Background Much social marketing research is done on-line recruiting participants through Amazon Mechanical Turk, vetted panel vendors, social media, or community sources. When compensation is offered, care must be taken to distinguish genuine respondents from those with ulterior motives. Focus of the Article We present a case study based on unanticipated empirical observations made while evaluating perceived effectiveness (PE) ratings of anti-tobacco public service announcements (PSAs) using facial expression (FE) analysis (pretesting). Importance to the Social Marketing Field This study alerts social marketers to the risk and impact of disinterest or fraud in compensated on-line surveys. We introduce FE analysis to detect and remove bad data, improving the rigor and validity of on-line data collection. We also compare community (free) and vetted panel (fee added) recruitment in terms of usable samples. Methods We recruited respondents through (Community) sources and through a well-known (Panel) vendor. Respondents completed a one-time, random block design Qualtrics® survey that collected PE ratings and recorded FE in response to PSAs. We used the AFFDEX® feature of iMotions® to calculate respondent attention and expressions; we also visually inspected respondent video records. Based on this quan/qual analysis, we divided 501 respondents (1503 observations) into three groups: (1) Those demonstrably watching PSAs before rating them (Valid), (2) those who were inattentive but completed the rating tasks (Disinterested), and (3) those employing various techniques to game the system (Deceitful). We used one-way analysis of variance (ANOVA) of attention (head positioning), engagement (all facial expressions), and specific facial expressions (FE) to test the likelihood a respondent fell into one of the three behavior groups. Results PE ratings: The Community pool ( N = 92) was infiltrated by Deceitful actors (58%), but the remaining 42% was "attentive" (i.e., no disinterest). The Panel pool ( N = 409) included 11% deceitful and 2% disinterested respondents. Over half of the PSAs change rank order when deceitful responses are included in the Community sample. The smaller proportion of Deceitful and Disinterested (D&D) respondents in the Panel affected 2 (out of 12) videos. In both samples, the effect was to lower the PE ranking of more diverse and "locally made" PSAs. D&D responses clustered tightly to the mean values, believed to be an artefact of "professional" test taking behavior. FE analysis: The combined Valid sample was more attentive (87.2% of the time) compared to Disinterested (51%) or Deceitful (41%) (ANOVA F = 195.6, p < .001). Models using "engagement" and specific Fes ("cheek raise and smirk") distinguished Valid from D&D responses. Recommendations False PE pretesting scores waste social marketing budgets and could have disastrous results. Risk can be reduced by using vetted panels with a trade-off that community sources may produce more authentically interested respondents. Ways to make surveys more tamper-evident, with and without webcam recording, are provided as well as procedures to clean data. Check data before compensating respondents! Limitations This was an accidental finding in a parent study. The study required computers which potentially biased the pool of survey respondents. The community pool is smaller than the panel group, limiting statistical power.
Assembling production studies : formative interventions in Britain and Europe / Graham Murdock -- Origins of research into media industries conducted in the US / Janet Wasko -- Meeting the challenges of media and marketing convergence : revising critical political economy approaches / Jonathan Hardy -- Why should we care about media policy? Critical directions in media policy research / Maria Michalis -- Economic perspectives on the characteristics and operation of media industries / Gillian Doyle -- The state of media management research / Ulrike Rohn -- Critical and cultural? Production studies as situated storytelling / Philip Drake -- Locating and localizing media industry studies : the case of Greece / Georgia Aitaki, Lydia Papadimitriou and Yannis Tzioumakis -- Industrial media studies : considering infrastructures for audience manufacture / Lee Mcguigan -- The infrastructural turn in media and internet research / David Hesmondhalgh -- Informality and indeterminacy in media industries research / Ramon Lobato -- An industry of its own? Approaching the American comic book industry / Gregory Steirer and Alisa Perren -- Approaching race in media industries research / Anamik Saha -- Methodological approaches to women's work in Hollywood / Courtney Brannon Donoghue -- Global configurations : re-spatializing labor in contemporary film and television production / Kevin Sanson -- Producing for small audiences : smallness and peripherality in the global media industries / Petr Szczepanik -- Currents of change : the unstoppable momentum of the Chinese media industrial complex / Michael Keane -- Bricks, mortar and media : understanding the media industries through their buildings / EliAbeth Evans -- Authorship and agency in the media industries / Eva Novrup Redvall -- The online television industry : fragmentation, consolidation and power / Catherine Johnson -- Children and the media industries : an overlooked but very special "television" audience / Anna Potter and Jeanette Steemers -- Game-changer or a new shape to familiar dynamics? Netflix and the American indie film sector / Geoff King -- User as asset, music as liability : The moral economy of the "value gap" in a platform musical economy / Andrew Leyshon and Allan Watson -- The digital news industry : the intertwining digital commodities of audiences and news / Henrik Bødker -- The dynamics of the book publishing industry / Angus Phillips -- Social media industries and the rise of the platform / Pieter Verdegem -- When East Asian media industries are faced with digitalization : transformation and survival strategies / Anthony Fung and Georgia Chik -- Creating that "local connect" : The dubbing of Hollywood into Hindi / Tejaswini Ganti -- The Hollywood-Chinawood relationship : continuities and changes / Wendy Su -- TV formats : Transnationalizing television production and distribution / Andrea Esser -- From idents to influencers : the promotional screen industries / Paul Grainge -- Branded entertainment : a critical review / Katharina Stolley, Finola Kerrigan and Cagri Yalkin -- Gatekeepers of culture in the music video supply chain / Emily Caston -- The immersive cinema experience economy : the UK film industry's third sector / Sarah Atkinson and Helen Kennedy -- Transmediality as an industrial form / Matthew Freeman -- Sports rights : global content, national markets and regulatory issues / Paul Smith -- Writing film industry history / Andrew Spicer -- Writing the airwaves : recent trends in histories of US broadcasting / Jennifer Porst and Deborah L. Jaramillo -- Policy studies and the case for plurality / Jennifer Holt and Steven Secular -- Media economics and management as optimization research : towards a shared methodology / M. Bjørn Von Rimscha -- Backstage observations : studying media producers / Anna Zoellner -- Breaking into Hollywood : strategies for interviewing media producers / David Craig -- Harnessing the life history method to study the media industries / Roei Davidson and Oren Meyers -- Interfacing with industry / Stuart Cunningham -- Media industries and audiences : an analytic dialogue / Annette Hill -- Ethics in media industries research / Patrick Vonderau -- Appreciating the costs and benefits of media market research in the digital era / Justin Wyatt -- Numbers and qualitative media industries research / Jade Miller -- Teaching media industries through experiential learning : pathways to engagement and understanding / Erin Copple Smith.
