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Nele Noppe

Open source - Wikipedia, the free encyclopedia - 0 views

  • Open source describes practices in production and development that promote access to the end product's source materials. Some consider open source a philosophy, others consider it a pragmatic methodology.
  • The open source model includes the concept of concurrent yet different agendas and differing approaches in production, in contrast with more centralized models of development such as those typically used in commercial software companies
  • peer production by bartering and collaboration, with the end-product, source-material, "blueprints" and documentation available at no cost to the public.
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  • Most economists agree that open source candidates have an information good[12] (also termed 'knowledge good') aspect. In general, this suggests that the original work involves a great deal of time, money, and effort.
  • Others argue that society loses through open sourced goods. Because there is a loss in monetary incentive to the creation of new goods, some argue that new products will not be created. This argument seems to apply particularly well to the business model where extensive research and development is done, e.g. pharmaceuticals. However, this argument ignores the fact that cost reduction for all concerned is perhaps an even better monetary incentive than is a price increase. In addition, others argue that visual art and other works of authorship should be free. These proponents of extensive open source ideals argue that monetary incentive for artists would perhaps better be derived from performances or exhibitions, in a similar fashion to the funding of provision of other types of services.
  • Many fields of study and social and political views have been affected by the growth of the concept of open source.
  • Advocates in one field often support the expansion of open source in other fields. For example, Linus Torvalds said, "the future is open source everything."[14]
  • The difference between crowdsourcing and open source is that open source production is a cooperative activity initiated and voluntarily undertaken by members of the public
  • Open source hardware is hardware whose initial specification, usually in a software format, are published and made available to the public, enabling anyone to copy, modify and redistribute the hardware and source code without paying royalties or fees.
  • Beverages
  • Open-content projects organized by the Wikimedia Foundation — Sites such as Wikipedia and Wiktionary have embraced the open-content GFDL and Creative Commons content licenses.
  • Digital content
  • Health and science
  • Medicine Pharmaceuticals — There have been several proposals for open-source pharmaceutical development,[31][32] which led to the establishment of the Tropical Disease Initiative. Ther
  • Science Research — The Science Commons was created as an alternative to the expensive legal costs of sharing and reusing scientific works in journals etc.[33] Research — The Open Source Science Project was created to increase the ability for students to participate in the research process by providing them access to microfunding
  • Other Open source principles can be applied to technical areas such as digital communication protocols and data storage formats. Open design — which involves applying open source methodologies to the design of artifacts and systems in the physical world.
  • There are few examples of business information (methodologies, advice, guidance, practices) using the open source model, although this is another case where the potential is enormous. ITIL is close to open source. It uses the Cathedral model (no mechanism exists for user contribution) and the content must be bought for a fee that is small by business consulting standards (hundreds of British pounds). Various checklists are published by government, banks or accounting firms. Possibly the only example of free, bazaar-model open source business information is Core Practice.
  • Open source culture is the creative practice of appropriation and free sharing of found and created content. Examples include collage, found footage film, music, and appropriation art. Open source culture is one in which fixations, works entitled to copyright protection, are made generally available. Participants in the culture can modify those products and redistribute them back into the community or other organizations.
  • The rise of open-source culture in the 20th century resulted from a growing tension between creative practices that involve appropriation, and therefore require access to content that is often copyrighted, and increasingly restrictive intellectual property laws and policies governing access to copyrighted content.
  • The idea of an "open source" culture runs parallel to "Free Culture," but is substantively different. Free culture is a term derived from the free software movement, and in contrast to that vision of culture, proponents of Open Source Culture (OSC) maintain that some intellectual property law needs to exist to protect cultural producers. Yet they propose a more nuanced position than corporations have traditionally sought. Instead of seeing intellectual property law as an expression of instrumental rules intended to uphold either natural rights or desirable outcomes, an argument for OSC takes into account diverse goods (as in "the Good life") and ends.
  • One way of achieving the goal of making the fixations of cultural work generally available is to maximally utilize technology and digital media. I
  • Government Open politics (sometimes known as Open source politics)
  • Ethics Open Source ethics
  • Ess famously even defined the AoIR Research Guidelines as an example of open source ethics.[38]
  • Media Open source journalism
  • Open source movie production is either an open call system in which a changing crew and cast collaborate in movie production, a system in which the end result is made available for re-use by others or in which exclusively open source products are used in the productio
  • OpenDocument is an open document file forma
  • Education Within the academic community, there is discussion about expanding what could be called the "intellectual commons" (analogous to the Creative Commons). Proponents of this view have hailed the Connexions Project at Rice University, OpenCourseWare project at MIT, Eugene Thacker's article on "Open Source DNA", the "Open Source Cultural Database" and Wikipedia as examples of applying open source outside the realm of computer software. Open source curricula are i
  • stead of keeping all such knowledge proprietary. One of the recent initiatives in scientific publishing has been open access — the idea that research should be published in such a way that it is free and available to the public.
  • Open innovation is
  • also a new emerging concept which advocate putting R&D in a common pool.
  • Arts and recreation Copyright protection is used in the performing arts and even in athletic activities. Some groups have attempted to remove copyright from such practices.[45]
Nele Noppe

archive : s0metim3s | Undercommons - 0 views

  • there are different ways in which the idea of the commons has worked its way into being one of the most significant memes of the last few years - Pete Linebaugh is not Silvia Federici is not Toni Negri is not Lessig, and so on. Federici, for her part, signals a timely warning in Caliban and the Witch against assuming that ‘the commons’ was without divisions of labour, particularly a gendered division of labour.
  • Yet, as the idea of ‘the commons’ became resolutely attached to discussions over IP and various other forms of knowledge production it - much like the precarity meme - was often put to service as a way of reimposing a certain claim to ownership and division of labour, namely: the implicit assertion that knowledge-production only involved those who are marked (or mark themselves) as knowledge producers in a certain division of labour.
  • the concept of the undercommons is disruptive of claims that the commons was an idyll, without difference and without divisions of labour.
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  • For Harney and Moten, it works as a reminder of the colonial, racialised and gendered conditions of the (university) labour market, and against the constant calls for the renewal of this or that discipline which function merely to idealise (and continue) such conditions
Nele Noppe

