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	<title>mark oppenneer &#124; musings</title>
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		<title>Seeking Hatsune Miku</title>
		<link>http://www.oppenneer.com/mark/words/?p=144</link>
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		<pubDate>Tue, 25 Jan 2011 15:59:44 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
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		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=144</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a><p style="text-align: center;">&#8220;Hatsune Miku is clearly a more complex phenomenon<br /> than I initially assumed. Requires further study.&#8221;<br /> <a href="http://twitter.com/GreatDismal/status/5370144318558208" target="_blank">@GreatDismal</a> William Gibson&#8217;s Twitter Feed</p> <p>On March 9, 2010, several thousand glowstick-waving Japanese fans gathered at the Zepp [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D144' data-shr_title='Seeking+Hatsune+Miku'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><p style="text-align: center;">&#8220;Hatsune Miku is clearly a more complex phenomenon<br />
than I initially assumed. Requires further study.&#8221;<br />
<a href="http://twitter.com/GreatDismal/status/5370144318558208" target="_blank">@GreatDismal</a> William Gibson&#8217;s Twitter Feed</p>
<p>On March 9, 2010, several thousand glowstick-waving Japanese fans gathered at the Zepp Tokyo music hall for a concert performance by the phenomenon known as Hatsune Miku – an amazing feat when you consider that she is not human and that four years ago, Miku did not exist. Since 2007, Hatsune Miku has traveled a peculiar path from vocal synthesizer product to beloved collaboratively constructed superstar with a growing fan base across the world. This paper explores the journey Miku has taken with special attention paid to the synergistic constellation of technological, artistic, and cultural developments which has made it possible for her to &#8220;come alive.&#8221; It starts with an historical overview of Miku, moves into an examination of cultural movements and factors that catalyzed her creation, and ends with an analysis of the phenomenon in general.</p>
<div style="padding: 5px 5px 5px 10px; margin-bottom: 10px; border: 1px solid #ccc; background-color: #eee;"><a href="http://seekingmiku.wordpress.com/39s-giving-day-concert-2010/" target="_blank">See concert footage of Hatsune Miku &gt;&gt;</a></div>
<h2>Part I: Historical Overview</h2>
<p><span style="color: #000000;"><strong>Product: The Beginning</strong></span></p>
<p>In 2003, the Yamaha Corporation created a vocal synthesis engine called Vocaloid. The technology is licensed to &#8220;soundware&#8221; studios who develop sound libraries of recorded human vocals which are released as products that enable users to reproduce realistic vocal sequences by typing words into an editor and assigning note values to them. These sequences can be further modified by adjusting variables such as attack, vibrato, dynamics, and crescendo to create realistic vocal inflections (Vocaloid website).</p>
<p><img class="alignnone" title="Vocaloid Editor" src="http://www.oppenneer.com/mark/words/wp-content/uploads/vocaloid_screenshot.jpg" alt="Vocaloid Editor" width="590" /></p>
<p>In March of 2004, the first two commercial &#8220;vocal fonts&#8221; or Vocaloids, Leon and Lola, were released by the British company Zero-G Limited. Marketed as &#8220;virtual soul vocalists&#8221; and modeled on real professional singers, Leon and Lola allowed users &#8220;to create synthesized singing with an unprecedented human quality&#8221; (Zero-G website). The product boxes for the Leon and Lola Vocaloids featured a photograph of the mouth area of a human face, illustrative of the vocal nature of the software, but not designed to suggest a specific personality or character. In July, Zero-G released a Vocaloid based on the voice of Miriam Stockley, a well-known British singer. During this time, Zero-G&#8217;s main competition was Japanese company Crypton Future Media, who in November of 2004, released Vocaloid Meiko. Meiko&#8217;s product box featured a female character drawn in an anime style which proved to be a successful marketing strategy.</p>
<p><img class="alignnone size-full wp-image-64" title="boxes" src="http://seekingmiku.files.wordpress.com/2011/01/boxes.jpg" alt="" width="556" height="182" /></p>
<p>Because of the commercial success of these products, Yamaha Corporation continued to develop its vocal synthesis technology and in 2007, released the improved Vocaloid 2 engine. Crypton Future Media&#8217;s first release using the new Vocaloid 2 was Hatsune Miku, based on the voice of female voice actor Saki Fujita. Issued in August of 2007, Miku&#8217;s packaging built on the strategy that worked so well with Meiko. Her product box featured an anime-style female android character with long green pig-tails illustrated by popular anime artist Kei [see below].</p>
<p><img class="alignnone" title="Hatsune Miku" src="http://seekingmiku.files.wordpress.com/2011/01/miku_hatsune_cover.jpg" alt="" width="500" height="500" /></p>
<p>The combination of Miku&#8217;s image and her vocal sound quality struck a chord within the population of people who use Vocaloid products. Within the first 12 days of sales, over 3,000 reservations for the software had been placed (IT Media News). Miku&#8217;s release also marked the first time that a Vocaloid was given a range of human-like attributes: promotional material states that Miku is a 16 year old girl who stands 158 cm tall and weighs in at 42 kg. Her genre is listed as Idol Pop/Dance music; her suggested tempo is 70-150 beats per minute; her suggested musical range is A3-E5, and her mascot, or character item, is the spring onion (Crypton Future Media).</p>
