Journal articles: 'Situational awareness. Human-computer interaction. Computer interfaces' – Grafiati (2024)

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Relevant bibliographies by topics / Situational awareness. Human-computer interaction. Computer interfaces / Journal articles

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Author: Grafiati

Published: 4 June 2021

Last updated: 2 February 2022

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1

Zhang, Xiaochen, Xiaoyu Yao, Yi Zhu, and Fei Hu. "An ARCore Based User Centric Assistive Navigation System for Visually Impaired People." Applied Sciences 9, no.5 (March9, 2019): 989. http://dx.doi.org/10.3390/app9050989.

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In this work, we propose an assistive navigation system for visually impaired people (ANSVIP) that takes advantage of ARCore to acquire robust computer vision-based localization. To complete the system, we propose adaptive artificial potential field (AAPF) path planning that considers both efficiency and safety. We also propose a dual-channel human–machine interaction mechanism, which delivers accurate and continuous directional micro-instruction via a haptic interface and macro-long-term planning and situational awareness via audio. Our system user-centrically incorporates haptic interfaces to provide fluent and continuous guidance superior to the conventional turn-by-turn audio-guiding method; moreover, the continuous guidance makes the path under complete control in avoiding obstacles and risky places. The system prototype is implemented with full functionality. Unit tests and simulations are conducted to evaluate the localization, path planning, and human–machine interactions, and the results show that the proposed solutions are superior to those of the present state-of-the-art solutions. Finally, integrated tests are carried out with low-vision and blind subjects to verify the proposed system.

2

Scholtz,J.C., B.Antonishek, and J.D.Young. "Implementation of a Situation Awareness Assessment Tool for Evaluation of Human–Robot Interfaces." IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 35, no.4 (July 2005): 450–59. http://dx.doi.org/10.1109/tsmca.2005.850589.

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3

Planke,LarsJ., Alessandro Gardi, Roberto Sabatini, Trevor Kistan, and Neta Ezer. "Online Multimodal Inference of Mental Workload for Cognitive Human Machine Systems." Computers 10, no.6 (June16, 2021): 81. http://dx.doi.org/10.3390/computers10060081.

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With increasingly higher levels of automation in aerospace decision support systems, it is imperative that the human operator maintains a high level of situational awareness in different operational conditions and a central role in the decision-making process. While current aerospace systems and interfaces are limited in their adaptability, a Cognitive Human Machine System (CHMS) aims to perform dynamic, real-time system adaptation by estimating the cognitive states of the human operator. Nevertheless, to reliably drive system adaptation of current and emerging aerospace systems, there is a need to accurately and repeatably estimate cognitive states, particularly for Mental Workload (MWL), in real-time. As part of this study, two sessions were performed during a Multi-Attribute Task Battery (MATB) scenario, including a session for offline calibration and validation and a session for online validation of eleven multimodal inference models of MWL. The multimodal inference model implemented included an Adaptive Neuro Fuzzy Inference System (ANFIS), which was used in different configurations to fuse data from an Electroencephalogram (EEG) model’s output, four eye activity features and a control input feature. The results from the online validation of the ANFIS models demonstrated that five of the ANFIS models (containing different feature combinations of eye activity and control input features) all demonstrated good results, while the best performing model (containing all four eye activity features and the control input feature) showed an average Mean Absolute Error (MAE) = 0.67 ± 0.18 and Correlation Coefficient (CC) = 0.71 ± 0.15. The remaining six ANFIS models included data from the EEG model’s output, which had an offset discrepancy. This resulted in an equivalent offset for the online multimodal fusion. Nonetheless, the efficacy of these ANFIS models could be seen with the pairwise correlation with the task level, where one model demonstrated a CC = 0.77 ± 0.06, which was the highest among all the ANFIS models tested. Hence, this study demonstrates the ability for online multimodal fusion from features extracted from EEG signals, eye activity and control inputs to produce an accurate and repeatable inference of MWL.

4

Kim, Sa Kil, Joo Hyun Sim, Tong Il Jang, and Hyun Chul Lee. "Empirical Study of Shared Situation Awareness between Active and Passive Group-view Displays." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no.1 (November 2019): 2195–200. http://dx.doi.org/10.1177/1071181319631072.

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The purpose of this study is to develop an active group-view display and evaluate the effectiveness of the prototype to cope with team errors in terms of shared situation awareness. The results of this research provide effective countermeasures that can be used to cope with team errors from the perspective of team communication and contextual situation sharing. To develop the active group-view display, we first investigated hazardous factors that could cause team error based on the team error process; we determined countermeasures to cope with these hazardous factors, validated the countermeasures by scenario-based analysis, developed an active group-view display that adds the function of interaction among operators in nuclear facilities and, finally, validated the effectiveness of the active display in terms of team situational awareness. Based on the team error process, we determined hazardous factors for team error that may occur in the process of using the group-view display. To prevent these hazardous factors, brainstorming with experienced operators is used to establish four countermeasures and three barriers against team error. A laser writing device with the function of pointing and marking information through gestures to the group-view display is proposed. An effectiveness test of team communication and decision making using the active group-view display device is performed using SACRI. The results of the test show a significant difference between active and passive displays. This study suggests that an improved interface using an active group-view display device can be utilized as a countermeasure against team errors. In order to cope with human errors that may occur in a digital control room, it is necessary to prepare countermeasures through systematic analysis of various interfaces such as computer-based procedures, digitalized alarm indicators, and mimic-based displays in nuclear power plants.

5

Hoorn,JohanF. "Situational awareness." Cognition, Technology & Work 8, no.1 (January 2006): 1. http://dx.doi.org/10.1007/s10111-005-0002-z.

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Belhadi, Siham, and Rachid Merzougui. "Design and implementation of a Context-Aware Health Service Platform (CAHS)." International Journal of Electrical and Computer Engineering (IJECE) 9, no.6 (December1, 2019): 4993. http://dx.doi.org/10.11591/ijece.v9i6.pp4993-5005.

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<p>Computers are no match to humans in deducing situational information from their environment and in using it in their interactions. The advent of the context-aware applications seems to offer a way out to the computer that is not context-sensitive. The context aware applications can adapt their behaviors according to the perceived context or situation, without explicit user intervention, thereby providing human-centric services. To simplify the complexity of developing applications, context aware framework, which introduces context awareness into the environment where the applications are executed, is highlighted to provide a hom*ogeneous interface involving generic context management and adaptation solutions. This papier has focused on the design of Context-Aware Health Services (CAHS) platform, which provide a health applications framework embedded on mobile devices. Our proposed platform is capabilities for context manager and adaptations according to context changes. It is designed to base on the SOA principles for achieving a flexible and dynamic architecture.</p>

7

Gryszkiewicz, Anna, and Fang Chen. "Temporal aspects in crisis management and its implications on interface design for situation awareness." Cognition, Technology & Work 14, no.2 (October11, 2011): 169–82. http://dx.doi.org/10.1007/s10111-011-0199-y.

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8

Fellah, Khaled, and Mohamed Guiatni. "Tactile Display Design for Flight Envelope Protection and Situational Awareness." IEEE Transactions on Haptics 12, no.1 (January1, 2019): 87–98. http://dx.doi.org/10.1109/toh.2018.2865302.

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9

Jones, Ridley, MichaelW.Beach, Melinda McClure Haughey, Will Sutherland, and CharlotteP.Lee. "Construction of Shared Situational Awareness in Traffic Management." Proceedings of the ACM on Human-Computer Interaction 5, CSCW1 (April13, 2021): 1–27. http://dx.doi.org/10.1145/3449128.

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10

Kallioniemi, Pekka, Alisa Burova, John Mäkelä, Tuuli Keskinen, Kimmo Ronkainen, Ville Mäkelä, Jaakko Hakulinen, and Markku Turunen. "Multimodal Warnings in Remote Operation: The Case Study on Remote Driving." Multimodal Technologies and Interaction 5, no.8 (August12, 2021): 44. http://dx.doi.org/10.3390/mti5080044.

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Developments in sensor technology, artificial intelligence, and network technologies like 5G has made remote operation a valuable method of controlling various types of machinery. The benefits of remote operations come with an opportunity to access hazardous environments. The major limitation of remote operation is the lack of proper sensory feedback from the machine, which in turn negatively affects situational awareness and, consequently, may risk remote operations. This article explores how to improve situational awareness via multimodal feedback (visual, auditory, and haptic) and studies how it can be utilized to communicate warnings to remote operators. To reach our goals, we conducted a controlled, within-subjects experiment in eight conditions with twenty-four participants on a simulated remote driving system. Additionally, we gathered further insights with a UX questionnaire and semi-structured interviews. Gathered data showed that the use of multimodal feedback positively affected situational awareness when driving remotely. Our findings indicate that the combination of added haptic and visual feedback was considered the best feedback combination to communicate the slipperiness of the road. We also found that the feeling of presence is an important aspect of remote driving tasks, and a requested one, especially by those with more experience in operating real heavy machinery.

11

Zhang, Xia, Youchao Sun, Yanjun Zhang, and Siyu Su. "Multi-agent modelling and situational awareness analysis of human-computer interaction in the aircraft co*ckpit: A case study." Simulation Modelling Practice and Theory 111 (September 2021): 102355. http://dx.doi.org/10.1016/j.simpat.2021.102355.

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12

Houghton,RobertJ., Chris Baber, Malcolm Cowton, GuyH.Walker, and NevilleA.Stanton. "WESTT (workload, error, situational awareness, time and teamwork): an analytical prototyping system for command and control." Cognition, Technology & Work 10, no.3 (August22, 2007): 199–207. http://dx.doi.org/10.1007/s10111-007-0098-4.

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13

Toet,A., J.K.IJspeert, A.M.Waxman, and M.Aguilar. "Fusion of visible and thermal imagery improves situational awareness." Displays 18, no.2 (December 1997): 85–95. http://dx.doi.org/10.1016/s0141-9382(97)00014-0.

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14

Markkula, Gustav, Richard Romano, Ruth Madigan, CharlesW.Fox, OscarT.Giles, and Natasha Merat. "Models of Human Decision-Making as Tools for Estimating and Optimizing Impacts of Vehicle Automation." Transportation Research Record: Journal of the Transportation Research Board 2672, no.37 (August25, 2018): 153–63. http://dx.doi.org/10.1177/0361198118792131.

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With the development of increasingly automated vehicles (AVs) comes the increasingly difficult challenge of comprehensively validating these for acceptable, and ideally beneficial, impacts on the transport system. There is a growing consensus that virtual testing, where simulated AVs are deployed in simulated traffic, will be key for cost-effective testing and optimization. The least mature model components in such simulations are those generating the behavior of human agents in or around the AVs. In this paper, human models and virtual testing applications are presented for two example scenarios: (i) a human pedestrian deciding whether to cross a street in front of an approaching automated vehicle, with or without external human–machine interface elements, and (ii) an AV handing over control to a human driver in a critical rear-end situation. These scenarios have received much recent research attention, yet simulation-ready human behavior models are lacking. They are discussed here in the context of existing models of perceptual decision-making, situational awareness, and traffic interactions. It is argued that the human behavior in question might be usefully conceptualized as a number of interrelated decision processes, not all of which are necessarily directly associated with externally observable behavior. The results show that models based on this type of framework can reproduce qualitative patterns of behavior reported in the literature for the two addressed scenarios, and it is demonstrated how computer simulations based on the models, once these have been properly validated, could allow prediction and optimization of AV impacts on traffic flow and traffic safety.

15

Yang, Sheng Chun, Bi Qiang Tang, Jian Guo Yao, Feng Li, Yi Jun Yu, and Shu Hai Feng. "Architecture and Key Technologies of Intelligent Dispatching Based on Situational Awareness." Applied Mechanics and Materials 448-453 (October 2013): 2259–65. http://dx.doi.org/10.4028/www.scientific.net/amm.448-453.2259.

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With the construction of UHV power grid, integration of large-scale renewable clean energy, and large-scale energy base putting into operation, the power grid dispatching faced with more and more complex challenges. On the basis of existing research results, architecture of intelligent dispatching based on situation awareness is proposed, so as to accurately achieve prevention and control of the power system. The shortcomings of traditional dispatching mode are analyzed firstly, and the concepts and characterization approaches of grid situational awareness and operation state trajectory of power grid are then introduced. The overall objective of intelligent dispatching is presented, including data processing and integrated knowledge mining, predictive perception of grid operation, risk analysis and comprehensive early warning, so as to achieve "automatic cruise under normal operating conditions, automatic navigation under abnormal operating conditions ". The functional framework of intelligent dispatching is also proposed in details, including four major aspects of the perception and forecasts, risk analysis, decision-making support, and automatic control, as well as three supporting functions such as post-assessment of dispatching, trajectory index calculation, and human-computer interaction (HCI).Technical innovations to support automatic intelligent dispatching are discussed and organised in three levels, i.e. perception, comprehension and projection. The breakthroughs are: construction of index system, trajectory recognition based on massive information and knowledge mining, trajectory projection taking into accounts the uncertainties, online risk assessment and early warning, power grid intelligent decision-making support, automatic coordination of grid operation control, online assessment, natural human-computer interaction mode, and etc... These are the future research areas of automatic intelligent dispatching.

16

Wolf, Flynn, and Ravi Kuber. "Developing a head-mounted tactile prototype to support situational awareness." International Journal of Human-Computer Studies 109 (January 2018): 54–67. http://dx.doi.org/10.1016/j.ijhcs.2017.08.002.

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17

Revesz,PeterZ. "Artificial Intelligence Basic Research Directions at the U.S. Air Force." International Journal on Artificial Intelligence Tools 23, no.06 (December 2014): 1460024. http://dx.doi.org/10.1142/s0218213014600240.

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This survey gives a review of recent artificial intelligence-related research directions that are considered priority areas by the U.S. Air Force and targeted for basic research funding by Air Force Office of Scientific Research. These research areas include space situational awareness, autonomous systems, sensing and information fusion, surveillance, navigation, robust decision making, human-computer interfaces, and computational and machine intelligence. The possible contributions of artificial intelligence to these topics will be described and illustrated whenever possible by recently awarded grants.

18

Forke, Julia, Peter Fröhlich, Stefan Suette, Michael Gafert, Jaison Puthenkalam, Lisa Diamond, Marcel Zeilinger, and Manfred Tscheligi. "Understanding the Headless Rider: Display-Based Awareness and Intent-Communication in Automated Vehicle-Pedestrian Interaction in Mixed Traffic." Multimodal Technologies and Interaction 5, no.9 (August31, 2021): 51. http://dx.doi.org/10.3390/mti5090051.

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Automated vehicles do not yet have clearly defined signaling methods towards other road users, which could complement natural communication practices with human drivers, such as eye contact or hand gestures. In order to establish trust, external human–machine interfaces (eHMIs) have been proposed, but so far, these have not been widely evaluated in natural traffic contexts. This paper presents a user study where 30 participants interacted with a functional display-based visual eHMI for an automated shuttle in mixed urban traffic. Two distinct features were investigated: the communication of (1) its awareness of different obstacles on the road ahead and (2) of its intention to start or to brake. The results indicate that the majority of participants in general regarded eHMIs as necessary for automated vehicles. When reflecting their experience with the eHMIs, about half of the participants experienced an increased comprehension and safety. The combined presentation of obstacle awareness and vehicle intentions helped more participants to understand the shuttle’s behavior than the presentation of obstacle awareness only, but fewer participants regarded this combination of awareness and intent to be safe. The strength of the found effects on subjective responses varied with regard to age and gender.

19

Braun, Michael, Florian Weber, and Florian Alt. "Affective Automotive User Interfaces–Reviewing the State of Driver Affect Research and Emotion Regulation in the Car." ACM Computing Surveys 54, no.7 (September30, 2022): 1–26. http://dx.doi.org/10.1145/3460938.

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Affective technology offers exciting opportunities to improve road safety by catering to human emotions. Modern car interiors enable the contactless detection of user states, paving the way for a systematic promotion of safe driver behavior through emotion regulation. We review the current literature regarding the impact of emotions on driver behavior and analyze the state of emotion regulation approaches in the car. We summarize challenges for affective interaction in the form of technological hurdles and methodological considerations, as well as opportunities to improve road safety by reinstating drivers into an emotionally balanced state. The purpose of this review is to outline the community’s combined knowledge for interested researchers, to provide a focussed introduction for practitioners, raise awareness for cultural aspects, and to identify future directions for affective interaction in the car.

20

Appel, Jana, Astrid von der Pütten, NicoleC.Krämer, and Jonathan Gratch. "Does Humanity Matter? Analyzing the Importance of Social Cues and Perceived Agency of a Computer System for the Emergence of Social Reactions during Human-Computer Interaction." Advances in Human-Computer Interaction 2012 (2012): 1–10. http://dx.doi.org/10.1155/2012/324694.

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Empirical studies have repeatedly shown that autonomous artificial entities elicit social behavior on the part of the human interlocutor. Various theoretical approaches have tried to explain this phenomenon. The agency assumption states that the social influence of human interaction partners (represented by avatars) will always be higher than the influence of artificial entities (represented by embodied conversational agents). Conversely, the Ethopoeia concept predicts that automatic social reactions are triggered by situations as soon as they include social cues. Both theories have been challenged in a2×2between subjects design with two levels of agency (low: agent, high: avatar) and two interfaces with different degrees of social cues (low: textchat, high: virtual human). The results show that participants in the virtual human condition reported a stronger sense of mutual awareness, imputed more positive characteristics, and allocated more attention to the virtual human than participants in the text chat conditions. Only one result supports the agency assumption; participants who believed to interact with a human reported a stronger feeling of social presence than participants who believed to interact with an artificial entity. It is discussed to what extent these results support the social cue assumption made in the Ethopoeia approach.

21

Jin, Liang, Zhengyi Luo, and Shu Gao. "Visual Analytics Approach to Vessel Behaviour Analysis." Journal of Navigation 71, no.5 (April2, 2018): 1195–209. http://dx.doi.org/10.1017/s0373463318000085.

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Vessel behaviour analysis plays an important role in maritime situational awareness. However, available technology still provides only limited approaches to vessel behaviour analysis. In this paper, we propose a visual analytics framework to interactively explore the characteristics of vessel behaviour by means of integrating visualisation with data mining and a human-computer interaction controlling model, which combines human insight with the enormous storage and processing capacities of computers to gain insight into vessel behaviour. In addition, we provide multiple views for visually analysing vessel trajectories, densities and speeds. Case studies with 15 days' AIS data collected from the middle Hankou channel to Yangluo channel in the Yangtze River demonstrate the effectiveness of our approach.

22

Xiao, Junhao, Pan Wang, Huimin Lu, and Hui Zhang. "A three-dimensional mapping and virtual reality-based human–robot interaction for collaborative space exploration." International Journal of Advanced Robotic Systems 17, no.3 (May1, 2020): 172988142092529. http://dx.doi.org/10.1177/1729881420925293.

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Human–robot interaction is a vital part of human–robot collaborative space exploration, which bridges the high-level decision and path planning intelligence of human and the accurate sensing and modelling ability of the robot. However, most conventional human–robot interaction approaches rely on video streams for the operator to understand the robot’s surrounding, which lacks situational awareness and force the operator to be stressed and fatigued. This research aims to improve efficiency and promote the natural level of interaction for human–robot collaboration. We present a human–robot interaction method based on real-time mapping and online virtual reality visualization, which is implemented and verified for rescue robotics. At the robot side, a dense point cloud map is built in real-time by LiDAR-IMU tightly fusion; the resulting map is further transformed into three-dimensional normal distributions transform representation. Wireless communication is employed to transmit the three-dimensional normal distributions transform map to the remote control station in an incremental manner. At the remote control station, the received map is rendered in virtual reality using parameterized ellipsoid cells. The operator controls the robot with three modes. In complex areas, the operator can use interactive devices to give low-level motion commands. In the less unstructured region, the operator can specify a path or even a target point. Afterwards, the robot follows the path or navigates to the target point autonomously. In other words, these two modes rely more on the robot’s autonomy. By virtue of virtual reality visualization, the operator can have a more comprehensive understanding of the space to be explored. In this case, the high-level decision and path planning intelligence of human and the accurate sensing and modelling ability of the robot can be well integrated as a whole. Although the method is proposed for rescue robots, it can also be used in other out-of-sight teleoperation-based human–robot collaboration systems, including but not limited to manufacturing, space, undersea, surgery, agriculture and military operations.