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Abstract Nowadays we are taking care of uncertainty and stress due to Current situation of the pandemic. Our confusion, queries and uncleanness about COVID 19 sometimes makes us unstable, insecure, dubiousness, etc. Bangladesh Government has taken necessary steps to control this situation and close all the schools till further notice. This article is embracing current educational systems in Bangladesh, its effect on mental health, challenges and overcoming solutions. Government and Private schools have already started their online classes. Online schools definitely help students to continue their education at home, keep students busy in these pandemic circumstances, helps them to share their feelings with students and teachers. An emotional bonding has been created between teachers and students and this new learning has simply given education a new lease of life. On the other hand teachers, with new ideas, make the classroom much more enjoyable for the students. However it lessens a gap in learning process but still faces lots of challenges. Most often it is difficult for teachers to touch every student in the class, in rural areas sometimes it is hard to get internet connection, children under 7 years old does not want to seat in front of a computer for more than one hour, children under 10 years need help from parents to operate computer or mobile, working parents feel problem to adjust online class schedule with their own, zoom, google class room is new for many students and parents which create trouble to attend class at proper time, and a portion of students and parents do not have smart mobile phone and computer. Few teachers are trained about this online teaching, Lack of training of teachers and less innovative ideas often make lessons less effective. It is painful for parents to pay fees regularly who lose their job due to COVID 19. On the other side of the coin is that a number of teachers are not getting full salary which often makes teaching less useful. Prolonged lockdown and significant changes to our daily lives may cause Depression, Generalized Anxiety Disorder, Panic Disorder, Obsessive Compulsive Disorder, etc. Students, teachers, and parents any one can suffer from Mental Disorder. They are also prone to develop behavioral problems such as irritability, restlessness, palpitation, sleeping and eating problem, sudden violent and aggressive behavior, fear of dying, pain on multiple sites of the body, etc. Occasionally student's complaint of somatic problem such as headache, body ache, breathlessness, tiredness, etc. It happens due to extended lockdown, detachment from friends and non-availability of the market and playground. We always give attention to physical problem but mental health issues are also important for a productive functional life. Teachers should put some innovative ideas to make the online teaching more interesting such as regular meeting with parents, adding some audiovisual aid such as films, poster, video, allow students to play some useful games during class and take regular feedback from the students. Parents also can play an important role during this critical situation. They can also help their children to adjust with this situation. If students make themselves busy with some household works, maintain connection with friends by mobile phone and social media they can easily tackle this situation. We need to encourage and give attention to each other to overcome this situation. A great team work is highly encouraged to overcome our all challenges including technological issue. By this way we will be able to establish not only a comfort environment for both teachers and students but also can develop some active learners.
У сучасних умовах вирішальне значення для досягнення успіху в операції (бою) має автоматизоване управління військами (силами), яке здійснюється в часі, наближеному до реального, та в єдиному інформаційному середовищі прийняття управлінських рішень на застосування військ (сил) і зброї. Оборонна реформа, запроваджена в Міністерстві оборони та Збройних Силах України, передбачає створення таких автоматизованих систем на основі передових стандартів НАТО. Це, у свою чергу, викликає необхідність підготовки кваліфікованих офіцерських кадрів, які були би здатні ефективно застосовувати ці системи.У статті викладено досвід упровадження автоматизованих систем управління військами в освітній процес Національного університету оборони України імені Івана Черняховського, який може бути використаний в інших вищих військових навчальних закладах та під час оперативної (бойової) підготовки військ.Національний університет оборони України відповідно до визначених наукових завдань здійснює дослідження проблем розвитку інформаційних технологій та удосконалення автоматизованих систем управління, а також впроваджує результати цих досліджень в освітній процес університету.Одним із таких результатів є створена в університеті навчальна автоматизована система управління військами (АСУВ) "Славутич". Протягом останніх п'яти років АСУВ "Славутич" активно впроваджується в освітній процес університету. Слухачі факультативно вивчають технології застосування АСУВ "Славутич" та удосконалюють компетенції автоматизованого управління військами (силами) під час проведення занять з оперативно-тактичних дисциплін.Найбільш повно та комплексно АСУВ "Славутич" використовується під час проведення командно-штабних навчань та командно-штабних воєнних ігор зі слухачами випускних курсів. Досвід використання АСУВ "Славутич" свідчить про суттєвий вплив автоматизації на ефективність управління військами та навчання слухачів.АСУВ "Славутич" складають 10 функціональних та забезпечуючих підсистем (інформаційного обміну; відеоконференцзв'язку; електронного документообігу; організації роботи штабу; інформаційно-довідкова; збору і обробки даних; геоінформаційна; ведення і відображення положення, стану та дій військ; інформаційно-розрахункова; управління функціонуванням), стислий опис яких наведено у статті. ; In modern conditions, the automated command and control, which is carried out close to real-time mode and in the shared information environment for making management decisions on the use of troops (forces) and weapons, is crucial for the success of the operation (combat). The defence reform introduced in the Ministry of Defence and the Armed Forces of Ukraine envisages the creation of such automated systems based on advanced NATO standards. This, in turn, necessitates the training of qualified officer personnel who will be able to use these systems effectively.The article describes the experience of implementation of automated command and control systems in the educational process of the National Defence University of Ukraine named after Ivan Cherniakhovskyi, which can be used in other higher military educational establishments and during the operational (combat) training of troops.The National Defence University of Ukraine, in accordance with its assigned tasks, carries out research concerning problems of development of information technologies and improvement of automated control systems, and also implements the results of the research in the educational process of the university.One outcome of such research is the Slavutych, an automated command and control system developed in the university. During the last five years the Slavutych has been actively employed in the university's educational process. The students optionally learn the technologies of application of the Slavutych and improve their competences in the field of automated control of the troops (forces) during the courses on operational-tactical disciplines.The most fully and comprehensively the Slavutych is used during command-post exercises and war games with final year students. Experience gained from the use of the Slavutych indicates the significant impact of automation on the effectiveness of command and control as well as the performance of students.The Slavutych consists of 10 functional and support subsystems (information exchange; video conferencing; electronic document flow; staff procedures; information service; data collection and processing; geoinformation system; visualisation of the position, status and actions of troops; calculation; technical support), brief descriptions of which are given in the article.
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It's the electronic equivalent of laying down asphalt on parish roads right before an election: after three years of assurances this was around the corner, Bossier Parish finally is getting around to creating facilities to broadcast professionally its jury meetings – a day late and a dollar short of needed transparency.