<p><span style="color: #000000;"><strong>Process: The Influence of Nico Nico Douga</strong></span></p>
<p>Hatsune Miku&#8217;s rapid rise in popularity as a Vocaloid 2 product suggested that people were interested in creating songs with her as vocalist, but it was her explosive presence on Nico Nico Douga that revealed her growing star power – and the desire for Miku fans to collaborate on song projects. <a href="http://www.nicovideo.jp" target="_blank">Nico Nico Douga</a> is Japan&#8217;s most popular video sharing site (similar to YouTube). Through the comments area and the site&#8217;s unique tagging system &#8212; which allows viewers to overlay comments directly within the streaming video at any particular moment &#8212; creators began garnering suggestions and critical comments from viewers. People used the site for networking: producers, visual artists, animators, musicians, composers, and other creative types began working together on what Hamasaki calls &#8220;massively collaborative creations,&#8221; music videos developed by people who likely had never met and in some cases lived far from one another.</p>
<p>Typically, the notes included by the individual who uploads a video (who may not be the producer or creator) will give credit to the project collaborators. For example, &#8220;Morning Call&#8221; (a Vocaloid KAITO song about Miku), uploaded by reddevils500a on YouTube, is labeled as an OSTER-Project with credit given to Worf for the movie, Tekitoh for the background, and FJNR for the lyrics. Proper crediting is not only a respectful courtesy, but also allows fans to follow the works of their favorite producers. For example, OSTER-Project is one of the earlier producers who started sharing projects shortly after Hatsune Miku was released in 2007. She (OSTER-Project didn&#8217;t reveal her gender to the Vocaloid community until April of 2010) has produced over 50 Vocaloid songs with Miku, Rin, Luka and MEIKO (Vocaloid Wiki).</p>
<p>Within nine months of Miku&#8217;s release over 36,700 Hatsune Miku videos were shared on Nico Nico Douga (Hamasaki, et al.). Fans and creators began using YouTube as well. As of the writing of this essay, 82,133 Miku videos are listed on Nico Nico Douga (<a href="http://www.nicovideo.jp/search/初音ミク" target="_blank">http://www.nicovideo.jp/search/<span style="font-family: Arial;">初音ミク</span></a>) and 199,000 videos appear on YouTube (<a href="http://www.youtube.com/results?search_query=初音ミク" target="_blank">http://www.youtube.com/results?search_query=<span style="font-family: Arial;">初音ミク</span></a>). To put Miku&#8217;s popularity in perspective, compare that last figure to the 343,000 videos tagged with “Vocaloid” (<a href="http://www.youtube.com/results?search_query=vocaloid&amp;aq=f" target="_blank">http://www.youtube.com/results?search_query=vocaloid&amp;aq=f</a>). Although there are now over twenty &#8220;officially&#8221; released Vocaloids (i.e. from the major soundware studios), Miku currently represents 58 percent of the Vocaloid videos on YouTube.</p>
<p><span style="color: #000000;"><strong>Producing: The Tools of the Trade</strong></span></p>
<p>Let&#8217;s summarize: Yamaha created the technology, Crypton Future Media the vocal font, and Nico Nico Douga the collaborative workshop. As Miku attracted more interest from viewers and producers, other tools became part of the development picture: free and shareware production applications and online community sites for sharing and networking. MikuMikuDance [see image below], a freeware animation program created by Yu Higuchi, allows users to choreograph, animate and produce 3D animation movies. It was developed specifically for the growing Miku phenomenon and came with several Crypton Future Media Vocaloid 3D models. The visuals of a great number of the Miku videos on YouTube and Nico Nico Douga have been made using MikuMikuDance, whose finished works have a distinct look to them. In response to its reception in the Vocaloid community, the software has gone through extensive upgrades since it first hit the scene (MikuMikuDance &#8220;Tool of God&#8221;).</p>
<p><a href="http://seekingmiku.files.wordpress.com/2011/01/mikumikudance.jpg"><img class="alignnone size-full wp-image-35" title="mikumikudance" src="http://seekingmiku.files.wordpress.com/2011/01/mikumikudance.jpg" alt="" width="590" height="530" /></a></p>
<p>Although not a tool for Vocaloid production, this next application nonetheless served to bolster the voice synthesizer craze. On March of 2008, within a year of the Miku boom, programmers Ameya/Ayame developed a shareware vocal synthesizer application similar to Vocaloid called UTAU. The program is not compatible with the commercial Vocaloid products and is in comparison somewhat limited in features, but instead offers the user the ability to capture their own voices and cultivate them into unique UTAUloids. Whereas there are fewer than two dozen official Vocaloids, there are over 570 Utauloids from creators in Japan, Brazil, Australia, France, Canada, Indonesia, Malaysia, Mexico, Russia, and the United States (UTAU Wiki). Co-existing and overlapping with the Vocaloid community is a strong and growing online UTAUloid community as well.</p>
<p>Reacting quickly to the collaborative communities developing around Miku and the other Vocaloids (and in response to growing copyright concerns), Crypton Future Media created PIAPRO (<a href="http://www.paipro.jp">http://www.paipro.jp</a>) in November of 2007. Written in Japanese, PIAPRO is a community website for the sharing and creation of “consumer generated media” derived from Crypton Future Media&#8217;s vocal fonts. All material shared on the site is subject to a Creative Commons-style license agreement (Character Licensing Piapuro). One year later, recognizing the need for an English Vocaloid community portal, Kevin Yusharyahya began developing the website Vocaloidism (<a href="http://www.vocaloidism.com">http://www.vocaloidism.com</a>). Started as part of a school project, it has continued to grow. These are just two of dozens of Vocaloid community portals that have sprouted up over the last four years as an organic aspect of the user/creator experience.</p>