Project MUSE - Cinema Journal - Living in a Den of Thieves: Fan Video and Digital Chall... - 0 views

  • In particular, it commemorates the practices of online media fan communities: female-dominated networks that cohere around affective investments in media properties and that produce and share textual, visual, and video art that is based on "their" TV shows or films.
  • "den of thieves,"
  • For most vidders, valid fears of not being recognized as owning the product of their recombinatory labor—often, as in Russo's case studies, perceived as an undifferentiated feature of the online "public" domain—are of more concern than whether their disregard of copyright is likely to usher in new forms of digital ownership. Many valid arguments for the righteousness of Lim's artistic production leave intellectual property laws intact, insisting that the geek girl poses no threat. Putting transformed images to music [End Page 131] in a new order creates a new artwork worthy of recognition, and (as Hellekson outlines and De Kosnik challenges) Lim does not profit from her production. These arguments have been publicized by the Organization for Transformative Works (OTW), a non-profit organization of media fans who work for "a future in which all fannish works are recognized as legal and transformative and are accepted as a legitimate creative activity."4
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  • I am a member of OTW and support their advocacy unequivocally. But it seems essential to me to recognize that fans' appropriative art is not necessarily complicit with legal and economic structures as they stand. It is worth determining who defines the use as fair, and what it might mean to place a value on unfair uses.
  • What does appropriative art imply if we don't try to justify it within the terms of existing legal systems, but rather use its potential illegality to imaginatively liberate music and images from structures of corporate ownership?
  • den of thieves that nurtures "Us" and other artworks that are based on mainstream media properties for which "copyleft" licensing would be unimaginable.
  • Freedom is a slippery concept, especially when it comes to digital media. When we think about questions of copyright and digital ownership through cultural theft, freedom from domination lines up with freedom from having to pay—at least on the surface. Theft, piracy, and the commons are all concerned with getting things for free, and current configurations of online media and culture are hospitable to their insurrectionary modes of ownership.
  • In recent years, media producers have explicitly sought to solicit fan participation as labor for their profits in the form of user-generated content that helps build their brand. Many fans perceive these developments as a desirable legitimation of fan work, but they can also be understood as an inversion in the direction of fannish theft. Rather than fans stealing commodified culture to make works for their own purposes, capital steals their labor—as, we might consider, it stole ideas from the cultural commons and fenced them off in the first place—to add to its surplus.
  • transformation as an undercommons: an unofficial and transient space in which work simultaneously reproduces and undermines the structures that enable it.13 Fans mobilize for a purpose that is neither radically disruptive of, nor fully incorporated into, the media industry's systems of ownership, but simultaneously supports and undercuts them while producing a collectivity of its own. And that collectivity, while it holds the media properties up, steals from them: abusing the hospitality of those who own the servers, the ISPs, the copyright, and taking its productions more seriously than they intended.
Nele Noppe

Creativity in amateur multimedia: Popular culture, critical theory, and HCI - 0 views

  • Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood.
  • These analyses reveal relationships among emerging amateur multimedia aesthetics, common software authoring tools, and the three theorizations of creativity discussed
    • Nele Noppe
       