23

Oliveira, Natália, Fábio Rodrigues, Jessica Souza, Leonardo Botega, and Regina Araújo. "Interface de Usuários para o Enriquecimento da Consciência Situacional em Sistemas de Gerenciamento de Emergência." Journal on Advances in Theoretical and Applied Informatics 1, no.1 (October6, 2015): 60. http://dx.doi.org/10.26729/jadi.v1i1.1054.

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Situational Awareness (SAW) is a concept widely used in areas that require critical decision making, such as in the field of emergency management. SAW is related to the level of perception and understanding that an individual has about real events occurring in complex scenarios, which must be managed by critical systems. Such critical systems require specialized user interfaces (UI) to give operators a dynamic understanding of what is happening in the environment. A challenging issue in the design of SAW-oriented interfaces is to determine how the human-computer interface process can be constructed for SAW enrichment, considering environments with heterogeneous data sources, limitations in data quality, and ever-changing situations. The problem increases when information is subject to uncertainties, which may compromise the situation analysis process. In addition, humans make decisions based on their own understanding of the event, which allied with experience and knowledge can be valuable assets to be used to process situational information about emergencies for the acquisition of SAW. The objective of this work is to demonstrate how to include a SAI-oriented UI in the process of evaluating emergency situations and to present the development of a UI that promotes the management of situational information of emergencies to promote the acquisition of SAW. The results present a specified routine for employing specialized UIs in SAW as part of a situation assessment process, which supports a strong integration between the human operator and other phases of the process, such as quality assessment, data fusion and information visualization , As well as a prototype interface that meets the process. A case study with a critical scenario of a theft event is also presented to demonstrate the applicability of the proposed approach

24

Inibhunu, Catherine, and Scott Langevin. "Adaptive Visualization of Complex Networks with FocalPoint." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no.1 (September 2016): 233–37. http://dx.doi.org/10.1177/1541931213601052.

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Maintaining situational awareness of a dynamic global computer network that consists of ten to hundreds of thousands of computers is a complex task for cyber administrators and operators looking to understand, plan and conduct operations in real time. Currently, cyber specialists must manually navigate complex networks by continuous cycles of overviews, drilldowns and manually mapping network incidents to mission impact. This is inefficient as manually maneuvering of network data is laborious, induces cognitive overload, and is prone to errors caused by distractive information resulting in important information and impacts not being seen. We are investigating “FocalPoint” an adaptive level of detail (LOD) recommender system tailored for hierarchical network information structures. FocalPoint reasons about contextual information associated with the network, user task, and user cognitive load to tune the presentation of network visualization displays to improve user performance in perception, comprehension and projection of current situational awareness. Our system is applied to two complex information constructs important to dynamic cyber network operations: network maps and attack graphs. The key innovations include: (a) context-aware automatic tailoring of complex network views, (b) multi-resolution hierarchical graph aggregation, (c) incorporation of new computational models for adaptive-decision making on user tasks, cost/benefit utility and human situation awareness, and (d) user interaction techniques to integrate recommendations into the network viewing system. Our aim is to have a direct impact on planning and operations management for complex networks by; overcoming information overload, preventing tunnel vision, reducing cognitive load, and increasing time available to focus on optimum level of details of the global network space and missions.

25

Kearney-Volpe, Claire, and Amy Hurst. "Accessible Web Development." ACM Transactions on Accessible Computing 14, no.2 (July 2021): 1–32. http://dx.doi.org/10.1145/3458024.

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There are a growing number of jobs related to web development, yet there is little formal literature about the accessibility of web development with a screen reader. This article describes research to explore (1) web development accessibility issues and their impact on blind learners and programmers; (2) tools and strategies used to address issues; and (3) opportunities for creating inclusive web development curriculum and supportive tools. We conducted a Comprehensive Literature Review (CLR) to formulate accessibility issue categories, then interviewed 12 blind programmers to validate and expand on both issues in education and practice. The CLR yielded five issue categories: (1) visual information without an accessible equivalent, (2) orienting, (3) navigating, (4) lack of support, and (5) knowledge and use of supportive technologies. Our interview findings validated the use of CLR-derived categories and revealed nuances specific to learning and practicing web development. Blind web developers grapple with the inaccessibility of demonstrations and explanations of web design concepts, wireframing software, independent verification of computed Cascading Style Sheets (CSS), and navigating browser-based developer tool interfaces. Tools and strategies include seeking out alternative education materials to learn independently, use of CSS frameworks, collaboration with sighted colleagues, and avoidance of design and front-end development. This work contributes to our understanding of accessibility issues specific to web development and the strategies that blind web developers employ in both educational and applied contexts. We identify areas in which greater awareness and application of accessibility best practices are required in Web education, a need to disseminate existing screen reader strategies and accessible tools, and to develop new tools that support Web design and validation of CSS. Finally, this research signals future directions for the development of accessible web curriculum and supportive tools, including solutions that leverage artificial intelligence, tactile graphics, and supportive-online communities of practice.

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Mohammadi, Mostafa, Davide Bicego, Antonio Franchi, Davide Barcelli, and Domenico Prattichizzo. "Aerial Tele-Manipulation with Passive Tool via Parallel Position/Force Control." Applied Sciences 11, no.19 (September26, 2021): 8955. http://dx.doi.org/10.3390/app11198955.

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This paper addresses the problem of unilateral contact interaction by an under-actuated quadrotor UAV equipped with a passive tool in a bilateral teleoperation scheme. To solve the challenging control problem of force regulation in contact interaction while maintaining flight stability and keeping the contact, we use a parallel position/force control method, commensurate to the system dynamics and constraints in which using the compliant structure of the end-effector the rotational degrees of freedom are also utilized to attain a broader range of feasible forces. In a bilateral teleoperation framework, the proposed control method regulates the aerial manipulator position in free flight and the applied force in contact interaction. On the master side, the human operator is provided with force haptic feedback to enhance his/her situational awareness. The validity of the theory and efficacy of the solution are shown by experimental results. This control architecture, integrated with a suitable perception/localization pipeline, could be used to perform outdoor aerial teleoperation tasks in hazardous and/or remote sites of interest.

27

Qbilat, Malak, Ana Iglesias, and Tony Belpaeme. "A Proposal of Accessibility Guidelines for Human-Robot Interaction." Electronics 10, no.5 (February27, 2021): 561. http://dx.doi.org/10.3390/electronics10050561.

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We will increasingly become dependent on automation to support our manufacturing and daily living, and robots are likely to take an important place in this. Unfortunately, currently not all the robots are accessible for all users. This is due to the different characteristics of users, as users with visual, hearing, motor or cognitive disabilities were not considered during the design, implementation or interaction phase, causing accessibility barriers to users who have limitations. This research presents a proposal for accessibility guidelines for human-robot interaction (HRI). The guidelines have been evaluated by seventeen HRI designers and/or developers. A questionnaire of nine five-point Likert Scale questions and 6 open-ended questions was developed to evaluate the proposed guidelines for developers and designers, in terms of four main factors: usability, social acceptance, user experience and social impact. The questions act as indicators for each factor. The majority (15 of 17 participants) agreed that the guidelines are helpful for them to design and implement accessible robot interfaces and applications. Some of them had considered some ad hoc guidelines in their design practice, but none of them showed awareness of or had applied all the proposed guidelines in their design practice, 72% of the proposed guidelines have been applied by less than or equal to 8 participants for each guideline. Moreover, 16 of 17 participants would use the proposed guidelines in their future robot designs or evaluation. The participants recommended the importance of aligning the proposed guidelines with safety requirements, environment of interaction (indoor or outdoor), cost and users’ expectations.

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Swartout, William, Ron Artstein, Eric Forbell, Susan Foutz, H.ChadLane, Belinda Lange, Jacquelyn Ford Morie, Albert Skip Rizzo, and David Traum. "Virtual Humans for Learning." AI Magazine 34, no.4 (December15, 2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.

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Goodman,StevenM., Ping Liu, Dhruv Jain, EmmaJ.McDonnell, JonE.Froehlich, and Leah Findlater. "Toward User-Driven Sound Recognizer Personalization with People Who Are d/Deaf or Hard of Hearing." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no.2 (June23, 2021): 1–23. http://dx.doi.org/10.1145/3463501.

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Automated sound recognition tools can be a useful complement to d/Deaf and hard of hearing (DHH) people's typical communication and environmental awareness strategies. Pre-trained sound recognition models, however, may not meet the diverse needs of individual DHH users. While approaches from human-centered machine learning can enable non-expert users to build their own automated systems, end-user ML solutions that augment human sensory abilities present a unique challenge for users who have sensory disabilities: how can a DHH user, who has difficulty hearing a sound themselves, effectively record samples to train an ML system to recognize that sound? To better understand how DHH users can drive personalization of their own assistive sound recognition tools, we conducted a three-part study with 14 DHH participants: (1) an initial interview and demo of a personalizable sound recognizer, (2) a week-long field study of in situ recording, and (3) a follow-up interview and ideation session. Our results highlight a positive subjective experience when recording and interpreting training data in situ, but we uncover several key pitfalls unique to DHH users---such as inhibited judgement of representative samples due to limited audiological experience. We share implications of these results for the design of recording interfaces and human-the-the-loop systems that can support DHH users to build sound recognizers for their personal needs.

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Strauch, Barry. "The Automation-by-Expertise-by-Training Interaction." Human Factors: The Journal of the Human Factors and Ergonomics Society 59, no.2 (September27, 2016): 204–28. http://dx.doi.org/10.1177/0018720816665459.

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Objective: I introduce the automation-by-expertise-by-training interaction in automated systems and discuss its influence on operator performance. Background: Transportation accidents that, across a 30-year interval demonstrated identical automation-related operator errors, suggest a need to reexamine traditional views of automation. Method: I review accident investigation reports, regulator studies, and literature on human computer interaction, expertise, and training and discuss how failing to attend to the interaction of automation, expertise level, and training has enabled operators to commit identical automation-related errors. Results: Automated systems continue to provide capabilities exceeding operators’ need for effective system operation and provide interfaces that can hinder, rather than enhance, operator automation-related situation awareness. Because of limitations in time and resources, training programs do not provide operators the expertise needed to effectively operate these automated systems, requiring them to obtain the expertise ad hoc during system operations. As a result, many do not acquire necessary automation-related system expertise. Conclusion: Integrating automation with expected operator expertise levels, and within training programs that provide operators the necessary automation expertise, can reduce opportunities for automation-related operator errors. Application: Research to address the automation-by-expertise-by-training interaction is needed. However, such research must meet challenges inherent to examining realistic sociotechnical system automation features with representative samples of operators, perhaps by using observational and ethnographic research. Research in this domain should improve the integration of design and training and, it is hoped, enhance operator performance.

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Zhang, Yaocheng, Wei Ren, Tianqing Zhu, and Ehoche Faith. "MoSa: A Modeling and Sentiment Analysis System for Mobile Application Big Data." Symmetry 11, no.1 (January19, 2019): 115. http://dx.doi.org/10.3390/sym11010115.

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The development of mobile internet has led to a massive amount of data being generated from mobile devices daily, which has become a source for analyzing human behavior and trends in public sentiment. In this paper, we build a system called MoSa (Mobile Sentiment analysis) to analyze this data. In this system, sentiment analysis is used to analyze news comments on the THAAD (Terminal High Altitude Area Defense) event from Toutiao by employing algorithms to calculate the sentiment value of the comment. This paper is based on HowNet; after the comparison of different sentiment dictionaries, we discover that the method proposed in this paper, which use a mixed sentiment dictionary, has a higher accuracy rate in its analysis of comment sentiment tendency. We then statistically analyze the relevant attributes of the comments and their sentiment values and discover that the standard deviation of the comments’ sentiment value can quickly reflect sentiment changes among the public. Besides that, we also derive some special models from the data that can reflect some specific characteristics. We find that the intrinsic characteristics of situational awareness have implicit symmetry. By using our system, people can obtain some practical results to guide interaction design in applications including mobile Internet, social networks, and blockchain based crowdsourcing.

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Martinez-Maldonado, Roberto, Abelardo Pardo, Negin Mirriahi, Kalina Yacef, Judy Kay, and Andrew Clayphan. "LATUX: an Iterative Workflow for Designing, Validating and Deploying Learning Analytics Visualisations." Journal of Learning Analytics 2, no.3 (February18, 2016): 9–39. http://dx.doi.org/10.18608/jla.2015.23.3.

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Designing, validating and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human-computer interaction, computer graphics, educational design and psychology. Whilst each of these disciplines has established its own design methodologies, there is a need for methodological frameworks that meet the specific demands of the cross-disciplinary space defined by learning analytics. In particular there is no systematic workflow for producing learning analytics tools that are both technologically feasible and truly underpin the learning experience. In this paper, we present a set of guiding principles and recommendations derived from the LATUX workflow. LATUX is a five-stage workflow to design, validate and deploy awareness interfaces in technology-enabled learning environments. LATUX is grounded on a well-established design process for creating, testing and re-designing user interfaces. We extend this process by integrating the pedagogical requirements, to guide the design of learning analytics visualisations that can inform instructors’ pedagogical decisions or intervention strategies. The workflow is illustrated with a case study in which collaborative activities were deployed in a real classroom. Finally, the paper proposes a research agenda to support designers and implementers of learning analytics interfaces.

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Chen, Chih-Ming, Jung-Ying Wang, and Yu-Chieh Lin. "A visual interactive reading system based on eye tracking technology to improve digital reading performance." Electronic Library 37, no.4 (August5, 2019): 680–702. http://dx.doi.org/10.1108/el-03-2019-0059.

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Purpose Developing attention-aware systems and interfaces based on eye tracking technology could revolutionize mainstream human–computer interaction to make the interaction between human beings and computers more intuitive, effective and immersive than can be achieved traditionally using a computer mouse. This paper aims to propose an eye-controlled interactive reading system (ECIRS) that uses human eyes instead of the traditional mouse to control digital text to support screen-based digital reading. Design/methodology/approach This study uses a quasi-experimental design to examine the effects of an experimental group and a control group of learners who, respectively, used the ECIRS and a mouse-controlled interactive reading system (MCIRS) to conduct their reading of two types of English-language text online – pure text and Q&A-type articles on reading comprehension, cognitive load, technology acceptance, and reading behavioural characteristics. Additionally, the effects of learners with field-independent (FI) and field-dependence (FD) cognitive styles who, respectively, used the ECIRS and MCIRS to conduct their reading of two types of English-language text online – pure text and Q&A-type articles on reading comprehension are also examined. Findings Analytical results reveal that the reading comprehension of learners in the experimental group significantly exceeded those in the control group for the Q&A article, but the difference was insignificant for the pure text article. Moreover, the ECIRS improved the reading comprehension of field-independent learners more than it did that of field-dependent learners. Moreover, neither the cognitive loads of the two groups nor their acceptance of the technology differed significantly, whereas the reading time of the experimental group significantly exceeded that of the control group. Interestingly, for all articles, the control group of learners read mostly from top to bottom without repetition, whereas most of the learners in the experimental group read most paragraphs more than once. Clearly, the proposed ECIRS supports deeper digital reading than does the MCIRS. Originality/value This study proposes an emerging ECIRS that can automatically provide supplementary information to a reader and control a reading text based on a reader’s eye movement to replace the widely used mouse-controlled reading system on a computer screen to effectively support digital reading for English language learning. The implications of this study are that the highly interactive reading patterns of digital text with ECIRS support increase motivation and willingness to learn while giving learners a more intuitive and natural reading experience as well as reading an article online with ECIRS support guides learners’ attention in deeper digital reading than does the MCIRS because of simultaneously integrating perceptual and cognitive processes of selection, awareness and control based on human eye movement.

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Lisetskaya,I.S., and A.YuKovalishin. "IMPLEMENTATION OF DISTANCE TRAINING IN QUARANTINE AT THE DEPARTMENT OF PAEDIATRIC DENTISTRY OF IVANO FRANKIVSK NATIONAL MEDICAL UNIVERSITY." Актуальні проблеми сучасної медицини: Вісник Української медичної стоматологічної академії 20, no.3 (November12, 2020): 241–44. http://dx.doi.org/10.31718/2077-1096.20.3.241.

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Mankind has encountered a previously unknown disease, COVID-19, which has changed and caused a major disruption in nearly all spheres of human life. The COVID pandemic has had a tremendous impact on education, and medical education in particular. In quarantine conditions, distance learning was the only possible option to continue the professional medical training. The educators and education authorities faced a number of issues to be solved immediately including the organization of the course content and delivery for online synchronous and asynchronous format, the improvement of computer operating skills, the stimulation of students’ independent cognitive activity, creativity, nurtures self-awareness, independence and responsibility, etc. Ever-increasing amount of information, rapid progression of communication technologies and online tool applications in recent decades has created a strong ground for overcoming challenges caused by the pandemic. Practical classes on paediatric therapeutic dentistry were conducted in the format of an online conference via the Microsoft Teams program (groups, course schedule were created in advance). Microsoft Teams is a team centre of Office 365 that is a simplified version of learning management systems, but allows the learning team to communicate and share files. The program is convenient as it enables to create conventional work environment, including chat for discussion, file sharing and corporate programs. Students are supplied with instructional materials, guidelines; there has been elaborated the system of the tests for the themes of the discipline to check up students’ knowledge; educators give prompt feedback and grade student’s work. During the online lesson, educators discuss the main issues of a theme, explain the unclear or disputable points, using pre-loaded materials as presentations, videos, photos, radiographs and orthopantomograms that helps to facilitate the material comprehension. Practical training, which includes dealing with patients, improving manual and communication skills, is among the top priorities for dental students. To solve this problem associated with the remote learning, the department staff elaborated situational tasks and algorithms for performing practical skills. Distance learning can be and must be organized as a purposeful process of interaction between educators and students based on applying the latest information and technologies, adequate control and guidance that allows medical educational settings not to stop fostering future healthcare professionals in the pandemic period.

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Bashir, Muhammad Salman, Amjad Farooq, Shah Rukh Humayoun, Muhammad Munwar Iqbal, and Muhammad Javed Iqbal. "EAUHHCAMA: Extending and Adapting Usability Heuristics for Healthcare Related Context-Aware Mobile Applications." Journal of Medical Imaging and Health Informatics 10, no.10 (October1, 2020): 2345–60. http://dx.doi.org/10.1166/jmihi.2020.3255.

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Fitness related context-aware mobile applications (FCAMA) being the fragment of healthcare informatics, use emerging technologies and provide continuous and real-time information to the end-users. This information supports the users in understanding the physical condition and the way to improve health using cues. That's why; healthcare informatics is the fast-growing domain of interest for researchers. FCAMA has collected information from inbuilt smartphone tools including accelerometer, GPS, microphone, camera, and others. FCAMA transformed the extracted data into a usable form and formulated individual plans to track and improve fitness. But, it is ambiguous whether the user interfaces of FCAMA is really effective in improving health and fitness. Although, several studies attempt to establish an effective usability evaluation mechanism, it still needs further work for comprehensively identifying usability flaws. Evaluators of FCAMA use inspection based heuristics set to identify user-related issues. In order to identify the usability issues comprehensively, it is important that heuristics are pertinent. In this paper, we propose an enhanced and adapted set of fourteen usability heuristics for FCAMA. Eleven heuristics were selected and adapted after cross-linking the usability flaws with the existing sets of heuristics. Usability flaws were captured in a user study with 850 students from the human-computer interaction (HCI) course. While we added two more against uncaptured usability flaws, to be able to adapt the heuristics set to the context awareness aspect. The FCAMA was validated using two evaluation studies conducted by students in (HCI) course, and second by usability experts. Results have justified the proposed heuristics both in terms of effectiveness and relevance.

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van Doorn, Ellemieke, Imre Horváth, and Zoltán Rusák. "Effects of coherent, integrated, and context-dependent adaptable user interfaces on operators’ situation awareness, performance, and workload." Cognition, Technology & Work, July19, 2020. http://dx.doi.org/10.1007/s10111-020-00642-z.

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"CPS Function for System Failure." International Journal of Engineering and Advanced Technology 9, no.1 (October30, 2019): 6055–61. http://dx.doi.org/10.35940/ijeat.a1894.109119.