<p><span style="color: #000000;"><strong>Promotion: The Prodigal Daughter Returns</strong></span></p>
<p>When Crypton Future Media released Hatsune Miku, they could not foresee her success or the manner in which the nature of her relationship with the public would change. The synergistic play between the advances in vocal synthesizer technology, file sharing platforms such as Nico Nico Douga and YouTube, and the nature of fast-forming collaborative communities online all helped to lay the groundwork for Miku&#8217;s success. But that success also changed <em>what</em> Miku was. She had grown from a vocal synthesizer product into a social phenomenon, a virtual performer.</p>
<p>Seizing the opportunity for continued commercial growth, Crypton Future Media smartly adapted to this change by creating a record label to support the sale, distribution, and promotion of consumer generated Vocaloid media. The label is named KarenT in honor of Alvin Toffler&#8217;s daughter (who died at a young age ). It is also an homage to the man himself who coined the term &#8220;prosumer&#8221; in his book <em>The Third Wave</em> (<a href="http://www.karent.jp">KarenT</a>). KarenT recordings featuring Miku and other Vocaloids have sold well. In May of 2010, Japanese entertainment website J!-Ent reported that <em>Exit Tunes Presents Vocalogenesis feat. Hatsune Miku</em> had become the first Vocaloid album to top the Oricon weekly album charts (bumping Justin Bieber to #2).</p>
<p><img class="alignnone size-full wp-image-36" title="miku_gt" src="http://seekingmiku.files.wordpress.com/2011/01/miku_gt.jpg" alt="" width="590" height="276" /></p>
<p>Other strategies to promote Hatsune Miku as a virtual performer were employed as well. Crypton Future Media placed her image on race cars in 2008 during the Super GT season which increased public awareness. In 2009, Miku became the main Vocaloid character featured in a Sega PlayStation Portable game called <em>Hatsune Miku: Project Diva</em>. All of the songs included in the game were created by well-known Vocaloid producers. The game was successful enough to warrant the development of a <em>Project Diva</em> sequel, released in July of 2010 (Sega). Miku has also made several appearances and cameos in other media, notably manga and anime, but also in video games and game soundtracks.</p>
<p><span style="color: #000000;"><strong>Progress: Where Miku is Headed Now</strong></span></p>
<p>In April of 2010, Miku received an upgrade by way of an add-on product called Hatsune Miku Append. The product works in conjunction with the Hatsune Miku Vocaloid application to extend her voice capabilities by providing six new vocal textures: &#8220;Soft (gentle, delicate voice), Sweet (young, chibi voice), Dark (mature, heartbroken-like voice), Vivid (bright, cheerful voice), Solid (loud, clear voice), and Light (innocent, heavenly voice)&#8221; (Crypton Future Media). Miku was the first Vocaloid to receive this kind of extension. [listen below]</p>
<p>At the New York Anime Festival in October of 2010, Crypton Future Media issued a challenge to fans: muster up 39,390 &#8220;likes&#8221; on the official <a href="http://www.facebook.com/pages/Hatsune-Miku/10150149727825637" target="_blank">Hatsune Miku Facebook</a> page and they would create an English release of Miku (since her library was built to form Japanese words, she sounds accented when singing in English). The number is derived from a play on words based on how the numbers 3 and 9 are pronounced in Japanese. They can be read as Mi and Ku or as the phonetic sound-alike to &#8220;thank you&#8221;, San and Kyuu (LeetNeet). In the three months since that challenge was issued, 69,880 people have pressed the &#8220;Like&#8221; button for Miku. No release date has been announced for the English version of Miku, but Crypton Future Media has verified that production is underway.</p>
<p>The English version of Miku is not just fan service. It is part of Crypton Future Media&#8217;s plans to expand their Vocaloid line into Western markets, namely America where they are even discussing the possibility of a Miku store (LeetNeet).</p>
<h2><strong>Part II: Cultural Factors</strong></h2>
<p>In this section, I will examine several cultural factors that paved the way for Hatsune Miku to become a virtual star. I argue that Miku is a creation of circumstance that happened when and where it did because all of the ingredients were there. Specifically, I will outline social movements and practices, most of which are endemic to Japan (anime, manga, kawaii, moe, fandom, otaku, J-pop, and virtual idols), that reveal Miku&#8217;s rise to be more of an inevitability than an anomaly.</p>
<p><span style="color: #000000;"><strong>The look: Anime &amp; Manga</strong></span></p>
<p>In simple terms, anime is a form of Japanese cartooning which is either televised or released on DVD or video. Books featuring the visual style are called manga. There are many different styles of drawing, however some characteristics have become ubiquitous and emblematic of anime and manga: characters with pale skin, large eyes, small mouths and noses, slender bodies. Bryce has suggested that visualizing Japanese characters this way with generally unrealistic Caucasian features signifies &#8220;that they are ‘iconographic’ and ensure the mukokuseki (stateless, non-Japanese) fictionality of the fantasies and also essential ‘vocabularies’ to create the spheres of virtual realities&#8221; (2271). The characters become blank slates onto which we project ourselves.</p>