      VERBAND FANWERK - OPEN SOURCE
  • This paper explores the enabling factors, especially the role of multimedia authoring tools, in the recent explosion of amateur multimedia.
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  • Yet control over popular culture by mass media is clearly eroding
  • HCI practitioners have explored how software interfaces can enhance and support users in general and creativity in particular. Its analytical tools for examining the relationships between tools and a concrete group of users vis-à-vis a well-defined explication of tasks both solve and create problems. The ability to specify these relationships explicitly greatly facilitates the design of systems; yet that same explicit specificity also defines creativity a priori in cybernetic terms more friendly to computers than to the culturally diverse and rich practice of creativity
  • Critical theory—an umbrella term that encompasses literary theory, continental philosophy, and communication theory, among others—offers sophisticated theoretical resources for the study of cultural artifacts and their use in the communities that create them. Many of these theories ground themselves in the materiality of the cultural artifacts they study; yet the material layer for which these theories were once developed were largely textual. The movement of cultural artifacts from the physical to digital poses a deep challenge (and some risk) for critics studying digital media with these theories
  • this paper investigates three relevant traditions of theory that address these overlaps: HCI, poststructuralism, and theories of technological determinism, especially in media.
  • Creativity—its nature, conditions of possibility, inputs and outputs, and processes—plays a major role in virtually all academic, professional, and artistic domains. As a result, it is heavily, and heterogeneously, theorized.
  • Genealogically, HCI developed alongside cognitive science and computer science, and was most often put in service of professional productivity software.
  • HCI often characterizes creativity in rationalistic, intentional, and scientific ways. For example, Schneiderman (2002, 2003) proposes a creativity framework for, in his words, “generating excellence” with four parts: collect, relate, create, and donate. With it, he hopes to capture the social, iterative, associational, and distributional characteristics of creativity, especially as described by cognitive science. Evident in this perspective is an effort to model creativity, which is seen as a social activity, with certain structural features that take place in environments conducive to creativity.
  • All of this is in service of what Schneiderman calls “evolutionary creativity,” which he illustrates as follows:“doctors making cancer diagnoses, lawyers preparing briefs, or photo editors producing magazine stories”(2002, p. 238). Here, Page 17 Creativity in Amateur Multimedia 15 and pervasive throughout the essay, Schneiderman’s notion of creativity appears to be paraphrasable as professional innovation: His interest is not artistic self-expression and, as we shall see, he is not alone in understanding creativity in terms of professional discourses
  • Again, creativity is understood as it relates to professional discourses, in this case the discourse of art history and its pedagogical presentation to museum-goers. Even analyses of group creativity in HCI contexts that seek to go beyond rationalist- individualist notions of creativity nonetheless operate in a rationalist mode.
  • The notion of creativity that emerges from these mainstream HCI essays places its agency primarily in the intentional activity of the individual (though the individual is presumably a member of relevant groups). It sees the ecology of creativity as a community of expert practice comprising research, dialogue, and artifact exchange, facilitated by social and computer environments that forgivingly compel an iterative and basically scientific (correctness, discrete information, classification, hypothesis) approach toward truth.
  • The role of the author-function is, among other things, to control the polyvalence intrinsic to texts, such that the author, rather than performing the creative role of bringing the text into the world, performs the role of constraining the meaning of the text within a society.
  • (Foucault, 1969/2000, p. 206). Therefore, writing is a destabilizing force that threatens to transform the discourse in which it operates and to swallow up its own author. It is important to remember that Foucault is not limiting his analysis to literary texts; he explicitly includes scientific and academic writing,
  • In this conceptualization of writing, creativity occurs at the level of discursive rule- transgressing. The role of the historical human in this process is greatly diminished, not because humans are not involved in textual production, but because the individual is at the wrong level of granularity for analysis. A given historical individual authoring discourse does so within complex interactions involving several selves and the clash of languages
  • Related, but not identical, to Foucault’s notion of authorship are theories of “intertextuality” put forward by Julia Kristeva and Roland Barthes. Intertextuality is the notion Page 19 Creativity in Amateur Multimedia 17 that a text is a “tissue” of (mis) quotations from other texts, considered to be more than mere collages, but transformative, of the sign systems from which they are derived (McAfee, 2004)
  • Creativity’s agency lies in the juxtaposition of sign systems (in which authorial identities are implicated), which occurs in the context of play, and results in artifacts that are significant not for what they say, but for the ways they materially contribute to the generative capacity of the discursive rule-set from which they operate.
  • Perhaps the foremost theorist of technological determinism is Jacques Ellul (1964/2003, 1980/2003), who argues that individuals, science, and government are all “conditioned” by technology.
  • Like Schneiderman (2002, 2003) and Foucault (1969/2000), Ellul (1964/2003, 1980/2003), too, is making claims about the origins and generation of knowledge in scientific discourses, but he situates the agency in the fierce pressures of technology as it overwhelms and often replaces the comparatively meek procedures of science and governance
  • As a result, according to Benjamin, our cognitive experience of the art also changes; whereas painting allows spectators to control their own stream of consciousness and reflect on what they see, cinema’s moving images disrupt association and contemplation, dominating viewers’ thoughts.
  • Benjamin’s (1936/1968) arguments are developed further by self-described technological determinist Marshall McLuhan, whose claim that “the medium is the message”(1964/2003) characterizes media as “extensions of ourselves” that “alter sense ratios or patterns of perception steadily and without any resistance”(p. 31).
  • For Manovich, the emergence of new visual languages is enabled not by an iterative, rational approach to innovation, as cognitive science might suggest; neither does it emerge from an evolutionary history of discursive transgression, as a poststructuralist approach might suggest 10. Rather, it is made possible by certain forms of productive convenience built into authoring tools that unleash visual languages and cultural logics that exceed any human intention, whether at the level of the individual or the group of experts.
  • To answer this question, it is useful to consider what the three traditions share in common. All consider creativity in the context of professionalism and knowledge production. Creativity is not simply about painting a pretty new picture or expressing a personal emotion; it contributes to discourses about the world and our place in it. All three traditions also understand creativity as situated within systems—networks of software-supported experts, discursive sign systems, or systems of production and consumption. All of these implicitly reject romantic notions of the individual creative genius and pure self-expression; implied in this is a rejection or at least dilution of individual intention as the prime mover of creativity
  • Questions one might ask include the following: What are the social and technical conditions or structures necessary for the generation of these artifacts? What is the discourse of amateur multimedia? What is the minimal unit of meaning? In what ways does its production establish relationships between authors, viewers, technologies, meaning, and ideology?
  • A key first step is to understand how creativity is implemented in multimedia authoring software. Each program has ways it encourages authors to work. For example, Photoshop greatly rewards users who take advantage of layers, opening up avenues of possibility for compositing, nondestructive experimentation, and long-term editability. This in turn makes certain meanings (especially meanings created by the juxtapositions of spatial compositing) more easily realized than others. To what extent do contemporary authoring platforms encourage in the same ways (constituting and compelling a notion of digital creativity), or do different applications suggest different notions of digital creativity?
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Nele Noppe

Panton Principles - 1 views

  • Many widely recognized licenses are not intended for, and are not appropriate for, data or collections of data. A variety of waivers and licenses that are designed for and appropriate for the treatment of data are described here. Creative Commons licenses (apart from CCZero), GFDL, GPL, BSD, etc are NOT appropriate for data and their use is STRONGLY discouraged. Use a recognized waiver or license that is appropriate for data.
  • The use of licenses which limit commercial re-use or limit the production of derivative works by excluding use for particular purposes or by specific persons or organizations is STRONGLY discouraged. These licenses make it impossible to effectively integrate and re-purpose datasets and prevent commercial activities that could be used to support data preservation.
  • Furthermore, in science it is STRONGLY recommended that data, especially where publicly funded, be explicitly placed in the public domain via the use of the Public Domain Dedication and Licence or Creative Commons Zero Waiver.
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  • Science is based on building on, reusing and openly criticising the published body of scientific knowledge
  • For science to effectively function, and for society to reap the full benefits from scientific endeavours, it is crucial that science data be made open.
Nele Noppe

Ada Lovelace Day: Two ground-breaking open source projects | Infotropism - 0 views

  • Some open source projects, like Ubuntu and Drupal, are known as more women-friendly environments. Ubuntu’s code of conduct, for instance, set expectations about appropriate behaviour and help foster an environment where women feel more welcome and less threatened. DrupalChix say that Drupal has 10% women on the project, thanks to the supportive environment that group helps create. But to the best of my knowledge, there are only two open source projects in the world which a) have a significant number of developers, and b) are majority female. They are An Archive Of Our Own (a project of the Organization for Transformative Works) and Dreamwidth.
  • Though I’m loath to draw sweeping conclusions from these two projects, I do see commonalities that might help answer the eternal question of “How do we get more women into Open Source?” Start with women from day one, in leadership and other roles. Stand for something that women actually care about, and don’t be afraid to state it up front and loudly. Make efforts to recruit women regardless of technical experience. Recruit from existing, active, creative communities who know how to communicate and collaborate online. Offer training, peer support, and activities to teach coding from the ground up.
Nele Noppe