For years, to broadcast proceedings the nine-figure annual revenue Bossier Parish has done so by slapping down on a table a device that tries to capture the entire panorama of twelve jurors by video and streaming it by Facebook Live. With little technical improvement, the arrangement continues until this day. Audio often is terrible that requires guesswork as to who speaks and there's no opportunity to view presentations or vote tabulations.
As a result, at the start of the Jury's meeting last week local web site operator Wes Merriott of Sobo Live made it an offer. Perhaps more known for his biting remarks during public commentary periods of the Bossier City Council, Merriott at the Jury's interval for public comments offered his technical services to improve the live stream capacity at no charge.
Despite the price, it was an offer the Jury could refuse. At the meeting's end during time set aside for juror comments, Republican Juror Julianna Parks revealed a sandbagging of Merriott. She had a parish functionary explain that an appropriation of $850,000 had been made to upgrade transmission facilities in 26th District courtrooms and the Jury chambers, with the courtrooms having priority.
Of course, citizens might have missed that because of what was called a transmission error occurring for the meeting last December dealing with the budget that led to no audio/visual streaming or archiving. And the minutes, produced after the fact sometimes weeks later, of that meeting only have the barest documentation of what the budget looks like, unlike every other major governmental body in the region which posts online much more detailed budgeting documentation, before meeting on it.
Regardless, by the end of the month the Jury should vote to move the project forward and its information and technology folks felt possibly the entire project for the chamber would be complete by the end of the year – that is, right after juror elections for the next four years. Merriott for his trouble was given the promise of a chat about transmission quality.
Naturally, all of this should have happened years ago. Almost three years ago I contacted the parish's public information officer Pat Culverhouse about the very issues Merriott had said had been brought to his attention. The reply I received then was that improvements were in the offing and to be patient. So, this has been known for a long time yet the parish made no targeted effort for improvement until two years had passed.
Parks tried to prompt IT staff to explain away the delay as a product of supply chain difficulties. But that strains credulity that this would knock things back by three years; certainly, starting when the Wuhan coronavirus pandemic descended to show the inadequacy of the current setup would have resolved the problem long ago.
In truth, greater transparency through clearer meeting presentation and therefore archiving wasn't desired by Parks or jurors generally until they realized it would become a campaign issue – and conveniently decided to tackle that only on the year of elections in a way making the solution available after elections. And the Jury still, unlike every other major government body in the region that posts this on the web, seems to have no plans to provide prior to meetings any documentation of agenda items other than item titles and summaries, except for maps for certain zoning decisions. That information is vital for citizens to understand issues and formulate input on items before the Jury acts upon these.
This is just another game by incumbent jurors – all of whom but one are running for reelection (and in that instance the incumbent qualified but then withdrew and has his brother running instead) – to trick the public into believing they respond and are accountable to citizens primarily when actually they are more motivated to preserve maximal ability to fulfill their insider needs first. Otherwise, the Jury wouldn't be tolerating the con game it lets its Parish Administrator Butch Ford play to evade state law about where he actually resides and is eligible to vote, or illegally placing its own on the parish's Library Board of Control, nor would it have taken so long to usher off the Cypress Black Bayou Recreation and Water Conservation District's Board of Commissioners its designee Robert Berry for illegally serving in two officers until legal judgments dictated it do so (Berry now is challenging for a spot on the Jury).
At least improving meeting transmission is minimal progress that needs immediate follow-through by putting thorough documentation of each meeting agenda item online when the agenda is published. But it still has to rectify other things as well and has a long way to go to win back the confidence of the citizenry, which may require wholesale changes through elections this fall.
Im Kontext dynamischer Globalisierungsprozesse führen die Auswirkungen der Erdölförderung im ecuadorianischen Amazonastiefland zu komplexen Konflikt- und Wandlungsprozessen. Diese betreffen insbesondere die Lebensräume und Lebensweisen der lokalen indigenen Bevölkerung und führen einerseits zu Anpassungszwängen, andererseits eröffnen sie neue Perspektiven und Handlungsmöglichkeiten. Die Studie fokussiert die Interessenkonflikte zwischen Ölförderung und Umweltschutz im Yasuni Nationalpark, einem weltweiten Zentrum und Hotspot der Biodiversität, den es im Spannungsfeld zwischen lokaler und globaler Ebene als glokale Kontakt- und Konfliktzone vielfältiger Akteure und Interessen zu verstehen gilt. Als lokale Konfliktakteure stehen die Waorani im Mittelpunkt der Untersuchung, die sich aus konfliktethnologischer Perspektive mit der Vielfalt indigener Strategien und sich wandelnder Formen der Konfliktaustragung auseinandersetzt. Diese umfassen sowohl gewaltvollen Widerstand und Meidung als auch Prozesse politischer Organisation, Verhandlungen und die strategische Nutzung von Medien und Kommunikationstechnologien. In der Beschäftigung mit Konflikten als Motor kultureller und gesellschaftlicher Wandlungs-, Lern- und Selektionsprozesse, wird die Dynamik der Konfliktaustragung anhand kontextualisierter Fallbeispiele untersucht. Unter Berücksichtigung mehrdimensionaler Prozesse der Globalisierung, die neue Machtverhältnisse, Handlungsräume und -optionen schaffen, geht es um die Frage, wie sich die indigenen Strategien und Umgangsformen mit Konflikten anpassen, verändern und aktiv gestaltet und modifiziert werden. Hier ist die Frage zentral, wie indigene Konfliktakteure zunehmend globale Medien, Informations- und Kommunikationstechnologien nutzen, um sich zu organisieren, transnational zu vernetzen und die medialen Bilder und Imaginationen ihrer indigenen Identität und lokalen Lebensrealität zu (re)präsentieren und als Machtressource strategisch im Widerstand gegen die Erdölindustrie zur Verteidigung ihrer eignen Interessen, Positionen und Lebensprojekte einzusetzen. ; Defendemos nuestra selva : De la resistencia local al medioactivismo global de los Waorani en el conflicto entre la explotación petrolera y la conservación ambiental en el Yasuni en la Amazonia del Ecuador En el contexto de los procesos dinámicos de la globalización, los impactos de la explotación petrolera en la Amazonía ecuatoriana ocasionan complejos procesos de cambio y conflictos, que afectan a los espacios y formas de vida de la población local indígena y conducen tanto a adaptación como abren también nuevas perspectivas y posibilidades de acción. La monografía enfoca los conflictos de intereses entre la extracción de petróleo y la conservación ambiental en la región del Parque Nacional Yasuní, un centro y hotspot de la biodiversidad a nivel mundial, que representa una zona glocal de contacto y un área conflictiva de diversos actores e intereses entre el nivel local y el global. Como actores locales del conflicto, los Waorani se hallan en el foco del estudio, que se ocupa desde una perspectiva antropológica-conflictológica de la diversidad de estrategias indígenas y los modos cambiantes de gestión de conflictos, que abarcan tanto la resistencia violenta y la evasión como procesos organizativos, de negociación y el uso estratégico de los medios y tecnologías de comunicación. En la investigación de los conflictos como motor de procesos culturales y sociales de cambio, aprendizaje y selección, se analiza la dinámica de gestión de conflictos mediante ejemplos contextualizados. Tomando en cuenta los procesos pluridimensionales de la globalización, que crean nuevas circunstancias y relaciones de poder, así como nuevos espacios y opciones de actuación, se discute cómo las estrategias y modos indígenas de manejo de conflicto se adaptan, cambian y se forman y modifican activamente. En el centro de este contexto se halla la pregunta, cómo actores indígenas del conflicto utilizan y adaptan cada vez más los medios globales de información y comunicación para organizarse, conectarse en redes a nivel transnacional y (re)presentar estratégicamente a las imágenes e imaginarios de su identidad indígena y realidad local de vida en la resistencia contra la industria petrolera y la defensa de sus propios intereses, posiciones y proyectos de vida.
