.doi.org/10.5204/mcj.1707.
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A curious sense of the past, the present, and the future is evoked when I consider the sweeping curves and gleaming surfaces of the rocketships, rayguns and UFOs beloved of 1950s SF illustrators and filmmakers. A sense of the past, of course, because they are things of history, designed and conceived at the pre-dawn of the space age, and representing an old aesthetic and innocent notions of infinite progress and glistening technology. Modernity, pure and distilled. A sense of the present, because these designs and aesthetics are constantly being reworked, re-modelled, re-contextualised and re-incorporated into new images and artefacts by highly reflexive and postmodern designers. In them, I also see the future, because the present imagery of space travel is somewhat lacking in boldness and excitement. Humans went to the Moon a few times in a stubby little module, left most of it behind, and never returned. Whereas in the old movies (Forbidden Planet, Destination Moon, Flash Gordon), we elegantly traversed the ether in giant rockets that looked like interplanetary cruise liners. It's a strange nostalgia, to feel that we lost something we never really had. The second world war temporarily suspended the production of designed consumer artefacts, as the production resources of nations were funnelled into military purposes (McDermott 17). The devastation that the war caused meant that resources and money were in short supply for many years -- it was not until the 1950s that Western economies had sufficiently recovered for excess to come back in fashion. With it came new materials and technologies like nylon and anodised aluminium, developed for the war effort, and soon to be channelled into commercial applications. The explosion in fashion and industrial design has been called by Leslie Jackson "The New Look", after Christian Dior's "New Look" spring collection of 1947 (Jackson 7). The extravagance of Dior's New Look was initially funded by the French Government, eager to exploit the nation's reputation for excellence in design. There was initial hostility to such extravagance from nations inured to hardship and utility, but this soon dissipated (8). Overwhelmingly, a post-war austerity was replaced by a "vision of the future" (McDermott 19). Nowhere was this vision more evident than in the excitement over space exploration (21). Science and design again interacted at a high level and the symbols of the atom and the rocketship became central motifs in the New Look (21), harking back to Art Deco, the style movement of the 1920s, which was one of the first movements to apply contemporary technology to design. Industrial design became highly influenced by the organic sculpture of Moore, Calder and Arp (McDermott 20), and the preference for curving, fluid shapes became evident in everything from automobile design (complete with rocket fins) and interior decoration (20). It was a period where the visions of the future seemed to perfectly match the reality. Anything seemed possible. Space exploration was gearing up, Science Fiction was in its golden age, authors such as Heinlein, Asimov, Bester and Clarke were at the height of their creative powers. The UFO movement began in force with the activation of American military groups investigating sightings. Science Fiction films, when they weren't agitating over pseudo-communist alien menaces, depicted space travel as effortless and everyday occurrences. And the tool by which this was accomplished was the rocketship. There was a democratic notion of technology attached to these early visions of interplanetary craft: plot lines would frequently revolve around inspired individuals constructing their craft in back yards and sheds, sponsored by enlightened commercial interests. Truly, the American Dream. Technology and power that anyone could access, wrapped in a free-market ideology that was, ironically, almost eliminated by the billion dollar budgets of the resolutely governmental NASA Apollo projects, but still lives on in the cult of hobbyist miniature rocket builders. Much of the inspiration for the shape of those rocket ships undoubtedly sprang from the same well as contemporary aircraft design (indeed, many leading SF writers of the time were trained physicists and engineers). Central themes in the rocket designs were cigar shaped bodies, sweeping wings and foils; they usually took off like aeroplanes as well. This aesthetic stayed in SF illustration and filmmaking until the late 1960s, when Kubrick's 2001: A Space Odyssey and the success of the Apollo missions changed the design paradigm forever. No longer were spaceships smooth tapering rockets. No longer did aliens arrive in spinning metal discs. In their place were textured and massively detailed objects, the functional products of heavy industry. Star Wars added speed, dirt, and rust to the equation. And so it remained, until the 1990s. The 1990s have become a time of (certainly not quiet) reflection, of looking to the past for fashion and philosophy, to rework, to revisit. In the early 1990s, music became the target, and first the 1960s, then the 70s, then the 80s were plundered for riffs, lyrics and attitudes. That's died down -- stealing from the early 1990s would be galling even for Oasis. Two very different media forms, Cinema and computer games, have taken up the challenge of stealing from the past. The 1980s are at last a definite historical era; ripe for parody, even if it can't be taken seriously just yet. And digital art makes the old look newer than ever. Like a pristine and gleaming Ed Wood movie, Tim Burton's Mars Attacks made the flying saucer cool again; The X-Files reworks the hoariest of horror and B-movie clichés with knowing, post-modern humour. The instruction manual for the computer game Fallout hilariously revisits 1950s cold war nuclear paranoia with cartoon diagrams depicting duck and cover techniques. In the game itself, a crashed flying saucer (complete with large headed skeletal remains) delivers to the player a powerful raygun (which despatches the mutant foe with a dayglo disintegration effect) and a velvet covered photograph of Elvis. These icons have remained with us, transformed, almost forgotten, from the age of the Atom (to rework Nicholas Negroponte) to the age of the Bit. If the visionaries are right, we might be headed back to atoms, with the oncoming Age of the Nano: technology that's constructed atom-by-atom into motors, circuits and eventually, perhaps, robots. If it happens, the economic and ideological constraints on our cultural and industrial production will fall away almost over night. Freed from our limitations, who's to say that the space vessels of the future might not take any shape we wish -- even those old fond shapes of our distant memory? The rhetoric is exciting, but I'm reminded of the optimism about atomic power. Time will tell. References Collins, Michael. Towards Post-Modernism: Design since 1851. London: British Museum Press, 1987. Jackson, Lesley. The New Look: Design in the Fifties. Manchester: Thames and Hudson: 1991. McDermott, Catherine. Essential Design. London: Bloomsbury, 1992. Pye, David. The Nature and Aesthetics of Design. Bethel, CT: Cambium Press, 1978. Citation reference for this article MLA style: Nick Caldwell. "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography." M/C: A Journal of Media and Culture 1.2 (1998). [your date of access] <http://www.uq.edu.au/mc/9808/sf.php>. Chicago style: Nick Caldwell, "Rocketships, Rayguns and UFOs: Memories of Kitsch SF Iconography," M/C: A Journal of Media and Culture 1, no. 2 (1998), <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]). APA style: Nick Caldwell. (1998) Rocketships, rayguns and UFOs: memories of kitsch SF iconography. M/C: A Journal of Media and Culture 1(2). <http://www.uq.edu.au/mc/9808/sf.php> ([your date of access]).
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25
Burns, Alex. "'This Machine Is Obsolete'." M/C Journal 2, no.8 (December1, 1999). http://dx.doi.org/10.5204/mcj.1805.