Stuff Digital Humanists Like: Defining Digital Humanities by its Values - 1 views

  • there are different strains of digital humanities. Bethany might define those strains as “old” and “new.” I’d probably divide things along more disciplinary lines, looking to a tradition of digital humanities that comes out of literature and one that comes out of public history. If I had to place myself along these axes I’d probably land where the “new” and “history” strains meet. There are, of course, lots of other ways to slice the pie.
  • digital humanities starts to look a lot like a social network. Indeed, in some ways digital humanities increasingly is a social network built, for better or worse, on Twitter’s platform.
  • It takes its values from the Internet
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  • The procrastination principle (or “end-to-end argument”) is a design principle that states that most features of a network should be left to users to invent and implement, that the network should should be as simple as possible and that complexity should be developed at its end points not at its core, that the network should be dumb and the terminals should be smart. This is precisely how the Internet works. T
  • There is an analogous value in digital humanities. Innovation in digital humanities frequently comes from the edges of the scholarly community rather than from its center—small institutions and even individual actors with few resources are able to make important innovations.
  • Digital humanities makes some similar assumptions in its commitments to open access, open source, and collaboration. As Bethany has said elsewhere, “how many other academic disciplines or interdisciplines work so hard to manifest as ‘a community of practice that is solidary, open, welcoming and freely accessible’ — a ‘collective experience,’ a ‘common good?’” We allow allow all comers, we assume that their contributions will be positive, and we expect that they will share their work for the benefit of the community at large.
  • It follows, therefore, that if digital humanities is a social network, then one of the things that will help us understand it better is looking at the things around which the network coalesces, the stuff digital humanists like
  • Like: Twitter / Don’t like: Facebook.
  • Like: Agile development / Dislike: long planning cycles
  • Like: DIY / Dislike: Outsourcing.
  • Like: PHP / Dislike: C++.
  • Like: Extramural funding / Dislike: Intramural funding.
Nele Noppe

Comic Market: How the World's Biggest Amateur Comic Fair Shaped Japanese Dōji... - 0 views