Preface Table of ContentsKeynote and Featured SpeakersMixed Media Art in Thailand: The Case Study of Vichoke Mukdamanee; V. MUKDAMANEEArt Framework for The Industrial Revolution 4.0; M. MOKHTARDigital Knowledge Improvement for Indonesian Small and Medium Enterprises: Cultural Change in Digital Mental; I. WIRASARIA. Creative Technology, Data, and Creative IndustryBoard Game as a Tool for Developing Character of Independence in Malang Regency; C.U.C. NURSYIFANI, L.T. ATMAJI, G. FEBRIANIBranding of Muslim Scuba Dress: Rizka Haristi in Bandung; S.M.B. HASWATI & S.M. RIDJANADigital Comic Design of Food Waste for Teen; S. HIDAYAT & D.E. HERYADIDesigning Verbal Message and Visual Media of Tourism Destination Curug Putri;S. NURBANI, J. HAIBA, Y.A. BARLIAN, A.R. RAMADHANMeasurement Method to Test Strength of Peg and Tie Joints Against Tensile Strength and Press on Simple Bamboo Structure; A.N.S. GUNAWAN & S. MOHAMADPeriodization of Development Local Fashion Brand in Bandung in 1994-2018; W.N.U. BASTAMAN, A.S.H. SHAFII, R. FEBRIANIB. Digital Transformation of EnvironmentPlanning Private Spaces of Design Students in Supporting Optimization of Online Learning; A. FARIDA, M.S. HANAFI, W. LIRITANTRIDigital Data Storage in Office Space Optimization for BULOG Head Office Jakarta; W. LIRITANTRI, A.D. HANDOYO, G.I. MAHODIMRedesign of Interior HVAC System in Order to Limit the Spread of COVID Virus; A.D. HANDOYO & E. WICAKSONOFinding Lighting Balance within Ecosystem of Taman Teras Cikapundung; R.H.W. ABDULHADI, M.T.M. RAJA, M. AKKAYAEffects of Early Adolescent Characteristics in Circulation Design for Junior High School Building; K. AMELIA, I. HANOM, W. LUKITO, S.N. SIREGARTemporary Spatial Transformations in Residential Area Corridors Due to the Impact of Tourism. Case Study: Jalan Jaksa, Jakarta; V. HARISTIANTI & W.D. PRATIWIData Digging for Heritage Evaluation in Indonesia Built Heritage; R. WULANDARI & W.A. RAHMYStudy of Controlling the Layout and Construction on Pedestrian Bridge Based on Regulation; N.A. HAPSORO, H.F.S. RUSYDA, C.N. BRAMIANAC. Digital Technology Transformation and Cultural Evolution in Time of PandemicDigital Technology cultural evolution: COVID-19 and digital culture -- Featured Animation Design for Cultural Respect and Understanding in Tjap Go Meh's Narration; I. WIRASARI, D.K. ADITYA, N.D. NUGRAHA, A. ERDINA, S. FATHIANIVirtual Experiences in Tourism during Covid-19 Pandemic; A. FADILLA & P. ADITIABreaking Logo's Rule: Promoting Social Distancing to Prevent COVID-19 from Spreading by Changing Brand's Logo; R.A. SISWANTO, J. DOLAH, I. RESMADIHome Interior Wall Treatment to Support Sensory Games of Toddler in Indonesia during Pandemic Situation; R. RACHMAWATI, I. HANOM, A. SIDARTALiterature Study on Ventilation and Air Conditioning (AC) Systems Associated with SARS-CoV-2 Pandemic; I. SUDARISMAN, M.B. MUSTAFA, M.H.B.M. ISA, F.A. BIRWAZWorking Virtually, Exhausting in Reality: Virtual Cause Burnout in the Age of Pandemic; W.T.G. PUTRA, A.L. HAKIM, T. KARTASUDJANAOnline Engagement Instagram Account Warung Kopi Imah Babaturan During the Pandemic Period COVID-19; R.Y. ARUMSARI & D. SETIAWAND. Innovation of Products, Creative Industries Management and MarketingOpportunities for Utilization of Natural Fibre Fabrics in Home Living Textile Products with Lifestyle Trends "Back to Nature"; R. FEBRIANI, W.N.U. BASTAMAN, M. SUTANTIOKansei Analysis: Motorcycle of Choice Based on User Preferences in the Main Commercial Market Area of Gedebage, Bandung; D. YUNIDAR, A.Z.A. MAJID, T.Z. MUTTAQIENApplication of Natural Soga Tingi Coloring (Ceriops Tagal) as an Alternative Eco-Friendly Textile Color; A. HENDRAWAN, S. MOHAMAD, W. LISTIANINGRUMSocial Media Branding on Instagram Account @recharge.id; M. HIDAYATTULOH & F. MAHARANIThe Innovation Application on Batik Crafts Product in the New Normal Era in Indonesia, Does It Have an Impact?; F. CIPTANDI & M.S. RAMADHANPackage Design Colour Preference Using Eye-Tracking Technology: Does Gender Make Any Differences?; W. SWASTY, E. RAHMAWATI, A. MUSTIKAWAN, M.I.P. KOESOEMADINATATheory of Consumption Value in Identifying the Role of Colour in Product Labelling; W. SWASTY & M. MUSTAFADigital Board Game Design for English Vocabulary's Learning Tool During Studying from Home; D.K. ADITYA, I.N. KUSMAYANTI, R. HENDRYANTI, P.F. ALAMEngineered Print for Zero Waste Fashion Design; F. NURSARI & A. NABILAFabric Effectiveness on a Batik Shirt Through Design Motifs; S. YUNINGSIH, E.P. HOKIANTI, C. PUSPITASARIReplacement of Public Area with Service Area as a COVID19 Safety House Design; S. RAHARDJO, M.K.A. RAHMAN, A. SAFINATUJANNAHElectric Kick Bike Design for Recreational Vehicle; T.S. PAMBUDI, A.W. HERU, A. DEEFINPRAMASYA, V.R. 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The debate over work requirements for social programs is hot and heavy. I'll chime in there as I don't think even the Wall Street Journal Editorial pages have stated the issue clearly from an economic point of view. As usual, it's getting obfuscated in a moral cloud by both sides: How could you be so heartless as to force unfortunate people to work, vs. how immoral it is to subsidize indolence, and value of the "culture" of self-sufficiency. Economics, as usual, offers a straightforward value-free way to think about the issue: Incentives. When you put all our social programs together, low income Americans face roughly 100% marginal tax rates. Earn an extra dollar, lose a dollar of benefits. It's not that simple, of course, with multiple cliffs of infinite tax rates (earn an extra cent, lose a program entirely), and depends on how many and which programs people sign up for. But the order of magnitude is right. The incentive effect is clear: don't work (legally). As Phil Gramm and Mike Solon report, Since 1967, average inflation-adjusted transfer payments to low-income households—the bottom 20%—have grown from $9,677 to $45,389. During that same period, the percentage of prime working-age adults in the bottom 20% of income earners who actually worked collapsed from 68% to 36%.36%. The latter number is my main point, we'll get to cost later. Similarly, the WSJ points to a report by Jonathan Bain and Jonathan Ingram at the Foundation for Government Accountability thatthere are four million able-bodied adults without dependents on food stamps, and three in four don't work at all. Less than 3% work full-time.3%. Incentives are a budget constraint to government policy, hard and immutable. Your feelings about people one way or another do not move the incentives at all. A gift of money with an income phase-out leads people to work less, and to require more gifts of money. That's just a fact. What to do? One answer is, remove the income phaseouts. Give food stamps, medicaid, housing subsidies, earned income tax credits, and so forth, to everyone, and don't reduce them with income. Then the disincentive to work is much reduced. (There is still the "income effect," but in my judgement that's a lot smaller for most people in this category.) Rather obviously, that's impractical. Even the US, even if r<g or MMT are true, would run out of money quickly. That's the problem with Universal Basic Income. Even $20,000 x 331 million = $6.6 trillion, essentially the entire federal budget right there, and $20,000 of total support is a lot less than