Full textAbstract:
'He did what the cipher could not, he rescued himself.' -- Alfred Bester, The Stars My Destination (23) On many levels, the new Nine Inch Nails album The Fragile is a gritty meditation about different types of End: the eternal relationship cycle of 'fragility, tension, ordeal, fragmentation' (adapted, with apologies to Wilhelm Reich); fin-de-siècle anxiety; post-millennium foreboding; a spectre of the alien discontinuity that heralds an on-rushing future vastly different from the one envisaged by Enlightenment Project architects. In retrospect, it's easy for this perspective to be dismissed as jargon-filled cyber-crit hyperbole. Cyber-crit has always been at its best too when it invents pre-histories and finds hidden connections between different phenomena (like the work of Greil Marcus and early Mark Dery), and not when it is closer to Chinese Water Torture, name-checking the canon's icons (the 'Deleuze/Guattari' tag-team), texts and key terms. "The organization of sound is interpreted historically, politically, socially ... . It subdues music's ambition, reins it in, restores it to its proper place, reconciles it to its naturally belated fate", comments imagineer Kodwo Eshun (4) on how cyber-crit destroys albums and the innocence of the listening experience. This is how official histories are constructed a priori and freeze-dried according to personal tastes and prior memes: sometimes the most interesting experiments are Darwinian dead-ends that fail to make the canon, or don't register on the radar. Anyone approaching The Fragile must also contend with the music industry's harsh realities. For every 10 000 Goth fans who moshed to the primal 'kill-fuck-dance' rhythms of the hit single "Closer" (heeding its siren-call to fulfil basic physiological needs and build niche-space), maybe 20 noted that the same riff returned with a darker edge in the title track to The Downward Spiral, undermining the glorification of Indulgent hedonism. "The problem with such alternative audiences," notes Disinformation Creative Director Richard Metzger, "is that they are trying to be different -- just like everyone else." According to author Don Webb, "some mature Chaos and Black Magicians reject their earlier Nine Inch Nails-inspired Goth beginnings and are extremely critical towards new adopters because they are uncomfortable with the subculture's growing popularity, which threatens to taint their meticulously constructed 'mysterious' worlds. But by doing so, they are also rejecting their symbolic imprinting and some powerful Keys to unlocking their personal history." It is also difficult to separate Nine Inch Nails from the commercialisation and colossal money-making machine that inevitably ensued on the MTV tour circuit: do we blame Michael Trent Reznor because most of his audience are unlikely to be familiar with 'first-wave' industrial bands including Cabaret Voltaire and the experiments of Genesis P. Orridge in Throbbing Gristle? Do we accuse Reznor of being a plagiarist just because he wears some of his influences -- Dr. Dre, Daft Punk, Atari Teenage Riot, Pink Floyd's The Wall (1979), Tom Waits's Bone Machine (1992), David Bowie's Low (1977) -- on his sleeve? And do we accept no-brain rock critic album reviews who quote lines like 'All the pieces didn't fit/Though I really didn't give a shit' ("Where Is Everybody?") or 'And when I suck you off/Not a drop will go to waste' ("Starfuckers Inc") as representative of his true personality? Reznor evidently has his own thoughts on this subject, but we should let the music speak for itself. The album's epic production and technical complexity turned into a post-modern studio Vision Quest, assisted by producer Alan Moulder, eleventh-hour saviour Bob Ezrin (brought in by Reznor to 'block-out' conceptual and sonic continuity), and a group of assault-technicians. The fruit of these collaborations is an album where Reznor is playing with our organism's time-binding sense, modulating strange emotions through deeply embedded tonal angularities. During his five-year absence, Trent Reznor fought diverse forms of repetitious trauma, from endogenous depression caused by endless touring to the death of his beloved grandmother (who raised him throughout childhood). An end signals a new beginning, a spiral is an open-ended and ever-shifting structure, and so Reznor sought to re-discover the Elder Gods within, a shamanic approach to renewal and secular salvation utilised most effectively by music PR luminary and scientist Howard Bloom. Concerned with healing the human animal through Ordeals that hard-wire the physiological baselines of Love, Hate and Fear, Reznor also focusses on what happens when 'meaning-making' collapses and hope for the future cannot easily be found. He accurately captures the confusion that such dissolution of meaning and decline of social institutions brings to the world -- Francis Fukuyama calls this bifurcation 'The Great Disruption'. For a generation who experienced their late childhood and early adolescence in Reagan's America, Reznor and his influences (Marilyn Manson and Filter) capture the Dark Side of recent history, unleashed at Altamont and mutating into the Apocalyptic style of American politics (evident in the 'Star Wars'/SDI fascination). The personal 'psychotic core' that was crystallised by the collapse of the nuclear family unit and supportive social institutions has returned to haunt us with dystopian fantasies that are played out across Internet streaming media and visceral MTV film-clips. That such cathartic releases are useful -- and even necessary (to those whose lives have been formed by socio-economic 'life conditions') is a point that escapes critics like Roger Scruton, some Christian Evangelists and the New Right. The 'escapist' quality of early 1980s 'Rapture' and 'Cosmocide' (Hal Lindsey) prophecies has yielded strange fruit for the Children of Ezekiel, whom Reznor and Marilyn Manson are unofficial spokes-persons for. From a macro perspective, Reznor's post-human evolutionary nexus lies, like J.G. Ballard's tales, in a mythical near-future built upon past memory-shards. It is the kind of worldview that fuses organic and morphogenetic structures with industrial machines run amok, thus The Fragile is an artefact that captures the subjective contents of the different mind produced by different times. Sonic events are in-synch but out of phase. Samples subtly trigger and then scramble kinaesthetic-visceral and kinaesthetic-tactile memories, suggestive of dissociated affective states or body memories that are incapable of being retrieved (van der Kolk 294). Perhaps this is why after a Century of Identity Confusion some fans find it impossible to listen to a 102-minute album in one sitting. No wonder then that the double album is divided into 'left' and 'right' discs (a reference to split-brain research?). The real-time track-by-track interpretation below is necessarily subjective, and is intended to serve as a provisional listener's guide to the aural ur-text of 1999. The Fragile is full of encrypted tones and garbled frequencies that capture a world where the future is always bleeding into a non-recoverable past. Turbulent wave-forms fight for the listener's attention with prolonged static lulls. This does not make for comfortable or even 'nice' listening. The music's mind is a snapshot, a critical indicator, of the deep structures brewing within the Weltanschauung that could erupt at any moment. "Somewhat Damaged" opens the album's 'Left' disc with an oscillating acoustic strum that anchor's the listener's attention. Offset by pulsing beats and mallet percussion, Reznor builds up sound layers that contrast with lyrical epitaphs like 'Everything that swore it wouldn't change is different now'. Icarus iconography is invoked, but perhaps a more fitting mythopoeic symbol of the journey that lies ahead would be Nietzsche's pursuit of his Ariadne through the labyrinth of life, during which the hero is steadily consumed by his numbing psychosis. Reznor fittingly comments: 'Didn't quite/Fell Apart/Where were you?' If we consider that Reznor has been repeating the same cycle with different variations throughout all of his music to date, retro-fitting each new album into a seamless tapestry, then this track signals that he has begun to finally climb out of self-imposed exile in the Underworld. "The Day the World Went Away" has a tremendously eerie opening, with plucked mandolin effects entering at 0:40. The main slashing guitar riff was interpreted by some critics as Reznor's attempt to parody himself. For some reason, the eerie backdrop and fragmented acoustic guitar strums recalls to my mind civil defence nuclear war films. Reznor, like William S. Burroughs, has some powerful obsessions. The track builds up in intensity, with a 'Chorus of the Damned' singing 'na na nah' over apocalyptic end-times imagery. At 4:22 the track ends with an echo that loops and repeats. "The Frail" signals a shift to mournful introspectiveness with piano: a soundtrack to faded 8 mm films and dying memories. The piano builds up slowly with background echo, holds and segues into ... "The Wretched", beginning with a savage downbeat that recalls earlier material from Pretty Hate Machine. 