<p>Kei&#8217;s drawing of Miku which was used as the cover of her Vocaloid release resonates with the aesthetics of anime and manga (school girl chic, long legs, small mouth and nose, etc.). Because she looks like an anime character, there has been some confusion among fans new to Miku – they want to know what series she comes from. Although she has made appearances in various works, Miku does not have a story or a anime or manga-related background (as the title suggests, <em>Maker Unofficial Hatsune Mix</em> manga, written and drawn by Miku&#8217;s artist Kei is not connected to Crypton Future Media). It is arguable that this is a desirable quality in a Vocaloid as the creative participants of a song or video are free to partake in the shaping of a mythos. Elements or aspects of the &#8220;fanon&#8221; (a play on fan and canon) that are not accepted by the larger community will slip away. Miku is a crowd-sourced character in this regard.</p>
<p>In a limited respect, the &#8220;open source&#8221; nature of the Vocaloid community parallels the practices surrounding Dōjinshi, which are self-published Japanese works, usually manga or visual novels. Typically, they are the work of amateur artists, much like many Vocaloid producers. In both cases, there are occasional professional artists who use these community-based approaches to avoid the constrictions of the industries in which they work.</p>
<p><span style="color: #000000;"><strong>The feel: Kawaii &amp; Moe</strong></span></p>
<p>The aesthetic of anime and manga is influenced by kawaii and moe. Kawaii, a Japanese word that translates to &#8216;cute&#8217;, is a staple element “of the vast popular culture which has flourished in Japan during the last quarter of a century, overwhelming and threatening traditional culture. This popular culture is almost entirely devoted to &#8220;an escape from reality, and its dominant themes have been cuteness, nostalgia, foreignness, romance, fantasy and science fiction&#8221; (Kinsella, 252). A basic way to trigger understanding of kawaii for people not familiar with Japanese culture is to start the conversation with mention of Hello Kitty. The products that are part of the Hello Kitty world are meant to evoke a cute, innocent, diminutive sweetness. To the Western eye, the look is often too bright, cheery, saccharin, or silly. However, cuteness is big business in Japan. As evidenced by its all-pervasive presence in advertising, on clothing, buildings such as banks and police stations, even airplanes – essentially any surface capable of bearing an image.</p>
<p>Moe is related to kawaii, but kawaii is socially acceptable and moe is generally not. Moe (pronounced with an &#8220;ay&#8221; at the end) is the fetishistic love or passion for a two-dimensional fictional character. This kind of relationship is surprisingly not rare in Japan, but its nature is contested. Because moe often involves grown men professing pure, protective feelings toward a young, round-eyed, innocent female character, it is seen by critics as an extension of lolicon fetishism (a style of anime or manga that portrays childlike girls in an erotic fashion). In short, moe looks an awful lot like shades of pedophilia. In an ideal moe relationship, &#8220;a man frees himself from the expectations of an ordinary human relationship and expresses his passion for a chosen character, without fear of being judged or rejected&#8221; (Takayama). Recognizing moe as more than simply a fad, Galbraith notes that, &#8220;The appearance of a neologism to describe feelings for fantasy characters represents an acute awareness of the importance of fantasy, and as such can be understood as one important cultural development occurring in Japan at the turn of the millennium.&#8221;</p>
<p>Galbraith also argues that moe is a response to &#8220;characters without context or depth, and is made possible by flattening characters to surfaces upon which to project desires.&#8221; The &#8220;storyless&#8221; nature of Miku presents such a surface. Graphic representations of Miku vary greatly. A Google images search will return images of her that are miniature and adorable, flowing and radiant, severe and strong, happy and playful, submissive and helpless, or sultry and seductive. It is understandable how a constructed personality, like Miku&#8217;s, that can match one&#8217;s individual nature and desires, is moe fodder.</p>
<p>Popular in Japan, is the &#8216;characterization&#8217; of a real person through the practice of costumed play, or &#8216;cosplay&#8217; as it is known. Despite its name, cosplay is not about dressing up for play – rather think of play in its performative use. Cosplayers theatrically become their character (usually their favorite anime or manga character) through the accuracy of costume details, as well as the study of postures, expressions, phrases, manners of speaking, and so on. In becoming a character this way, &#8220;the cosplayer learns scripts from the mediated image of the character, enacts them and then becomes an image. It is precisely because the cosplayer becomes an image that the moe response is possible&#8221; (Galbraith). The cosplayer straddles the liminal line between fantasy and reality. Honda (as cited in Galbraith) refers to this state as &#8220;2.5 dimensional.&#8221;</p>
<p><img class="alignnone size-full wp-image-37" title="miku_cosplay" src="http://seekingmiku.files.wordpress.com/2011/01/miku_cosplay.jpg" alt="" width="590" height="498" /></p>
<p>It should not need to be said that Miku has become a popular cosplay character. As the previous two sections have attempted to show, she is desirable because she is like a canvas that we, as creative actors, can fill with our own desires and passions. As a cosplay character, she becomes the embodiment of our most intimate self as played out on that canvas.</p>