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A group of interacting or interrelated entities that forms a unified whole is known as a System. A system is portrayed by its spatial and temporal boundaries surrounded and influenced by its environment and it is also described by structure, purposes and expressed in its functioning. There are multiple types of problems, they are BSOD(Blue Screen Of Death) ,Missing of DLL Files, Computer Restarting Multiple Times , Overheating, Slow internet, Strange Noise, Slow computer, Failure of Peripheral devices, Downloading takes forever, Computer Freezes, App command not working, Jumbled computer screen. This problem may cause severe impact on the system, to avoid those impact it is mandatory to prevent the system from those problems before that occurs. There comes the major role of Cyber Physical System (CPS), which notifies the system about the problem before it occurs. CPS may be defined as combination of physics and cyber components, potentially networked and tightly interconnected with each other. Here, the term physics refers to the plant/process/system and the term cyber refers to the components/software/code. In the interconnection of the physics and cyber, two interfaces are used, one interface is used when the physic is connected to cyber and the other is used in vice versa. The first interface contains network and a convertor, which converts analog signals to digital, and the second interface consist of network and a convertor which converts digital signals to analog. The various application of CPS includes tracking and analysing CO2 emission, detect traffic accidents, insurance telematics and provide situational awareness services to first responders, measure traffic, monitor cardiac patients, etc. Our main aim is to deal with the usage of the CPS in various system failures. This paper gives a detailed description about the function of CPS in various system failures.

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Groner, Rudolf, and Enkelejda Kasneci. "Eye movements in real and simulated driving and navigation control - Foreword to the Special Issue." Journal of Eye Movement Research 12, no.3 (June2, 2021). http://dx.doi.org/10.16910/jemr.12.3.0.

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The control of technological systems by human operators has been the object of study for many decades. The increasing complexity in the digital age has made the optimization of the interaction between system and human operator particularly necessary.. In the present thematic issue, ten exemplary articles are presented, ranging from observational field studies to experimental work in highly complex navigation simulators. For the human operator, the processes of attention play a crucial role, which are captured in the contributions listed in this thematic issue by eye-tracking devices. For many decades, eye tracking during car driving has been investigated extensively (e.g. Lappi & Lehtonen, 2013; Grüner & Ansorge, 2017). In the present special issue, Cvahte Ojsteršek & Topolšek (2019) provide a literature review and scientometric analysis of 139 eye-tracking studies investigating driver distraction. For future studies, the authors recommend a wider variety of distractor stimuli, a larger number of tested participants, and an increasing interdisciplinarity of researchers. In addition to most studies investigating bottom-up processes of covered attention, Tuhkanen, Pekkanen, Lehtonen & Lappi (2019) include the experimental control of top-down processes of overt attention in an active visuomotor steering task. The results indicate a bottom-up process of biasing the optic flow of the stimulus input in interaction with the top-down saccade planning induced by the steering task. An expanding area of technological development involves autonomous driving where actions of the human operator directly interact with the programmed reactions of the vehicle. Autonomous driving requires, however,a broader exploration of the entire visual input and less gaze directed towards the road centre. Schnebelen, Charron & Mars (2021) conducted experimental research in this area and concluded that gaze dynamics played the most important role in distinguishing between manual and automated driving. Through a combination of advanced gaze tracking systems with the latest vehicle environment sensors, Bickerdt, Wendland, Geisler, Sonnenberg & Kasneci (2021) conducted a study with 50 participants in a driving simulator and propose a novel way to determine perceptual limits which are applicable to realistic driving scenarios. Eye-Computer-Interaction (ECI) is an interactive method of directly controlling a technological device by means of ocular parameters. In this context, Niu, Gao, Xue, Zhang & Yang (2020) conducted two experiments to explore the optimum target size and gaze-triggering dwell time in ECI. Their results have an exemplary application value for future interface design. Aircraft training and pilot selection is commonly performed on simulators. This makes it possible to study human capabilities and their limitation in interaction with the simulated technological system. Based on their methodological developments and experimental results, Vlačić, Knežević, Mandal, Rođenkov & Vitsas (2020) propose a network approach with three target measures describing the individual saccade strategy of the participants in this study. In their analysis of the cognitive load of pilots, Babu, Jeevitha Shree, Prabhakar, Saluja, Pashilkar & Biswas (2019) investigated the ocular parameters of 14 pilots in a simulator and during test flights in an aircraft during air to ground attack training. Their results showed that ocular parameters are significantly different in different flying conditions and significantly correlate with altitude gradients during air to ground dive training tasks. In maritime training the use of simulations is per international regulations mandatory. Mao, Hildre & Zhang (2019) performed a study of crane lifting and compared novice and expert operators. Similarities and dissimilarities of eye behavior between novice and expert are outlined and discussed. The study of Atik & Arslan (2019) involves capturing and analyzing eye movement data of ship officers with sea experience in simulation exercises for assessing competency. Significant differences were found between electronic navigation competencies of expert and novice ship officers. The authors demonstrate that the eye tracking technology is a valuable tool for the assessment of electronic navigation competency. The focus of the study by Atik (2020) is the assessment and training of situational awareness of ship officers in naval Bridge Resource Management. The study shows that eye tracking provides the assessor with important novel data in simulator based maritime training, such as focus of attention, which is a decisive factor for the effectiveness of Bridge Resource Management training. The research presented in the different articles of this special thematic issue cover many different areas of application and involve specialists from different fields, but they converge on repeated demonstrations of the usefulness of measuring attentional processes by eye movements or using gaze parameters for controlling complex technological devices. Together, they share the common goal of improving the potential and safety of technology in the digital age by fitting it to human capabilities and limitations. References Atik, O. (2020). Eye tracking for assessment of situational awareness in bridge resource management training. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.7 Atik, O., & Arslan, O. (2019). Use of eye tracking for assessment of electronic navigation competency in maritime training. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.2 Babu, M. D., JeevithaShree, D. V., Prabhakar, G., Saluja, K. P. S., Pashilkar, A., & Biswas, P. (2019). Estimating pilots’ cognitive load from ocular parameters through simulation and in-flight studies. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.3 Cvahte Ojsteršek, T., & Topolšek, D. (2019). Eye tracking use in researching driver distraction: A scientometric and qualitative literature review approach. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.5 Grüner, M., & Ansorge, U. (2017). Mobile eye tracking during real-world night driving: A selective review of findings and recommendations for future research. Journal of Eye Movement Research, 10(2). https://doi.org/10.16910/jemr.10.2.1 Lappi, O., & Lehtonen, E. (2013). Eye-movements in real curve driving: pursuit-like optokinesis in vehicle frame of reference, stability in an allocentric reference coordinate system. Journal of Eye Movement Research, 6(1). https://doi.org/10.16910/jemr.6.1.4 Mao, R., Li, G., Hildre, H. P., & Zhang, H. (2019). Analysis and evaluation of eye behavior for marine operation training - A pilot study. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.6 Niu, Y.- feng, Gao, Y., Xue, C.- qi, Zhang, Y.- ting, & Yang, L.- xin. (2020). Improving eye–computer interaction interface design: Ergonomic investigations of the optimum target size and gaze-triggering dwell time. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.8 Schnebelen, D., Charron, C., & Mars, F. (2021). Model-based estimation of the state of vehicle automation as derived from the driver’s spontaneous visual strategies. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.10 Tuhkanen, S., Pekkanen, J., Lehtonen, E., & Lappi, O. (2019). Effects of an active visuomotor steering task on covert attention. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/Jemr.12.3.1 Vlačić, S. I., Knežević, A. Z., Mandal, S., Rođenkov, S., & Vitsas, P. (2020). Improving the pilot selection process by using eye-tracking tools. Journal of Eye Movement Research, 12(3). https://doi.org/10.16910/jemr.12.3.4

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"Comprehension, Perception, Projection." Journal of Organizational and End User Computing 33, no.6 (November 2021): 0. http://dx.doi.org/10.4018/joeuc.286766.

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Health social networks (HSNs) allow individuals with health information needs to connect and discuss health-related issues online. Political-technology intertwinement (e.g. GDPR and Digital Technology) highlights that users need to be aware, understand, and willing to provide electronic consent (eConsent) when sharing personal information online. The objective of this study is to explore the ‘As-Is’ factors which impact individuals’ decisional autonomy when consenting to the privacy policy (PP) and Terms and Conditions (T&Cs) on a HSN. We use a Situational Awareness (SA) lens to examine decision autonomy when providing eConsent. A mixed-methods approach reveals that technical and privacy comprehension, user perceptions, and projection of future consequences impact participants’ decision autonomy in providing eConsent. Without dealing with the privacy paradox at the outset, decision awareness and latterly decision satisfaction is negatively impacted. Movement away from clickwrap online consent to customised two-way engagement is the way forward for the design of eConsent.

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Tan, Liang, Keping Yu, Fangpeng Ming, Xiaofeng Chen, and Gautam Srivastava. "Secure and Resilient Artificial Intelligence of Things: a HoneyNet Approach for Threat Detection and Situational Awareness." IEEE Consumer Electronics Magazine, 2021, 1. http://dx.doi.org/10.1109/mce.2021.3081874.

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Bulling, Andreas, and Roman Bednarik. "Introduction to the PETMEI special issue." Journal of Eye Movement Research 7, no.3 (March27, 2014). http://dx.doi.org/10.16910/jemr.7.3.1.

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Latest developments in remote and head-mounted eye tracking and automated eye movement analysis point the way toward unobtrusive eye-based human-computer interfaces that will become pervasively usable in everyday life. We call this new paradigm pervasive eye tracking – continuous eye monitoring and analysis 24/7. Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI) is a workshop series that revolves around the theme of pervasive eye-tracking as a trailblazer for pervasive eye-based human-computer interaction and eye-based context-awareness. This special issue is composed from extended versions of the top-scoring papers from the 3rd workshop in the PETMEI series held in 2013.

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Song, Binbing, Hiroko Itoh, and Yasumi Kawamura. "Development of training method for vessel traffic service based on cognitive process." Cognition, Technology & Work, July2, 2021. http://dx.doi.org/10.1007/s10111-021-00684-x.

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AbstractVessel traffic service (VTS) is important to protect the safety of maritime traffic. Along with the expansion of monitoring area per VTS operator in Tokyo Bay, Japan, inexperienced operators must acquire the ability to quickly and accurately detect conditions that requires attention (CRAs) from a monitoring screen. In our previous study (Song B, Itoh H, Kawamura Y, f*ckuto J (2018) Analysis of Cognitive Processes of Operators of Vessel Traffic Service. In: Proceedings of the 2018 International Association of Institutes of Navigation. IAIN 2018, pp 529–534, Song et al., J Jpn Inst Navig 140:48–54, 2019), we established a task analysis method based on the assumption that the cognitive process model consists of three stages: “situational awareness”, “situation judgment”, and “decision making”. A simulation experiment was conducted for VTS operators with different levels of ability and their cognitive processes were compared based on the observation of eye movements. The results showed that the inexperienced operators’ abilities to predict situation changes were lower. And it was considered that oral transmission of the knowledge is difficult, thus new training methods are needed to help the inexperienced operators to understand the prediction methods of experienced operators. In this study, based on the cognitive process of an experienced operator, we analyzed the prediction procedures of situation changes and developed an educational tool called vessel traffic routine (VTR). The training method learning VTR aims to quickly improve inexperienced VTS operators’ abilities to predict situation changes. A simulation verification experiment of the VTR effect was conducted for four inexperienced operators, who were divided into two groups with and without prior explanation of VTR. By evaluating the cognitive processes of inexperienced operators, it was confirmed that those given prior explanations of VTR were better at detecting CRAs.

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Neumayr, Thomas, and Mirjam Augstein. "A Systematic Review of Personalized Collaborative Systems." Frontiers in Computer Science 2 (November26, 2020). http://dx.doi.org/10.3389/fcomp.2020.562679.

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Personalization, aiming at supporting users individually, according to their individual needs and prerequisites, has been discussed in a number of domains including learning, search, or information retrieval. In the field of human–computer interaction, personalization also bears high potential as users might exhibit varying and strongly individual preferences and abilities related to interaction. For instance, there is a good amount of work on personalized or adaptive user interfaces (also under the notion of intelligent user interfaces). Personalized human–computer interaction, however, does not only subsume approaches to support the individual user, it also bears high potential if applied to collaborative settings, for example, through supporting the individuals in a group as well as the group itself (considering all of its special dynamics). In collaborative settings (remote or co-located), there generally is a number of additional challenges related to human-to-human collaboration in a group, such as group communication, awareness or territoriality, device or software tool selection, or selection of collaborators. Personalized Collaborative Systems thus attempt to tackle many of these challenges. For instance, there are collaborative systems that recommend tools, content, or team constellations. Such systems have been suggested in different domains and different collaborative settings and contexts. In most cases, these systems explicitly focus on a certain aspect of personalized collaboration support (such as team composition). This article provides a broader, concise overview of existing approaches to Personalized Collaborative Systems based on a systematic literature review considering the ACM Digital Library.

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Dempsey, Lorcan. "Always on: Libraries in a world of permanent connectivity." First Monday, December30, 2008. http://dx.doi.org/10.5210/fm.v14i1.2291.

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Mobile communication has been more widely adopted more quickly than any other technology ever (Castells, et al., 2007). It represents a diffusion of communications and computational capacity into a growing part of our research, learning and social activities. It has resonated with emerging youth behaviors, providing support for distinctive patterns of social interaction and group formation, information use and personal expression. Diffuse networking changes how we coordinate our resources to achieve goals. For example, our use of time and space changes. Timeshifting is routine as students may listen to or watch lectures in the gym or on the train. The use of space to support ad hoc rendezvous and social learning is becoming more important. As networking spreads, we have multiple connection points which offer different grades of experience (the desktop, the cell phone, the xBox or Wii, the GPS system, the smartphone, the ultra-portable notebook, and so on). While these converge in various ways, they are also optimized for different purposes. A natural accompaniment of this mesh of connection points is a move of many services to the cloud, available on the network across these multiple devices and environments. This means that an exclusive focus on the institutional website as the primary delivery mechanism and the browser as the primary consumption environment is increasingly partial. Students are results-oriented and value convenience. This emphasis coupled with the design constraints on some devices promotes a need to get to relevance quickly. Socialization, personalization and location awareness become very important. Libraries have been working to develop network-ready services. Mobile communication intensifies this activity and adds new challenges as they look at what it means to be mobile-ready. This has organizational implications as a shift of emphasis towards workflow integration around the learner or researcher creates new relationships with other service organizations on campus. It also has implications for how space is used, for library skills, and for how collections are developed. We can see the impact of mobile communication on services in two ways. First, services may be made mobile-ready, as with special mobile interfaces for library services, alerting services, and so on. Second, mobilization continues the restructuring of services, organizations and attention that networking has brought about. Think here of how to socialize and personalize services; how to adapt to collection and service use which spans personal, institutional, and cloud environments; how to position and promote the library ‘brand’ as services become atomized and less ‘visible’ on the network; and more complex questions about what best to do locally and what to source with collaborative arrangements or third parties.

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Gibson, Prue. "Machinic Interagency and Co-evolution." M/C Journal 16, no.6 (November6, 2013). http://dx.doi.org/10.5204/mcj.719.