'The Far Aways/Forget It' intones Reznor -- it's becoming clear that despite some claims to the contrary, there is redemption in this album, but it is one borne out of a relentless move forward, a strive-drive. 'You're finally free/You could be' suggest Reznor studied Existentialism during his psychotherapy visits. This song contains perhaps the ultimate post-relationship line: 'It didn't turn out the way you wanted it to, did it?' It's over, just not the way you wanted; you can always leave the partner you're with, but the ones you have already left will always stain your memories. The lines 'Back at the beginning/Sinking/Spinning' recall the claustrophobic trapped world and 'eternal Now' dislocation of Post-Traumatic Stress Disorder victims. At 3:44 a plucked cello riff, filtered, segues into a sludge buzz-saw guitar solo. At 5:18 the cello riff loops and repeats. "We're in This Together Now" uses static as percussion, highlighting the influence of electricity flows instead of traditional rock instrument configurations. At 0:34 vocals enter, at 1:15 Reznor wails 'I'm impossible', showing he is the heir to Roger Waters's self-reflective rock-star angst. 'Until the very end of me, until the very end of you' reverts the traditional marriage vow, whilst 'You're the Queen and I'm the King' quotes David Bowie's "Heroes". Unlike earlier tracks like "Reptile", this track is far more positive about relationships, which have previously resembled toxic-dyads. Reznor signals a delta surge (breaking through barriers at any cost), despite a time-line morphing between present-past-future. At 5:30 synths and piano signal a shift, at 5:49 the outgoing piano riff begins. The film-clip is filled with redemptive water imagery. The soundtrack gradually gets more murky and at 7:05 a subterranean note signals closure. "The Fragile" is even more hopeful and life-affirming (some may even interpret it as devotional), but this love -- representative of the End-Times, alludes to the 'Glamour of Evil' (Nico) in the line 'Fragile/She doesn't see her beauty'. The fusion of synths and atonal guitars beginning at 2:13 summons forth film-clip imagery -- mazes, pageants, bald eagles, found sounds, cloaked figures, ruined statues, enveloping darkness. "Just like You Imagined" opens with Soundscapes worthy of Robert Fripp, doubled by piano and guitar at 0:39. Drums and muffled voices enter at 0:54 -- are we seeing a pattern to Reznor's writing here? Sonic debris guitar enters at 1:08, bringing forth intensities from white noise. This track is full of subtle joys like the 1:23-1:36 solo by David Bowie pianist Mike Garson and guitarist Adrian Belew's outgoing guitar solo at 2:43, shifting back to the underlying soundscapes at 3:07. The sounds are always on the dissipative edge of chaos. "Just like You Imagined" opens with Soundscapes worthy of Robert Fripp, doubled by piano and guitar at 0:39. Drums and muffled voices enter at 0:54 -- are we seeing a pattern to Reznor's writing here? Sonic debris guitar enters at 1:08, bringing forth intensities from white noise. This track is full of subtle joys like the 1:23-1:36 solo by David Bowie pianist Mike Garson and guitarist Adrian Belew's outgoing guitar solo at 2:43, shifting back to the underlying soundscapes at 3:07. The sounds are always on the dissipative edge of chaos. "Pilgrimage" utilises a persistent ostinato and beat, with a driving guitar overlay at 0:18. This is perhaps the most familiar track, using Reznor motifs like the doubling of the riff with acoustic guitars between 1:12-1:20, march cries, and pitch-shift effects on a 3:18 drumbeat/cymbal. Or at least I could claim it was familiar, if it were not that legendary hip-hop producer and 'edge-of-panic' tactilist Dr. Dre helped assemble the final track mix. "No, You Don't" has been interpreted as an attack on Marilyn Manson and Hole's Courntey Love, particularly the 0:47 line 'Got to keep it all on the outside/Because everything is dead on the inside' and the 2:33 final verse 'Just so you know, I did not believe you could sink so low'. The song's structure is familiar: a basic beat at 0:16, guitars building from 0:31 to sneering vocals, a 2:03 counter-riff that merges at 2:19 with vocals and ascending to the final verse and 3:26 final distortion... "La Mer" is the first major surprise, a beautiful and sweeping fusion of piano, keyboard and cello, reminiscent of Symbolist composer Debussy. At 1:07 Denise Milfort whispers, setting the stage for sometime Ministry drummer Bill Reiflin's jazz drumming at 1:22, and a funky 1:32 guitar/bass line. The pulsing synth guitar at 2:04 serves as anchoring percussion for a cinematic electronica mindscape, filtered through new layers of sonic chiaroscuro at 2:51. 3:06 phase shifting, 3:22 layer doubling, 3:37 outgoing solo, 3:50-3:54 more swirling vocal fragments, seguing into a fading cello quartet as shadows creep. David Carson's moody film-clip captures the end more ominously, depicting the beauty of drowning. This track contains the line 'Nothing can stop me now', which appears to be Reznor's personal mantra. This track rivals 'Hurt' and 'A Warm Place' from The Downward Spiral and 'Something I Can Never Have' from Pretty Hate Machine as perhaps the most emotionally revealing and delicate material that Reznor has written. "The Great Below" ends the first disc with more multi-layered textures fusing nostalgia and reverie: a twelve-second cello riff is counter-pointed by a plucked overlay, which builds to a 0:43 washed pulse effect, transformed by six second pulses between 1:04-1:19 and a further effects layer at 1:24. E-bow effects underscore lyrics like 'Currents have their say' (2:33) and 'Washes me away' (2:44), which a 3:33 sitar riff answers. These complexities are further transmuted by seemingly random events -- a 4:06 doubling of the sitar riff which 'glitches' and a 4:32 backbeat echo that drifts for four bars. While Reznor's lyrics suggest that he is unable to control subjective time-states (like The Joker in the Batman: Dark Knight series of Kali-yuga comic-books), the track constructions show that the Key to his hold over the listener is very carefully constructed songs whose spaces resemble Pythagorean mathematical formulas. Misdirecting the audience is the secret of many magicians. "The Way Out Is Through" opens the 'Right' disc with an industrial riff that builds at 0:19 to click-track and rhythm, the equivalent of a weaving spiral. Whispering 'All I've undergone/I will keep on' at 1:24, Reznor is backed at 1:38 by synths and drums coalescing into guitars, which take shape at 1:46 and turn into a torrential electrical current. The models are clearly natural morphogenetic structures. The track twists through inner storms and torments from 2:42 to 2:48, mirrored by vocal shards at 2:59 and soundscapes at 3:45, before piano fades in and out at 4:12. The title references peri-natal theories of development (particularly those of Stanislav Grof), which is the source of much of the album's imagery. "Into the Void" is not the Black Sabbath song of the same name, but a catchy track that uses the same unfolding formula (opening static, cello at 0:18, guitars at 0:31, drums and backbeat at 1:02, trademark industrial vocals and synth at 1:02, verse at 1:23), and would not appear out of place in a Survival Research Laboratories exhibition. At 3:42 Reznor plays with the edge of synth soundscapes, merging vocals at 4:02 and ending the track nicely at 4:44 alone. "Where Is Everybody?" emulates earlier structures, but relies from 2:01 on whirring effects and organic rhythms, including a flurry of eight beat pulses between 2:40-2:46 and a 3:33 spiralling guitar solo. The 4:26 guitar solo is pure Adrian Belew, and is suddenly ended by spluttering static and white noise at 5:13. "The Mark Has Been Made" signals another downshift into introspectiveness with 0:32 ghostly synth shimmers, echoed by cello at 1:04 which is the doubled at 1:55 by guitar. At 2:08 industrial riffs suddenly build up, weaving between 3:28 distorted guitars and the return of the repressed original layer at 4:16. The surprise is a mystery 32 second soundscape at the end with Reznor crooning 'I'm getting closer, all