1,134 research outputs found

    Second-Person Surveillance: Politics of User Implication in Digital Documentaries

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    This dissertation analyzes digital documentaries that utilize second-person address and roleplay to make users feel implicated in contemporary refugee crises, mass incarceration in the U.S., and state and corporate surveillances. Digital documentaries are seemingly more interactive and participatory than linear film and video documentary as they are comprised of a variety of auditory, visual, and written media, utilize networked technologies, and turn the documentary audience into a documentary user. I draw on scholarship from documentary, game, new media, and surveillance studies to analyze how second-person address in digital documentaries is configured through user positioning and direct address within the works themselves, in how organizations and creators frame their productions, and in how users and players respond in reviews, discussion forums, and Letā€™s Plays. I build on Michael Rothbergā€™s theorization of the implicated subject to explore how these digital documentaries bring the user into complicated relationality with national and international crises. Visually and experientially implying that users bear responsibility to the subjects and subject matter, these works can, on the one hand, replicate modes of liberal empathy for suffering, distant ā€œothersā€ and, on the other, simulate oneā€™s own surveillant modes of observation or behavior to mirror it back to users and open up oneā€™s offline thoughts and actions as a site of critique. This dissertation charts how second-person address shapes and limits the political potentialities of documentary projects and connects them to a lineage of direct address from educational and propaganda films, museum exhibits, and serious games. By centralizing the userā€™s individual experience, the interventions that second-person digital documentaries can make into social discourse change from public, institution-based education to more privatized forms of sentimental education geared toward personal edification and self-realization. Unless tied to larger initiatives or movements, I argue that digital documentaries reaffirm a neoliberal politics of individual self-regulation and governance instead of public education or collective, social intervention. Chapter one focuses on 360-degree virtual reality (VR) documentaries that utilize the feeling of presence to position users as if among refugees and as witnesses to refugee experiences in camps outside of Europe and various dwellings in European cities. My analysis of Clouds Over Sidra (Gabo Arora and Chris Milk 2015) and The Displaced (Imraan Ismail and Ben C. Solomon 2015) shows how these VR documentaries utilize observational realism to make believable and immersive their representations of already empathetic refugees. The empathetic refugee is often young, vulnerable, depoliticized and dehistoricized and is a well-known trope in other forms of humanitarian media that continues into VR documentaries. Forced to Flee (Zahra Rasool 2017), I am Rohingya (Zahra Rasool 2017), So Leben FlĆ¼chtlinge in Berlin (Berliner Morgenpost 2017), and Limbo: A Virtual Experience of Waiting for Asylum (Shehani Fernando 2017) disrupt easy immersions into realistic-looking VR experiences of stereotyped representations and user identifications and, instead, can reflect back the userā€™s political inaction and surveillant modes of looking. Chapter two analyzes web- and social media messenger-based documentaries that position users as outsiders to U.S. mass incarceration. Users are noir-style co-investigators into the crime of the prison-industrial complex in Fremont County, Colorado in Prison Valley: The Prison Industry (David Dufresne and Philippe Brault 2009) and co-riders on a bus transporting prison inmatesā€™ loved ones for visitations to correctional facilities in Upstate New York in A Temporary Contact (Nirit Peled and Sara Kolster 2017). Both projects construct an experience of carceral constraint for users to reinscribe seeming ā€œoutsideā€ places, people, and experiences as within the continuation of the racialized and classed politics of state control through mass incarceration. These projects utilize interfaces that create a tension between replicating an exploitative hierarchy between non-incarcerated users and those subject to mass incarceration while also de-immersing users in these experiences to mirror back the userā€™s supposed distance from this mode of state regulation. Chapter three investigates a type of digital game I term dataveillance simulation games, which position users as surveillance agents in ambiguously dystopian nation-states and force users to use their own critical thinking and judgment to construct the criminality of state-sanctioned surveillance targets. Project Perfect Citizen (Bad Cop Studios 2016), Orwell: Keeping an Eye on You (Osmotic Studios 2016), and Papers, Please (Lucas Pope 2013) all create a dual empathy: players empathize with bureaucratic surveillance agents while empathizing with surveillance targets whose emails, text messages, documents, and social media profiles reveal them to be ā€œnormalā€ people. I argue that while these games show criminality to be a construct, they also utilize a racialized fear of the loss of oneā€™s individual privacy to make players feel like they too could be surveillance targets. Chapter four examines personalized digital documentaries that turn users and their data into the subject matter. Do Not Track (Brett Gaylor 2015), A Week with Wanda (Joe Derry Hall 2019), Stealing Ur Feelings (Noah Levenson 2019), Alfred Premium (JoĆ«l Ronez, Pierre Corbinais, and Ɖmilie F. Grenier 2019), How They Watch You (Nick Briz 2021), and Fairly Intelligentā„¢ (A.M. Darke 2021) track, monitor, and confront users with their own online behavior to reflect back a corporate surveillance that collects, analyzes, and exploits user data for profit. These digital documentaries utilize emotional fear- and humor-based appeals to persuade users that these technologies are controlling them, shaping their desires and needs, and dehumanizing them through algorithmic surveillance