<p><span style="color: #000000;"><strong>The attitude: Fandom and Otaku</strong></span></p>
<p>The backdrop to cute culture, moe, and cosplay is the realm of fandom. Fandom is an appreciation of anime and manga styles and works. Fanboys and fangirls run the gamut between casual enjoyment and extreme fanaticism. The obsessive fans are termed otaku – a contentious phrase that is more often than not derogatory in Japan and a point of pride in America. It can be applied to any subject much like the word geek: one can be computer otaku, cosplay otaku, Star Wars otaku, anime otaku, and so on. With the popularity of Miku and the Vocaloids, it is no wonder that the phrase &#8220;vocaloid otaku&#8221; appears on over 40,000 web sites (per a recent Google search). It aptly describes the enthusiasm fans have, whether as producers, songwriters, lyricists, or animators for what she has become over the last four years.</p>
<p><span style="color: #000000;"><strong>The sounds: J-Pop, Teen Idols &amp; Virtual Idols</strong></span></p>
<p>J-Pop is a term used to distinguish the newer sounds of popular Japanese music from the more traditional classical or Enka styles. Most of the songs that Miku sings can be described as J-Pop. One could argue that Miku&#8217;s path to the top of the charts was paved by the arrival of &#8220;idols&#8221; in Japanese culture. Idols are typically attractive teenage girls who will come onto the scene as media personalities (as singers, minor actors, models). Their celebrity may last only weeks or can span years. In the 1990&#8242;s idols began to fall out of favor as newer music styles began to appear that didn&#8217;t sustain the ideals of idol cuteness, such as rap and rock.</p>
<p>The 90s also saw the introduction of a new kind of idol, the virtual idol. In August of 1994, popular Japanese anime series Macross Plus introduced an artificial idol named Sharon Apple. Sharon is physically a black box, yet she can manifest herself in the form of a hologram. It is in this form that Sharon performs concerts as an idol. In 1996, two other virtual idols vied for the public&#8217;s attention. One was a fictional character in William Gibson&#8217;s novel <em>Idoru</em> (which is Japanese for idol). <em>Idoru</em> featured Rei Toei, a virtual idol who was adored by a human man who wished to marry her. Rei is a composite AI who can customize herself to the likes of her viewers. Although <em>Idoru</em> is not Japanese in origin (the author is American-Canadian), it places Rei&#8217;s character in Japan which suggests the potentiality of virtual personas in that geographic region.</p>
<p>Two months after Gibson&#8217;s novel came out, Japanese entertainment company HoriPro, Inc. unveiled a virtual idol named Kyoko Date [see video below]. Kyoko was a digital creation whose movements were motion captured and rendered by Visual Science Laboratory. Unlike Rei, who existed only within the covers of a book, Kyoko was introduced as a &#8220;real&#8221; virtual performer who released songs, appeared in videos and made public radio appearances. A music video was produced that showed Kyoko dancing through the streets of Tokyo (her digital form was superimposed over familiar landmarks and areas). She enjoyed a brief moment in the spotlight, before losing the public&#8217;s interest. By the time the Western press began to report on Kyoko Date, &#8220;they knew little about Japanese pop music trends, and thus her appeal in Japan was more a novelty news item&#8221; (Dire Wolff).</p>
<p><span style="color: #000000;"><strong>Summary</strong></span></p>
<p>The factors introduced above – anime, manga, kawaii, moe, fandom, otaku, J-pop, and virtual idols – together form a kind of social scaffolding, unique to Japan in the new millennium, that has allowed Miku to be built from the ground up. Miku did not come into existence in America because we do not have as large an anime and manga fandom, we are not emotionally invested in cute culture nor do we have the attachment to images that is prevalent in Japan. And although there are fanatics of all makes and models in America, they typically don&#8217;t engage in the kinds of theatrical otaku enactment associated with cosplay. In short: the path of Hatsune Miku was not anomalous or accidental, but in some ways inevitable considering the combination of available technology and existing cultural factors as outlined above.</p>
<h2><strong>Part III: Analysis</strong></h2>
<p>We have explored the what and the how, but not the why of Miku. I have argued that she was born at the crossroads of the technology and cultural movements of a particular time and place. But what explains the meaningfulness of this creation? What makes her such a captivating entity? As mentioned earlier, she is a blank slate – literally just an image and a box of phonemes. And yet, that handful of material has spawned a phenomenon that is reaching from East to West. In this last section, I will examine a few theoretical perspectives in an effort to contextualize an understanding of Miku. I have organized this section around questions that Western critics might lodge against her.</p>
<p><span style="color: #000000;"><strong>She&#8217;s so fake. Why do you find her interesting?</strong></span></p>
<p>Fakeness is a matter of taste and perspective. From their penchant for fake food displays to theme parks such as Huis Ten Bosch in Kyushu which replicates a Dutch city, the Japanese, as a culture, seem very interested in artifice. In regards to virtual idols, Hamilton notes that, &#8220;Artifice becomes part of the charm and much of the reason that these images are appealing to their audience.&#8221; What to one person may seem like an empty digital throwaway may be a muse of creative possibility to another. There is a kind of purity to the constructed persona of Miku. She will never go to rehab, never suffer a career ending scandal, or become old or obese. She may be fake in some regards, but she&#8217;s flawlessly so: &#8220;These images are free of any material referent. There can be no flaw in a synthetic girl, and there can be no deception from a person who is overtly 100% artificial&#8221; (Hamilton).</p>