the time' like a zombie devil Elvis. "Please" highlights spacious noise at 0:48, and signals a central album motif at 1:04 with the line 'Time starts slowing down/Sink until I drown'. The psychic mood of the album shifts with the discovery of Imagination as a liberating force against oppression. The synth sound again is remarkably organic for an industrial album. "Starfuckers Inc" is the now infamous sneering attack on rock-stardom, perhaps at Marilyn Manson (at 3:08 Reznor quotes Carly Simon's 'You're So Vain'). Jungle beats and pulsing synths open the track, which features the sound-sculpting talent of Pop Will Eat Itself member Clint Mansell. Beginning at 0:26, Reznor's vocals appear to have been sampled, looped and cut up (apologies to Brion Gysin and William S. Burroughs). The lines 'I have arrived and this time you should believe the hype/I listened to everyone now I know everyone was right' is a very savage and funny exposure of Manson's constant references to Friedrich Nietzsche's Herd-mentality: the Herd needs a bogey-man to whip it into submission, and Manson comes dangerous close to fulfilling this potential, thus becoming trapped by a 'Stacked Deck' paradox. The 4:08 lyric line 'Now I belong I'm one of the Chosen Ones/Now I belong I'm one of the Beautiful Ones' highlights the problem of being Elect and becoming intertwined with institutionalised group-think. The album version ditches the closing sample of Gene Simmons screaming "Thankyou and goodnight!" to an enraptured audience on the single from KISS Alive (1975), which was appropriately over-the-top (the alternate quiet version is worth hearing also). "The danger Marilyn Manson faces", notes Don Webb (current High Priest of the Temple of Set), "is that he may end up in twenty years time on the 'Tonight Show' safely singing our favourite songs like a Goth Frank Sinatra, and will have gradually lost his antinomian power. It's much harder to maintain the enigmatic aura of an Evil villain than it is to play the clown with society". Reznor's superior musicianship and sense of irony should keep him from falling into the same trap. "Complication" juggernauts in at 0:57 with screaming vocals and a barrage of white noise at 1:56. It's clear by now that Reznor has read his psychological operations (PSYOP) manuals pertaining to blasting the hell out of his audiences' psyche by any means necessary. Computer blip noise and black light flotation tank memories. Dislocating pauses and time-bends. The aural equivalent of Klein bottles. "Complication" juggernauts in at 0:57 with screaming vocals and a barrage of white noise at 1:56. It's clear by now that Reznor has read his psychological operations (PSYOP) manuals pertaining to blasting the hell out of his audiences' psyche by any means necessary. Computer blip noise and black light flotation tank memories. Dislocating pauses and time-bends. The aural equivalent of Klein bottles. "The Big Come Down" begins with a four-second synth/static intro that is smashed apart by a hard beat at 0:05 and kaleidoscope guitars at 0:16. Critics refer to the song's lyrics in an attempt to project a narcissistic Reznor personality, but don't comment on stylistic tweaks like the AM radio influenced backing vocals at 1:02 and 1:19, or the use of guitars as a percussion layer at 1:51. A further intriguing element is the return of the fly samples at 2:38, an effect heard on previous releases and a possible post-human sub-text. The alien mythos will eventually reign over the banal and empty human. At 3:07 the synths return with static, a further overlay adds more synths at 3:45 as the track spirals to its peak, before dissipating at 3:1 in a mesh of percussion and guitars. "Underneath It All" opens with a riff that signals we have reached the album's climatic turning point, with the recurring theme of fragmenting body-memories returning at 0:23 with the line 'All I can do/I can still feel you', and being echoed by pulsing static at 0:42 as electric percussion. A 'Messiah Complex' appears at 1:34 with the line 'Crucify/After all I've died/After all I've tried/You are still inside', or at least it appears to be that on the surface. This is the kind of line that typical rock critics will quote, but a careful re-reading suggests that Reznor is pointing to the painful nature of remanifesting. Our past shapes us more than we would like to admit particularly our first relationships. "Ripe (With Decay)" is the album's final statement, a complex weaving of passages over a repetitive mesh of guitars, pulsing echoes, back-beats, soundscapes, and a powerful Mike Garson piano solo (2:26). Earlier motifs including fly samples (3:00), mournful funeral violas (3:36) and slowing time effects (4:28) recur throughout the track. Having finally reached the psychotic core, Reznor is not content to let us rest, mixing funk bass riffs (4:46), vocal snatches (5:23) and oscillating guitars (5:39) that drag the listener forever onwards towards the edge of the abyss (5:58). The final sequence begins at 6:22, loses fidelity at 6:28, and ends abruptly at 6:35. At millennium's end there is a common-held perception that the world is in an irreversible state of decay, and that Culture is just a wafer-thin veneer over anarchy. Music like The Fragile suggests that we are still trying to assimilate into popular culture the 'war-on-Self' worldviews unleashed by the nineteenth-century 'Masters of Suspicion' (Charles Darwin, Sigmund Freud, Friedrich Nietzsche). This 'assimilation gap' is evident in industrial music, which in the late 1970s was struggling to capture the mood of the Industrial Revolution and Charles Dickens, so the genre is ripe for further exploration of the scarred psyche. What the self-appointed moral guardians of the Herd fail to appreciate is that as the imprint baseline rises (reflective of socio-political realities), the kind of imagery prevalent throughout The Fragile and in films like Strange Days (1995), The Matrix (1999) and eXistenZ (1999) is going to get even darker. The solution is not censorship or repression in the name of pleasing an all-saving surrogate god-figure. No, these things have to be faced and embraced somehow. Such a process can only occur if there is space within for the Sadeian aesthetic that Nine Inch Nails embodies, and not a denial of Dark Eros. "We need a second Renaissance", notes Don Webb, "a rejuvenation of Culture on a significant scale". In other words, a global culture-shift of quantum (aeon or epoch-changing) proportions. The tools required will probably not come just from the over-wordy criticism of Cyber-culture and Cultural Studies or the logical-negative feeding frenzy of most Music Journalism. They will come from a dynamic synthesis of disciplines striving toward a unity of knowledge -- what socio-biologist Edward O. Wilson has described as 'Consilience'. Liberating tools and ideas will be conveyed to a wider public audience unfamiliar with such principles through predominantly science fiction visual imagery and industrial/electronica music. The Fragile serves as an invaluable model for how such artefacts could transmit their dreams and propagate their messages. For the hyper-alert listener, it will be the first step on a new journey. But sadly for the majority, it will be just another hysterical industrial album promoted as selection of the month. References Bester, Alfred. The Stars My Destination. London: Millennium Books, 1999. Eshun, Kodwo. More Brilliant than the Sun: Adventures in Sonic Fiction. London: Quartet Books, 1998. Van der Kolk, Bessel A. "Trauma and Memory." Traumatic Stress: The Effects of Overwhelming Experience on Mind, Body, and Society. Eds. Bessel A. van der Kolk et al. New York: Guilford Press, 1996. Nine Inch Nails. Downward Spiral. Nothing/Interscope, 1994. ---. The Fragile. Nothing, 1999. ---. Pretty Hate Machine. TVT, 1989. Citation reference for this article MLA style: Alex Burns. "'This Machine Is Obsolete': A Listeners' Guide to Nine Inch Nails' The Fragile." M/C: A Journal of Media and Culture 2.8 (1999). [your date of access] <http://www.uq.edu.au/mc/9912/nine.php>. Chicago style: Alex Burns, "'This Machine Is Obsolete': A Listeners' Guide to Nine Inch Nails' The Fragile," M/C: A Journal of Media and Culture 2, no. 8 (1999), <http://www.uq.edu.au/mc/9912/nine.php> ([your date of access]). APA style: Alex Burns. (1999) 'This machine is obsolete': a listeners' guide to Nine Inch Nails' The fragile. M/C: A Journal of Media and Culture 2(8). <http://www.uq.edu.au/mc/9912/nine.php> ([your date of access]).
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26
Delamoir, Jeannette, and Patrick West. "Editorial." M/C Journal 10, no.2 (May1, 2007). http://dx.doi.org/10.5204/mcj.2618.