    Exploring Compassion-Driven Interaction: Bridging Buddhist Theory and Contemplative Practice Through Arts-led Research-through-Design

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    Compassion cultivation focuses on developing a genuine concern for others and a willingness to alleviate their suffering. As understandings of the benefits of compassion cultivation on wellbeing have evolved, an increasing interest in designing technologies for this context have followed. However, while scientific research focuses on measuring and evaluating compassion, designerly understandings of compassion informing human-computer interaction have been less explored. We are currently confronted with huge global challenges and our entanglement with technology brings paradoxes and existential tensions related to wellbeing and human flourishing. Viewing technologies as mediators of values and morality, human-computer interaction has a stake in shaping our possible futures. A shift in the field to welcoming a plurality of worldviews, invites opportunities to authentically integrate knowledge from ancient wisdom traditions into how and why we design. This research aims to advance understandings of compassion cultivation for designing technologies by developing novel approaches to research inspired by Buddhist philosophy and practice. This thesis draws upon an arts-led research-through-design approach and spiritual practice. The findings and insights from the studies contribute primarily to the areas of soma design, first-person research and design for wellbeing. The main contributions to knowledge are design guidelines emerging from three case studies: Understanding Tonglen, Wish Happiness, and Inner Suchness comprising one autoethnography and two concept-driven design artefacts for public exhibition. While in the act of researching, the contemplative practitioner-researcher, a research persona, emerged to support authentic engagement and embodied understandings of the dynamic unfolding processes of the practice. A contemplative framework to train self-observation and the concept of designerly gaze were developed to help investigate the phenomenon

    Modern meat: the next generation of meat from cells

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    Modern Meat is the first textbook on cultivated meat, with contributions from over 100 experts within the cultivated meat community. The Sections of Modern Meat comprise 5 broad categories of cultivated meat: Context, Impact, Science, Society, and World. The 19 chapters of Modern Meat, spread across these 5 sections, provide detailed entries on cultivated meat. They extensively tour a range of topics including the impact of cultivated meat on humans and animals, the bioprocess of cultivated meat production, how cultivated meat may become a food option in Space and on Mars, and how cultivated meat may impact the economy, culture, and tradition of Asia

    Drones, Signals, and the Techno-Colonisation of Landscape

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    This research project is a cross-disciplinary, creative practice-led investigation that interrogates increasing military interest in the electromagnetic spectrum (EMS). The projectā€™s central argument is that painted visualisations of normally invisible aspects of contemporary EMS-enabled warfare can reveal useful, novel, and speculative but informed perspectives that contribute to debates about war and technology. It pays particular attention to how visualising normally invisible signals reveals an insidious techno-colonisation of our extended environment from Earth to orbiting satellites

    Computational and experimental studies of selected magnesium and ferrous sulfate hydrates: implications for the characterisation of extreme and extraterrestrial environments