<p>It should be noted that members of the Vocaloid community not only recognize aspects of fakeness or artifice, but use it to their creative advantage. Start with the fact that Miku is an android. Its okay for her to not seem quite real, even imperfect, because she is not supposed to be or sound exactly like a human (vocaloid is a portmanteau of vocal and android). In one well-known Miku song, Melody.exe (music by mikuru396, model by kio, and motion and editing by ussy-P), she thanks her producer for giving her life, and acknowledges her non-humanness:</p>
<blockquote><p>When I was so alone, so alone<br />
you held me out caring hands<br />
I was a digital bit Vocaloid<br />
but you gave me song and soul.</p></blockquote>
<p>One could argue that to be perfectly human-like is not desirable (i.e. the uncanny valley). Hamilton reasons that Kyoko Date&#8217;s 15 minutes of fame is tied to her being too lifelike: &#8220;If it is the artificiality of image that attracts young men to virtual idols, then perhaps the error was in Horipro&#8217;s intense efforts to make Kyoko appear and act human.&#8221; Where Miku is endearing because of her androidness, Kyoko was not because of her humanness.</p>
<p>Another way to approach this is touched on by Edwards and Newell in their examination of theater and human-computer interaction:</p>
<blockquote><p>We are trying to create a similar relationship between the human and the synthetic character as exists between the audience and the actor. No one in the audience believes that the man on the stage is about to murder the king, but that does not mean that the audience is unmoved by the performance. There is a deal struck implicitly between the participants regarding what is true and what they are willing to pretend is true. The case is even more apparent in opera. (140)</p></blockquote>
<p>Producers who use Miku are not expecting their listeners to believe that the synthetic character of Miku is a real person, but they are hoping the listener will nevertheless be moved by her performance.</p>
<p><span style="color: #000000;"><strong>She&#8217;s no different than the teen pop stars we already have.</strong></span></p>
<p>Not so, if we assume the similarities are described by words such as talentless, derivative, hollow, bland, too processed, etc. These are words one might associate with pop stars who have &#8220;attributed celebrity&#8221; which has more to do with concentrated representation and media saturation than talent and ability (Rojek, 18). However, heavy mediation is not necessarily bad. As people who live under the spotlight, pop stars are heavily mediated. They cannot exist in the public eye without a network of &#8220;cultural intermediaries who operate to stage-manage celebrity presence in the eyes of the public . . . agents, publicists, marketing personnel, promoters, photographers, fitness trainers, wardrobe staff, cosmetics experts and personal assistants&#8221; (Rojek, 10). It is no exaggeration to say that Miku also exists in the public eye because of the &#8220;cultural intermediaries&#8221; that help to stage-manage her celebrity presence. In addition to the thousands of Vocaloid fans who listen, review, contribute, create, and so on, there are also Miku&#8217;s corporate handlers: the programmers, designers, stage hands, promoters, planners, all of the other people it took to execute her &#8220;39&#8242;s Giving Day&#8221; concert. Black gets to the heart of the situation here:</p>
<blockquote><p>The virtual idol seeks to simulate a particular kind of human body: the celebrity who is already heavily mediated and virtualised through her relationship with and dependence upon technologies of representation and the careful construction of a public persona. The celebrity is a particularly appropriate subject for digital simulation given that the careers of living media celebrities already follow a trajectory which carries them towards virtualisation, and the virtual idol’s blurring of the boundaries separating the biological and digital bodies highlights a contemporary propensity to see little difference between the two (Black).</p></blockquote>
<p>So, yes, today&#8217;s pop stars and Miku are similar in that they exist only as mediated constructions (Miku a little more so). However, to suggest that she is talentless, hollow, etc. misses the point that she is a massively collaborated user-generated surface onto which fans project themselves. Behind any given teen pop sensation, one might actually find a shallow, spoiled, hack – it is possible because there is a human underneath the mediated form. As for Miku, there is no &#8220;veridical self&#8221; behind the media mask. She is, at the end of the day, an idea.</p>
<p><span style="color: #000000;"><strong>She&#8217;s a flash in the pan: a pre-recorded hologram gimmick. </strong></span></p>