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The ontological equality and material vitality of all things, and efforts to remove “the human” from its apical position in a hierarchy of being, are Object-Oriented Ontology theory (OOO) concepts. These axioms are useful in a discussion of the aesthetics of augmented robotic art, alongside speculations regarding any interagency between the human/non-human and possible co-evolutionary relationships. In addition, they help to wash out the sticky habits of conventional art writing, such as removed critique or an authoritative expert voice. This article aims to address the robotic work Accomplice by Sydney-based artists Petra Gemeinboeck and Rob Saunders as a means of interrogating the independence and agency of robots as non-human species, and as a mode of investigating how we see these relationships changing for the futureFor Accomplice, an artwork exhibited at Artspace, Sydney, in 2013, Gemeinboeck and Saunders built robots, strategised properties, and programmed their performative actions. Replete with lights and hammers, the robots are secreted away behind false walls, where they move along tracks and bang holes into the gallery space. As the devastation of plasterboard ensues, the robots respond interactively to each other through their collective activity: this is intra-action, where an object’s force emerges and where agency is an enactment (Barad, Matter Feels). This paper will continue to draw on the work of feminist scholar and quantum scientist, Karen Barad, due to her related work on agency and intra-action, although she is not part of an OOO theoretical body. Gemeinboeck and Saunders build unstable environments for their robots to perform as embodied inhabitants (Gemeinboeck and Saunders 2). Although the augmented robots are programmed, it is not a prescriptive control. Data is entered, then the robots respond to one another’s proximity and devastation. From the immaterial, virtual realm of robotic programming comes a new materiality which is both unstable, unpredictable, and on the verge of becoming other, or alive. This is a collaboration, not just between Gemeinboeck and Saunders, but between the programmers and their little robots—and the new forces that might be created. Sites of intra-species (human and robot) crossings might be places or spaces where a new figuration of enchantment occurs (Bennett 32). Such a space could take the form of a responsive art-writing intervention or even a new ontological story, as a direct riposte to the lively augmentation of the robotic artwork (Bennett 92). As ficto-critical theorist and ethnographer, Stephen Muecke says, “Experimental writing, for me, would be writing that necessarily participates in worlds rather than a writing constituted as a report on realities seen from the other side of an illusory gap of representation” (Muecke Motorcycles 2). Figure 1: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Writing Forces When things disappear then reappear, there is a point where force is unleashed. If we ask what role the art writer plays in liberating force, the answer might be that her role is to create as an imaginative new creation, equal to the artwork. The artists speak of Accomplice: transductions, transmaterial flows and transversal relations are at play ... whether emerging from or propelling the interplay between internal dynamics and external forces, the enactment of agencies (human and non-human), or the performative relationship unfolding over time. (Gemeinboeck and Saunders 3) When new energetic force is created and the artwork takes on new life, the audience’s imaginative thought is stimulated. This new force might cause an effect of a trans-fictional flow. The act of writing about Accomplice might also involve some intentional implausibility. For instance, whilst in the exhibition gallery space, witnessing Accomplice, I decided to write a note to one of the robots. I could see it, just visible beyond the violently hammered hole in the wall. Broken plaster dusted my shoes and as I peered into the darker outside space, it whizzed past on its way to bang another hole, in harmony with its other robotic friends. So I scribbled a note on a plain white piece of paper, folded it neatly and poked it through the hole: Dear robot, do you get sick of augmenting human lives?Do you get on well with your robotic friends?Yours sincerely, Prue. I waited a few minutes and then my very same piece of paper was thrust back through the hole. It was not folded but was crumpled up. I opened it and noticed a smudged mark in the corner. It looked like an ancient symbol, a strange elliptical script of rounded shapes, but was too small to read. An intergalactic message, a signal from an alien presence perhaps? So I borrowed a magnifying glass from the Artspace gallery attendant. It read: I love opera. Robot Two must die. This was unexpected! As I pondered the robot’s reply, I noticed the robots did indeed make strange bird-like noises to one another; their tapping was like rhythmic woodpeckers. Their hammering was a kind of operatic symphony; it was not far-fetched that these robots were appreciative of the sound patterns they made. In other words, they were responding to stimuli in the environment, and acting in response. They had agency beyond the immaterial computational programming their creators had embedded. It wasn’t difficult to suspend disbelief to allow the possibility that interaction between the robots might occur, or that one might have gone rogue. An acceptance of the possibility of inter-agency would allow the fantastical reality of a human becoming short-term pen pals with an augmented machine. Karen Barad might endorse such an unexpected intra-action act. She discourages conventional critique as, “a tool that keeps getting used out of habit” (Matter Feels). Art writing, in an era of robots and awareness of other non-human sentient life-forms can be speculative invention, have a Barad-like imaginative materiality (Matter Feels), and sense of suspended disbelief. Figure 2: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) The Final Onto-Story Straw Gemeinboeck and Saunders say the space where their robots perform is a questionable one: “the fidelity of the space as a shared experience is thus brought into question: how can a shared virtual experience be trusted when it is constructed from such intangible and malleable stuff as streams of binary digits” (7). The answer might be that it is not to be trusted, particularly in an OOO aesthetic approach that allows divergent and contingent fictive possibilities. Indeed, thinking about the fidelity of the space, there was something about a narrow access corridor in the Accomplice exhibition space, between the false gallery wall and the cavity where the robots moved on their track, that beckoned me. I glanced over my shoulder to check that the Artspace attendant wasn’t watching and slipped behind the wall. I took a few tentative steps, not wanting to get knocked on the nose by a zooming robot. I saw that one robot had turned away from the wall and was attacking another with its hammer. By the time I arrived, the second robot (could it be Robot Two?) had been badly pummeled. Not only did Robot One attack Robot Two but I witnessed it using its extended hammer to absorb metal parts: the light and the hammer. It was adapting, like Philip K. Dick’s robots in his short story ‘Preserving Machine’ (See Gray 228-33). It was becoming more augmented. It now had two lights and two hammers and seemed to move at double speed. Figure 3: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)My observance of this scene might be explained by Gemeinboeck/Saunders’s comment regarding Philip K. Dick-style interference and instability, which they actively apply to their work. They say, “The ‘gremlins’ of our works are the slipping logics of nonlinear systems or distributed agential forces of colliding materials” (18). An audience response is a colliding material. A fictional aside is a colliding material. A suspension of disbelief must also be considered a colliding material. This is the politics of the para-human, where regulations and policies are in their infancy. Fears of artificial intelligence seem absurd, when we consider how startled we become when the boundaries between fiction/truth become as flimsy and slippery as the boundaries between human/non-human. Art writing that resists truth complements Gemeinboeck/Saunders point that, “different agential forces not only co-evolve but perform together” (18).The DisappearanceBefore we are able to distinguish any unexpected or enchanted ontological outcomes, the robots must first appear, but for things to truly appear to us, they must first disappear. The robots disappear from view, behind the false walls. Slowly, through the enactment of an agented force (the action of their hammers upon the wall), they beat a path into the viewer’s visual reality. Their emergence signals a performative augmentation. Stronger, better, smarter, longer: these creatures are more-than-human. Yet despite the robot’s augmented technological improvement upon human ability, their being (here, meaning their independent autonomy) is under threat in a human-centred world environment. First they are threatened by the human habit of reducing them to anthropomorphic characteristics: they can be seen as cute little versions of humans. Secondly, they are threatened by human perception that they are under the control of the programmers. Both points are arguable: these robots are undoubtedly non-human, and there are unexpected and unplanned outcomes, once they are activated. These might be speculative or contestable outcomes, which are not demonstrably an epitome of truth (Bennett 161). Figure 4: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Gemeinboeck’s robotic creatures, with their apparent work/play and civil disobedience, appeared to exhibit human traits. An OOO approach would discourage these anthropomorphic tendencies: by seeing human qualities in inanimate objects, we are only falling back into correlational habits—where nature and culture are separate dyads and can never comprehend each other, and where humankind is mistakenly privileged over all other entities (Meillassoux 5). This only serves to inhibit any access to a reality outside the human-centred view. This kind of objectivity, where we see ourselves as nature, does no more than hold up a mirror to our inescapably human selves (Barad, Matter Feels). In an object-oriented approach the unpredictable outcomes of the robots’s performance is brought to attention. OOO proponent and digital media theorist Ian Bogost, has a background in computational media, especially video and social media games, and says, “computers are plastic and metal corpses with voodoo powers” (9). This is a non-life description, hovering in the liminal space between being and not being. Bogost’s view is that a strange world stirs within machinic devices (9). A question to ask: what’s it like to be a robot? Perhaps the answer lies somewhere between what it does and how we see it. It is difficult not to think of twentieth century philosopher Martin Heidegger’s tool analysis theory when writing of Gemeinboeck/Saunders’s work because Heidegger, and OOO scholar Graham Harman after him, uses the hammer as his paradigmatic tool. In his analysis, things are only present-at-hand (consciously perceived without utility) once they break (Harman, Heidegger Explained 63). However, Gemeinboeck and Saunders’s installation Accomplice straddles Heidegger’s dual present-at-hand and read-at-hand (the utility of the thing) because art raises the possibility that we might experience these divergent qualities of the robotic entities, simultaneously. The augmented robot, existing in its performative exhibition ecology, is the bridge between sentient life and utility. Robotic Agency In relation to the agency of robots, Ian Bogost refers to the Tableau Machine which was a non-human actor system created by researchers at Georgia Tech in 1998 (Bogost 106). It was a house fitted with cameras, screens, interfaces, and sensors. This was an experimental investigation into ambient intelligence. The researchers’s term for the computational agency was ‘alien presence,’ suggesting a life outside human comprehension. The data-collator sensed and interpreted the house and its occupants, and re-created that recorded data as abstract art, by projecting images on its own plasma screens. The implication was that the home was alive, vital, and autonomously active, in that it took on a sentient life, beyond human control. This kind of vital presence, an aliveness outside human programming, is there in the Accomplice robots. Their agency becomes materialized, as they violate the polite gallery-viewing world. Karen Barad’s concept of agency works within a relational ontology. Agency resists being granted, but rather is an enactment, and creates new possibilities (Barad, Matter Feels). Agency is entangled amongst “intra-acting human and non-human practices” (6). In Toward an Enchanted Materialism, Jane Bennett describes primordia (atoms) as “not animate with divine spirit, and yet they are quite animated - this matter is not dead at all” (81). This then is an agency that is not spiritual, nor is there any divine purpose. It is a matter of material force, a subversive action performed by robotic entities, not for any greater good, in fact, for no reason at all. This unpredictability is OOO contingency, whereby physical laws remain indifferent to whether an event occurs or not (Meillassoux 39). Figure 5: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) A Post-Human Ethic The concept of a post-human state of being raises ethical concerns. Ethics is a human construct, a criteria of standards fixed within human social systems. How should humans respond, without moral panic, to robots that might have life and sentient power outside human control? If an OOO approach is undertaken, the implication is that all things exist equally and ethics, as fixed standards, might need to be dismantled and replaced with a more democratic set of guidelines. A flat ontology, argued for by Bogost, Levi Bryant and other OOO advocates, follows that all entities have equal potential for independent energy and agency (although OOO theorists disagree on many small technical issues). The disruption of the conventional hierarchical model of being is replaced by a flat field of equality. This might cause the effect of a more ethical, ontological ecology. Quentin Meillassoux, an influential figure in the field of Speculative Realism, from which OOO is an offshoot, finds philosophical/mathematical solutions to the problems of human subjectivity. His eschewing of Kantian divisions between object/subject and human/world, is accompanied by a removal from Kantian and Cartesian critique (Meillassoux 30). This turn from critique, and its related didactic authority and removed judgment, marks an important point in the culture of philosophy, but also in the culture of art writing. If we can escape the shackles of divisive critique, then the pleasures of narrative might be given space. Bogost endorses collapsing the hierarchical model of being and converting conventional academic writing (89). He says, “for the computers to operate at all for us first requires a wealth of interactions to take place for itself. As operators or engineers, we may be able to describe how such objects and assemblages work. But what do they “experience” (Bogost 10)? This view is complementary to an OOO view of anti-subjectivity, an awareness of things that might exist irrespective of human life, from both inside and outside the mind (Harman 143). Figure 6: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) New Materiality In addition to her views on human/non-human agency, Karen Barad develops a parallel argument for materiality. She says, “matter feels, converses, suffers, desires, yearns and remembers.” Barad’s agential realism is predicated on an awareness of the immanence of matter, with materiality that subverts conventions of transcendence or human-centredness. She says, “On my agential realist account, all bodies, not merely human bodies, come to matter through the world’s performativity - its iterative intra-activity.” Barad sees matter, all matter, as entangled parts of phenomena that extend across time and space (Nature’s Queer Performativity 125). Barad argues against the position that acts against nature are moral crimes, which occur when the nature/culture divide is breached. She questions the individuated categorizations of ‘nature’ and ‘culture’ inherent in arguments like these (Nature’s Queer Performativity, 123-5). Likewise, in robotic and machinic aesthetics, it could be seen as an ethical breach to consider the robots as alive, sentient, and experiential. This confounds previous cultural separations, however, object-oriented theory is a reexamination of these infractions and offers an openness to discourse of different causal outcomes. Figure 7: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) Co-Evolution Artists Gemeinboeck/Saunders are artists and scholarly researchers investigating new notions of co-evolution. If we ascribe human characteristics to robots, might they ascribe machinic properties to us? It is possible to argue that co-evolution is already apparent in the world. Titanium knees, artificial arteries, plastic hips, pacemakers, metallic vertebrae pins: human medicine is a step ahead. Gemeinboeck/Saunders in turn make a claim for the evolving desires of their robots (11). Could there be performative interchangeability between species: human and robot? Barad asks us not to presume what the distinctions are between human and non-human and not to make post-humanist blurrings, but to understand the materializing effects of the boundaries between humans and nonhumans (Nature’s Queer Performativity 123). Vital matter emerges from acts of reappearance, re-performance, and interspecies interaction. Ian Bogost begins his Alien Phenomenology by analysing Alan Turing’s essay, Computing Machinery and Intelligence and deduces that it is an approach inextricably linked to human understanding (Bogost 14). Bogost seeks to avoid distinctions between things or a slippage into an over-determination of systems operations, and instead he adopts an OOO view where all things are treated equally, even cheeky little robots (Bogost 17).Figure 8: Accomplice by Petra Gemeinboeck and Rob Saunders, installation view, Artspace, Sydney. (Photo: silversalt photography) Intra-Active ReappearanceIf Barad describes intra-action as enacting an agential cut or separation of object from subject, she does not mean a distinction between object and subject but instead devises an intra-active cutting of things together-apart (Nature’s Queer Performativity 124). This is useful for two reasons. First it allows confusion between inside and outside, between real and unreal, and between past and future. In other words it defies the human/world correlates, which OOO’s are actively attempting to flee. Secondly it makes sense of an idea of disappearance as being a re-appearance too. If robots, and all other species, start to disappear, from our consciousness, from reality, from life (that is, becoming extinct), this disappearance causes or enacts a new appearance (the robotic action), and this action has its own vitality and immanence. If virtuality (an aesthetic of being that grew from technology, information, and digital advancements) meant that the body was left or abandoned for an immaterial space, then robots and robotic artwork are a means of re-inhabiting the body in a re-materialized mode. This new body, electronic and robotic in nature, might be mastered by a human hand (computer programming) but its differential is its new agency which is one shared between human and non-human. Barad warns, however, against a basic inversion of humanism (Nature’s Queer Performativity 126). Co-evolution is not the removal of the human. While an OOO approach may not have achieved the impossible task of creating a reality beyond the human-centric, it is a mode of becoming cautious of an invested anthropocentric view, which robotics and diminished non-human species bring to attention. The autonomy and agency of robotic life challenges human understanding of ontological being and of how human and non-human entities relate.References Barad, Karen. "Nature’s Queer Performativity." Qui Parle 19.2 (2011): 121-158. ———. Interview. In Rick Dolphijn and Van Der Tuin. “Matter Feels, Converses, Suffers, Desires, Yearns and Remembers: Interview with Karen Barad.” New Materialism: Interviews and Cartographies. Ann Arbor: University of Michigan; Open Humanities Press, 2012. ———. "Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter." Signs: Journal of Women in Culture and Society 28.3 (2003): 801-831. Bennett, Jane. The Enchantment of Modern Life: Attachments, Crossings, and Ethics. New Jersey: Princeton University Press, 2001. Bogost, Ian. Alien Phenomenology. Minneapolis: Minnesota Press, 2012. Bryant, Levi. The Democracy of Objects. University of Michigan Publishing: Open Humanities Press, 2011. ———, N. Srnicek, and GHarman. The Speculative Turn: Continental Materialism and Realism. Melbourne: re:press, 2011. Gemeinboeck, Petra, and Rob Saunders. “Other Ways of Knowing: Embodied Investigations of the Unstable, Slippery and Incomplete.” Fibreculture Journal 18 (2011). ‹http://eighteen.fibreculturejournal.org/2011/10/09/fcj-120-other-ways-of-knowing-embodied-investigations-of-the-unstable-slippery-and-incomplete/›. Gray, Nathan. "L’object sonore undead." In A. Barikin and H. Hughes. Making Worlds: Art and Science Fiction. Melbourne: Surpllus, 2013. 228-233. Harman, Graham. The Quadruple Object. Winchester UK: Zero Books, 2011. ———. Guerilla Metaphysics: Phenomenology and the Carpentry of Things. Chicago: Open Court, 2005. ———. Heidegger Explained: From Phenomenon to Thing. Chicago: Open Court Publishing, 2007. Heidegger, Martin. Being and Time. San Francisco: Harper and Row, 1962. Meillassoux, Quentin. After Finitude: An Essay on the Necessity of Contingency. New York: Continuum, 2008. Muecke, Stephen. "The Fall: Ficto-Critical Writing." Parallax 8.4 (2002): 108-112. ———. "Motorcycles, Snails, Latour: Criticism without Judgment." Cultural Studies Review 18.1 (2012): 40-58. ———. “The Writing Laboratory: Political Ecology, Labour, Experiment.” Angelaki 14.2 (2009): 15-20. Phelan, Peggy. Unmarked: The Politics of Performance. London: Routledge, 1993.

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Burns, Alex. "Oblique Strategies for Ambient Journalism." M/C Journal 13, no.2 (April15, 2010). http://dx.doi.org/10.5204/mcj.230.