people with $0 income get right now. (Gramm, Ekelund and Early, and Casey Mulligan estimate about $60,000 is the right number here.) Put another way, to eliminate the work disincentive in the social programs, we would have to jack up marginal tax rates on everyone to such stratospheric levels that nobody works. You can't escape disincentives. So, support for the unfortunate must be limited somehow. That's why we limit it to people below a certain income level. But even if each individual program maintains a reasonable marginal phaseout, they add up across programs, and next thing you know we're back to 100% phase out. Posit that work is still desirable, to earn some money, to contribute to your fellow citizens, to reduce the need for income assistance, and to build human capital. (Plus the more ephemeral goals all sides of the debate ascribe to work -- self reliance, life meaning, self-respect, participation in society, and so forth. I promised no moral or sociological arguments, but these values being shared by both sides of the debate, I can make a little exception. Nobody thinks that an entire lifetime of living on a government check, doing nothing but drink take drugs and play video games all day, makes for a desirable society, no matter who they vote for.) If so, if the social safety net creates a 100% marginal tax rate on work, and if abandoning income phaseouts will bankrupt the state, then we have a problem. Work requirements are an imperfect method to try to replace the incentive to work that social programs eliminate. Our government does this sort of thing all over to transfer income but contain the disincentives: Subsidize gas, and then regulate against its use for example. It is inefficient, as you can tell from the brouhaha. It's much more efficient to get people to work by saying "if you earn a dollar, you can keep it," rather than "if you earn a dollar we'll take it away from you but we're going to force you to work." As the WSJ details here and often, the rules are complex, and people and governments game them. Just who should work? Progressives will quickly find a sick single mother taking care of elderly parents and commuting to some horrible fast food job who falls through the cracks, and they are right. Rules and bureaucracies are very rough substitutes for market incentives. More importantly, if you're working for money, you find the best job you can, you work hard, you look for better opportunities. If you're working to satisfy a bureaucratic work requirement in the face of a 100% tax rate, you find the easiest job you can, you don't care about the money and thereby the social productivity of the work, and you do as little as possible. So I'm not defending work requirements as a perfect offset to a 100% marginal tax rate. But they are there for a reason, as a very rough offset to some of the huge disincentives that means-tested programs pose. The point today is that we should start to understand and debate work requirements in this framework. If you're going to remove market incentives, you need some replacement. By the way, supposedly socialist Europe, after its experience with "the dole" in the early 1990s, is much more heard-hearted about these sorts of incentives than we are. Progressives who think we should both emulate nordic countries and also expand our safety net should go look at nordic countries. Is there a better way? I've long played with the idea of limiting help by time rather than by income. That's how unemployment insurance works. We understand that replacing people's paycheck forever if they lose their job has bad incentive effects. Unemployment is understood as a temporary misfortune, and understanding the incentives, you get unemployment checks for a limited amount of time. Could not many other programs aimed at misfortune also be limited by time -- but then allow you to keep each extra dollar of earnings? Perhaps even unemployment should be a fixed amount of time, and you can keep receiving it for the full (normally) 26 weeks even if you get a job. The trouble with that, of course, is that some people will not get their acts together in the required time, and then you have to be heartless. But is it not just as heartless to say to a person who had been on food stamps, earned income tax credit, social security disability and housing voucher, "well, congrats on getting a job, and a good one, that pays $60,000 per year. Now we're taking away all your benefits. Enjoy the $1?" Also, the safety net does include a detailed bureaucracy to determine who is needy. Disability, unemployment, and so forth look hard at these issues. Replicating that with a different set of rules for each program seems mighty wasteful. Another wild idea: Good economists all understand that consumption, not income, is the right measure of well being. That's why consumption taxes are a good idea, and we should measure consumption diversity not income diversity. (I don't use the word "inequality" anymore as it prejudices the right answer.) One advantage of a consumption tax is that it would be easier to condition benefits on consumption rather than income. If you work and save the results, you can keep your benefits. One last point, which maybe should be the first point. It is a bit scandalous that income phase outs in social programs take away benefits based on market income, but not social program income. If you have food stamps and earn an extra $10,000 of income, you can lose your foods stamps. If you get housing worth $10,000, you don't lose anything. Ditto in the entire social program system. This is an immense distortion towards putting effort into obtaining more social programs rather than working. Phasing out based on consumption, including cash and non cash benefits, would make a lot more sense. But one could phase out benefits based on which other benefits you receive too. Disincentives come from the social program and tax system overall, and any hope of continuing disincentives and saving money must take a similar integrated system approach. The argument also is over how much money the programs cost. That leads to "how could you be so heartless" vs. "but the country will go broke," also going nowhere. A focus on incentives offers the way out. Fix the incentives, and we end up helping people who need it a lot better, we end up with a lot fewer people who need help, and spend a lot less money. Win win win. There is no clean answer. A main lesson of economics is that there is always a tradeoff between help and disincentives, between insurance and moral hazard. We can make this tradeoff a lot more efficient than it is, but we can't totally eliminate the tradeoff. The bottom line remains, this discussion would be a lot more productive discussion if we talked about the constraint posed by incentives, rather than the usual moral mudslinging. Update:So work requirements are a little tightened, but not if you have Medicaid. WTF? Medicaid is limited by income. The incentive spaghetti here would be fun to unravel. Of course, we have an additional reason to stay below the income cap for Medicaid. We have an additional incentive to sign up for Medicaid, which may be the idea here. "Get a job, lose your food stamps, or sign up for this free government program." Hmm. Feel free to riff on this one in the comments...