  • the world's largest regular gathering of comic fans today is Tokyo's biannual Comic Market
  • dōjinshi phenomenon did not start with Comic Market, Comike and dōjinshi are inextricably linked, having shaped each other's history for three decades.
  • Comike convention has shaped the most important trends defining the development of dōjinshi in Japan today
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  • In 1975, a woman who had made critical remarks about the Manga Taikai was excluded from that convention, and [End Page 234] subsequently a firestorm of anger among fans produced a movement against the Manga Taikai led by the famous circle Meikyū (Labyrinth), which resulted in the conception of a new alternative convention. On December 21, 1975, the first Comic Market—"a fan event from fans for fans"—was held in Tokyo.6
  • [End Page 232]
  • [End Page 233]
  • Comike's underlying vision was of an open and unrestricted dōjinshi fair, offering a marketplace without limitations on content or access.
  • With the advent of these fan-consumers (as opposed to fan-creators), dōjinshi became demand-driven publications. Greater competition gradually fostered rising standards of quality, which in turn attracted more circles and buyers. Higher sales shrank production costs and boosted profits, which could then be reinvested in the dōjinshi themselves. Small printing companies, many of which had begun in the minikomi (microcommunication) boom of the early 1970s, were able to use the profits derived from greater demand for their services to modernize their equipment, lowering production costs further and enabling them to construct their production schedules around each Comike.8 Additionally, lower printing costs freed smaller groups from the dependence on bigger groups, which often had strict rules on content and style to avoid conflict among their many members. Having lost their raison d'être, these big clubs and circles gradually faded away, leaving dōjinshi creators to produce stories they liked, in the manner they liked.9
  • [End Page 235]
  • aniparo parodied popular anime series, and in doing so, attracted a new type of fan to Comike, beyond its core group of 2000 or so attendees. These were female fans, mostly middle and high school students strongly influenced by the 1970s florescence of shōjo manga. They began to create and consume dōjinshi in which the (bishōnen or "pretty boy") male protagonists of popular anime and manga were transposed into a very particular sort of erotic story typified by the phrase: "without tension" (yama nashi), "without punchline" (ochi nashi), and "without meaning" (imi nashi)—and hence the contemporary genre title, yaoi.10
  • The eleventh Comic Market in spring 1979 saw the popularity of the cute and pure bishōjo or "pretty girl" (strongly influenced by 1970s shōjo manga) skyrocket among men's dōjinshi circles, attracting many new male participants.
  • The Comic Market was dominated by women from the beginning (90 percent of its first participants were female), but in 1981, thanks to lolicon, male participants numbered the same as female participants for the first time in Comike's history.13
  • [End Page 236]
  • Internal conflicts on the Comike planning committee underlay some of these developments: they marked the ascendancy of the faction led by Yonezawa Yoshihiro, who favored Comike's unlimited expansion.15 Though he was criticized for purportedly selling dōjinshi out to commercialism, Yonezawa couched his plans for Comike in terms of a collective organization of the convention by all participants, including staff, circles, and visitors.16 Whatever the underlying reality, these public principles remain little changed today.17
  • Faced with this loss of identity, talent, and space, every other large fan convention except Comike dissolved. Yaoi Boom But in the middle of the decade, one manga and its anime not only saved dōjinshi fandom from near extinction but was responsible for its biggest boom yet. Takahashi Yōichi's Captain Tsubasa (1981–88, Kyaputen tsubasa),
  • [End Page 237]
  • New dōjinshi conventions appeared, and manga shops began selling dōjinshi on commission. Comparatively lush, custom-made, oversized dōjinshi with more than one hundred pages became common, and popular circles could now live on their fanworks' profits
  • professional creators like Toriyama Akira of Dragonball fame participating,
  • [End Page 238]
  • Despite the self-censorship brought on by the mass media's criticism, Comike nevertheless continued to thrive. Young men tired of new, tighter restrictions on professional manga turned to Comike, and attendance once again swelled to 230,000 in the summer of 1990.23 Hardcore lolicon was now passé, and erotic dōjinshi for men had greatly changed. New genres were introduced with such aspects as fetishism and a new style of softcore eroticism enjoyed by men and women alike; in particular, yuri (lily), or lesbian stories, emerged.24Dōjinshi also became smaller and shorter due to professional publishers recruiting talented dōjinshi creators en masse: the bulk of dōjinshi were the works of the less talented creators left behind.25
  • Other factors contributing to the increased interest in dōjinshi and in fanworks were the development of fixed otaku landmarks and the spread of computers. Almost everyone could now afford to make digital dōjinshi as well as audiovisual or even interactive dōjinshi (i.e. dōjin music and dōjin games).
  • The personal technology revolution meant [End Page 239] simplification of fanworks' production processes as well as completely new possibilities for communication and new digital genres. With the growth of dōjinshi in other media, the term "dōjin products" (dōjin seihin) has gradually come into use to describe fanworks of all genres.
  • Further, the conversion of Tokyo's Akihabara "Electric Town" into a district full of shops selling otaku-related goods, as well as the nationwide expansion of otaku-goods retailers and the establishment of Internet communities and message boards in the late 1990s, enabled otaku to live out their interests and to communicate nonstop with like-minded people everywhere. Their interests and culture were easily shared, and consequently information on Comic Market and dōjin culture spread around the world.
  • The rise of the Internet also meant that Comike lost its monopoly as the center of otaku and dōjinshi culture. Nevertheless, Comike remained the most important event for Japanese fans, especially after companies with otaku-related products started to exploit it.28 Firms had been interested in Comic Market for decades as a never-ending pool of promising new talent and as a place to exploit them commercially, and they were willing to pay much money for direct access to these masses of otaku.29 Starting with NEC in the summer of 1995, companies were granted exhibition space to market or to sell their newest products. This was the birth of the dealer booth at Comike, and, as with dōjinshi circles, the number of applicant companies was much higher than that of available spaces: a self-sustaining event with such high attendance was too important for any related company to ignore.30 Companies accepted the existence of unlicensed parody dōjinshi using copyrighted material (albeit in a transformative and thus arguably fair-use manner) since they could now sell exclusive goods at Comike (Figure 3) or use it as a marketing place, attracting to the convention people who were not interested in dōjinshi.
  • In the summer of 2004, 5 percent of all circles participating in Comike were headed by a professional mangaka or illustrator, while another 10 percent had some professional experience.
  • Despite its relative newness, Higurashi became one of Japan's biggest media phenomena, and at the seventy-sixth Comic Market in summer 2009, Tōhō Project became the first dōjin title ever to receive the honor of being considered its own genre.
  • [End Page 243]
  • It seems that dōjinshi circles are not switching entirely to the Internet but rather are using it as an informational and marketing platform for themselves and their creations, spreading the knowledge of and fascination with Comic Market to new spheres.
  • With high attendance, positive media attention, and industry support, Comike's position seems invulnerable. Even the deaths of important figures such as Iwata Tsuguo in 2004 and Yonezawa Yoshihiro—who was the face of Comike for decades—in 2006 did not harm its position. But unresolved problems, such as the use of copyrighted material in parody dōjinshi and the child pornography questions inherent in lolicon and shotakon, remain.
  • Comike was neither the first nor the biggest dōjinshi fair when it was established; its main purpose was to provide the freest market possible, and that freedom has come at a price. The dream of a Comic Market open to every one and everything was never realized, as there were too many physical, financial, and legal restrictions. Even today, the Comic Market suffers from a lack of space, a lack of money, and a lack of legal security. Only two-thirds of applicant circles can participate due to constraints, since, as a small independent operator Comike's financial resources are limited and most of the work is done by volunteers.
  • s the center of attention, with its size and its links to the industry, it is undeniable that Comike possesses the power and the means to influence social, market, and even political developments. In [End Page 244]
  • recent years it has not been reluctant to use this power. Whether through conferences on copyright issues or on the establishment of a "National dōjinshi fair liaison group" (Zenkoku dōjinshi sokubaikai renrakukai) in 2000, it has taken on the responsibility of representing and of regulating Japanese dōjinshi culture.
Nele Noppe

Fanfic Symposium: The Overuse of H/C - 0 views

  • In LFN fanfic, the justification I have heard is 'what would it take to break Michael?' Michael, you see, is the top-op, superspy boy. Always in control, his emotions submerged behind a blank mask. And I understand that hurt/comfort is a common thread in many fandoms. It is the gratuitousness of the violence that bothers me. It’s as if some authors enjoy hurting Michael; please excuse the vulgarity, some actually get off on the idea of destroying this proud, difficult man/character.
Nele Noppe

Learning From Culture Pirates - 0 views

  • The history of publishing is swimming with pirates—far more than Adrian Johns expected when he started hunting through the archives for them. And he thinks their stories may hold keys to understanding the latest battles over digital publishing—and the future of the book.
  • Along with the practice itself, "pirates" in publishing just keep resurfacing, and Johns argues that the label is no accident. He sees it as the pirates' attempt to evoke romantic notions of seafaring swashbucklers. Sure, the copying done by culture pirates may be technically illegal, but they have long claimed the moral high ground, arguing that they are not petty thieves, but principled heroes rightfully returning creative work to a public commons by making free or cheap copies available.
  • The weighty work, more than 550 pages, covers hundreds of years of history of copyright and intellectual property in the West, focusing on the stories of those angling to disrupt prevailing practices.
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  • If we listen to those pirates of old, we'll learn that there is nothing sacred or natural about our basic ideas of intellectual property, he argues, characterizing those notions as imperfect conventions formed in and by the Industrial Revolution. In fact, he suggests, it may be time to cast our models of patents and copyright overboard.
  • This nemesis is a shadowy collective rather than a person. Johns calls it "the intellectual-property defense industry," and says it emerged in the 1970s or so, in the form of trade associations and entities like the Interpol Intellectual Property Action Group. He sees these groups as remarkable in that they bring together ex-military and police officials, surveillance techniques, and data-scrambling to try to stamp out piracy and in some cases to limit reform, in unprecedented ways. "One could certainly track, and perhaps account for, the increasing consistency of intellectual property in the age of globalization by following this expansion of its practical enforcement across new regions and realms," Johns writes in Piracy.
  • No piracy, we might say, no Enlightenment.
  • Maybe copyright and patents should be scrapped, and whole new categories of intellectual property created. One category could be for mechanical inventions, one for genetics and other life sciences, one for analog creative works, one for digital books and movies. Or some other mix-and-match. "We might have a system of classification that would have more basic entities but might practically be a lot simpler, because it would correspond to existing ways of carrying on in the world," he says.
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Who's a professional? Who cares? - 0 views