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    Magnesium sulfate hydrates are considered important rock-forming minerals on the outer three Galilean moons of Jupiter (i.e., Europa, Ganymede, Callisto) and, alongside ferrous sulfate hydrates, are promising candidate minerals for the widespread sulfate deposits that occur in the equatorial region of Mars. In such extraterrestrial environments, these minerals experience extreme high-pressure conditions in the interiour of the Galilean moons and low temperature conditions on the surface of these moons and Mars. The aim of this thesis is to understand the structural stability, compressibility, and thermal expansion of these compounds in such extreme environments and aid their identification in ongoing and future space missions. Most magnesium sulfate hydrates lack accurate reference elastic tensors, which hinders their seismological identification in lander missions on the icy moons of the outer solar system, as envisioned for the near future. In this thesis, the accuracy of recent advancements in density functional theory to predict the compressibility and elastic constants of icy satellite candidate minerals (i.e., epsomite (MgSOā‚„Ā·7Hā‚‚O), gypsum (CaSOā‚„Ā·2Hā‚‚O), carbon dioxide (COā‚‚), and benzene (Cā‚†Hā‚†)) was assessed by benchmarking them against experimental reference data from the literature. Key findings are that density functional theory calculations do not yield elastic constants accurate enough to be used as a reference for the seismic exploration of icy moons. However, the bulk compressibility of such materials is very accurately reproduced by density functional theory, which was therefore used to predict the compressibility of the icy satellite candidate minerals starkeyite (MgSOā‚„Ā·4Hā‚‚O) and cranswickite (MgSOā‚„Ā·4Hā‚‚O). Knowledge of the compressibility of such minerals is critical to model mantle processes (e.g., salt diaprisim, plate tectonics, subduction) and the density structure of the outer three Galilean moons. The thermal expansion and structural stability of three sulfate minerals (i.e., rozenite (FeSOā‚„Ā·4Hā‚‚O), starkeyite, and cranswickite) was characterised for the first time using neutron diffraction. Cranswickite transforms to starkeyite at 330 K, well above the maximum surface temperature of 308 K hitherto reported on Mars. Starkeyite likely undergoes a structural phase transition at around 245 K. The structure of this proposed low-temperature polymorph could not be determined but would be of great interest since the temperature drops below 245 K on equatorial Mars at night-time. Starkeyite was also studied by means of synchrotron X-ray diffraction but suffered radiation damage. No phase transition was observed in rozenite from 290 ā€“ 21 K, which contrasts with Raman data reported in the literature, where sharpening of vibrational modes upon cooling was misinterpreted as mode splitting and evidence for two phase transitions at temperatures relevant to the Martian surface. First-principles phonon frequency calculations provide evidence supporting the absence of vibrational mode splitting. A workflow to obtain reliable reference Raman spectra for space exploration was proposed and an optical centre stick for the simultaneous acquisition of neutron diffraction and Raman spectroscopy data at the HRPD instrument was commissioned. Lastly, the structure of a polymorph of hexahydrite (MgSOā‚„Ā·6Hā‚‚O), most recently proposed in the literature, was shown to be unambiguously wrong

    Northeastern Illinois University, Academic Catalog 2023-2024

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    https://neiudc.neiu.edu/catalogs/1064/thumbnail.jp

    Terrain generation algorithms

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    Procedural terrain generation has become common in games as a whole and in indie games in particular. With procedural terrain generation developers can relatively easily create static or dynamically expanding game areas. Also it is more cost effective since large part of manual work can be automated which traditional game areas would require. Goal of this thesis is to introduce and evaluate different algorithms that are used or have potential use cases in terrain generation. Such algorithms as various noise functions, which are widely used in the realm of terrain generation, a number of dungeon algorithms, which use variety of methods to generate the dungeon, fractal algorithm, and volumetric terrain generation algorithm which uses a combination of noise and fractal algorithms. Algorithms and techniques will be searched from various scientific articles and literary sources. Metrics used for terrain generation algorithm evaluation will also be introduced, and algorithms in this thesis will be evaluated using these metrics. During evaluation it was noticed that the evaluated noise functions are generally capable of runtime terrain generation, but are lacking in customization and control since parameters are usually related to the algorithm rather than the resulting terrain. Albeit these shortcomings both Perlin and Simplex noise stand out for their ability to generate good quality terrains. On the other hand most of the evaluated dungeon generation algorithms are incapable of generating terrain during runtime with few exceptions. Also guaranteeing connectivity of rooms or areas in dungeon can be challenge in some algorithms. The introduced fractal algorithm is metrics wise similar to Perlin and Simplex noise even though it uses completely different method to generate the terrain. The volumetric terrain generation algorithm is the only algorithm capable of generating volumetric terrain and its high level of parametrization and customization is its strongest quality

    Foreword to Routledge Handbook of Global Land and Resource Grabbing

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