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Alfred Hermida recently posited ‘ambient journalism’ as a new framework for para- and professional journalists, who use social networks like Twitter for story sources, and as a news delivery platform. Beginning with this framework, this article explores the following questions: How does Hermida define ‘ambient journalism’ and what is its significance? Are there alternative definitions? What lessons do current platforms provide for the design of future, real-time platforms that ‘ambient journalists’ might use? What lessons does the work of Brian Eno provide–the musician and producer who coined the term ‘ambient music’ over three decades ago? My aim here is to formulate an alternative definition of ambient journalism that emphasises craft, skills acquisition, and the mental models of professional journalists, which are the foundations more generally for journalism practices. Rather than Hermida’s participatory media context I emphasise ‘institutional adaptiveness’: how journalists and newsrooms in media institutions rely on craft and skills, and how emerging platforms can augment these foundations, rather than replace them. Hermida’s Ambient Journalism and the Role of Journalists Hermida describes ambient journalism as: “broad, asynchronous, lightweight and always-on communication systems [that] are creating new kinds of interactions around the news, and are enabling citizens to maintain a mental model of news and events around them” (Hermida 2). His ideas appear to have two related aspects. He conceives ambient journalism as an “awareness system” between individuals that functions as a collective intelligence or kind of ‘distributed cognition’ at a group level (Hermida 2, 4-6). Facebook, Twitter and other online social networks are examples. Hermida also suggests that such networks enable non-professionals to engage in ‘communication’ and ‘conversation’ about news and media events (Hermida 2, 7). In a helpful clarification, Hermida observes that ‘para-journalists’ are like the paralegals or non-lawyers who provide administrative support in the legal profession and, in academic debates about journalism, are more commonly known as ‘citizen journalists’. Thus, Hermida’s ambient journalism appears to be: (1) an information systems model of new platforms and networks, and (2) a normative argument that these tools empower ‘para-journalists’ to engage in journalism and real-time commentary. Hermida’s thesis is intriguing and worthy of further discussion and debate. As currently formulated however it risks sharing the blind-spots and contradictions of the academic literature that Hermida cites, which suffers from poor theory-building (Burns). A major reason is that the participatory media context on which Hermida often builds his work has different mental models and normative theories than the journalists or media institutions that are the target of critique. Ambient journalism would be a stronger and more convincing framework if these incorrect assumptions were jettisoned. Others may also potentially misunderstand what Hermida proposes, because the academic debate is often polarised between para-journalists and professional journalists, due to different views about institutions, the politics of knowledge, decision heuristics, journalist training, and normative theoretical traditions (Christians et al. 126; Cole and Harcup 166-176). In the academic debate, para-journalists or ‘citizen journalists’ may be said to have a communitarian ethic and desire more autonomous solutions to journalists who are framed as uncritical and reliant on official sources, and to media institutions who are portrayed as surveillance-like ‘monitors’ of society (Christians et al. 124-127). This is however only one of a range of possible relationships. Sole reliance on para-journalists could be a premature solution to a more complex media ecology. Journalism craft, which does not rely just on official sources, also has a range of practices that already provides the “more complex ways of understanding and reporting on the subtleties of public communication” sought (Hermida 2). Citizen- and para-journalist accounts may overlook micro-studies in how newsrooms adopt technological innovations and integrate them into newsgathering routines (Hemmingway 196). Thus, an examination of the realities of professional journalism will help to cast a better light on how ambient journalism can shape the mental models of para-journalists, and provide more rigorous analysis of news and similar events. Professional journalism has several core dimensions that para-journalists may overlook. Journalism’s foundation as an experiential craft includes guidance and norms that orient the journalist to information, and that includes practitioner ethics. This craft is experiential; the basis for journalism’s claim to “social expertise” as a discipline; and more like the original Linux and Open Source movements which evolved through creative conflict (Sennett 9, 25-27, 125-127, 249-251). There are learnable, transmissible skills to contextually evaluate, filter, select and distil the essential insights. This craft-based foundation and skills informs and structures the journalist’s cognitive witnessing of an event, either directly or via reconstructed, cultivated sources. The journalist publishes through a recognised media institution or online platform, which provides communal validation and verification. There is far more here than the academic portrayal of journalists as ‘gate-watchers’ for a ‘corporatist’ media elite. Craft and skills distinguish the professional journalist from Hermida’s para-journalist. Increasingly, media institutions hire journalists who are trained in other craft-based research methods (Burns and Saunders). Bethany McLean who ‘broke’ the Enron scandal was an investment banker; documentary filmmaker Errol Morris first interviewed serial killers for an early project; and Neil Chenoweth used ‘forensic accounting’ techniques to investigate Rupert Murdoch and Kerry Packer. Such expertise allows the journalist to filter information, and to mediate any influences in the external environment, in order to develop an individualised, ‘embodied’ perspective (Hofstadter 234; Thompson; Garfinkel and Rawls). Para-journalists and social network platforms cannot replace this expertise, which is often unique to individual journalists and their research teams. Ambient Journalism and Twitter Current academic debates about how citizen- and para-journalists may augment or even replace professional journalists can often turn into legitimation battles whether the ‘de facto’ solution is a social media network rather than a media institution. For example, Hermida discusses Twitter, a micro-blogging platform that allows users to post 140-character messages that are small, discrete information chunks, for short-term and episodic memory. Twitter enables users to monitor other users, to group other messages, and to search for terms specified by a hashtag. Twitter thus illustrates how social media platforms can make data more transparent and explicit to non-specialists like para-journalists. In fact, Twitter is suitable for five different categories of real-time information: news, pre-news, rumours, the formation of social media and subject-based networks, and “molecular search” using granular data-mining tools (Leinweber 204-205). In this model, the para-journalist acts as a navigator and “way-finder” to new information (Morville, Findability). Jaron Lanier, an early designer of ‘virtual reality’ systems, is perhaps the most vocal critic of relying on groups of non-experts and tools like Twitter, instead of individuals who have professional expertise. For Lanier, what underlies debates about citizen- and para-journalists is a philosophy of “cybernetic totalism” and “digital Maoism” which exalts the Internet collective at the expense of truly individual views. He is deeply critical of Hermida’s chosen platform, Twitter: “A design that shares Twitter’s feature of providing ambient continuous contact between people could perhaps drop Twitter’s adoration of fragments. We don’t really know, because it is an unexplored design space” [emphasis added] (Lanier 24). In part, Lanier’s objection is traceable back to an unresolved debate on human factors and design in information science. Influenced by the post-war research into cybernetics, J.C.R. Licklider proposed a cyborg-like model of “man-machine symbiosis” between computers and humans (Licklider). In turn, Licklider’s framework influenced Douglas Engelbart, who shaped the growth of human-computer interaction, and the design of computer interfaces, the mouse, and other tools (Engelbart). In taking a system-level view of platforms Hermida builds on the strength of Licklider and Engelbart’s work. Yet because he focuses on para-journalists, and does not appear to include the craft and skills-based expertise of professional journalists, it is unclear how he would answer Lanier’s fears about how reliance on groups for news and other information is superior to individual expertise and judgment. Hermida’s two case studies point to this unresolved problem. Both cases appear to show how Twitter provides quicker and better forms of news and information, thereby increasing the effectiveness of para-journalists to engage in journalism and real-time commentary. However, alternative explanations may exist that raise questions about Twitter as a new platform, and thus these cases might actually reveal circ*mstances in which ambient journalism may fail. Hermida alludes to how para-journalists now fulfil the earlier role of ‘first responders’ and stringers, in providing the “immediate dissemination” of non-official information about disasters and emergencies (Hermida 1-2; Haddow and Haddow 117-118). Whilst important, this is really a specific role. In fact, disaster and emergency reporting occurs within well-established practices, professional ethics, and institutional routines that may involve journalists, government officials, and professional communication experts (Moeller). Officials and emergency management planners are concerned that citizen- or para-journalism is equated with the craft and skills of professional journalism. The experience of these officials and planners in 2005’s Hurricane Katrina in the United States, and in 2009’s Black Saturday bushfires in Australia, suggests that whilst para-journalists might be ‘first responders’ in a decentralised, complex crisis, they are perceived to spread rumours and potential social unrest when people need reliable information (Haddow and Haddow 39). These terms of engagement between officials, planners and para-journalists are still to be resolved. Hermida readily acknowledges that Twitter and other social network platforms are vulnerable to rumours (Hermida 3-4; Sunstein). However, his other case study, Iran’s 2009 election crisis, further complicates the vision of ambient journalism, and always-on communication systems in particular. Hermida discusses several events during the crisis: the US State Department request to halt a server upgrade, how the Basij’s shooting of bystander Neda Soltan was captured on a mobile phone camera, the spread across social network platforms, and the high-velocity number of ‘tweets’ or messages during the first two weeks of Iran’s electoral uncertainty (Hermida 1). The US State Department was interested in how Twitter could be used for non-official sources, and to inform people who were monitoring the election events. Twitter’s perceived ‘success’ during Iran’s 2009 election now looks rather different when other factors are considered such as: the dynamics and patterns of Tehran street protests; Iran’s clerics who used Soltan’s death as propaganda; claims that Iran’s intelligence services used Twitter to track down and to kill protestors; the ‘black box’ case of what the US State Department and others actually did during the crisis; the history of neo-conservative interest in a Twitter-like platform for strategic information operations; and the Iranian diaspora’s incitement of Tehran student protests via satellite broadcasts. Iran’s 2009 election crisis has important lessons for ambient journalism: always-on communication systems may create noise and spread rumours; ‘mirror-imaging’ of mental models may occur, when other participants have very different worldviews and ‘contexts of use’ for social network platforms; and the new kinds of interaction may not lead to effective intervention in crisis events. Hermida’s combination of news and non-news fragments is the perfect environment for psychological operations and strategic information warfare (Burns and Eltham). Lessons of Current Platforms for Ambient Journalism We have discussed some unresolved problems for ambient journalism as a framework for journalists, and as mental models for news and similar events. Hermida’s goal of an “awareness system” faces a further challenge: the phenomenological limitations of human consciousness to deal with information complexity and ambiguous situations, whether by becoming ‘entangled’ in abstract information or by developing new, unexpected uses for emergent technologies (Thackara; Thompson; Hofstadter 101-102, 186; Morville, Findability, 55, 57, 158). The recursive and reflective capacities of human consciousness imposes its own epistemological frames. It’s still unclear how Licklider’s human-computer interaction will shape consciousness, but Douglas Hofstadter’s experiments with art and video-based group experiments may be suggestive. Hofstadter observes: “the interpenetration of our worlds becomes so great that our worldviews start to fuse” (266). Current research into user experience and information design provides some validation of Hofstadter’s experience, such as how Google is now the ‘default’ search engine, and how its interface design shapes the user’s subjective experience of online search (Morville, Findability; Morville, Search Patterns). Several models of Hermida’s awareness system already exist that build on Hofstadter’s insight. Within the information systems field, on-going research into artificial intelligence–‘expert systems’ that can model expertise as algorithms and decision rules, genetic algorithms, and evolutionary computation–has attempted to achieve Hermida’s goal. What these systems share are mental models of cognition, learning and adaptiveness to new information, often with forecasting and prediction capabilities. Such systems work in journalism areas such as finance and sports that involve analytics, data-mining and statistics, and in related fields such as health informatics where there are clear, explicit guidelines on information and international standards. After a mid-1980s investment bubble (Leinweber 183-184) these systems now underpin the technology platforms of global finance and news intermediaries. Bloomberg LP’s ubiquitous dual-screen computers, proprietary network and data analytics (www.bloomberg.com), and its competitors such as Thomson Reuters (www.thomsonreuters.com and www.reuters.com), illustrate how financial analysts and traders rely on an “awareness system” to navigate global stock-markets (Clifford and Creswell). For example, a Bloomberg subscriber can access real-time analytics from exchanges, markets, and from data vendors such as Dow Jones, NYSE Euronext and Thomson Reuters. They can use portfolio management tools to evaluate market information, to make allocation and trading decisions, to monitor ‘breaking’ news, and to integrate this information. Twitter is perhaps the para-journalist equivalent to how professional journalists and finance analysts rely on Bloomberg’s platform for real-time market and business information. Already, hedge funds like PhaseCapital are data-mining Twitter’s ‘tweets’ or messages for rumours, shifts in stock-market sentiment, and to analyse potential trading patterns (Pritchett and Palmer). The US-based Securities and Exchange Commission, and researchers like David Gelernter and Paul Tetlock, have also shown the benefits of applied data-mining for regulatory market supervision, in particular to uncover analysts who provide ‘whisper numbers’ to online message boards, and who have access to material, non-public information (Leinweber 60, 136, 144-145, 208, 219, 241-246). Hermida’s framework might be developed further for such regulatory supervision. Hermida’s awareness system may also benefit from the algorithms found in high-frequency trading (HFT) systems that Citadel Group, Goldman Sachs, Renaissance Technologies, and other quantitative financial institutions use. Rather than human traders, HFT uses co-located servers and complex algorithms, to make high-volume trades on stock-markets that take advantage of microsecond changes in prices (Duhigg). HFT capabilities are shrouded in secrecy, and became the focus of regulatory attention after several high-profile investigations of traders alleged to have stolen the software code (Bray and Bunge). One public example is Streambase (www.streambase.com), a ‘complex event processing’ (CEP) platform that can be used in HFT, and commercialised from the Project Aurora research collaboration between Brandeis University, Brown University, and Massachusetts Institute of Technology. CEP and HFT may be the ‘killer apps’ of Hermida’s awareness system. Alternatively, they may confirm Jaron Lanier’s worst fears: your data-stream and user-generated content can be harvested by others–for their gain, and your loss! Conclusion: Brian Eno and Redefining ‘Ambient Journalism’ On the basis of the above discussion, I suggest a modified definition of Hermida’s thesis: ‘Ambient journalism’ is an emerging analytical framework for journalists, informed by cognitive, cybernetic, and information systems research. It ‘sensitises’ the individual journalist, whether professional or ‘para-professional’, to observe and to evaluate their immediate context. In doing so, ‘ambient journalism’, like journalism generally, emphasises ‘novel’ information. It can also inform the design of real-time platforms for journalistic sources and news delivery. Individual ‘ambient journalists’ can learn much from the career of musician and producer Brian Eno. His personal definition of ‘ambient’ is “an atmosphere, or a surrounding influence: a tint,” that relies on the co-evolution of the musician, creative horizons, and studio technology as a tool, just as para-journalists use Twitter as a platform (Sheppard 278; Eno 293-297). Like para-journalists, Eno claims to be a “self-educated but largely untrained” musician and yet also a craft-based producer (McFadzean; Tamm 177; 44-50). Perhaps Eno would frame the distinction between para-journalist and professional journalist as “axis thinking” (Eno 298, 302) which is needlessly polarised due to different normative theories, stances, and practices. Furthermore, I would argue that Eno’s worldview was shaped by similar influences to Licklider and Engelbart, who appear to have informed Hermida’s assumptions. These influences include the mathematician and game theorist John von Neumann and biologist Richard Dawkins (Eno 162); musicians Eric Satie, John Cage and his book Silence (Eno 19-22, 162; Sheppard 22, 36, 378-379); and the field of self-organising systems, in particular cyberneticist Stafford Beer (Eno 245; Tamm 86; Sheppard 224). Eno summed up the central lesson of this theoretical corpus during his collaborations with New York’s ‘No Wave’ scene in 1978, of “people experimenting with their lives” (Eno 253; Reynolds 146-147; Sheppard 290-295). Importantly, he developed a personal view of normative theories through practice-based research, on a range of projects, and with different creative and collaborative teams. Rather than a technological solution, Eno settled on a way to encode his craft and skills into a quasi-experimental, transmittable method—an aim of practitioner development in professional journalism. Even if only a “founding myth,” the story of Eno’s 1975 street accident with a taxi, and how he conceived ‘ambient music’ during his hospital stay, illustrates how ambient journalists might perceive something new in specific circ*mstances (Tamm 131; Sheppard 186-188). More tellingly, this background informed his collaboration with the late painter Peter Schmidt, to co-create the Oblique Strategies deck of aphorisms: aleatory, oracular messages that appeared dependent on chance, luck, and randomness, but that in fact were based on Eno and Schmidt’s creative philosophy and work guidelines (Tamm 77-78; Sheppard 178-179; Reynolds 170). In short, Eno was engaging with the kind of reflective practices that underpin exemplary professional journalism. He was able to encode this craft and skills into a quasi-experimental method, rather than a technological solution. Journalists and practitioners who adopt Hermida’s framework could learn much from the published accounts of Eno’s practice-based research, in the context of creative projects and collaborative teams. In particular, these detail the contexts and choices of Eno’s early ambient music recordings (Sheppard 199-200); Eno’s duels with David Bowie during ‘Sense of Doubt’ for the Heroes album (Tamm 158; Sheppard 254-255); troubled collaborations with Talking Heads and David Byrne (Reynolds 165-170; Sheppard; 338-347, 353); a curatorial, mentor role on U2’s The Unforgettable Fire (Sheppard 368-369); the ‘grand, stadium scale’ experiments of U2’s 1991-93 ZooTV tour (Sheppard 404); the Zorn-like games of Bowie’s Outside album (Eno 382-389); and the ‘generative’ artwork 77 Million Paintings (Eno 330-332; Tamm 133-135; Sheppard 278-279; Eno 435). Eno is clearly a highly flexible maker and producer. Developing such flexibility would ensure ambient journalism remains open to novelty as an analytical framework that may enhance the practitioner development and work of professional journalists and para-journalists alike.Acknowledgments The author thanks editor Luke Jaaniste, Alfred Hermida, and the two blind peer reviewers for their constructive feedback and reflective insights. References Bray, Chad, and Jacob Bunge. “Ex-Goldman Programmer Indicted for Trade Secrets Theft.” The Wall Street Journal 12 Feb. 2010. 17 March 2010 ‹http://online.wsj.com/article/SB10001424052748703382904575059660427173510.html›. Burns, Alex. “Select Issues with New Media Theories of Citizen Journalism.” M/C Journal 11.1 (2008). 17 March 2010 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/view/30›.———, and Barry Saunders. “Journalists as Investigators and ‘Quality Media’ Reputation.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 281-297. 17 March 2010 ‹http://eprints.vu.edu.au/15229/1/CPRF09BurnsSaunders.pdf›.———, and Ben Eltham. “Twitter Free Iran: An Evaluation of Twitter’s Role in Public Diplomacy and Information Operations in Iran’s 2009 Election Crisis.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 298-310. 17 March 2010 ‹http://eprints.vu.edu.au/15230/1/CPRF09BurnsEltham.pdf›. Christians, Clifford G., Theodore Glasser, Denis McQuail, Kaarle Nordenstreng, and Robert A. White. Normative Theories of the Media: Journalism in Democratic Societies. Champaign, IL: University of Illinois Press, 2009. Clifford, Stephanie, and Julie Creswell. “At Bloomberg, Modest Strategy to Rule the World.” The New York Times 14 Nov. 2009. 17 March 2010 ‹http://www.nytimes.com/2009/11/15/business/media/15bloom.html?ref=businessandpagewanted=all›.Cole, Peter, and Tony Harcup. Newspaper Journalism. Thousand Oaks, CA: Sage Publications, 2010. Duhigg, Charles. “Stock Traders Find Speed Pays, in Milliseconds.” The New York Times 23 July 2009. 17 March 2010 ‹http://www.nytimes.com/2009/07/24/business/24trading.html?_r=2andref=business›. Engelbart, Douglas. “Augmenting Human Intellect: A Conceptual Framework, 1962.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era. London: Phaidon Press, 2002. 60-67. Eno, Brian. A Year with Swollen Appendices. London: Faber and Faber, 1996. Garfinkel, Harold, and Anne Warfield Rawls. Toward a Sociological Theory of Information. Boulder, CO: Paradigm Publishers, 2008. Hadlow, George D., and Kim S. Haddow. Disaster Communications in a Changing Media World, Butterworth-Heinemann, Burlington MA, 2009. Hemmingway, Emma. Into the Newsroom: Exploring the Digital Production of Regional Television News. Milton Park: Routledge, 2008. Hermida, Alfred. “Twittering the News: The Emergence of Ambient Journalism.” Journalism Practice 4.3 (2010): 1-12. Hofstadter, Douglas. I Am a Strange Loop. New York: Perseus Books, 2007. Lanier, Jaron. You Are Not a Gadget: A Manifesto. London: Allen Lane, 2010. Leinweber, David. Nerds on Wall Street: Math, Machines and Wired Markets. Hoboken, NJ: John Wiley and Sons, 2009. Licklider, J.C.R. “Man-Machine Symbiosis, 1960.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era, London: Phaidon Press, 2002. 52-59. McFadzean, Elspeth. “What Can We Learn from Creative People? The Story of Brian Eno.” Management Decision 38.1 (2000): 51-56. Moeller, Susan. Compassion Fatigue: How the Media Sell Disease, Famine, War and Death. New York: Routledge, 1998. Morville, Peter. Ambient Findability. Sebastopol, CA: O’Reilly Press, 2005. ———. Search Patterns. Sebastopol, CA: O’Reilly Press, 2010.Pritchett, Eric, and Mark Palmer. ‘Following the Tweet Trail.’ CNBC 11 July 2009. 17 March 2010 ‹http://www.casttv.com/ext/ug0p08›. Reynolds, Simon. Rip It Up and Start Again: Postpunk 1978-1984. London: Penguin Books, 2006. Sennett, Richard. The Craftsman. London: Penguin Books, 2008. Sheppard, David. On Some Faraway Beach: The Life and Times of Brian Eno. London: Orion Books, 2008. Sunstein, Cass. On Rumours: How Falsehoods Spread, Why We Believe Them, What Can Be Done. New York: Farrar, Straus and Giroux, 2009. Tamm, Eric. Brian Eno: His Music and the Vertical Colour of Sound. New York: Da Capo Press, 1995. Thackara, John. In the Bubble: Designing in a Complex World. Boston, MA: The MIT Press, 1995. Thompson, Evan. Mind in Life: Biology, Phenomenology, and the Science of Mind. Boston, MA: Belknap Press, 2007.

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Goggin, Joyce. "Transmedia Storyworlds, Literary Theory, Games." M/C Journal 21, no.1 (March14, 2018). http://dx.doi.org/10.5204/mcj.1373.

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Abstract:

IntroductionThis essay will focus on some of the connections between digitally transmitted stories, games, narrative processes, and the discipline whose ostensible job is the study of storytelling, namely literature. My observations will be limited to the specific case of computer games, storytelling, and what is often unproblematically referred to as “literature,” in order to focus attention on historical and contemporary features of the development of the relationship between the two that remain largely unexamined. Therefore, one goal of this essay is to re-think this relationship from a fresh perspective, whose “freshness” derives from reopening the past and re-examining what is overlooked when games scholars talk about “narrative” and “literature” as though they were interchangeable.Further, I will discuss the dissemination of narrative on/through various platforms before mass-media, such as textually transmitted stories that anticipate digitally disseminated narrative. This will include specific examples as well as a more general a re-examination of claims made on the topic of literature, narrative and computer games, via a brief review of disciplinary insights from the study of digital games and narrative. The following is therefore intended as a view of games and (literary) narrative in pre-digital forms as an attempt to build bridges between media studies and other disciplines by calling for a longer, developmental history of games, narrative and/or literature that considers them together rather than as separate territories.The Stakes of the Game My reasons for re-examining games and narrative scholarship include my desire to discuss a number of somewhat less-than-accurate or misleading notions about narrative and literature that have been folded into computer game studies, where these notions go unchallenged. I also want to point out a body of work on literature, mimesis and play that has been overlooked in game studies, and that would be helpful in thinking about stories and some of the (digital) platforms through which they are disseminated.To begin by responding to the tacit question of why it is worth asking what literary studies have to do with videogames, my answer resides in the link between play, games and storytelling forged by Aristotle in the Poetics. As a function of imitative play or “mimesis,” he claims, art forms mimic phenomena found in nature such as the singing of birds. So, by virtue of the playful mimetic function ascribed to the arts or “poesis,” games and storytelling are kindred forms of play. Moreover, the pretend function common to art forms such as realist fictional narratives that are read “as if” the story were true, and games played “as if” their premises were real, unfold in playfully imitative ways that produce possible worlds presented through different media.In the intervening centuries, numerous scholars discussed mimesis and play from Kant and Schiller in the 18th century, to Huizinga, and to many scholars who wrote on literature, mimesis and play later in the 20th century, such as Gadamer, Bell, Spariousu, Hutchinson, and Morrow. More recently, games scholar Janet Murray wrote that computer games are “a kind of abstract storytelling that resembles the world of common experience but compresses it in order to heighten interest,” hence even Tetris acts as a dramatic “enactment of the overtasked lives of Americans in the 1990’s” allowing them to “symbolically experience agency,” and “enact control over things outside our power” (142, 143). Similarly, Ryan has argued that videogames offer micro stories that are mostly about the pleasure of discovering nooks and crannies of on-line, digital possible worlds (10).At the same time, a tendency developed in games studies in the 1990s to eschew any connection with narrative, literature and earlier scholarship on mimesis. One example is Markku Eskelinen’s article in Game Studies wherein he argued that “[o]utside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don’t expect you to drop it and wait until it starts telling stories.” Eskelinen then explains that “when games and especially computer games are studied and theorized they are almost without exception colonized from the fields of literary, theatre, drama and film studies.” As Eskelinen’s argument attests, his concern is disciplinary territorialisation rather than stories and their transmedial dissemination, whereas I prefer to take an historical approach to games and storytelling, to which I now direct my attention.Stepping Back Both mimesis and interactivity are central to how stories are told and travel across media. In light thereof, I recall the story of Zeuxis who, in the 5th century BC, introduced a realistic method of painting. As the story goes, Zeuxis painted a boy holding a bunch of grapes so realistically that it attracted birds who tried to enter the world of the painting, whereupon the artist remarked that, were the boy rendered as realistically as the grapes, he would have scared the birds away. Centuries later in the 1550s, the camera obscura and mirrors were used to project scenery as actors moved in and out of it as an early form of multimedia storytelling entertainment (Smith 22). In the late 17th century, van Mieris painted The Raree Show, representing an interactive travelling storyboard and story master who invited audience participation, hence the girl pictured here, leaning forward to interact with the story.Figure 1: The Raree Show (van Mieris)Numerous interactive narrative toys were produced in the 18th and 19th, such as these storytelling playing cards sold as a leaf in The Great Mirror of Folly (1720). Along with the plays, poems and cartoons also contained in this volume dedicated to the South Sea Bubble crisis of 1720, the cards serve as a storyboard with plot lines that follow suits, so that hearts picks up one narrative thread, and clubs, spades and diamonds another. Hence while the cards could be removed for gaming they could also be read as a story in a medium that, to borrow games scholar Espen Aarseth’s terminology, requires non-trivial physical or “ergodic effort” on the part of readers and players.Figure 2: playing cards from The Great Mirror of Folly (1720) In the 20th century examples of interactive and ergodic codex fiction abound, including Hesse’s Das Glasperlenspiel [Glass Bead Game] (1943, 1949), Nabokov’s Pale Fire (1962), Saporta’s Composition No. 1 (1962), and Winterson’s PowerBook (2001) that conceptually and/or physically mimic and anticipate hypertext. More recently, Chloé Delaume’s Corpus Simsi (2003) explicitly attempts to remediate a MMORPG as the title suggests, just as there are videogames that attempt, in various ways, to remediate novels. I have presented these examples to argue for a long-continuum view of storytelling and games, as a series of attempts to produce stories—from Zeuxis grapes to PowerBook and beyond—that can be entered and interacted with, at least metaphorically or cognitively. Over time, various game-like or playful interfaces from text to computer have invited us into storyworlds while partially impeding or opening the door to interaction and texturing our experience of the story in medium-specific ways.The desire to make stories interactive has developed across media, from image to text and various combinations thereof, as a means of externalizing an author’s imagination to be activated by opening and reading a novel, or by playing a game wherein the story is mediated through a screen while players interact to change the course of the story. While I am arguing that storytelling has for centuries striven to interpolate spectators or readers by various means and though numerous media that would eventually make storytelling thoroughly and not only metaphorically interactive, I want now to return briefly to the question of literature.Narrative vs LiteratureThe term “literature” is frequently assumed to be unambiguous when it enters discussions of transmedia storytelling and videogames. What literature “is” was, however, hotly debated in the 1980s-90s with many scholars concluding that literature is a construct invented by “old dead white men,” resulting in much criticism on the topic of canon formation. Yet, without rehearsing the arguments produced in previous decades on the topic of literariness, I want to provide a few examples of what happens when games scholars and practitioners assume they know what literature is and then absorb or eschew it in their own transmedia storytelling endeavours.The 1990s saw the emergence of game studies as a young discipline, eager to burst out of the crucible of English Departments that were, as Eskelinen pointed out, the earliest testing grounds for the legitimized study of games. Thus ensued the “ludology vs narratology” debate wherein “ludologists,” keen to move away from literary studies, insisted that games be studied as games only, and participated in what Gonzalo Frasca famously called the “debate that never happened.” Yet as short-lived as the debate may have been, a negative and limited view of literature still inheres in games studies along with an abiding lack of awareness of the shared origins of stories, games, and thinking about both that I have attempted to sketch out thus far.Exemplary of arguments on the side of “ludology,” was storytelling game designer Chris Crawford’s keynote at Mediaterra 2007, in which he explained that literariness is measured by degrees of fun. Hence, whereas literature is highly formulaic and structured, storytelling is unconstrained and fun because storytellers have no rigid blueprint and can change direction at any moment. Yet, Crawford went on to explain how his storytelling machine works by drawing together individual syntactic elements, oddly echoing the Russian formalists’ description of literature, and particularly models that locate literary production at the intersection of the axis of selection, containing linguistic elements such as verbs, nouns, adjectives and so on, and the axis of combination governed by rules of genre.I foreground Crawford’s ludological argument because it highlights some of the issues that arise when one doesn’t care to know much about the study of literature. Crawford understands literature as rule-based, rigid and non-fun, and then trots out his own storytelling-model based or rigid syntactical building blocks and rule-based laws of combination, without the understanding the irony. This returns me to ludologist Eskelinen who also argued that “stories are just uninteresting ornaments or gift-wrappings to games”. In either case, the matter of “story” is stretched over the rigid syntax of language, and the literary structuralist enterprise has consisted precisely in peeling back that narrative skin or “gift wrap” to reveal the bones of human cognitive thought processes, as for example, when we read rhetorical figures such as metaphor and metonymy. In the words of William Carlos Williams, poetry is a machine made out of words, from whose nuts and bolts meaning emerges when activated, similar to programing language in a videogame whose story is eminent and comes into being as we play.Finally, the question of genre hangs in the background given that “literature” itself is potentially transmedia because its content can take many forms and be transmitted across diverse platforms. Importantly in this regard the novel, which is the form most games scholars have in mind when drawing or rejecting connections between games and literature, is itself a shape-shifting, difficult-to-define genre whose form, as the term novel implies, is subject to the constant imperative to innovate across media as it has done over time.Different Approaches While I just highlighted inadequacies in some of the scholarship on games and narrative (or “literature” when narrative is defined as such) there is work on interactive storytelling and the transmedia dissemination of stories explicitly as games that deals with some of these issues. In their article on virtual bodies in Dante’s Inferno (2010), Welsh and Sebastian explain that the game is a “reboot of a Trecento poem,” and discuss what must have been Dante’s own struggle in the 14th century to “materialize sin through metaphors of suffering,” while contending “with the abstractness of the subject matter [as well as] the representational shortcomings of language itself,” concluding that Dante’s “corporeal allegories must become interactive objects constructed of light and math that feel to the user like they have heft and volume” (166). This notion of “corporeal allegories” accords with my own model of a “body hermeneutic” that could help to understand the reception of stories transmitted in non-codex media: a poetics of reading that includes how game narratives “engage the body hapitically” (Goggin 219).Likewise, Kathi Berens’s work on “Novel Games: Playable Books on iPad” is exemplary of what literary theory and game texts can do for each other, that is, through the ways in which games can remediate, imitate or simply embody the kind of meditative depth that we encounter in the expansive literary narratives of the 19th century. In her reading of Living Will, Berens argues that the best way to gauge meaning is not in the potentialities of its text, but rather “in the human performance of reading and gaming in new thresholds of egodicity,” and offers a close reading that uncovers the story hidden in the JavaScript code, and which potentially changes the meaning of the game. Here again, the argument runs parallel to my own call for readings that take into account the visceral experience of games, and which demands a configurative/interpretative approach to the unfolding of narrative and its impact on our being as a whole. Such an approach would destabilize the old mind/body split and account for various modes of sensation as part of the story itself. This is where literary theory, storytelling, and games may be seen as coming together in novels like Delaume’s Corpus Simsi and a host of others that in some way remediate video games. Such analyses would include features of the platform/text—shape, topography, ergodicity—and how the story is disseminated through the printed text, the authors’ websites, blogs and so on.It is likewise important to examine what literary criticism that has dealt with games and storytelling in the past can do for games. For example, if one agrees with Wittgenstein that language is inherently game-like or ludic and that, by virtue of literature’s long association with mimesis, its “as if” function, and its “autotelic” or supposedly non-expository nature, then most fiction is itself a form of game. Andrew Ferguson’s work on Finnegan’s Wake (1939) takes these considerations into account while moving games and literary studies into the digital age. Ferguson argues that Finnegan’s Wake prefigures much of what computers make possible such as glitching, which “foregrounds the gaps in the code that produces the video-game environment.” This he argues, is an operation that Joyce performed textually, thereby “radically destabilizing” his own work, “leading to effects [similar to] short-circuiting plot events, and entering spaces where a game’s normal ontological conditions are suspended.” As Ferguson points out, moreover, literary criticism resembles glitch hunting as scholars look for keys to unlock the puzzles that constitute the text through which readers must level up.Conclusion My intention has been to highlight arguments presented by ludologists like Eskelinnen who want to keep game studies separate from narrative and literary studies, as well as those game scholars who favour a narrative approach like Murray and Ryan, in order to suggest ways in which a longer, historical view of how stories travel across platforms might offer a more holistic view of where we are at today. Moreover, as my final examples of games scholarship suggest, games, and games that specifically remediate works of literature such as Dante’s Inferno, constitute a rapidly moving target that demands that we keep up by finding new ways to take narrative and ergodic complexity into account.The point of this essay was not, therefore, to adapt a position in any one camp but rather to nod to the major contributors in a debate which was largely about institutional turf, and perhaps never really happened, yet still continues to inform scholarship. At the same time, I wanted to argue for the value of discussing the long tradition of understanding literature as a form of mimesis and therefore as a particular kind of game, and to show how such an understanding contributes to historically situating and analysing videogames. Stories can be experienced across multiple platforms or formats, and my ultimate goal is to see what literary studies can do for game studies by trying to show that the two share more of the same goals, elements, and characteristics than is commonly supposed.ReferencesAristotle. Poetics, Trans. J. Hutton. New York: W.W. Norton & Company, 1982.Aarseth, Espen. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins UP, 2007.Behrens, Kathi. “‘Messy’ Ludology: New Dimensions of Narrator Unreliability in Living Will.” No Trivial Effort: Essays on Games and Literary Theory. Eds. Joyce Goggin and Timothy Welsh. Bloomsbury: Forthcoming.Bell, D. Circ*mstances: Chance in the Literary Text. Lincoln: Nebraska UP, 1993. Delaume, Chloé. Corpus Simsi. Paris: Éditions Léo Scheer, 2003.Eskelinen, Markku. “The Gaming Situation”. Game Studies 1.1 (2011). <http://www.gamestudies.org/0101/eskelinen/>. Ferguson, Andrew. “Let’s Play Finnegan’s Wake.” Hypermedia Joyce Studies 13 (2014). <http://hjs.ff.cuni.cz/archives/v13_1/main/essays.php?essay=ferguson>. Gadamer, Hans-Georg. Truth and Method, Trans. Barden and Cumming. New York: Crossroad, 1985.Goggin, Joyce. “A Body Hermeneutic?: Corpus Simsi or Reading like a Sim.” The Hand of the Interpreter: Essays on Meaning after Theory. Eds. G.F. Mitrano and Eric Jarosinski. Bern: Peter Lang, 2008. 205-223.Hesse, Hermann. The Glass Bead Game [Das Glasperlenspiel]. Trans. Clara Winston. London: Picador, 2002.Huizinga, Johann. hom*o Ludens. Groningen: Wolters-Noordhoff cop, 1938.Hutchinson, Peter. Games Authors Play. New York: Metheun, 1985.James, Joyce. Finnegan’s Wake. London: Faber and Faber, 1939.Morrow, Nancy. Dreadful Games: The Play of Desire and the 19th-Century Novel. Ohio: Kent State UP, 1988.Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT UP, 1997.Nabokov, Vladimir. Pale Fire. New York: Putnam, 1962.Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins UP, 2001.Saporta, Marc. Composition No. 1. Paris: Éditions du Seuil, 1962.Smith, Grahame. Dickens and the Dream of Cinema. Manchester: Manchester UP, 2003.Spariosu, Mihai. Literature, Mimesis and Play. Tübigen: Gunter Narr Verlag, 1982.Winterson, Janette. The PowerBook. London: Vintage, 2001.Wittgenstein, Ludwig. The Philosophical Investigations. Trans. G.E.M. Anscombe. New York: Macmillan: 1972.

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Waelder, Pau. "The Constant Murmur of Data." M/C Journal 13, no.2 (April15, 2010). http://dx.doi.org/10.5204/mcj.228.