  •  
    Steps towards professionalization: educational qualifications raised, professional association established, special vocabulary and tradition, code of ethics, legal recognition
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    "Most key elements in widely used definitions of professionals turn out not adequately to distinguish them from other groups" "all sorts of hidden arbitrary assumptions are built into the very notion of the professions. Together they suggest that some degree of enhanced social status is the only true common denominator of the varied occupations that are given this label."
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cupidsbow: Women/Writing 1: How Fanfiction Makes Us Poor, by cupidsbow - 0 views

  • feminist theory
  • is the non-capitalist aspect of fanfiction actually a method of silencing the artistic voices of women? And does it take away what should be legitimate opportunities for us to earn an income from what we create?
  • How to Suppress Women's Writing by Joanna Russ.
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  • scratch the surface and the result of those practices is that women are seriously disadvantaged.
  • If the "wrong" people overcome the prohibitions and manage to write, the work is often made to vanish, usually through the ordinary, polite workings of class privilege. The widespread blindness to the work is based on illogical assumptions that are accepted as reasonable and never questioned. In fact, questioning the silence is considered rude and boorish,
  • certain topics are considered more important than others, based on an idea of how "universal" they are, and therefore art about them is innately more valuable.
  • that books can be misread due to assumptions about the author, so for instance, before Wuthering Heights was known to be written by a woman, it was considered by critics to be about the nature of evil, and afterwards, it was considered a romance.
  • [Pollution of Agency and the Double Standard of Content are clearly aspects related to the general contempt in which fanfiction is held by the wider writing community--it's just porn; it's all about men doing boring domestic stuff; they aren't even men, they're written like fourteen year old girls; only crazy, obsessive stalkers write that stuff; it's all so derivative and unoriginal, such a waste of talent.]
  • This is when works or authors are belittled by assigning them to the wrong category, or arranging categories so that all the "wrong" people don't fit the prestigious ones.
  • When a work by the "wrong" person actually makes it into the canon of Literature or Serious Art, it is only because they are one of a kind who produced this one thing out of the blue.
  • because successful women's writing is isolated from its influences, it is often accused of having a poor or informal style
  • Anomalousness.She wrote it, but there are very few of her.
  • Lack of Models.While it's clear that women don't write in a vacuum, the disappearance of so many "wrong" works from the mid- to long-term literary record means that each new generation of women artists has to find or make a new network of their own.
  • Responses.This is another fascinating chapter, which looks at the ways in which women have faced the silence and decided to write anyway.
  • Fanfiction writers may conceive of what is being made in different ways (art, craft, fun, porn, and so on), but there is no question, at least within the bounds of the subculture, that we can write! That is quite a different expectation to that of the wider world,
  • Aesthetics.This chapter discusses the impact of not having a visible female tradition on art in general. For a start, it means that many of the representations of women within art are deeply flawed, as they are based on stereotypes. It also means the hierarchy of art is skewed so that the "masculine" values are at the top, all others at the bottom, like so:"high art" [means] man, mankind, the individual man, individuality, humans, humanity, the human figure, humanism, civilization, culture, the Greeks, the Romans, the English, Christianity, spiritual transcendence, religion, nature, true form, science, logic, creativity, action, war, virility, violence, brutality, dynamism, power, and greatness.... "low art": Africans, Orientals, Persians, Slovaks, peasants, the lower classes, women, children, savages, pagans, sensuality, pleasure, decadence, chaos, anarchy, impotence, exotica, eroticism, artifice, tattoos, cosmetics, ornaments, decoration, carpets, weaving, patterns, domesticity, wallpaper, fabrics, and furniture. (p. 114-5 Russ quoting Valerie Jaudon and Joyce Kozloff)
  • Another consequence of the focus on a male value system, is that associations are made between things like size and quality (the number of pages in a book, for instance, affects how prestigious it is); hence short stories [again: fanfiction!] are not all that important compared to novels
  • Women always write in the vernacular.
  • is the non-capitalist aspect of fanfiction actually a method of silencing the artistic voices of women? And does it take away what should be legitimate opportunities for us to earn an income from what we create?
  • is the non-capitalist aspect of fanfiction actually a method of silencing the artistic voices of women? And does it take away what should be legitimate opportunities for us to earn an income from what we create?
  • is the non-capitalist aspect of fanfiction actually a method of silencing the artistic voices of women? And does it take away what should be legitimate opportunities for us to earn an income from what we create?
  • is the non-capitalist aspect of fanfiction actually a method of silencing the artistic voices of women? And does it take away what should be legitimate opportunities for us to earn an income from what we create?
  • it's easy for people outside of fanfiction fandom to dismiss the whole thing on a number of grounds
  • There is no doubt in my mind that fanfiction offers an amazing network for women writers, and given the advantages of the internet, it would be almost impossible to make this writing disappear en masse as has so often happened to women's writing in the past.
  • most of them described by Russ: yes, she wrote it, but we don't really know who "she" is; yes, she wrote it, but she totally shouldn't have (only perverts/stalkers/sluts/thieves write it); yes, she wrote it, but it's not important (because it's not about high culture ideas, it's unpaid, it's vernacular, it's just porn, it's derivative, it's bad); yes, she wrote it and it's actually good, but it's a one-off fluke and it's not really fanfiction anyway (it's a homage, a pastiche, a post-modern experiment, it won the Pulitzer); yes, she went on to write successful original novels in spite of her fanfiction beginnings (but she's not like all the others who do it, and let's not talk about it anyway, because it opens us up to copyright violation lawsuits).
  • very hard to combat, as people are sure these biases are "common sense".
  • Do we really want to be part of a culture that endorses a silencing of women by keeping us in our places in the ghetto? Or is this beyond the purview of something we do for fun, as a hobby?
  • It seems to me that part of why fanfiction can so easily be written off is because we so carefully police it, keeping our work in the unpaid ghetto along with other women's crafts.
  • Not just because of the "silencing" issue, but because of the female poverty issue
  • Then again, fanfiction's market isn't the commercial publishing market--fanfiction is part of the long-tail economy of the internet, so the same rules don't apply.
  • I still think that the fanfiction community is the most amazing women's art culture I've ever experienced, and quite possibly the most amazing there has ever been, just in terms of sheer numbers and output. And perhaps that is enough; perhaps one of the foundation-stones of the fanfiction community is that it doesn't have to engage directly with capitalist imperatives, and messing with that ethos might unbalance everything.
  • I do feel angry, though, that this amazing outpouring of female talent is written off as nothing but derivative porn written by a bunch of crackpots. It makes me want to punch things and scream at the world, "Are you all asleep, or just deliberately stupid?"
Nele Noppe