Sensory features of products and services affect emotions, memories, perception, choices and consumption. The creation of new emotions or emphasising of existing ones can increase the appeal of the product or service. Furthermore, it is important for the creative industries to create products and services that inspire, include and reflect consumer values. The creative industries-which include advertising, architecture, arts and crafts, design, fashion, film production, video, photography, music, the performing arts, publishing, research and development, software and computer game development, and electronic publishing, as well as TV and radio-are elements of the creative economy. Creativity is also one of the drivers of the experience economy. According to theorists of experience economics Joseph Pine and James Gilmore, the most prolific experiences are authentic, remain in the memory and change human notions by stimulating all five senses (vision, hearing, smell, taste and touch), provoking emotions and feelings, and allowing people to participate and be involved. The research question of this paper is as follows: how are senses and emotions linked with experiences, when they are used in the development of creative products and services? Therefore, this paper proposes a theoretical review of how to incorporate senses and sensory design into a more comprehensive understanding within the creative economy, as well as the experience economy. Introduction With the recent development of the creative industries, the aspects of added value and the experience provided to the consumer have become even more important than the product and service themselves; furthermore, the understanding of design has transformed from a problem-solving method into a way of creating meaningful experiences. According to Pine and Gilmore, businesses must orchestrate memorable events for their customers, and that memory itself becomes the product: the "experience" [Pine & Gilmore 1998]. The research question of the paper is: how are senses and emotions linked with experiences, when they are used in the development of creative products and services? Sensory experience, which combines all five senses-sight, smell, hearing, taste and touch-creates intense and special effects. Products and services of creative industries can also be developed using related creative industry products which are sensory-for example, storytelling, design, gastronomy, art or crafts-thus creating a special atmosphere and emotions. The process which includes these actions and strategies is called sensory marketing. Sensory marketing tends to focus on building a temporary or permanent environment specifically for conveying a message, establishing a brand, or arousing feelings and engaging the senses [Buford 2017]. Bernd Schmitt presents five types of sensory marketing approaches, referred to as "strategic experiential modules": "sense, " "feel, " "think, " "act" and "relate." [Schmitt 2010]. According to Schmitt, the first stage, "sense, " appeals to consumers' senses (sight, sound, touch, taste and smell); "feel" relates to inner feelings, moods and emotions; "think" appeals to the intellect and cognitive experiences; "act" targets physical behaviour, lifestyle and interactions; and "relate" creates experiences and involves desires. The first stage-sense-is often neglected with several messages, visual triggers and information overload. Sensory aspects also lack a systematic approach and place into the disciplines of experience economy and creative economy. The next stage-feel-is crucial for creating experiences. Emotions are subjective and affective; they are states of mind, and are created by certain events and stimuli. The manifestation of emotions is related to the fulfilment of individuals' expectations and needs. This means that emotions define levels of satisfaction and the process of decision making. The contents of the paper are structured as two sections. The first section is dedicated to the relation between emotions and experiences, thus providing a conceptual background. Then follows the second section, which addresses aspects of senses and emotions and their importance in the development of creative products and services.
In modern economic conditions, managerial decisions of managers of enterprises in the media industry and their structural subdivisions are taken at risk. Risk parameters are reduced if the guidance is based on prior experience and market information. Rapid changes in the marketing environment of the enterprise reduce the value of previous experience, which complicates forecasting and increases the risk of making managerial decisions.In modern conditions there are different approaches to the interpretation of the concept of 'media'. In our opinion, the media is a set of information tools and techniques for transmitting to a particular consumer the message (print word, musical composition, schedule, etc.) in one form or another. As a rule, the term 'media' is used not independently, but as part of a more complex word, which is its partial version. One of them is the media business. The conducted analytical review of literary sources has shown that the cluster of media industry forms the enterprises of newspaper and magazine business, book publishing; television, radio, film and video production; the recording industry; production of online content and computer games; database creation.The authors of an article have identified and summarized the current problems of information support of media industry enterprise specialists, based on analysis of the articles of the current regulatory legislation and the current state of the media industry. The main reasons for the lack of relevant information for an economic and statistical analysis of both individual companies and the industry as a whole have been identified. The main problem is that the media industry is not a solid object of statistical studies of national statistics. A large number of informal segments of media products, the opacity of the industry in general, deepens it. Separately, the authors examined the question of the need to develop and expand the concept-categorical instrument of research methodology of media business, terminological clarification of many concepts. Indeed, as shown by analysis, application of the traditional scientific methodology of economic and statistical analysis for research is almost impossible. ; Авторами статьи определены и обобщены современные проблемы информационного обеспечения специалистов предприятий медиаотрасли. На основе анализа положений действующих нормативно-законодательных актов и текущего состояния медиаотрасли определены основные причины нехватки релевантной информации для экономико-статистического анализа, как деятельности отдельных предприятий, так и отрасли в целом. ; У сучасних умовах господарювання управлінські рішення керівників підприємств медіагалузі та їх структурних підрозділів приймаються в умовах ризику. Параметри ризику зменшуються, якщо керівництво спирається на попередній досвід та ринкову інформацію. Швидкі зміни в маркетинговому середовищі підприємства зменшують значення попереднього досвіду, що ускладнює прогнозування та підвищує ступінь ризику у прийнятті управлінських рішень.У сучасних умовах існують різні підходи до трактування поняття «медіа». На нашу думку, медіа — це сукупність інформаційних засобів і прийомів для передачі конкретному споживачу повідомлення (друковане слово, музична композиція, графіка тощо) у тій чи іншій формі. Як правило, термін «медіа» використовується не самостійно, а як частина складнішого слова, яке є його частковим варіантом. Одним із них є медіабізнес. Проведений аналітичний огляд літературних джерел показав, що кластер медіагалузі формують підприємства газетного і журнального бізнесу, книговидання; теле-, радіо-, кіно- та відеовиробництва; звукозаписна галузь; виробництва онлайнового контенту та комп'ютерних ігор; створення баз даних.Авторами статті визначено та узагальнено сучасні проблеми інформаційного забезпечення спеціалістів підприємств медіагалузі. На основі аналізу положень чинних нормативно-законодавчих актів та поточного стану медіагалузі визначено основні причини нестачі релевантної інформації для економіко-статистичного аналізу як діяльності окремих підприємств, так і галузі загалом: розгалужений перелік видів економічної діяльності; відсутність чітких критеріїв ідентифікації як підприємств медіагалузі; наявність стихійного та неформалізованого сегменту медіагалузі; загальна непрозорість досліджуваної галузі тощо.Визначено, що вітчизняна медіагалузь не є цілісним об'єктом статистичних досліджень національних органів статистики, що фактично унеможливлює застосування традиційної наукової методології економіко-статистичного аналізу при вивченні стану функціонування медіагалузі загалом та окремих її підприємств.