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Our daily environment is surrounded by a paradoxically silent and invisible flow: the coming and going of data through our network cables, routers and wireless devices. This data is not just 1s and 0s, but bits of the conversations, images, sounds, thoughts and other forms of information that result from our interaction with the world around us. If we can speak of a global ambience, it is certainly derived from this constant flow of data. It is an endless murmur that speaks to our machines and gives us a sense of awareness of a certain form of surrounding that is independent from our actual, physical location. The constant “presence” of data around us is something that we have become largely aware of. Already in 1994, Phil Agre stated in an article in WIRED Magazine: “We're so accustomed to data that hardly anyone questions it” (1). Agre indicated that this data is in fact a representation of the world, the discrete bits of information that form the reality we are immersed in. He also proposed that it should be “brought to life” by exploring its relationships with other data and the world itself. A decade later, these relationships had become the core of the new paradigm of the World Wide Web and our interaction with cyberspace. As Mitchell Whitelaw puts it: “The web is increasingly a set of interfaces to datasets ... . On the contemporary web the data pour has become the rule, rather than the exception. The so-called ‘web 2.0’ paradigm further abstracts web content into feeds, real-time flows of XML data” ("Art against Information"). These feeds and flows have been used by artists and researchers in the creation of different forms of dynamic visualisations, in which data is mapped according to a set of parameters in order to summarise it in a single image or structure. Lev Manovich distinguishes in these visualisations those made by artists, to which he refers as “data art”. Unlike other forms of mapping, according to Manovich data art has a precise goal: “The more interesting and at the end maybe more important challenge is how to represent the personal subjective experience of a person living in a data society” (15). Therefore, data artists extract from the bits of information available in cyberspace a dynamic representation of our contemporary environment, the ambience of our digital culture, our shared, intimate and at the same time anonymous, subjectivity. In this article I intend to present some of the ways in which artists have dealt with the murmur of data creatively, exploring the immense amounts of user generated content in forms that interrogate our relationship with the virtual environment and the global community. I will discuss several artistic projects that have shaped the data flow on the Internet in order to take the user back to a state of contemplation, as a listener, an observer, and finally encountering the virtual in a physical form. Listening The concept of ambience particularly evokes an auditory experience related to a given location: in filmmaking, it refers to the sounds of the surrounding space and is the opposite of silence; as a musical genre, ambient music contributes to create a certain atmosphere. In relation to flows of data, it can be said that the applications that analyze Internet traffic and information are “listening” to it, as if someone stands in a public place, overhearing other people's conversations. The act of listening also implies a reception, not an emission, which is a substantial distinction given the fact that data art projects work with given data instead of generating it. As Mitchell Whitelaw states: “Data here is first of all indexical of reality. Yet it is also found, or to put it another way, given. ... Data's creation — in the sense of making a measurement, framing and abstracting something from the flux of the real — is left out” (3). One of the most interesting artistic projects to initially address this sort of “listening” is Carnivore (2001) by the Radical Software Group. Inspired by DCS1000, an e-mail surveillance software developed by the FBI, Carnivore (which was actually the original name of the FBI's program) listens to Internet traffic and serves this data to interfaces (clients) designed by artists, which interpret the provided information in several ways. The data packets can be transformed into an animated graphic, as in amalgamatmosphere (2001) by Joshua Davis, or drive a fleet of radio controlled cars, as in Police State (2003) by Jonah Brucker-Cohen. Yet most of these clients treat data as a more or less abstract value (expressed in numbers) that serves to trigger the reactions in each client. Carnivore clients provide an initial sense of the concept of ambience as reflected in the data circulating the Internet, yet other projects will address this subject more eloquently. Fig. 1: Ben Rubin, Mark Hansen, Listening Post (2001-03). Multimedia installation. Photo: David Allison.Listening Post (2001-04) by Mark Hansen and Ben Rubin is an installation consisting of 231 small electronic screens distributed in a semicircular grid [fig.1: Listening Post]. The screens display texts culled from thousands of Internet chat rooms, which are read by a voice synthesiser and arranged synchronically across the grid. The installation thus becomes a sort of large panel, somewhere between a videowall and an altarpiece, which invites the viewer to engage in a meditative contemplation, seduced by the visual arrangement of the flickering texts scrolling on each screen, appearing and disappearing, whilst sedated by the soft, monotonous voice of the machine and an atmospheric musical soundtrack. The viewer is immersed in a particular ambience generated by the fragmented narratives of the anonymous conversations extracted from the Internet. The setting of the piece, isolated in a dark room, invites contemplation and silence, as the viewer concentrates on seeing and listening. The artists clearly state that their goal in creating this installation was to recreate a sense of ambience that is usually absent in electronic communications: “A participant in a chat room has limited sensory access to the collective 'buzz' of that room or of others nearby – the murmur of human contact that we hear naturally in a park, a plaza or a coffee shop is absent from the online experience. The goal of Listening Post is to collect this buzz and render it at a human scale” (Hansen 114-15). The "buzz", as Hansen and Rubin describe it, is in fact nonexistent in the sense that it does not take place in any physical environment, but is rather the imagined output of the circulation of a myriad blocks of data through the Net. This flow of data is translated into audible and visible signals, thus creating a "murmur" that the viewer can relate to her experience in interacting with other humans. The ambience of a room full of people engaged in conversation is artificially recreated and expanded beyond the boundaries of a real space. By extracting chats from the Internet, the murmur becomes global, reflecting the topics that are being shared by users around the world, in an improvised, ever-changing embodiment of the Zeitgeist, the spirit of the time, or even a certain stream of consciousness on a planetary scale. Fig. 2: Gregory Chatonsky, L'Attente - The Waiting (2007). Net artwork. Photo: Gregory Chatonsky.The idea of contemplation and receptiveness is also present in another artwork that elaborates on the concept of the Zeitgeist. L'Attente [The Waiting] (2007) by Gregory Chatonsky is a net art piece that feeds from the data on the Internet to create an open, never-ending fiction in real time [Fig.2: The Waiting]. In this case, the viewer experiences the artwork on her personal computer, as a sort of film in which words, images and sounds are displayed in a continuous sequence, driven by a slow paced soundtrack that confers a sense of unity to the fragmented nature of the work. The data is extracted in real time from several popular sites (photos from Flickr, posts from Twitter, sound effects from Odeo), the connection between image and text being generated by the network itself: the program extracts text from the posts that users write in Twitter, then selects some words to perform a search on the Flickr database and retrieve photos with matching keywords. The viewer is induced to make sense of this concatenation of visual and audible content and thus creates a story by mentally linking all the elements into what Chatonsky defines as "a fiction without narration" (Chatonsky, Flußgeist). The murmur here becomes a story, but without the guiding voice of a narrator. As with Listening Post, the viewer is placed in the role of a witness or a voyeur, subject to an endless flow of information which is not made of the usual contents distributed by mainstream media, but the personal and intimate statements of her peers, along with the images they have collected and the portraits that identify them in the social networks. In contrast to the overdetermination of History suggested by the term Zeitgeist, Chatonsky proposes a different concept, the spirit of the flow or Flußgeist, which derives not from a single idea expressed by multiple voices but from a "voice" that is generated by listening to all the different voices on the Net (Chatonsky, Zeitgeist). Again, the ambience is conceived as the combination of a myriad of fragments, which requires attentive contemplation. The artist describes this form of interacting with the contents of the piece by making a reference to the character of the angel Damiel in Wim Wenders’s film Wings of Desire (Der Himmel über Berlin, 1987): “to listen as an angel distant and proximate the inner voice of people, to place the hand on their insensible shoulder, to hold without being able to hold back” (Chatonsky, Flußgeist). The act of listening as described in Wenders's character illustrates several key aspects of the above mentioned artworks: there is, on the one hand, a receptiveness, carried out by the applications that extract data from the Internet, which cannot be “hold back” by the user, unable to control the flow that is evolving in front of her. On the other hand, the information she receives is always fragmentary, made up of disconnected parts which are, in the words of the artist Lisa Jevbratt, “rubbings ... indexical traces of reality” (1). Observing The observation of our environment takes us to consider the concept of landscape. Landscape, in its turn, acquires a double nature when we compare our relationship with the physical environment and the digital realm. In this sense, Mitchell Whitelaw stresses that while data moves at superhuman speed, the real world seems slow and persistent (Landscape). The overlapping of dynamic, fast-paced, virtual information on a physical reality that seems static in comparison is one of the distinctive traits of the following projects, in which the ambience is influenced by realtime data in a visual form that is particularly subtle, or even invisible to the naked eye. Fig. 3: Carlo Zanni, The Fifth Day (2009). Net artwork. Screenshot retrieved on 4/4/2009. Photo: Carlo Zanni. The Fifth Day (2009) by Carlo Zanni is a net art piece in which the artist has created a narration by displaying a sequence of ten pictures showing a taxi ride in the city of Alexandria [Fig.3: The Fifth Day]. Although still, the images are dynamic in the sense that they are transformed according to data retrieved from the Internet describing the political and cultural status of Egypt, along with data extracted from the user's own identity on the Net, such as her IP or city of residence. Every time a user accesses the website where the artwork is hosted, this data is collected and its values are applied to the photos by cloning or modifying particular elements in them. For instance, a photograph of a street will show as many passersby as the proportion of seats held by women in national parliament, while the reflection in the taxi driver's mirror in another photo will be replaced by a picture taken from Al-Jazeera's website. Zanni addresses the viewer's perception of the Middle East by inserting small bits of additional information and also elements from the viewer's location and culture into the images of the Egyptian city. The sequence is rendered as the trailer of a political thriller, enhanced by a dramatic soundtrack and concluded with the artwork's credits. As with the abovementioned projects, the viewer must adopt a passive role, contemplating the images before her and eventually observing the minute modifications inserted by the data retrieved in real time. Yet, in this case, the ambience is not made manifest by a constant buzz to which one must listen, but quite more subtly it is suggested by the fact that not even a still image is always the same. As if observing a landscape, the overall impression is that nothing has changed while there are minor transformations that denote a constant evolution. Zanni has explored this idea in previous works such as eBayLandscape (2004), in which he creates a landscape image by combining data extracted from several websites, or My Temporary Visiting Position from the Sunset Terrace Bar (2007), in which a view of the city of Ahlen (Germany) is combined with a real time webcam image of the sky in Naples (Italy). Although they may seem self-enclosed, these online, data-driven compositions also reflect the global ambience, the Zeitgeist, in different forms. As Carlo Giordano puts it: "Aesthetically, the work aims to a nearly seamless integration of mixed fragments. The contents of these parts, reflecting political and economical issues ... thematize actuality and centrality, amplifying the author's interest in what everybody is talking about, what happens hic et nunc, what is in the fore of the media and social discourse" (16-17). A landscape made of data, such as Zanni's eBayLandscape, is the most eloquent image of how an invisible layer of information is superimposed over our physical environment. Fig. 4: Clara Boj and Diego Díaz, Red Libre, Red Visible (2004-06). Intervention in the urban space. Photo: Lalalab.Artists Clara Boj and Diego Díaz, moreover, have developed a visualisation of the actual flows of data that permeate the spaces we inhabit. In Red Libre, Red Visible [Free Network, Visible Network] (2004-06), Boj and Díaz used Augmented Reality (AR) technology to display the flows of data in a local wireless network by creating AR marker tags that were placed on the street. A Carnivore client developed by the artists enabled anyone with a webcam pointing towards the marker tag and connected to the Wi-Fi network to see in real time the data packets flowing from their computer towards the tag [Fig.4: Red Libre]. The marker tags therefore served both as a tool for the visualisation of network activity as well as a visual sign of the existence of an open network in a particular urban area. Later on, they added the possibility of inserting custom made messages, 3D shapes and images that would appear when a particular AR marker tag was seen through the lens of the webcam. With this project, Boj and Díaz give the user the ability to observe and interact with a layer of her environment that was previously invisible and in some senses, out of reach. The artists developed this idea further in Observatorio [Observatory] (2008), a sightseeing telescope that reveals the existence of Wi-Fi networks in an urban area. In both projects, an important yet unnoticed aspect of our surroundings is brought into focus. As with Carlo Zanni's projects, we are invited to observe what usually escapes our perception. The ambience in our urban environment has also been explored by Julian Oliver, Clara Boj, Diego Díaz and Damian Stewart in The Artvertiser (2009-10), a hand-held augmented reality (AR) device that allows to substitute advertising billboards with custom made images. As Naomi Klein states in her book No Logo, the public spaces in most cities have been dominated by corporate advertising, allowing little or no space for freedom of expression (Klein 399). Oliver's project faces this situation by enabling a form of virtual culture jamming which converts any billboard-crowded plaza into an unparalleled exhibition space. Using AR technology, the artists have developed a system that enables anyone with a camera phone, smartphone or the customised "artvertiser binoculars" to record and substitute any billboard advertisem*nt with a modified image. The user can therefore interact with her environment, first by observing and being aware of the presence of these commercial spaces and later on by inserting her own creations or those of other artists. By establishing a connection to the Internet, the modified billboard can be posted on sites like Flickr or YouTube, generating a constant feedback between the real location and the Net. Gregory Chatonsky's concept of the Flußgeist, which I mentioned earlier, is also present in these works, visually displaying the data on top of a real environment. Again, the user is placed in a passive situation, as a receptor of the information that is displayed in front of her, but in this case the connection with reality is made more evident. Furthermore, the perception of the environment minimises the awareness of the fragmentary nature of the information generated by the flow of data. Embodying In her introduction to the data visualisation section of her book Digital Art, Christiane Paul stresses the fact that data is “intrinsically virtual” and therefore lacking a particular form of manifestation: “Information itself to a large extent seems to have lost its 'body', becoming an abstract 'quality' that can make a fluid transition between different states of materiality” (Paul 174). Although data has no “body”, we can consider, as Paul suggests, any object containing a particular set of information to be a dataspace in its own. In this sense, a tendency in working with the Internet dataflow is to create a connection between the data and a physical object, either as the end result of a process in which the data has been collected and then transferred to a physical form, or providing a means of physically reshaping the object through the variable input of data. The objectification of data thus establishes a link between the virtual and the real, but in the context of an artwork it also implies a particular meaning, as the following examples will show.Fig. 5: Gregory Chatonsky, Le Registre - The Register (2007). Book shelf and books. Photo: Pau Waelder. In Le Registre [The Register] (2007), Gregory Chatonsky developed a software application that gathers sentences related to feelings found on blogs. These sentences are recorded and put together in the form a 500-page book every hour. Every day, the books are gathered in sets of 24 and incorporated to an infinite library. Chatonsky has created a series of bookshelves to collect the books for one day, therefore turning an abstract process into an object and providing a physical embodiment of the murmur of data that I have described earlier [Fig.5: Le Registre]. As with L'Attente, in this work Chatonsky elaborates on the concept of Flußgeist, by “listening” to a specific set of data (in a similar way as in Hansen and Rubin's Listening Post) and bringing it into salience. The end product of this process is not just a meaningless object but actually what makes this work profoundly ironic: printing the books is a futile effort, but also constitutes a borgesque attempt at creating an endless library of something as ephemeral as feelings. In a similar way, but with different intentions, Jens Wunderling brings the online world to the physical world in Default to Public (2009). A series of objects are located in several public spaces in order to display information extracted from users of the Twitter network. Wunderling's installation projects the tweets on a window or prints them in adhesive labels, while informing the users that their messages have been taken for this purpose. The materialisation of information meant for a virtual environment implies a new approach to the concept of ambiance as described previously, and in this case also questions the intimacy of those participating in social networks. As the artist puts it: "In times of rapid change concerning communication behavior, media access and competence, the project Default to Public aims to raise awareness of the possible effects on our lives and our privacy" (Wunderling 155). Fig. 6: Moisés Mañas, Stock (2009). Networked installation. Photo: Moisés Mañas. Finally, in Stock (2009), Moisés Mañas embodies the flow of data from stock markets in an installation consisting of several trench coats hanging from automated coat hangers which oscillate when the stock values of a certain company rise. The resulting movement of the respective trench coat simulates a person laughing. In this work, Mañas translates the abstract flow of data into a clearly understandable gesture, providing at the same time a comment on the dynamics of stock markets [Fig.6: Stock]. Mañas´s project does not therefore simply create a physical output of a specific information (such as the stock value of a company at any given moment), but instead creates a dynamic sculpture which suggests a different perception of an otherwise abstract data. On the one hand, the trenchcoats have a ghostly presence and, as they move with unnatural spams, they remind us of the Freudian concept of the Uncanny (Das Umheimliche) so frequently associated with robots and artificial intelligence. On the other hand, the image of a person laughing, in the context of stock markets and the current economical crisis, becomes an ironic symbol of the morality of some stockbrokers. In these projects, the ambience is brought into attention by generating a physical output of a particular set of data that is extracted from certain channels and piped into a system that creates an embodiment of this immaterial flow. Yet, as the example of Mañas's project clearly shows, objects have particular meanings that are incorporated into the artwork's concept and remind us that the visualisation of information in data art is always discretionary, shaped in a particular form in order to convey the artist's intentions. Beyond the Buzz The artworks presented in this article revealt that, beyond the murmur of sentences culled from chats and blogs, the flow of data on the Internet can be used to express our difficult relationship with the vast amount of information that surrounds us. As Mitchell Whitelaw puts it: “Data art reflects a contemporary worldview informed by data excess; ungraspable quantity, wide distribution, mobility, heterogeneity, flux. Orienting ourselves in this domain is a constant challenge; the network exceeds any overview or synopsis” (Information). This excess is compared by Lev Manovich with the Romantic concept of the Sublime, that which goes beyond the limits of human measure and perception, and suggests an interpretation of data art as the Anti-Sublime (Manovich 11). Yet, in the projects that I have presented, rather than making sense of the constant flow of data there is a sort of dialogue, a framing of the information under a particular interpretation. Data is channeled through the artworks's interfaces but remains as a raw material, unprocessed to some extent, retrieved from its original context. These works explore the possibility of presenting us with constantly renewed content that will develop and, if the artwork is preserved, reflect the thoughts and visions of the next generations. A work constantly evolving in the present continuous, yet also depending on the uncertain future of social network companies and the ever-changing nature of the Internet. The flow of data will nevertheless remain unstoppable, our ambience defined by the countless interactions that take place every day between our divided self and the growing number of machines that share information with us. References Agre, Phil. “Living Data.” Wired 2.11 (Nov. 1994). 30 April 2010 ‹http://www.wired.com/wired/archive/2.11/agre.if.html›. Chatonsky, Gregory. “Flußgeist, une fiction sans narration.” Gregory Chatonsky, Notes et Fragments 13 Feb. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/13-flusgeist-une-fiction-sans-narration/›. ———. “Le Zeitgeist et l'esprit de 'nôtre' temps.” Gregory Chatonsky, Notes et Fragments 21 Jan. 2007. 28 Feb. 2010 ‹http://incident.net/users/gregory/wordpress/21-le-zeigeist-et-lesprit-de-notre-temps/›. Giordano, Carlo. Carlo Zanni. Vitalogy. A Study of a Contemporary Presence. London: Institute of Contemporary Arts, 2005. Hansen, Mark, and Ben Rubin. “Listening Post.” Cyberarts 2004. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder and Christine Schöpf. Ostfildern: Hate Cantz, 2004. 112-17. ———. “Babble Online: Applying Statistics and Design to Sonify the Internet.” Proceedings of the 2001 International Conference on Auditory Display, Espoo, Finland. 30 April 2010 ‹http://www.acoustics.hut.fi/icad2001/proceedings/papers/hansen.pdf›. Jevbratt, Lisa. “Projects.” A::minima 15 (2003). 30 April 2010 ‹http://aminima.net/wp/?p=93&language=en›. Klein, Naomi. No Logo. [El poder de las marcas]. Barcelona: Paidós, 2007. Manovich, Lev. “Data Visualization as New Abstraction and Anti-Sublime.” Manovich.net Aug. 2002. 30 April 2010 ‹http://www.manovich.net/DOCS/data_art_2.doc›. Paul, Christiane. Digital Art. London: Thames & Hudson, 2003. Whitelaw, Mitchell. “Landscape, Slow Data and Self-Revelation.” Kerb 17 (May 2009). 30 April 2010 ‹http://teemingvoid.blogspot.com/2009/05/landscape-slow-data-and-self-revelation.html›. ———. “Art against Information: Case Studies in Data Practice.” Fibreculture 11 (Jan. 2008). 30 April 2010 ‹http://journal.fibreculture.org/issue11/issue11_whitelaw.html›. Wunderling, Jens. "Default to Public." Cyberarts 2009. International Compendium – Prix Ars Electronica 2004. Ed. Hannes Leopoldseder, Christine Schöpf and Gerfried Stocker. Ostfildern: Hate Cantz, 2009. 154-55.

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Wallace, Derek. "'Self' and the Problem of Consciousness." M/C Journal 5, no.5 (October1, 2002). http://dx.doi.org/10.5204/mcj.1989.

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Whichever way you look at it, self is bound up with consciousness, so it seems useful to review some of the more significant existing conceptions of this relationship. A claim by Mikhail Bakhtin can serve as an anchoring point for this discussion. He firmly predicates the formation of self not just on the existence of an individual consciousness, but on what might be called a double or social (or dialogic) consciousness. Summarising his argument, Pam Morris writes: 'A single consciousness could not generate a sense of its self; only the awareness of another consciousness outside the self can produce that image.' She goes on to say that, 'Behind this notion is Bakhtin's very strong sense of the physical and spatial materiality of bodily being,' and quotes directly from Bakhtin's essay as follows: This other human being whom I am contemplating, I shall always see and know something that he, from his place outside and over against me, cannot see himself: parts of his body that are inaccessible to his own gaze (his head, his face and its expression), the world behind his back . . . are accessible to me but not to him. As we gaze at each other, two different worlds are reflected in the pupils of our eyes . . . to annihilate this difference completely, it would be necessary to merge into one, to become one and the same person. This ever--present excess of my seeing, knowing and possessing in relation to any other human being, is founded in the uniqueness and irreplaceability of my place in the world. (Bakhtin in Morris 6 Recent investigations in neuroscience and the philosophy of mind lay down a challenge to this social conception of the self. Notably, it is a challenge that does not involve the restoration of any variant of Cartesian rationalism; indeed, it arguably over--privileges rationalism's subjective or phenomenological opposite. 'Self' in this emerging view is a biologically generated but illusory construction, an effect of the operation of what are called 'neural correlates of consciousness' (NCC). Very briefly, an NCC refers to the distinct pattern of neurochemical activity, a 'neural representational system' -- to some extent observable by modern brain--imaging equipment – that corresponds to a particular configuration of sense--phenomena, or 'content of consciousness' (a visual image, a feeling, or indeed a sense of self). Because this science is still largely hypothetical, with many alternative terms and descriptions, it would be better in this limited space to focus on one particular account – one that is particularly well developed in the area of selfhood and one that resonates with other conceptions included in this discussion. Thomas Metzinger begins by postulating the existence within each person (or 'system' in his terms) of a 'self--model', a representation produced by neural activity -- what he calls a 'neural correlate of self--consciousness' -- that the individual takes to be the actual self, or what Metzinger calls the 'phenomenal self'. 'A self--model is important,' Metzinger says, 'in enabling a system to represent itself to itself as an agent' (293). The individual is able to maintain this illusion because 'the self--model is the only representational structure that is anchored in the brain by a continuous source of internally generated input' (297). In a manner partly reminiscent of Bakhtin, he continues: 'The body is always there, and although its relational properties in space and in movement constantly change, the body is the only coherent perceptual object that constantly generates input.' The reason why the individual is able to jump from the self--model to the phenomenal self in the first place is because: We are systems that are not able to recognise their subsymbolic self--model as a model. For this reason, we are permanently operating under the conditions of a 'naïve--realistic self--misunderstanding': We experience ourselves as being in direct and immediate epistemic contact with ourselves. What we have in the past simply called a 'self' is not a non--physical individual, but only the content of an ongoing dynamical process – the process of transparent self—modeling. (Metzinger 299) The question that nonetheless arises is why it should be concluded that this self--model emerges from subjective neural activity and not, say, from socialisation. Why should a self--model be needed in the first place? Metzinger's response is to say that there is good evidence 'for some kind of innate 'body prototype'' (298), and he refers to research that shows that even children born without limbs develop self--models which sometimes include limbs, or report phantom sensations in limbs that have never existed. To me, this still leaves open the possibility that such children are modelling their body image on strong identification with human others. But be that as it may, one of the things that remains unclear after this relatively rich account of contemporary or scientific phenomenology is the extent to which 'neural consciousness' is or can be supplemented by other kinds of consciousness, or indeed whether neural consciousness can be overridden by the 'self' acting on the basis of these other kinds of consciousness. The key stake in Metzinger's account is 'subjectivity'. The reason why the neural correlate of self--consciousness is so important to him is: 'Only if we find the neural and functional correlates of the phenomenal self will we be able to discover a more general theoretical framework into which all data can fit. Only then will we have a chance to understand what we are actually talking about when we say that phenomenal experience is a subjective phenomenon' (301). What other kinds of consciousness might there be? It is significant that, not only do NCC exponents have little to say about the interaction with other people, they rarely mention language, and they are unanimously and emphatically of the opinion that the thinking or processing that takes place in consciousness is not dependent on language, or indeed any signifying system that we know of (though conceivably, it occurs to me, the neural correlates may signify to, or 'call up', each other). And they show little 'consciousness' that a still influential body of opinion (informed latterly by post--structuralist thinking) has argued for the consciousness shaping effects of 'discourse' -- i.e. for socially and culturally generated patterns of language or other signification to order the processing of reality. We could usefully coin the term 'verbal correlates of consciousness' (VCC) to refer to these patterns of signification (words, proverbs, narratives, discourses). Again, however, the same sorts of questions apply, since few discourse theorists mention anything like neuroscience: To what extent is verbal consciousness supplemented by other forms of consciousness, including neural consciousness? These questions may never be fully answerable. However, it is interesting to work through the idea that NCC and VCC both exist and can be in some kind of relation even if the precise relationship is not measurable. This indeed is close to the case that Charles Shepherdson makes for psychoanalysis in attempting to retrieve it from the misunderstanding under which it suffers today: We are now familiar with debates between those who seek to demonstrate the biological foundations of consciousness and sexuality, and those who argue for the cultural construction of subjectivity, insisting that human life has no automatically natural form, but is always decisively shaped by contingent historical conditions. No theoretical alternative is more widely publicised than this, or more heavily invested today. And yet, this very debate, in which 'nature' and 'culture' are opposed to one another, amounts to a distortion of psychoanalysis, an interpretive framework that not only obscures its basic concepts, but erodes the very field of psychoanalysis as a theoretically distinct formation (2--3). There is not room here for an adequate account of Shepherdson's recuperation of psychoanalytic categories. A glimpse of the stakes involved is provided by Shepherdson's account, following Eugenie Lemoine--Luccione, of anorexia, which neither biomedical knowledge nor social constructionism can adequately explain. The further fact that anorexia is more common among women of the same family than in the general population, and among women rather than men, but in neither case exclusively so, thereby tending to rule out a genetic factor, allows Shepherdson to argue: [A]norexia can be understood in terms of the mother--daughter relation: it is thus a symbolic inheritance, a particular relation to the 'symbolic order', that is transmitted from one generation to another . . . we may add that this relation to the 'symbolic order' [which in psychoanalytic theory is not coextensive with language] is bound up with the symbolisation of sexual difference. One begins to see from this that the term 'sexual difference' is not used biologically, but also that it does not refer to general social representations of 'gender,' since it concerns a more particular formation of the 'subject' (12). An intriguing, and related, possibility, suggested by Foucault, is that NCC and VCC (or in Foucault's terms the 'visible' and the 'articulable'), operate independently of each other – that there is a 'disjunction' (Deleuze 64) or 'dislocation' (Shepherdson 166) between them that prevents any dialectical relation. Clearly, for Foucault, the lack of dialectical relation between the two modes does not mean that both are not at all times equally functional. But one can certainly speculate that, increasingly under postmodernity and media saturation, the verbal (i.e. the domain of signification in general) is influential. And if linguistic formations -- discourses, narratives, etc. -- can proliferate and feed on each other unconstrained by other aspects of reality, we get the sense of language 'running away with itself' and, at least for a time, becoming divorced from a more complete sense of reality. (This of course is basically the argument of Baudrillard.) The reverse may also be possible, in certain periods, although the idea that language could have no mediating effect at all on the production of reality (just inconsequential fluff on the surface of things) seems far--fetched in the wake of so much postmodern and media theory. However, the notion is consistent with the theories of hard--line materialists and genetic determinists. But we should at least consider the possibility that some sort of shaping interaction between NCC and VCC, without implicating the full conceptual apparatus of psychoanalysis, is continuously occurring. This possibility is, for me, best realised by Jacques Derrida when he writes of an irreducible interweaving of consciousness and language (the latter for Derrida being a cover term for any system of signification). This interweaving is such that the significatory superstructure 'reacts upon' the 'substratum of non--expressive acts and contents', and the name for this interweaving is 'text' (Mowitt 98). A further possibility is that provided by Pierre Bourdieu's notion of habitus -- the socially inherited schemes of perception and selection, imparted by language and example, which operate for the most part below the level of consciousness but are available to conscious reflection by any individual lucky enough to learn how to recognise that possibility. If the subjective representations of NCC exist, this habitus can be at best only partial; something denied by Bourdieu whose theory of individual agency is founded in what he has referred to as 'the relation between two states of the social' – i.e. 'between history objectified in things, in the form of institutions, and history incarnate in the body, in the form of that system of durable dispositions I call habitus' (190). At the same time, much of Bourdieu's thinking about the habitus seems as though it could be consistent with the kind of predictable representations that might be produced by NCC. For example, there are the simple oppositions that structure much perception in Bourdieu's account. These range from the obvious phenomenological ones (dark/light; bright/dull; male/female; hard/soft, etc.) through to the more abstract, often analogical or metaphorical ones, such as those produced by teachers when assessing their students (bright/dull again; elegant/clumsy, etc.). It seems possible that NCC could provide the mechanism or realisation for the representation, storage, and reactivation of impressions constituting a social model--self. However, an entirely different possibility remains to be considered – which perhaps Bourdieu is also getting at – involving a radical rejection of both NCC and VCC. Any correlational or representational theory of the relationship between a self and his/her environment -- which, according to Charles Altieri, includes the anti--logocentrism of Derrida -- assumes that the primary focus for any consciousness is the mapping and remapping of this relationship rather than the actions and purposes of the agent in question. Referring to the later philosophy of Wittgenstein, Altieri argues: 'Conciousness is essentially not a way of relating to objects but of relating to actions we learn to perform . . . We do not usually think about objects, but about the specific form of activity which involves us with these objects at this time' (233). Clearly, there is not yet any certainty in the arguments provided by neuroscience that neural activity performs a representational role. Is it not, then, possible that this activity, rather than being a 'correlate' of entities, is an accompaniment to, a registration of, action that the rest of the body is performing? In this view, self is an enactment, an expression (including but not restricted to language), and what self--consciousness is conscious of is this activity of the self, not the self as entity. In a way that again returns us towards Bakhtin, Altieri writes: '>From an analytical perspective, it seems likely that our normal ways of acting in the world provide all the criteria we need for a sense of identity. As Sidney Shoemaker has shown, the most important source of the sense of our identity is the way we use the spatio--temporal location of our body to make physical distinctions between here and there, in front and behind, and so on' (234). Reasonably consistent with the Wittgensteinian view -- in its focus on self--activity -- is that contemporary theorisation of the self that compares in influence with that posed by neuroscience. This is the self avowedly constructed by networked computer technology, as described by Mark Poster: [W]hat has occurred in the advanced industrial societies with increasing rapidity . . . is the dissemination of technologies of symbolisation, or language machines, a process that may be described as the electronic textualisation of daily life, and the concomitant transformations of agency, transformations of the constitution of individuals as fixed identities (autonomous, self--regulating, independent) into subjects that are multiple, diffuse, fragmentary. The old (modern) agent worked with machines on natural materials to form commodities, lived near other workers and kin in urban communities, walked to work or traveled by public transport, and read newspapers but engaged as a communicator mostly in face--to--face relations. The new (postmodern) agent works mostly on symbols using computers, lives in isolation from other workers and kin, travels to work by car, and receives news and entertainment from television. . . . Individuals who have this experience do not stand outside the world of objects, observing, exercising rational faculties and maintaining a stable character. The individuals constituted by the new modes of information are immersed and dispersed in textualised practices where grounds are less important than moves. (44--45) Interestingly, Metzinger's theorisation of the model--self lends itself to the self--mutability -- though not the diffusion -- favoured by postmodernists like Poster. [I]t is . . . well conceivable that a system generates a number of different self--models which are functionally incompatible, and therefore modularised. They nevertheless could be internally coherent, each endowed with its own characteristic phenomenal content and behavioral profile. . . this does not have to be a pathological situation. Operating under different self--models in different situational contexts may be biologically as well as socially adaptive. Don't we all to some extent use multiple personalities to cope efficiently with different parts of our lives? (295--6) Poster's proposition is consistent with that of many in the humanities and social sciences today, influenced variously by postmodernism and social constructionism. What I believe remains at issue about his account is that it exchanges one form of externally constituted self ('fixed identity') for another (that produced by the 'modes of information'), and therefore remains locked in a logic of deterministic constitution. (There is a parallel here with Altieri's point about Derrida's inability to escape representation.) Furthermore, theorists like Poster may be too quickly generalising from the experience of adults in 'textualised environments'. Until such time as human beings are born directly into virtual reality environments, each will, for a formative period of time, experience the world in the way described by Bakhtin – through 'a unified perception of bodily and personal being . . . characterised . . . as a loving gift mutually exchanged between self and other across the borderzone of their two consciousnesses' (cited in Morris 6). I suggest it is very unlikely that this emergent sense of being can ever be completely erased even when people subsequently encounter each other in electronic networked environments. It is clearly not the role of a brief survey like this to attempt any resolution of these matters. Indeed, my review has made all the more apparent how far from being settled the question of consciousness, and by extension the question of selfhood, remains. Even the classical notion of the homunculus (the 'little inner man' or the 'ghost in the machine') has been put back into play with Francis Crick and Christof Koch's (2000) neurobiological conception of the 'unconscious homunculus'. The balance of contemporary evidence and argument suggests that the best thing to do right now is to keep the questions open against any form of reductionism – whether social or biological. One way to do this is to explore the notions of self and consciousness as implicated in ongoing processes of complex co--adaptation between biology and culture -- or their individual level equivalents, brain and mind (Taylor Ch. 7). References Altieri, C. "Wittgenstein on Consciousness and Language: a Challenge to Derridean Literary Theory." Wittgenstein, Theory and the Arts. Ed. Richard Allen and Malcolm Turvey. New York: Routledge, 2001. Bourdieu, P. In Other Words: Essays Towards a Reflexive Sociology. Trans. Matthew Adamson. Stanford: Stanford University Press, 1990. Crick, F. and Koch, C. "The Unconscious Homunculus." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Deleuze, G. Foucault. Trans. Sean Hand. Minneapolis: University of Minnesota Press, 1988. Metzinger, T. "The Subjectivity of Subjective Experience: A Representationalist Analysis of the First-Person Perspective." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Morris, P. (ed.). The Bakhtin Reader: Selected Writings of Bakhtin, Medvedev, Voloshinov. London: Edward Arnold, 1994. Mowitt, J. Text: The Genealogy of an Interdisciplinary Object. Durham: Duke University Press, 1992. Poster, M. Cultural History and Modernity: Disciplinary Readings and Challenges. New York: Columbia University Press, 1997. Shepherdson, C. Vital Signs: Nature, Culture, Psychoanalysis. New York: Routledge, 2000. Taylor, M. C. The Moment of Complexity: Emerging Network Culture. Chicago: University of Chicago Press, 2001. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Wallace, Derek. "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5.5 (2002). [your date of access] < http://www.media-culture.org.au/mc/0210/Wallace.html &gt. Chicago Style Wallace, Derek, "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5, no. 5 (2002), < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]). APA Style Wallace, Derek. (2002) 'Self' and the Problem of Consciousness. M/C: A Journal of Media and Culture 5(5). < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]).