Moe and the Potential of Fantasy in Post-Millenial Japan - 0 views

  • If kawaii, or the aesthetic of cute, is the longing for the freedom and innocence of youth, manifesting in the junior and high school girl in uniform (Kinsella 1995), then moe is the longing for the purity of characters pre-person, manifesting in androgynous semi and demi human forms. This is called 'jingai,' or outside human, and examples include robots, aliens, dolls and anthropomorphized animals, all stock characters in the moe pantheon. A specific example would be nekomimi, or cat-eared characters. More generally, in order to achieve the desired affect, moe characters are reduced to tiny deformed 'little girl' images with emotive, pupil-less animal eyes
  • I argue fantasy characters offer virtual possibilities and affect
  • Moe is also used by fujoshi, zealous female fans of yaoi, a genre of manga featuring male homosexual romance. However, the word moe indicates a response to fantasy characters, not a specific style, character type or relational pattern. While some things are more likely than others to inspire moe, this paper will focus mainly on the response itself rather than the forms that inspire it.
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  • Both otaku and fujoshi
  • The moe character is a 'body without organs' (Deleuze and Guattari 1987), and the response to its virtual potentials is affect.
  • Massumi argues affect is a moment of unformed and unstructured potential (Massumi 2002). The experience, what he calls an 'intensity,' is outside of logical language and conscious control. Moe provides a word to express affect, or to identify a form that resonates and can trigger an intensity.
  • It is for this reason that moe is consistently misunderstood as first and foremost images of young girls instead of a response to virtual potentials
  • In the field interacting with otaku and fujoshi, I was constantly confronted by the concept of moe, and found it necessary to engage it.
  • These are both men and their discourse centers on male otaku, but I will argue from them a more general theory, applied later in the paper to fujoshi structures of desire.
  • Honda, a youth-oriented novelist and self-styled moe critic, defines moe as 'imaginary love'
  • the salient point is his judgment that a relationship with a mediated character or material representations of it is preferable to an interpersonal relationship.
  • the moe man is feminized
  • While recognizing the conservative nature of otaku sexuality, Azuma attempts to account for the schizophrenic presence of perversion in the moe image. For Azuma, otaku are postmodern subjects with multiple personalities engendered by their environment and enthusiastic media consumption
  • To feel moe for all characters in all situations, the narrative connecting characters or moments in time is de-emphasized.
  • cat ears,
  • response is unconnected with 'reality' and thus offers new potentials to construct and express affects.
  • Separating their desire from reality allowed for a new form of affect called moe.
  • Simply stated, moe is about unbounded potential.
  • Moe is affect in response to fantasy forms that emerged from information-consumer culture in Japan in the late stages of capitalism.
  • conditioning of young girls into 'pure consumers'
  • Such a space is disconnected from social and political concerns, and exists for the preservation of the individual.
  • the media and consumption feeding into moe is a specific sort centered on affect.
  • Manga scholar Itou Gou argues that since the end of the 1980s characters in anime, manga and videogames became so appealing that fans desired them even without stories (Itou 2005). Ito dubs such character types 'kyara,' distinct from characters (kyarakutaa) embedded in narratives.
  • Proof of this can be found in the rise of 'parody' doujinshi,
  • The doll-like and semi-human Ayanami became the single most popular and influential character in the history of otaku anime; fans still isolate parts of the character to amplify and rearticulate in fan-produced works to inspire moe.
  • In works featuring these characters, the original work functions as a starting point, and the extended process of producing and consuming moe takes place among fans in online discussions and videos, fan-produced comics (doujinshi), costume roleplay (cosplay) and figures.
  • virtual potentiality
  • That the moe form, the body without organs, is outside personal and social frames is precisely why it triggers affect.
  • 'moe otaku' a superficial fixation on surfaces and accelerated consumption of disposable moe kyara, impetus for him to declare this younger generation culturally 'dead'
  • One man I spoke with said, 'Moe is a wish for compassionate human interaction. Moe is a reaction to characters that are more sincere and pure than human beings are today.' Similarly, another man described moe as 'the ultimate expression of male platonic love.' This, he said, was far more stable and rewarding than 'real' love could ever be. Manga artist Akamatsu Ken stresses that moe is the 'maternal love' (boseiai) latent in men,[xxi] and a 'pure love' (junsui na ai) unrelated to sex, the desire to be calmed when looking at a female infant (biyoujo wo mite nagomitai) (Akamatsu 2005). 'The moe target is dependent on us for security (a child, etc.) or won't betray us (a maid, etc.). Or we are raising it (like a pet)' (Akamatsu 2005). This desire to 'nurture' (ikusei) characters is extremely common among fans. Further, moe is about the moment of affect and resists changes ('betrayal') in the future, or what Akamatsu refers to as a 'moratorium' (moratoriamu). Moe media is approached as something of a sanctuary from society (Okada 2008), and as such is couched in a discourse of purity.
  • I will now demonstrate how it is further possible to reduce people to characters, or to reduce reality to fantasy in pursuit of moe.
  • Association with the two-dimensional world, and lack of depth or access in the three-dimensional world, makes a maid moe.[
  • The appeal of the maid cannot purely be sexual: As many as 35 per cent of customers are women
  • this arose in Japan in the late stages of capitalism as a result of shifts in consumer-information society
  • bias towards male fans of anim
  • aoi erases the female presence because fans say female-male or even female-female couples[xxxvi] are too 'raw' (namanamashii). Put another way, the reality of relationships is removed from yaoi to make the moe response possible.
  • the ambiguous yaoi 'male' is quite literally a body without organs
  • Many other fujoshi I spoke with dated men even as they imagined possibilities of coupling them as characters with other men.[xl] As Saitou points out, the reality of heterosexual relationships and virtual possibilities of homosexual couplings are separate and coexistent (Saitou 2007). Journalist Sugiura Yumiko explains this as the crucial difference between fujoshi and otaku, who approach fantasy as an alternative for things that they actually want but cannot realize in this world (Sugiura 2006).[xli] A fujoshi, for example, would not 'marry' a two-dimensional character the way some otaku advocate;
  • Sugiura is importantly highlighting that fantasy and reality are separate and coexistent, but this is widespread in moe culture and not solely a female quality.[xlii] As much as male otaku boast of their two-dimensional wives, they often do so with levity as a self-conscious performance
  • While it is true that men tend to feel moe for single characters that they can possess while women feel moe for relationships or character couplings, this broad difference is fast disappearing. In truth, the media popular among so-called 'moe otaku' in recent years has come to resemble yaoi aesthetics: multiple girls in a nostalgic or fantastic world with minimal male presence and heightened emphasis on relationships and emotions
  • In all cases, the database (Azuma 2009) is present. The elements that constitute and indicate a certain type of top or bottom, for example glasses or hairstyle or height, are predetermined; any given top or bottom is a construct of defined character traits and behavior.
  • One of the most recognizable features of the moe phenomenon is the anthropomorphization of objects into objects of desire. Otaku turn cats, war machines, household appliances and even men of historical significance into beautiful little girls to trigger moe. Reality is flattened, and from it emerge polymorphous forms of stimulation. Similarly, fujoshi can rearticulate anything into beautiful boys and sexualized yaoi relations. Moe characters can be based on a written description or drawn image, a physical person or even anthropomorphized animals, plants and objects.
  • The erotic fantasy effectively re-mystified their world, adding a layer of potential to the mundane (the very ground under their feet!) and making the familiar queer and exciting. Latent potential so unlocked, the three friends replayed the moe relationship across other potential players such as shampoo and conditioner, knife and spoon, salt and pepper.
  • More startling and subversive is 'moe politics' (seiji moe), where national histories, international relations and imposing world leaders are reduced to moe characters across which yaoi romance can be read.
  • It should be noted that Hetaria was written by a man, and these sorts of stories are becoming increasingly popular among young men known as 'fudanshi' (rotten boys).
  • it precisely because it is pure that it can give birth to such perverse and polymorphous possibilities.
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Titus Hjelm - From Demonic to Genetic: The Rise and Fall of Religion in Vampire Film - 0 views