<p>On November 10 of 2010, some major Western media outlets – The L.A. Times, The Huffington Post, Britain&#8217;s Daily Mail, PC World online, among others – began posting stories about Miku&#8217;s &#8220;39&#8242;s Giving Day&#8221; concert which was just being released on DVD (it was recorded in front of a live audience on March 9 of 2010). The vast majority of articles featured headlines including the word &#8216;hologram&#8217; which must have started with one outlet and been passed around. The main focus and interest of the articles was &#8220;Hatsune Miku is a hologram.&#8221; Unlike Japanese audiences who have known the phenomenon of Miku for three years, the Western media didn&#8217;t know what to make of her and thus her appeal, like Kyoko before her, &#8220;was more a novelty news item.&#8221; In the concert footage, Miku appears to walk, dance, and gesture as a 3D digital image on stage. The effect is startling. It is created by a back-projected image onto a thin, transparent surface suspended across the stage by a lattice framework. In videos of the performance, one can clearly see the screen&#8217;s outline as well as the reflection of glowsticks being waved by audience members. Much to the chagrin of the Vocaloid community, the debut of Miku onto the world stage was tainted by the mis-reporting of her as a performing hologram and not as a massively collaborated, user-generated creative phenomenon.</p>
<p>If she were only a gimmick, it might be true that time would erase her from our memory. But the sheer number of people who partake in the designing, composing, animating, writing, recording, sharing, viewing, adapting, and other roles within the Vocaloid user/creator world suggests this is not an endeavor likely to fail on the merits of being a gimmick. Rather, Miku might become obsolete as new technology appears (Yamaha will soon be releasing Vocaloid 3), or she might experience rifts in the fandom due to fickle followers who become divided along lines regarding whether or not to use the forthcoming English version as opposed to the original or the Append version of the software.</p>
<p><span style="color: #000000;"><strong>Why would I want to spend money to see a &#8216;live&#8217; pre-recorded virtual concert?</strong></span></p>
<p>One would do this for the same reason she or he would purchase a movie ticket. We want to be transported to a place of imagination and play. As humans, we enjoy immersing ourselves in narrative, losing ourselves in other worlds, suspending our disbelief so that we may experience intense emotion. Although Miku doesn&#8217;t have a story, each song accepted into the &#8216;fanon&#8217; adds to her shape as a narrative entity. In many ways, her community operates along rules akin to oral traditions. There are tellings, retellings, adaptations, covers, parodies, calls and responses – all taking place in the digital space of Nico Nico Douga and YouTube. &#8220;Despite superficial differences, both technologies [<em>the Internet and oral traditions</em>] are radically alike in depending not on static products but rather on continuous processes&#8230;&#8221; (Pathways Project).</p>
<p>One commenter on a Miku-related blog post explicitly drew lines between Vocaloids and mythos: &#8220;Actually, the whole nature of the vocaloid community does put one in the mind of ancient mythology, where you likewise had many interpreters and story-tellers at work yet having a discrete body of &#8216;canon&#8217; myths that would resonate with people and survive through repeated tellings&#8221; (Vendredi).</p>
<p>These aspects of performance and reperformance &#8220;bring communities of people closer together with a shared language and shared values&#8221; (Meyer). Going to a Miku concert as a fan is going to be a much different experience than going to see a movie. The audience in a movie most likely will not have written parts of the dialog or the score. They won&#8217;t have called shots or framed scenes. A movie is a passive, receptive experience in that regard. Miku&#8217;s audience members are likely to have many shared values surrounding the Vocaloid community. They may have even contributed creatively to the songs being performed. Laurel (as quoted in Edwards &amp; Newell) notes that &#8220;People who are participating in the action aren’t audience members anymore. It’s not that the audience joins the actors on stage; it’s that they become actors – and the notion of passive observers disappears.&#8221;</p>
<p><span style="color: #000000;">CONCLUSION</span></p>
<p>To our Western sensibilities, Hatsune Miku may seem a strange trick, a clever bit of flash and sizzle that flits across the fast-moving stage of modern entertainment. This essay has attempted to challenge that perception by exploring the synergism between the technological tools, the artistic community of user/creator fans, and the cultural moment that laid the foundation for Miku to appear when and how she did. Her star continues to shine, at least for the moment, as her second &#8220;39&#8242;s Giving Day&#8221; concert has been announced for March 9, 2011 in Tokyo once again.</p>
<p><a href="http://5pb.jp/mikupa/"><img class="alignnone size-full wp-image-38" title="miku_2011" src="http://seekingmiku.files.wordpress.com/2011/01/miku_2011.jpg" alt="" width="550" height="215" /></a></p>
<hr />
<p>Works Cited</p>
<p>&#8220;About Us.&#8221; KarenT. Web. 23 Dec. 2010. &lt;<a href="http://karent.jp/">http://karent.jp/</a>&gt;.</p>
<p>Black, Daniel. &#8220;Digital Bodies and Disembodied Voices: Virtual Idols and the Virtualised Body.&#8221; The Fibreculture Journal. Dec. 2006. Web. 23 Dec. 2010. &lt;<a href="http://journal.fibreculture.org/issue9/issue9_black.html">http://journal.fibreculture.org/issue9/issue9_black.html</a>&gt;.</p>
<p>Bryce, Mio. &#8220;The New Language/Communication Device In A Global Society.&#8221; International Journal of the Humanities, 2:3. Papers presented at the Second International Conference on New Directions in the Humanities, Monash University Centre in Prato, Italy, 20-23 July 2004. Print.</p>
<p>&#8220;Character Licensing Piapuro.&#8221; PIAPRO. Web. 23 Dec. 2010. &lt;<a href="http://piapro.jp/license/pcl">http://piapro.jp/license/pcl</a>&gt;.</p>
<p>Dire Wolff, W. &#8220;Kyoko Date &#8211; Virtual Idol: A Retrospective View.&#8221; Web. 23 Dec. 2010. &lt;<a href="http://www.wdirewolff.com/jkyoko.htm">http://www.wdirewolff.com/jkyoko.htm</a>&gt;.</p>