Full textAbstract:
As Earth heats up and water vapourises, “Adapt” is a word that is frequently invoked right now, in a world seething with change and challenge. Its Oxford English Dictionary definitions—“to fit, to make suitable; to alter so as to fit for a new use”—give little hint of the strangely divergent moral values associated with its use. There is, of course, the word’s unavoidable Darwinian connotations which, in spite of creationist controversy, communicate a cluster of positive values linked with progress. By contrast, the literary use of adapt is frequently linked with negative moral values. Even in our current “hyper-adaptive environment” (Rizzo)—in which a novel can become a theme park ride can become a film can become a computer game can become a novelisation—an adaptation is seen as a debasement of an original, inauthentic, inferior, parasitic (Hutcheon, 2-3). A starting point from which to explore the word’s “positive”—that is, evolutionary—use is the recently released Stern Review: The Economics of Climate Change, which argues the necessity of adapting in order to survive. Indeed, an entire section is titled “Policy responses for adaptation,” outlining—among other things—“an economic framework for adaptation”; “barriers and constraints to adaptation”; and “how developing countries can adapt to climate change” (403). Although evolution is not directly mentioned, it is evoked through the review’s analysis of a dire situation which compels humans to change in response to their changing environment. Yet the mere existence of the review, and its enumeration of problems and solutions, suggests that human adaptive abilities are up to the task, drawing on positive traits such as resilience, flexibility, agility, innovation, creativity, progressiveness, appropriateness, and so on. These values, and their connection to the evolutionary use of “adapt”, infuse 21st-century life. “Adapt,” “evolution”, and that cluster of values are entwined so closely that recalling effort is required to remind oneself that “adapt” existed before evolutionary theory. And whether or not one accepts the premise of evolution—or even understands it beyond the level of reductive popular science—it provides an irresistible metaphor that underlies areas as diverse as education, business, organisational culture, politics, and law. For example, Judith Robinson’s article “Education as the Foundation of the New Economy” quotes Canada’s former deputy prime minister John Manley: “The future holds nothing but change. … Charles Darwin said, ‘It is not the strongest of the species that survives, nor the most intelligent, but the most responsive to change.’” Robinson adds: “Education is how we equip our people with the ability to adapt to change.” Further examples show “adapt” as a positive metaphor for government. A study into towns in rural Queensland discovered that while some towns “have reinvented themselves and are thriving,” others “that are not innovative or adaptable” are in decline (Plowman, Ashkanasy, Gardner and Letts, 8). The Queensland Government’s Smart State Strategy also refers to the desirability of adapting: “The pace of change in the world is now so rapid—and sometimes so unpredictable—that our best prospects for maintaining our lead lie in our agility, flexibility and adaptability.” The Australian Government Department of Education, Science and Training, in setting national research priorities, identifies “An Environmentally Sustainable Australia” and in that context specifically mentions the need to adapt: “there needs to be an increased understanding of the contributions of human behaviour to environmental and climate change, and on [sic] appropriate adaptive responses and strategies.” In the corporate world, the Darwinian allusion is explicit in book titles such as Geoffrey Moore’s 2005 Dealing with Darwin: How Great Companies Innovate at Every Phase of their Evolution: “Moore’s theme is innovation, which he sees as being necessary to the survival of business as a plant or animal adapting to changes in habitat” (Johnson). Within organisations, the metaphor is also useful, for instance in D. Keith Denton’s article, “What Darwin Can Teach Us about Success:” “In order to understand how to create and manage adaptability, we need to look first at how nature uses it. … Species that fail to adapt have only one option left.” That option is extinction, which is the fate of “over 99% of all species that have ever existed.” However, any understanding of “adapt” as wholly positive and forward-moving is too simplistic. It ignores, for example, aspects of adaptation that are dangerous to people (such as the way the avian influenza virus or simian AIDS can adapt so that humans can become their hosts). Bacteria rapidly adapt to antibiotics; insects rapidly adapt to pesticides. Furthermore, an organism that is exquisitely adapted to a specific niche becomes vulnerable with even a small disturbance in its environment. The high attrition rate of species is breathtakingly “wasteful” and points to the limitations of the evolutionary metaphor. Although corporations and education have embraced the image, it is unthinkable that any corporation or educational system would countenance either evolution’s tiny adaptive adjustments over a long period of time, or the high “failure” rate. Furthermore, evolution can only be considered “progress” if there is an ultimate goal towards which evolution is progressing: the anthropocentric viewpoint that holds that “the logical and inevitable endpoint of the evolutionary process is the human individual,” as Rizzo puts it. This suggests that the “positive” values connected with this notion of “adapt” are a form of self-congratulation among those who consider themselves the “survivors”. A hierarchy of evolution-thought places “agile,” “flexible” “adaptors” at the top, while at the bottom of the hierarchy are “stagnant,” “atrophied” “non-adaptors”. The “positive” values then form the basis for exclusionary prejudices directed at those human and non-human beings seen as being “lower” on the evolutionary scale. Here we have arrived at Social Darwinism, the Great-Chain-of-Being perspective, Manifest Destiny—all of which still justify many kinds of unjust treatment of humans, animals, and ecosystems. Literary or artistic meanings of “adapt”—although similarly based on hierarchical thinking (Shiloh)—are, as mentioned earlier, frequently laden with negative moral values. Directly contrasting with the evolutionary adaptation we have just discussed, value in literary adaptation is attached to “being first” rather than to the success of successors. Invidious dichotomies that actually reverse the moral polarity of Darwinian adaptation come into play: “authentic” versus “fake”, “original” versus “copy”, “strong” versus “weak”, “superior” versus “inferior”. But, as the authors collected in this issue demonstrate, the assignment of a moral value to evolutionary “adapt”, and another to literary “adapt”, is too simplistic. The film Adaptation (Spike Jonze, 2002)—discussed in three articles in this issue—deals with both these uses of the word, and provides the impetus to these authors’ explorations of possible connections and contrasts between them. Evidence of the pervasiveness of the concept is seen in the work of other writers, who explore the same issues in a range of cultural phenomena, such as graffiti, music sampling, a range of activities in and around the film industry, and several forms of identity formation. A common theme is the utter inadequacy of a single moral value being assigned to “adapt”. For example, McMerrin quotes Ghandi in her paper: “Adaptability is not imitation. It means power of resistance and assimilation.” Shiloh argues: “If all texts quote or embed fragments of earlier texts, the notion of an authoritative literary source, which the cinematic version should faithfully reproduce, is no longer valid.” Furnica, citing Rudolf Arnheim, points out that an adaptation “increases our understanding of the adapted work.” All of which suggests that the application of “adapt” to circumstances of culture and nature suggests an “infinite onion” both of adaptations and of the “core samples of difference” that are the inevitable corollary of this issue’s theme. To drill down into the products of culture, to peel back the “facts” of nature, is only ever to encounter additional and increasingly minute variations of the activity of “adapt”. One never hits the bottom of difference and adaptation. Still, why would you want to, when the stakes of “adapt” might be little different from the stakes of life itself? At least, this is the insight that the philosophy of Gilles Deleuze—in all its rhizomatic variations—seems constantly to be leading us towards: “Life” (capitalised) is a continual germination that feeds on a thousand tiny adaptations of open-ended desire and of a ceaselessly productive mode of difference. Besides everything else that they do, all of the articles in this issue participate—in one way or another—in this notion of “adapt” as a constant impetus towards new configurations of culture and of nature. They are the proof (if such proof were to be requested or required) that the “infinite onion” of adaptation and difference, while certainly a mise en abyme, is much more a positive “placing into infinity” than a negative “placing into the abyss.” Adaptation is nothing to be feared; stasis alone spells death. What this suggests, furthermore, is that a contemporary ethics