  • Basically my thesis is that in recent vampire fiction (both film and books) the vampire has undergone a change from a religious figure into a scientifically defined villain. In other words, whereas the crucifix used to be the best weapon against Bela Lugosi and Christopher Lee, the likes of Wesley Snipes and Kate Beckinsale are more concerned about biological weapons used against them. These are what I call the ‘old paradigm’ and ‘new paradigm’ celluloid vampires, respectively. 
  • In contrast, the modern vampires are represented explicitly as an outcome of a gene mutation. Their main motivation is not to spread ‘evil’ in itself, but to survive, and for some, to rule humans. Therefore, it is not a question of satanic vampires vs. good Christians, but a question of racial supremacy. Finally, as I mentioned above, the new films often employ metafiction in reference to religious symbolism, saying that unlike popular culture teaches us, ‘crosses don’t do squat.’ 
  • I think the first rule of cultural analysis is not to read too much meaning into the text itself, so answering that question is notoriously difficult. One plausible thesis would be that religious symbols have lost at least some of the common resonance ground they once had, therefore making the religious, ‘old paradigm’ vampire somewhat obsolete in contemporary culture. On the other hand, the need for ‘enchantment’ has not disappeared, now we’re just enchanted by the possibilities of science gone awry rather than religious evil. 
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Dan Cohen's Digital Humanities Blog » Blog Archive » Digital Ephemera and the... - 0 views

  • How important are small written ephemera such as notes, especially now that we create an almost incalculable number of them on digital services such as Twitter? Ever since the Library of Congress surprised many with its announcement that it would accession the billions of public tweets since 2006, the subject has been one of significant debate. Critics lamented what they felt was a lowering of standards by the library—a trendy, presentist diversion from its national mission of saving historically valuable knowledge. In their minds, Twitter is a mass of worthless and mundane musings by the unimportant, and thus obviously unworthy of an archivist’s attention.
  • As any practicing historian knows, some of the most critical collections of primary sources are ephemera that someone luckily saved for the future.
  • But let me set aside for a moment my optimistic disposition about the Twitter archive and instead meet the critics halfway. Suppose that we really don’t know if the archive will be useful or not—or worse, perhaps we are relatively sure it will be utterly worthless. Does that necessarily mean that the Library or Congress should not have accessioned it?
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  • What does this mean for the archiving of digital emphemera such as status updates—those little, seemingly worthless online notes? It means we should continue to expend the majority of resources on those documents and people of most likely future interest, but not to the exclusion of objects and figures that currently seem unimportant. In other words, if you believe that the notebooks of a known writer are likely to be 100 times more important to future historians and researchers than the blog of a nobody, you should spend 10, not 100, times the resources in preserving those notebooks over the blog. It’s still a considerable gap, but much less than the traditional (authoritarian) model would suggest. The calculus of importance thus implies that libraries and archives should consciously pursue contents such as those in the Cambridge University Library tower, even if they feel it runs counter to common sense.
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