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Wegner, Juliane, and Julia Stüwe. "Young Cancer on Instagram." M/C Journal 23, no.6 (November28, 2020). http://dx.doi.org/10.5204/mcj.2724.

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Introduction Although our postmodern (media) society should provide room for diversity and otherness (Greer and Jewkes), some people are not integrated but rather excluded. Social exclusion can be defined as the discrepancy of the wish of being part of a society and its possibilities to be part of it and contains feelings or experiences of physically or emotionally exclusion from others (Burchardt et al.; Riva and Eck). It is not really known what or who is responsible for social exclusion (Hills et al.), but it is certain that it is not that rare phenomenon — especially in social media. Here, digital engagement characteristics (likes, follows, shares, and comments) are important to build up, renew, and strengthen different forms of relationships. But if users do not receive any feedback, the risk of feeling social excluded increases. In this context, adolescents and young adults as the primary audience are the focus of interest. They seem to be especially vulnerable when it comes to social ostracism within social media and its potential negative psychological effects (Timeo et al.). The variety of social exclusion allows multiple perspectives on the topic. Hereafter we focus on young people with cancer. This life-threatening disease can increase the risk of being excluded. Cancer as a chronic illness and its negative effects on people’s lives, such as potential death, long-term and late effects, private and social burdens (Hilgendorf et al.), show an obvious otherness compared to the healthy peer, which might push ostracism effects and social exclusion of young people within social media to a new level. We actually can see a large number of (included) young cancer patients and survivors using social media for information sharing, exchanging ideas, networking, and addressing their unmet needs of the real world (Chou et al.; Chou and Moskowitz; Ruckenstuhl et al.; Perales et al.). Especially Instagram is becoming more present in social cancer communication (Stage et al.), though it actually increasingly represents cheerful, easy-going content (Hu et al.; Waterloo et al.). Judging by the number of cancer-related hashtags, we can see more and more public cancer bloggers thematise cancer illness on Instagram. But less is known about the actual content posted by cancer bloggers on Instagram. This leads us to the question, to what extent is cancer content found and included or excluded on public Instagram profiles of German speaking cancer bloggers? And is there a difference between biography descriptions with visible cancer references and posted motifs, captions and hashtags? Chronic Illnesses, Identities, and Social Networks Chronic illnesses such as cancer not only affect the body, but also impact on the identity of those affected. It is understood as life-changing with both short-term and long-term effects on the identity-forming process and on the already developed identity (Bury; Charmaz; Leventhal et al.). With their diagnosis, adolescents and young adults face a double challenge: they have to cope with the typical developmental changes of this age group and they have to negotiate these changes against the background of a life-threatening illness (Makros and McCabe; Zebrack and Isaacso). Miller shows three levels of identity for young cancer patients (pre-cancer identity, patient identity, and post-cancer identity), which are used regularly and flexibly by those affected in their interaction with the social network in order to maintain relationships and to minimise communicative misunderstandings. Moreover, the negotiation of the self within the social network and its expectations, especially towards convalescent people, can lead to paradoxical situations and identities of young people with cancer (Jones et al.). Although therapeutic measures are completed and patients may be discharged as cured, physical, cognitive, and emotional challenges with regard to the illness (e.g. fatigue, loss of performance, difficulty concentrating) still have to be overcome. These challenges, despite recovery, cause those affected to feel they still belong to a cancer group which they have actually largely outgrown medically and therapeutically, and also continually remind them of their present difference from the healthy peer group. To minimise these differences, narratives are the means for those affected to negotiate their new illness-related identity with their network (Hyde). These processes can be digitally transformed on blogs or to age-appropriate social network sites (SNS), which enable users to record and communicate experiences and emotions in an uncomplicated, situational manner and with fewer inhibitions (Kim and Gilham). Cancer contents on SNS are called autopathography and can serve as a means of self-expression, whilst at the same time stimulating communication and networking and thus significantly influencing identity and identity development in the chronic disease process (Rettberg; Ressler et al.; Abrol et al.; Stage). The possibility of recording and archiving private moments in a digital environment through photos and texts creates a visual diary. Here, illness recordings are not just motifs, but also part of an identity process by accepting the self as being ill (Nesby and Salamonsen; Tembeck). Instagram-Exclusive Positivity Instagram is the most popular social media network amongst 14-29 year olds in Germany (Beisch et al.). It presents itself as a highly visual structured platform. Furthermore, both posts and stories are dominated by content with innocuous motifs (Hu et al.). Additionally, the visual culture on Instagram is supported by integrated image optimisations such as filters and therefore often associated with high aesthetic standards (Waterloo et al.). This encourages the exchange of idealised self-presenting and self-advertising content (Lee et al.; Lup et al.; Sheldon and Bryant). The positive tone of the shared motifs and captions can also be explained by larger, sometimes anonymous networks on Instagram. The principle of non-reciprocal following of public accounts increasingly creates weak ties, which can additionally encourage the sharing of positively connoted content due to the anonymity (Lin et al.; Waterloo et al.). The posting of negative moods or image motifs to anonymous followers does not seem to be socially standardised, due to the associated intimate thoughts and feelings (Bazarova). In addition, users are aware of the public framework in which they address intimate topics and discourses (Bazarova and Choi). Internal platform standards and technical possibilities thus create a particular posting culture: an environment that is—due to its strong visual-aesthetic structure and anonymous follower-based networks—almost exclusively positive. However, these assumptions and findings are based on a general posting culture, which is usually not focussed on niche topics like cancer. Previous studies show that SNS are used for exchange and networking, especially by young cancer patients (Chou and Moskowitz; Perales et al.). Studies from online SNS disease-related self-help groups show that weak ties in illness situations are considered beneficial when it comes to self-disclosure, seeking help, and support (Wright et al.; Love et al.; Donovan et al.). In addition, Instagram is part of the so-called “vital media” (Stage et al.), which means it is very important for young cancer patients to share cancer-related material. But despite these research findings less is known about the content shared by German-speaking bloggers who have visible cancer references in their Instagram biography. Do they include a serious, even life-threatening illness on a platform that actually stands for positivity, or do they follow the invisible platform regulations in their posted content and statements and exclude it by themselves? The specific objectives of this explorative study were (a) to obtain a descriptive analysis of the manner in which cancer bloggers post content on Instagram, and (b) to determine the extent to which most applied practices exclude the posting of certain negatively connoted motives and emotions associated with cancer. Methodology For the study, 142 German-speaking cancer bloggers (14–39 years of age) with public accounts and visible cancer references in their biography were researched on Instagram. The sample was divided into posts (7,553) and stories (4,117). The content was examined using a standardised content analysis and a code book with relevant categories (motifs, body presences, emotions, captions, emojis; ICR Cronbach’s alpha = 0.85). Measured by the value of the content posted, the story users, at 23 years of age, were comparatively much younger than the post users, at 30 years of age. The sample was predominantly female in both posts (81%) and stories (99%). The most common form of cancer was breast cancer (posts: 28%; stories: 29%), followed by brain tumors (posts: 19%; stories: 16%) and leukaemia (posts: 4%; stories: 19%). Most content was shared by people who were actively involved in treatment – 46% of posts and 54% of stories. Completed treatments were more common in posts (39%) than in stories (19%). At the time of data collection, the Instagram entries were explicitly open to the public, and no registration was required. The content, not the individual, was analysed to minimise the risk for the bloggers and to prevent them from violations of privacy and autonomy by third parties. Furthermore, the entries were assigned unidentifiable numbers to ensure that no tracing is possible (Franzke et al.). Results The sample consists of public cancer blogger accounts who document everyday experiences for their network in images and videos. The following results are shown for posts (P) and stories (S). Motifs and Bodies Looking at the evaluation of the image motifs, the selfie predominates both in posts, with 20.7 per cent, and stories, with 32.8 per cent. Other popular photo motifs are pictures of food (P: 10.2%; S: 11.0%), activities (P: 7.2%; S: 7.7%), landscapes (P: 6.3%; S: 7.1%), and of/with family and friends (P: 12.5%; S: 6.0%). Photos in medical or clinical settings are rare, with one per cent in the posts and three per cent in the stories. Looking at the bodies and faces displayed, a comparatively normal to positive image of the bloggers that were studied can be observed. Most of the people in the posts present themselves with hair (81.3%), wear make-up (53.3%) and smile at the camera (64.1%). A similar trend can also be seen in the stories. Here 63.8 per cent present themselves with hair, 62.7 per cent with make-up and 55.3 per cent with happy facial expressions. In contrast, scars (P: 1.6%; S: 4.4%) or amputations (P: 0.2%; S: 0.1%) are hardly ever shown. Thus, possible therapy-accompanying symptoms, such as alopecia, ports for chemotherapy, or amputations (e.g. mastectomy in the case of breast cancer) are rarely or hardly ever made visible by cancer bloggers. Captions, Hashtags, and Emojis Similar to the motifs, everyday themes dominate in the captions of the images, such as the description of activities (P: 23.2%; S: 18.0%), food (P: 8.2%; S: 9.3%), or beauty/fashion (P: 6.2%; S: 10.2%). However, information on the current health status of the person affected can be found under every tenth photo, both in the stories and in the posts. Hashtags are mainly found amongst the posts with 81.5 per cent. In keeping with the caption, normal themes were also chosen here, divided into the categories of activities (17.7%), beauty/fashion (7.6%), food (5.8%), and family/friends (4.8%). Illness-specific hashtags (e.g. #cancer, #survivor, or #chemo) were chosen in 15.6 per cent. In addition, the cancer bloggers in this study used emojis in 74 per cent of their posts. In the stories, however, only 28.2 per cent of the content was tagged with emojis. The most common category is smileys & people (P: 46.8%; S: 52.8%), followed by symbols (e.g. hearts, ribbons) (P: 21.1%; S: 26.5%), and animals & nature (P: 17.0%; S: 14.2%). Emotions In captions, hashtags and emojis, emotions were divided into positive (e.g. joy, fighting spirit), neutral (e.g. simple narration of the experience), and negative (e.g. fear, anger). It is noticeable that in all three categories predominantly and significantly positive or neutral words and images were used to describe emotional states or experiences. In the case of captions, 40.4 per cent of the posts and 43.9 per cent of the stories could be classified as positive. For the hashtags, the values were 18.7 per cent (P) and 43 per cent (S), and for the emojis 60 per cent (P) and 65.7 per cent (S). In contrast, there were hardly any negative moods (captions P: 5.7%, S: 5.8%; hashtags P: 4.4%, S: 0.7%; emojis P: 8.7%, S: 6.4%). Although the disease status (e.g. active in therapy or completed) had less impact on emotional messages, a significant connection with the applied thematic areas could be observed. Thus, it is apparent that medical and/or therapeutic aspects tend to be described with positive and negative words and hashtags, e.g. the current health status (χ²(3) = 795.44, p =.000, φ = 0.346) or the topics of illness/health via hashtag (χ²(3) = 797.67, p =.000, φ = 0.361). Topics such as food (χ²(3) = 20.49, p =.000, φ = 0.056) or beauty/fashion (χ²(3) = 51.52, p =.000, φ = 0.092) are recognisably more impersonal from an emotional perspective. Discussion A Digital Identity Paradox Drugs, chemotherapy, setbacks, physical impairments, or anxiety are issues that usually accompany cancer patients during treatment and also in remission. Looking at the content posted by German-speaking cancer bloggers on Instagram, illness-related images and words are comparatively rare. The bloggers show their normal, mostly cancer-free world, in which negative and illness-related content does not seem to fit. Although they clearly draw attention to their illness through their biography, this is not or only rarely addressed. Therefore, it can be stated that cancer as a topic is excluded by choice by the bloggers examined. Neither motifs, captions, nor hashtags make the illness visible. This seems paradoxical because the content and biography appear to contradict each other. And yet, the content studied only shows what Jones et al. and Miller have already described: their identity paradox, or multiple identities. The digital acceptance of one's own illness and solidarity with (anonymous) fellow sufferers is clearly given through the disclosure in the biography, but yet a normal and healthy online ego—comparable to the peer group and equal to their own illness identity—is aspired to. It seems as if those affected have to switch their identity back and forth. The awareness that they are already different in real life (in this case, ill) encourages the users examined to show a normal, age-appropriate life—at least online, which is why we speak of an identity paradox 2.0. Based on our data, the obvious otherness of being ill—and in this context the potential higher risk of digital ostracism effects (Greer and Jewkes; Timeo et al.)—can be a reason for self-exclusion of the cancer topic, in order not to be excluded by a healthy peer. The Standard Creates the Content The positive tone that can be found in almost every second post can be explained by the platform standards and practices themselves (Waterloo et al.). Thus, smiling faces in a public environment correspond more to this than sadness, anger, or despair. Although disease-related topics in captions are also provided with negatively connoted language, they do not have a determining influence on the public self-image of the blogger and their life and the illness. The strong visual culture on Instagram does not leave much scope for "other", perhaps more authentic serious content. The fact that published content has the potential to talk about cancer and to make one’s own experience with the disease transparent is proven by blogs (Kim and Gilham). Instagram does not currently seem to be particularly suitable for public profiles to make serious illness narratives about cancer. Conclusion It remains to be noted that public cancer blogs attempt to include a serious topic on Instagram. But with regard to the data, we can see a form of (maybe unconsciously) self-chosen exclusion of illness narratives. The reasons might vary. On the one hand, cancer bloggers want to belong to a healthy peer group, and expressing a visible otherness would exclude them. Therefore, they try to reduce the higher risk potential of ostracism effects. On the other hand, internal Instagram regulations and standards create an environment which can strengthen the bloggers' posting behaviours: young people, especially, post life-affirming and life-related content. This also helps them to cope with crisis situations and to avoid being dominated by a life-threatening disease. Further research on cancer on Instagram is needed to determine to what extent this is desired, and whether an awareness of this paradox exists or develops intuitively. 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