of difference and alterity might not go far wrong if it were to adopt “adapt” as its signature experience. To be ever more sensitive to the subtle nuances, to the evanescences on the cusp of nothingness … of adaptation … is perhaps to place oneself at the leading edge of cultural activity, where the boundaries of self and other have, arguably, never been more fraught. Again, all of the contributors to this issue dive—“Alice-like”—down their own particular rabbit holes, in order to bring back to the surface something previously unthought or unrecognised. However, two recent trends in the sciences and humanities—or rather at the complex intersection of these disciplines—might serve as useful, generalised frameworks for the work on “adapt” that this issue pursues. The first of these is the upwelling of interest (contra Darwinism) in the theories of Jean-Baptiste Lamarck (1744-1829). For Lamarck, adaptation takes a deviation from the Darwinian view of Natural Selection. Lamarckism holds, in distinction from Darwin, that the characteristics acquired by individuals in the course of their (culturally produced) lifetimes can be transmitted down the generations. If your bandy-legged great-grandfather learnt to bend it like Beckham, for example, then Manchester United would do well to sign you up in the cradle. Lamarck’s ideas are an encouragement to gather up, for cultural purposes, ever more refined understandings of “adapt”. What this pro-Lamarckian movement also implies is a new “crossing-over point” of the natural/biological with the cultural/acquired. The second trend to be highlighted here, however, does more than merely imply such a refreshed configuration of nature and culture. Elizabeth Grosz’s recent work directly calls the bluff of the traditional Darwinian (not to mention Freudian) understanding of “biology as destiny”. In outline form, we propose that she does this by running together notions of biological difference (the male/female split) with the “ungrounded” difference of Deleuzean thinking and its derivatives. Adaptation thus shakes free, on Grosz’s reading, from the (Darwinian and Freudian) vestiges of biological determinism and becomes, rather, a productive mode of (cultural) difference. Grosz makes the further move of transporting such a “shaken and stirred” version of biological difference into the domains of artistic “excess”, on the basis that “excessive” display (as in the courting rituals of the male peacock) is fundamentally crucial to those Darwinian axioms centred on the survival of the species. By a long route, therefore, we are returned, through Grosz, to the interest in art and adaptation that has, for better or for worse, tended to dominate studies of “adapt”, and which this issue also touches upon. But Grosz returns us to art very differently, which points the way, perhaps, to as yet barely recognised new directions in the field of adaptation studies. We ask, then, where to from here? Responding to this question, we—the editors of this issue—are keen to build upon the groundswell of interest in 21st-century adaptation studies with an international conference, entitled “Adaptation & Application”, to be held on the Gold Coast, Queensland, Australia in early 2009. The “Application” part of this title reflects, among other things, the fact that our conference will be, perhaps uniquely, itself an example of “adapt”, to the extent that it will have two parallel but also interlocking strands: adaptation; application. Forward-thinking architects Arakawa and Gins have expressed an interest in being part of this event. (We also observe, in passing, that “application”, or “apply”, may be an excellent theme for a future issue of M/C Journal…) Those interested in knowing more about the “Adaptation and Application” conference may contact either of us on the email addresses given in our biographical notes. There are several groups and individuals that deserve public acknowledgement here. Of course, we thank the authors of these fourteen articles for their stimulating and reflective contributions to the various debates around “adapt”. We would also like to acknowledge the hugely supportive efforts of our hard-pressed referees. Equally, our gratitude goes out to those respondents to our call for papers whose submissions could not be fitted into this already overflowing issue. What they sent us kept the standard high, and many of the articles rejected for publication on this occasion will, we feel sure, soon find a wider audience in another venue (the excellent advice provided by our referees has an influence, in this way, beyond the life of this issue). We also wish to offer a very special note of thanks to Linda Hutcheon, who took time out from her exceptionally busy schedule to contribute the feature article for this issue. Her recent monograph A Theory of Adaptation is essential reading for all serious scholars of “adapt”, as is her contribution here. We are honoured to have Professor Hutcheon’s input into our project. Special thanks are also due to Gold-Coast based visual artist Judy Anderson for her “adaptation of adaptation” into a visual motif for our cover image. This inspiring piece is entitled “Between Two” (2005; digital image on cotton paper). Accessing experiences perhaps not accessible through words alone, Anderson’s image nevertheless “speaks adaptation”, as her Artist’s Statement suggests: The surface for me is a sensual encounter; an event, shifting form. As an eroticised site, it evokes memories of touch. … Body, object, place are woven together with memory; forgetting and remembering. The tactility and materiality of touching the surface is offered back to the viewer. These images are transitions themselves. As places of slippage and adaptation, they embody intervals on many levels; between the material and the immaterial, the familiar and the strange. Their source remains obscure so that they might represent spaces in-between—overlooked places that open up unexpectedly. If we have learned just one thing from the experience of editing the M/C Journal ‘adapt’ issue, it is that our theme richly rewards the sort of intellectual and creative activity demonstrated by our contributors. Much has been done here; much remains to be done. Some of this work will take place, no doubt, at the “Adaptation and Application” conference, and we hope to see many of you on the Gold Coast in 2009. But for now, it’s over to you, to engage with what you might encounter here, and to work new “adaptations” upon it. References Australian Government Department of Education, Science and Training. Environmentally Sustainable Australia. 2005. 28 Apr. 2007 http://www.dest.gov.au/sectors/research_sector/policies_issues_reviews /key_issues/national_research_priorities/priority_goals /environmentally_sustainable_australia.htm>. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaux. Minneapolis: University of Minnesota Press, 1987. Denton, D Keith. “What Darwin Can Teach Us about Success.” Development and Learning in Organizations 20.1 (2006): 7ff. Furnica, Ioana. “Subverting the ‘Good, Old Tune’: Carlos Saura’s Carmen Adaptation.” M/C Journal 10.2 (2007). 28 Apr. 2007 . Grosz, Elizabeth. In the Nick of Time: Politics, Evolution and the Untimely. Durham: Duke University Press, 2004. Grosz, Elizabeth. “Sensation”. Plenary III Session. 9th Annual Comparative Literature Conference. Gilles Deleuze: Texts and Images: An International Conference. University of South Carolina, Columbia. 7 April 2007. Grosz, Elizabeth. Time Travels: Feminism, Nature, Power. Durham: Duke University Press, 2005. Hutcheon, Linda. A Theory of Adaptation. New York and London: Routledge, 2006. Johnson, Cecil. “Darwinian Notions of Corporate Innovation,” Boston Globe, 15 Jan. 2006: L.2. McMerrin, Michelle. “Agency in Adaptation.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/03 mcmerrin.php mcmerrin.php>. Neimanis, Astrida. “A Feminist Deleuzian Politics? It’s About Time.” TOPIA: Canadian Journal of Cultural Studies 16 (2006): 154-8. Plowman, Ian, Neal M. Ashkanasy, John Gardner, and Malcolm Letts. Innovation in Rural Queensland: Why Some Towns Thrive while Others Languish: Main Report. University of Queensland/Department of Primary Industries. Queensland, Dec. 2003. 28 Apr. 2007 http://www2.dpi.qld.gov.au/business/14778.html>. Queensland Government. Smart State Strategy 2005-2015 Timeframe. 2007. 28 Apr. 2007 http://www.smartstate.qld.gov.au/strategy/strategy05_15/timeframes.shtm>. Rizzo, Sergio. “Adaptation and the Art of Survival.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/02-rizzo.php>. Shiloh, Ilana. “Adaptation, Intertextuality, and the Endless Deferral of Meaning: Memento.” M/C Journal 10.2 (2007). 28 Apr. 2007 http://journal.media-culture.org.au/0705/08-shiloh.php>. Stern Review: The Economics of Climate Change. 2006. 28 Apr. 2007 http://www.hm-treasury.gov.uk/independent_reviews/stern_review_ economics_climate_change/stern_review_report.cfm>. Citation reference for this article MLA Style Delamoir, Jeannette, and Patrick West. "Editorial." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/00-editorial.php>. APA Style Delamoir, J., and P. West. (May 2007) "Editorial," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/00-editorial.php>.
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Jethani, Suneel. "New Media Maps as ‘Contact Zones’: Subjective Cartography and the Latent Aesthetics of the City-Text." M/C Journal 14, no.5 (October18, 2011). http://dx.doi.org/10.5204/mcj.421.