In modern economic conditions, managerial decisions of managers of enterprises in the media industry and their structural subdivisions are taken at risk. Risk parameters are reduced if the guidance is based on prior experience and market information. Rapid changes in the marketing environment of the enterprise reduce the value of previous experience, which complicates forecasting and increases the risk of making managerial decisions.In modern conditions there are different approaches to the interpretation of the concept of 'media'. In our opinion, the media is a set of information tools and techniques for transmitting to a particular consumer the message (print word, musical composition, schedule, etc.) in one form or another. As a rule, the term 'media' is used not independently, but as part of a more complex word, which is its partial version. One of them is the media business. The conducted analytical review of literary sources has shown that the cluster of media industry forms the enterprises of newspaper and magazine business, book publishing; television, radio, film and video production; the recording industry; production of online content and computer games; database creation.The authors of an article have identified and summarized the current problems of information support of media industry enterprise specialists, based on analysis of the articles of the current regulatory legislation and the current state of the media industry. The main reasons for the lack of relevant information for an economic and statistical analysis of both individual companies and the industry as a whole have been identified. The main problem is that the media industry is not a solid object of statistical studies of national statistics. A large number of informal segments of media products, the opacity of the industry in general, deepens it. Separately, the authors examined the question of the need to develop and expand the concept-categorical instrument of research methodology of media business, terminological clarification of many concepts. Indeed, as shown by analysis, application of the traditional scientific methodology of economic and statistical analysis for research is almost impossible. ; Авторами статьи определены и обобщены современные проблемы информационного обеспечения специалистов предприятий медиаотрасли. На основе анализа положений действующих нормативно-законодательных актов и текущего состояния медиаотрасли определены основные причины нехватки релевантной информации для экономико-статистического анализа, как деятельности отдельных предприятий, так и отрасли в целом. ; У сучасних умовах господарювання управлінські рішення керівників підприємств медіагалузі та їх структурних підрозділів приймаються в умовах ризику. Параметри ризику зменшуються, якщо керівництво спирається на попередній досвід та ринкову інформацію. Швидкі зміни в маркетинговому середовищі підприємства зменшують значення попереднього досвіду, що ускладнює прогнозування та підвищує ступінь ризику у прийнятті управлінських рішень.У сучасних умовах існують різні підходи до трактування поняття «медіа». На нашу думку, медіа — це сукупність інформаційних засобів і прийомів для передачі конкретному споживачу повідомлення (друковане слово, музична композиція, графіка тощо) у тій чи іншій формі. Як правило, термін «медіа» використовується не самостійно, а як частина складнішого слова, яке є його частковим варіантом. Одним із них є медіабізнес. Проведений аналітичний огляд літературних джерел показав, що кластер медіагалузі формують підприємства газетного і журнального бізнесу, книговидання; теле-, радіо-, кіно- та відеовиробництва; звукозаписна галузь; виробництва онлайнового контенту та комп'ютерних ігор; створення баз даних.Авторами статті визначено та узагальнено сучасні проблеми інформаційного забезпечення спеціалістів підприємств медіагалузі. На основі аналізу положень чинних нормативно-законодавчих актів та поточного стану медіагалузі визначено основні причини нестачі релевантної інформації для економіко-статистичного аналізу як діяльності окремих підприємств, так і галузі загалом: розгалужений перелік видів економічної діяльності; відсутність чітких критеріїв ідентифікації як підприємств медіагалузі; наявність стихійного та неформалізованого сегменту медіагалузі; загальна непрозорість досліджуваної галузі тощо.Визначено, що вітчизняна медіагалузь не є цілісним об'єктом статистичних досліджень національних органів статистики, що фактично унеможливлює застосування традиційної наукової методології економіко-статистичного аналізу при вивченні стану функціонування медіагалузі загалом та окремих її підприємств.