Full textAbstract:
Any understanding of social and cultural change is impossible without a knowledge of the way media work as environments. —Marshall McLuhan. What is visible and tangible in things represents our possible action upon them. —Henri Bergson. Introduction: Subjective Maps as ‘Contact Zones’ Maps feature heavily in a variety of media; they appear in textbooks, on television, in print, and on the screens of our handheld devices. The production of cartographic texts is a process that is imbued with power relations and bound up with the production and reproduction of social life (Pinder 405). Mapping involves choices as to what information is and is not included. In their organisation, categorisation, modeling, and representation maps show and they hide. Thus “the idea that a small number of maps or even a single (and singular) map might be sufficient can only apply in a spatialised area of study whose own self-affirmation depends on isolation from its context” (Lefebvre 85–86). These isolations determine the way we interpret the physical, biological, and social worlds. The map can be thought of as a schematic for political systems within a confined set of spatial relations, or as a container for political discourse. Mapping contributes equally to the construction of experiential realities as to the representation of physical space, which also contains the potential to incorporate representations of temporality and rhythm to spatial schemata. Thus maps construct realities as much as they represent them and coproduce space as much as the political identities of people who inhabit them. Maps are active texts and have the ability to promote social change (Pickles 146). It is no wonder, then, that artists, theorists and activists alike readily engage in the conflicted praxis of mapping. This critical engagement “becomes a method to track the past, embody memories, explain the unexplainable” and manifest the latent (Ibarra 66). In this paper I present a short case study of Bangalore: Subjective Cartographies a new media art project that aims to model a citizen driven effort to participate in a critical form of cartography, which challenges dominant representations of the city-space. I present a critical textual analysis of the maps produced in the workshops, the artist statements relating to these works used in the exhibition setting, and statements made by the participants on the project’s blog. This “praxis-logical” approach allows for a focus on the project as a space of aggregation and the communicative processes set in motion within them. In analysing such projects we could (and should) be asking questions about the functions served by the experimental concepts under study—who has put it forward? Who is utilising it and under what circumstances? Where and how has it come into being? How does discourse circulate within it? How do these spaces as sites of emergent forms of resistance within global capitalism challenge traditional social movements? How do they create self-reflexive systems?—as opposed to focusing on ontological and technical aspects of digital mapping (Renzi 73). In de-emphasising the technology of digital cartography and honing in on social relations embedded within the text(s), this study attempts to complement other studies on digital mapping (see Strom) by presenting a case from the field of politically oriented tactical media. Bangalore: Subjective Cartographies has been selected for analysis, in this exploration of media as “zone.” It goes some way to incorporating subjective narratives into spatial texts. This is a three-step process where participants tapped into spatial subjectivities by data collection or environmental sensing led by personal reflection or ethnographic enquiry, documenting and geo-tagging their findings in the map. Finally they engaged an imaginative or ludic process of synthesising their data in ways not inherent within the traditional conventions of cartography, such as the use of sound and distortion to explicate the intensity of invisible phenomena at various coordinates in the city-space. In what follows I address the “zone” theme by suggesting that if we apply McLuhan’s notion of media as environment together with Henri Bergson’s assertion that visibility and tangibility constitutes the potential for action to digital maps, projects such as Bangalore: Subjective Cartographies constitute a “contact zone.” A type of zone where groups come together at the local level and flows of discourse about art, information communication, media, technology, and environment intersect with local histories and cultures within the cartographic text. A “contact zone,” then, is a site where latent subjectivities are manifested and made potentially politically potent. “Contact zones,” however, need not be spaces for the aggrieved or excluded (Renzi 82), as they may well foster the ongoing cumulative politics of the mundane capable of developing into liminal spaces where dominant orders may be perforated. A “contact zone” is also not limitless and it must be made clear that the breaking of cartographic convention, as is the case with the project under study here, need not be viewed as resistances per se. It could equally represent thresholds for public versus private life, the city-as-text and the city-as-social space, or the zone where representations of space and representational spaces interface (Lefebvre 233), and culture flows between the mediated and ideated (Appadurai 33–36). I argue that a project like Bangalore: Subjective Cartographies demonstrates that maps as urban text form said “contact zones,” where not only are media forms such as image, text, sound, and video are juxtaposed in a singular spatial schematic, but narratives of individual and collective subjectivities (which challenge dominant orders of space and time, and city-rhythm) are contested. Such a “contact zone” in turn may not only act as a resource for citizens in the struggle of urban design reform and a democratisation of the facilities it produces, but may also serve as a heuristic device for researchers of new media spatiotemporalities and their social implications. Critical Cartography and Media Tactility Before presenting this brief illustrative study something needs to be said of the context from which Bangalore: Subjective Cartographies has arisen. Although a number of Web 2.0 applications have come into existence since the introduction of Google Maps and map application program interfaces, which generate a great deal of geo-tagged user generated content aimed at reconceptualising the mapped city-space (see historypin for example), few have exhibited great significance for researchers of media and communications from the perspective of building critical theories relating to political potential in mediated spaces. The expression of power through mapping can be understood from two perspectives. The first—attributed largely to the Frankfurt School—seeks to uncover the potential of a society that is repressed by capitalist co-opting of the cultural realm. This perspective sees maps as a potential challenge to, and means of providing emancipation from, existing power structures. The second, less concerned with dispelling false ideologies, deals with the politics of epistemology (Crampton and Krygier 14). According to Foucault, power was not applied from the top down but manifested laterally in a highly diffused manner (Foucault 117; Crampton and Krygier 14). Foucault’s privileging of the spatial and epistemological aspects of power and resistance complements the Frankfurt School’s resistance to oppression in the local. Together the two perspectives orient power relative to spatial and temporal subjectivities, and thus fit congruently into cartographic conventions. In order to make sense of these practices the post-oppositional character of tactical media maps should be located within an economy of power relations where resistance is never outside of the field of forces but rather is its indispensable element (Renzi 72). Such exercises in critical cartography are strongly informed by the critical politico-aesthetic praxis of political/art collective The Situationist International, whose maps of Paris were inherently political. The Situationist International incorporated appropriated texts into, and manipulated, existing maps to explicate city-rhythms and intensities to construct imaginative and alternate representations of the city. Bangalore: Subjective Cartographies adopts a similar approach. The artists’ statement reads: We build our subjective maps by combining different methods: photography, film, and sound recording; […] to explore the visible and invisible […] city; […] we adopt psycho-geographical approaches in exploring territory, defined as the study of the precise effects of the geographical environment, consciously developed or not, acting directly on the emotional behaviour of individuals. The project proposals put forth by workshop participants also draw heavily from the Situationists’s A New Theatre of Operations for Culture. A number of Situationist theories and practices feature in the rationale for the maps created in the Bangalore Subjective Cartographies workshop. For example, the Situationists took as their base a general notion of experimental behaviour and permanent play where rationality was approached on the basis of whether or not something interesting could be created out of it (Wark 12). The dérive is the rapid passage through various ambiences with a playful-constructive awareness of the psychographic contours of a specific section of space-time (Debord). The dérive can be thought of as an exploration of an environment without preconceptions about the contours of its geography, but rather a focus on the reality of inhabiting a place. Détournement involves the re-use of elements from recognised media to create a new work with meaning often opposed to the original. Psycho-geography is taken to be the subjective ambiences of particular spaces and times. The principles of détournement and psycho-geography imply a unitary urbanism, which hints at the potential of achieving in environments what may be achieved in media with détournement. Bangalore: Subjective Cartographies carries Situationist praxis forward by attempting to exploit certain properties of information digitalisation to formulate textual representations of unitary urbanism. Bangalore: Subjective Cartographies is demonstrative of a certain media tactility that exists more generally across digital-networked media ecologies and channels this to political ends. This tactility of media is best understood through textual properties awarded by the process and logic of digitalisation described in Lev Manovich’s Language of New Media. These properties are: numerical representation in the form of binary code, which allows for the reification of spatial data in a uniform format that can be stored and retrieved in-silico as opposed to in-situ; manipulation of this code by the use of algorithms, which renders the scales and lines of maps open to alteration; modularity that enables incorporation of other textual objects into the map whilst maintaining each incorporated item’s individual identity; the removal to some degree of human interaction in terms of the translation of environmental data into cartographic form (whilst other properties listed here enable human interaction with the cartographic text), and the nature of digital code allows for changes to accumulate incrementally creating infinite potential for refinements (Manovich 49–63). The Subjective Mapping of Bangalore Bangalore is an interesting site for such a project given the recent and rapid evolution of its media infrastructure. As a “media city,” the first television sets