From Point to Pixel:A Genealogy of Digital AestheticsbyMeredith Anne HoyDoctor of Philosophy in RhetoricUniversity of California, BerkeleyProfessor Whitney Davis, Co-chairProfessor Jeffrey Skoller, Co-chairWhen we say, in response to a still or moving picture, that it has a digital "look" about it, what exactly do we mean? How can the slick, color-saturated photographs of Jeff Wall and Andreas Gursky signal digitality, while the flattened, pixelated lanscapes of video games such as Super Mario Brothers convey ostensibly the same characteristic of "being digital," but in a completely different manner? In my dissertation, From Point to Pixel: A Genealogy of Digital Aesthetics, I argue for a definition of a "digital method" that can be articulated without reference to the technicalities of contemporary hardware and software. I allow, however, the possibility that this digital method can acquire new characteristics when it is performed by computational technology. I therefore treat the artworks covered in my dissertation as sensuous artifacts that are subject to change based on the constraints and affordances of the tools used in their making. But insofar as it describes a series of technological operations, the word digital often references the tool used to make the art but does not help a viewer/user relate to the art as a sensorially apprehensible artifact. Consequently, I gather together artworks that disclose visible evidence of their digital construction in order to identify the perceptible characteristics of digitally processed artifacts. I foreground not the hidden operations of computers--the intricacies of binary code and programming languages--but rather the surface qualities of digital graphics. While acknowledging that internal processes govern the aesthetic properties of these surfaces, I investigate the extent to which it is possible to encounter digitality at the level of the interface. Taking into account that the sensuous object will be informed by an underlying conceptual and technological framework or genotype, I set out to discover whether certain phenotypic aspects of digitality will be inherently accessible at a phenomenological level. Much of the best scholarship in media studies has offered cogent analyses of the political, social, and economic formations that emerge alongside digital technologies. These readings of "networked culture" focus on the systems of power/knowledge that arise from the Web 2.0 and a globalized world economy. Although this research proves invaluable to the understanding of a culture shaped by ubiquitous computing, a well-developed methodology for interpreting the role of digital technology in art practice must also situate digital artifacts in a specifically art historical and theoretical context. When do digital artifacts overcome their dubious status as mere demonstrations of technical novelty, and become artworks worthy of serious consideration? What is the importance of digital technology as an artistic medium, and how do affordances and constraints and technical parameters of digital processing influence the sensible configurations of computationally generated artifacts?Despite its foundation in immaterial electronic pulses, digital technology produces material effects on culture and communication. The assessment of digital images is often based on their "reality quotient"--the degree to which they accurately reproduce the optical and haptic conditions of external world. The fascination in digital cultural studies with virtual reality, second life, and other such practices supports this view, and also leans dangerously towards the notion that progress in art is achieved by producing ever more sophisticated techniques for rendering illusions of spatial depth. This concentration on the immersive capacities of digital graphics runs the risk of assuming a teleological progression in art towards "accurate" spatialization and virtualization. But this is not a tenable model for art historical investigation, given that the evaluation of art objects based on culturally determined signifiers of naturalism is exclusionary of alternate visual models and historical traditions. It is therefore imperative to consider depictions that exhibit visible evidence of digital construction--digital aesthetic characteristics--independently of the virtualizing capability of computational technology. My dissertation examines a subset of digital image-making practices that suppress virtualization in order to examine the structural principles undergirding digital graphics. In parsing these often abstract, highly formalized pictorial strategies, I conclude that they convey a different aesthetic and architectonic sensibility than analog depictions. Over the course of five chapters, my argument moves between theoretical analysis and case studies of artworks produced both with and without the aid of computers. Chapter One outlines the theoretical models used to differentiate digital and analog properties, and illustrates how and why art historical discourse has accorded value to artworks based on analog principles, such as fineness of color, texture, and line. It argues that discrete, particulate digital artifacts are constructed according to different principles than analog artifacts, which are relatively smooth and continuous with no absolute division between parts. My review of the formal characteristics of digital systems sets the stage for my argument that an observable model of digital facture--a digital method--preexists electronic, binary computers and that this digital process results in a digital aesthetic. Understanding this aesthetic is useful for theorizing the genealogy of contemporary computational graphics. Additionally, it provides for alternate theorizations of artifacts that have not traditionally found a secure place in the artistic canon, and it affords a new interpretive schema with which to examine artists and artworks whose position in the art historical demands renegotiation. In my second chapter, I support the claims of the preceding chapter by evaluating the extent to which the work of several modernist painters, including Paul Cezanne, Georges Seurat, and Paul Klee, exhibits constitutive features of a digital system. I use my findings to argue that understanding these artists' roles as experimenters with a digital method adds a new dimension to the theoretical, aesthetic, and historical significance of their work. The following two chapters provide comparisons between artists who apply a digital method without electronic computation and artists whose digital aesthetic is computationally driven. Chapter 3 attempts to recuperate the value and relevance of Op-Artist Victor Vasarely. Through an inspection of his writings and his algorithmic painting practices, I trace Vasarely's lifelong goal to develop a programmable visual language, and demonstrate how, without ever touching a computer, he was attempting in his practice to adopt a visual model of a digital system. In the second half of the chapter, I introduce the example of Marius Watz's computationally-generated homage to Vasarely's work in order to ascertain whether the use of a computer alters the visible qualities of Vasarely's plastic language. In Chapter 4, I examine Casey Reas's fraught and often contradictory response to the legacy of conceptual art in programming-based practices. Through a comparison between Reas and Sol LeWitt, I maintain that Reas occupies an oscillatory position with respect to the values traditionally attached to analog aesthetics, such as immediacy and uniqueness/irreproducibility. By mobilizing algorithmically encoded instructions to automate artistic production, Reas reinforces the turn away from the cult of the artist achieved in conceptual art. But at the same time, Reas's fascination with handmadeness and organicism preserves a link to analog aesthetic principles. Finally, my conclusion shifts away from direct comparison between computationally and non-computationally digital art, and instead assays the discursive resonances between Jason Salavon's software-based computational "paintings" and the increasingly widespread use of information visualization as primary mode of mapping the vast amounts of data produced by the mechanisms of the "culture industry".The works under consideration in my dissertation cohere around questions and problems related to painting. Part of the difficulty in defining "digital art" as a singular medium or genre is that the range of artifacts potentially contained under the rubric of digital art is massive and therefore resistant to canonization. A concentration on painting initially allowed me to refine my analytic method. However, the broader rationale behind this constraint grows out of the fact that the screen-based computational pictorialization analogizes painting. I contend that painting, despite, or perhaps due to its status as a two-dimensional mode of depiction, is deeply concerned with spatial and material architectonics. Painting is invested not only in the problem of how to graphically render volume and depth, but also the dynamic spatial relationship between bodies and concrete objects. Similarly, digital rendering must cope with the question of how to present the relationship between objects and spaces in two, three, or multiple dimensions. My goal is to discover whether the technical parameters of computation affect the way pictures are constructed, the kinds of subjects for which computers have the greatest representational facility, and by extension, the way digital pictures--the graphical index of digital technesis--will ultimately look. Overall, my dissertation offers a methodology for speaking about and contextualizing digital practices within the history of art and visual culture. While programming literacy is important for many scholars, producers, and users of digital hardware and software, if artifacts made using computational technology remain inaccessible to all viewers except those with a background in programming or engineering, we are faced with an art practice that is technically dexterous but phenomenologically bankrupt. Unless the possibility of translation between two languages is realized, a communicative gap will continue to yawn between art history and "media studies," which makes more urgent than ever the need to grant digital artifacts and processes the possibility of making a significant intervention into and contribution to the artistic canon.
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