appeared in Bangalore at some point in the early 1980s. The first Internet Service Provider (ISP), which served corporate clients only, commenced operating a decade later and then offered dial-up services to domestic clients in the mid-1990s. At present, however, Bangalore has the largest number of broadband Internet connections in India. With the increasing convergence of computing and telecommunications with traditional forms of media such as film and photography, Bangalore demonstrates well what Scott McQuire terms a media-architecture complex, the core infrastructure for “contact zones” (vii). Bangalore: Subjective Cartographies was a workshop initiated by French artists Benjamin Cadon and Ewen Cardonnet. It was conducted with a number of students at the Srishti School of Art, Design and Technology in November and December 2009. Using Metamap.fr (an online cartographic tool that makes it possible to add multimedia content such as texts, video, photos, sounds, links, location points, and paths to digital maps) students were asked to, in groups of two or three, collect and consult data on ‘felt’ life in Bangalore using an ethnographic, transverse geographic, thematic, or temporal approach. The objective of the project was to model a citizen driven effort to subvert dominant cartographic representations of the city. In doing so, the project and this paper posits that there is potential for such methods to be adopted to form new literacies of cartographic media and to render the cartographic imaginary politically potent. The participants’ brief outlined two themes. The first was the visible and symbolic city where participants were asked to investigate the influence of the urban environment on the behaviours and sensations of its inhabitants, and to research and collect signifiers of traditional and modern worlds. The invisible city brief asked participants to consider the latent environment and link it to human behaviour—in this case electromagnetic radiation linked to the cities telecommunications and media infrastructure was to be specifically investigated. The Visible and Symbolic City During British rule many Indian cities functioned as dual entities where flow of people and commodities circulated between localised enclaves and the centralised British-built areas. Mirroring this was the dual mode of administration where power was shared between elected Indian legislators and appointed British officials (Hoselitz 432–33). Reflecting on this diarchy leads naturally to questions about the politics of civic services such as the water supply, modes of public communication and instruction, and the nature of the city’s administration, distribution, and manufacturing functions. Workshop participants approached these issues in a variety of ways. In the subjective maps entitled Microbial Streets and Water Use and Reuse, food and water sources of street vendors are traced with the aim to map water supply sources relative to the movements of street vendors operating in the city. Images of the microorganisms are captured using hacked webcams as makeshift microscopes. The data was then converted to audio using Pure Data—a real-time graphical programming environment for the processing audio, video and graphical data. The intention of Microbial Streets is to demonstrate how mapping technologies could be used to investigate the flows of food and water from source to consumer, and uncover some of the latencies involved in things consumed unhesitatingly everyday. Typographical Lens surveys Russell Market, an older part of the city through an exploration of the aesthetic and informational transformation of the city’s shop and street signage. In Ethni City, Avenue Road is mapped from the perspective of local goldsmiths who inhabit the area. Both these maps attempt to study the convergence of the city’s dual function and how the relationship between merchants and their customers has changed during the transition from localised enclaves, catering to the sale of particular types of goods, to the development of shopping precincts, where a variety of goods and services can be sought. Two of the project’s maps take a spatiotemporal-archivist approach to the city. Bangalore 8mm 1940s uses archival Super 8 footage and places digitised copies on the map at the corresponding locations of where they were originally filmed. The film sequences, when combined with satellite or street-view images, allow for the juxtaposition of present day visions of the city with those of the 1940s pre-partition era. Chronicles of Collection focuses on the relationship between people and their possessions from the point of view of the object and its pathways through the city in space and time. Collectors were chosen for this map as the value they placed on the object goes beyond the functional and the monetary, which allowed the resultant maps to access and express spatially the layers of meaning a particular object may take on in differing contexts of place and time in the city-space. The Invisible City In the expression of power through city-spaces, and by extension city-texts, certain circuits and flows are ossified and others rendered latent. Raymond Williams in Politics and Letters writes: however dominant a social system may be, the very meaning of its domination involves a limitation or selection of the activities it covers, so that by definition it cannot exhaust all social experience, which therefore always potentially contains space for alternative acts and alternative intentions which are not yet articulated as a social institution or even project. (252) The artists’ statement puts forward this possible response, an exploration of the latent aesthetics of the city-space: In this sense then, each device that enriches our perception for possible action on the real is worthy of attention. Even if it means the use of subjective methods, that may not be considered ‘evidence’. However, we must admit that any subjective investigation, when used systematically and in parallel with the results of technical measures, could lead to new possibilities of knowledge. Electromagnetic City maps the city’s sources of electromagnetic radiation, primarily from mobile phone towers, but also as a by-product of our everyday use of technologies, televisions, mobile phones, Internet Wi-Fi computer screens, and handheld devices. This map explores issues around how the city’s inhabitants hear, see, feel, and represent things that are a part of our environment but invisible, and asks: are there ways that the intangible can be oriented spatially? The intensity of electromagnetic radiation being emitted from these sources, which are thought to negatively influence the meditation of ancient sadhus (sages) also features in this map. This data was collected by taking electromagnetic flow meters into the suburb of Yelhanka (which is also of interest because it houses the largest milk dairy in the state of Karnataka) in a Situationist-like derive and then incorporated back into Metamap. Signal to Noise looks at the struggle between residents concerned with the placement of mobile phone towers around the city. It does so from the perspectives of people who seek information about their placement concerned about mobile phone signal quality, and others concerned about the proximity of this infrastructure to their homes due to to potential negative health effects. Interview footage was taken (using a mobile phone) and manipulated using Pure Data to distort the visual and audio quality of the footage in proportion to the fidelity of the mobile phone signal in the geographic area where the footage was taken. Conclusion The “contact zone” operating in Bangalore: Subjective Cartographies, and the underlying modes of social enquiry that make it valuable, creates potential for the contestation of new forms of polity that may in turn influence urban administration and result in more representative facilities of, and for, city-spaces and their citizenry. Robert Hassan argues that: This project would mean using tactical media to produce new spaces and temporalities that are explicitly concerned with working against the unsustainable “acceleration of just about everything” that our present neoliberal configuration of the network society has generated, showing that alternatives are possible and workable—in ones job, home life, family life, showing that digital [spaces and] temporality need not mean the unerring or unbending meter of real-time [and real city-space] but that an infinite number of temporalities [and subjectivities of space-time] can exist within the network society to correspond with a diversity of local and contextual cultures, societies and polities. (174) As maps and locative motifs begin to feature more prominently in media, analyses such as the one discussed in this paper may allow for researchers to develop theoretical approaches to studying newer forms of media. References Appadurai, Arjun. Modernity at Large: Cultural Dimensions of Globalisation. Minneapolis: U of Minnesota P, 1996. “Bangalore: Subjective Cartographies.” 25 July 2011 ‹http://bengaluru.labomedia.org/page/2/›. Bergson, Henri. Creative Evolution. New York: Henry Holt and Company, 1911. Crampton, Jeremy W., and John Krygier. “An Introduction to Critical Cartography.” ACME: An International E-Journal for Critical Geography 4 (2006): 11–13. Chardonnet, Ewen, and Benjamin Cadon. “Semaphore.” 25 July 2011 ‹http://semaphore.blogs.com/semaphore/spectral_investigations_collective/›. Debord, Guy. “Theory of the Dérive.” 25 July 2011 ‹http://www.bopsecrets.org/SI/2.derive.htm›. Foucault, Michel. Remarks on Marx. New York: Semitotext[e], 1991.Hassan, Robert. The Chronoscopic Society: Globalization, Time and Knowledge in the Networked Economy. New York: Lang, 2003. “Historypin.” 4 Aug. 2011 ‹http://www.historypin.com/›. Hoselitz, Bert F. “A Survey of the Literature on Urbanization in India.” India’s Urban Future Ed. Roy Turner. Berkeley: U of California P, 1961. 425-43. Ibarra, Anna. “Cosmologies of the Self.” Elephant 7 (2011): 66–96. Lefebvre, Henri. The Production of Space. Oxford: Blackwell, 1991. Lovink, Geert. Dark Fibre. Cambridge: MIT Press, 2002. Manovich, Lev. The Language of New Media Cambridge: MIT Press, 2000. “Metamap.fr.” 3 Mar. 2011 ‹http://metamap.fr/›. McLuhan, Marshall, and Quentin Fiore. The Medium Is the Massage. London: Penguin, 1967. McQuire, Scott. The Media City: Media, Architecture and Urban Space. London: Sage, 2008. Pickles, John. A History of Spaces: Cartographic Reason, Mapping and the Geo-Coded World. London: Routledge, 2004. Pinder, David. “Subverting Cartography: The Situationists and Maps of the City.” Environment and Planning A 28 (1996): 405–27. “Pure Data.” 6 Aug. 2011 ‹http://puredata.info/›. Renzi, Alessandra. “The Space of Tactical Media” Digital Media and Democracy: Tactics in Hard Times. Ed. Megan Boler. Cambridge: MIT Press, 2008. 71–100. Situationist International. “A New Theatre of Operations for Culture.” 6 Aug. 2011 ‹http://www.blueprintmagazine.co.uk/index.php/urbanism/reading-the-situationist-city/›. Strom, Timothy Erik. “Space, Cyberspace and the Interface: The Trouble with Google Maps.” M/C Journal 4.3 (2011). 6 Aug. 2011 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/370›. Wark, McKenzie. 50 Years of Recuperation of the Situationist International, New York: Princeton Architectural Press, 2008. Williams, Raymond. Politics and Letters: Interviews with New Left Review. London: New Left, 1979.
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28
Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no.4 (August12, 2021). http://dx.doi.org/10.5204/mcj.2802.
Full textAbstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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