<p>Edwards, Alistair D. N. and Christopher Newell. &#8220;Lively voice: a new model for speaking synthetic characters.&#8221; Sprache und Datenverarbeitung 2/2004: S. 133-151.</p>
<p>&#8220;English Miku Finishes Preliminary Recording.&#8221; 30 Nov. 2010. Web. 23 Dec. 2010. &lt;<a href="http://leetneet.com/">http://leetneet.com/</a>&gt;.</p>
<p>Galbraith, Patrick W. &#8220;Virtual Idols: Japan’s New Media Sensations Blur the Line between the Real and the Imaginary.&#8221; Metropolis Magazine. 9 Oct. 2009. Web. 23 Dec. 2010. &lt;<a href="http://metropolis.co.jp/arts/pop-life/virtual-idols/">http://metropolis.co.jp/arts/pop-life/virtual-idols/</a>&gt;.</p>
<p>Galbraith, Patrick W. &#8220;Moe: Exploring Virtual Potential in Post-Millennial Japan.&#8221; Electronic Journal of Contemporary Japanese Studies. 31 Oct. 2009. Web. 23 Dec. 2010. &lt;<a href="http://www.japanesestudies.org.uk/articles/2009/Galbraith.html">http://www.japanesestudies.org.uk/articles/2009/Galbraith.html</a>&gt;.</p>
<p>Hamasaki, Masahiro, Hideaki Takeda, and Takuichi Nishimura. &#8220;Network Analysis of Massively Collaborative Creation of Multimedia Contents: Case Study of Hatsune Miku Videos on Nico Nico Douga.&#8221; UxTV’08 (2008): 165-68. Print.</p>
<p>Hamilton, Robert. &#8220;Virtual Idols and Digital Girls: From anime girls to Kyoko Date, virtual idols fulfill a &#8216;need&#8217; for many young males.&#8221; Bad Subjects, #35: Nov. 97. Web. 23 Dec. 2010. &lt;<a href="http://bad.eserver.org/issues/1997/35/hamilton.html">http://bad.eserver.org/issues/1997/35/hamilton.html</a>&gt;.</p>
<p>&#8220;Hatsune Miku.&#8221; Facebook. Web. 23 Dec. 2010. &lt;<a href="http://www.facebook.com/pages/Hatsune-Miku/10150149727825637">http://www.facebook.com/pages/Hatsune-Miku/10150149727825637</a>&gt;.</p>
<p>&#8220;Hatsune Miku and the Magic of Make-Believe.&#8221; Delicious Cake Project. 20 Oct. 2010. Web. 23 Dec. 2010. &lt;<a href="http://deliciouscakeproject.wordpress.com/2010/09/20/hatsune-miku-and-the-magic-of-make-believe/">http://deliciouscakeproject.wordpress.com/2010/09/20/hatsune-miku-and-the-magic-of-make-believe/</a>&gt;.</p>
<p>&#8220;Hatsune Miku Append.&#8221; Crypton Futrure Media. Web. 23 Dec. 2010. &lt;<a href="http://www.crypton.co.jp/mp/pages/prod/vocaloid/cv01a.jsp">http://www.crypton.co.jp/mp/pages/prod/vocaloid/cv01a.jsp</a>&gt;.</p>
<p>&#8220;Hatsune Miku: Project Diva Official Web Site.&#8221; Sega. Web. 23 Dec. 2010. &lt;<a href="http://miku.sega.jp/">http://miku.sega.jp/</a>&gt;.</p>
<p>&#8220;Introduction to UTAU.&#8221; UTAU Wiki. Web. &lt;<a href="http://utau.wikia.com/wiki/UTAU_wiki">http://utau.wikia.com/wiki/UTAU_wiki</a>&gt;.</p>
<p>&#8220;[KAITO PV] Morning Call [Miku Hatsune] [VOCALOID OSTER Project].&#8221; Posted by reddevils500a on YouTube. Web. 23 Dec. 2010. &lt;<a href="http://www.youtube.com/watch?v=W_G0U2ZMl6g">http://www.youtube.com/watch?v=W_G0U2ZMl6g</a>&gt;.</p>
<p>Katayama, Lisa. &#8220;Love in 2-D.&#8221; The New York Times online edition. 21 July 2009. Web. 23 Dec. 2010. &lt;<a href="http://www.nytimes.com/2009/07/26/magazine/26FOB-2DLove-t.html">http://www.nytimes.com/2009/07/26/magazine/26FOB-2DLove-t.html</a>&gt;.</p>
<p>Kinsella, Sharon. &#8220;Cuties in Japan.&#8221; Women, Media, and Consumption in Japan. Eds. Lise Skov and Brian Moeran. Honolulu: University of Hawaii Press (1995): 220-254.</p>
<p>Meyer, Hans K. &#8220;The Internet as an Oral Tradition: Understanding the Web as more than a collection of texts.&#8221; 13 Dec. 2007. Web. 23 Dec. 2010. &lt;<a href="http://hanskmeyer.com/OTwiki/">http://hanskmeyer.com/OTwiki/</a>&gt;.</p>
<p>&#8220;MikuMikuDance &#8216;Tool of God&#8217;.&#8221; IT Media News. 03 Oct. 2008. Web. 23 Dec. 2010. &lt;<a href="http://www.itmedia.co.jp/news/articles/0803/10/news020.html">http://www.itmedia.co.jp/news/articles/0803/10/news020.html</a>&gt;.</p>
<p>&#8220;Oricon Top 10 Album Daily Charts (Japan): EXIT TUNES PRESENTS Vocalogenesis feat. Miku Hatsune takes the #1 spot (5.19.10).&#8221; J!-Ent. 20 May 2010. Web. 23 Dec. 2010. &lt;<a href="http://www.j-entonline.com/news/music-charts">http://www.j-entonline.com/news/music-charts</a>&gt;.</p>
<p>&#8220;OSTER-Project.&#8221; Vocaloid Wiki. Web. 23 Dec. 2010. &lt;<a href="http://vocaloid.wikia.com/wiki/OSTER-project">http://vocaloid.wikia.com/wiki/OSTER-project</a>&gt;.</p>
<p>&#8220;Pathways Project.&#8221; Pathways Project. Web. 23 Dec. 2010. &lt;<a href="http://www.pathwaysproject.org/">http://www.pathwaysproject.org/</a>&gt;.</p>
<p>Rojeck, Chris. &#8220;Celebrity and Celetoids.&#8221; <em>Celebrity</em>. Reaktion Books (FOCI): Nov. 2004.</p>
<p>&#8220;[SONiKA] Love is War (English Ver.) [VOCALOID].&#8221; Posted by matt9five on YouTube. Web. 23 Dec. 2010. &lt;<a href="http://www.youtube.com/watch?v=fjg-yIJoSxg">http://www.youtube.com/watch?v=fjg-yIJoSxg</a>&gt;.</p>
<p>&#8220;Unusual Sales of &#8216;Miku&#8217;&#8221; IT Media News. 27 May 2007. Web. 23 Dec. 2010. &lt;<a href="http://www.itmedia.co.jp/news/articles/0709/12/news035.html">http://www.itmedia.co.jp/news/articles/0709/12/news035.html</a>&gt;.</p>
<p>Vendredi. &#8220;Virtual Idols and Hatsune Miku.&#8221; A comment posted to Dark Mirage&#8217;s blog on 4 Dec. 2010. Blog posted on 23 Nov. 2010. Web. 23 Dec. 2010. &lt;<a href="http://www.darkmirage.com/2010/11/23/virtual-idols-and-hatsune-miku/">http://www.darkmirage.com/2010/11/23/virtual-idols-and-hatsune-miku/</a>&gt;.</p>
<p>&#8220;Vocaloid Introduction.&#8221; VOCALOID: New Singing Synthesis Technology. Web. 23 Dec. 2010. &lt;<a href="http://www.vocaloid.com/en/introduction.html">http://www.vocaloid.com/en/introduction.html</a>&gt;.</p>
<p>&#8220;What is the HATSUNE MIKU movement?&#8221; Crypton Future Media. Web. 23 Dec. 2010. &lt;<a href="http://www.crypton.co.jp/download/pdf/info_miku_e.pdf">http://www.crypton.co.jp/download/pdf/info_miku_e.pdf</a>&gt;.</p>
<p>&#8220;Zero-G Announces First 3 Vocaloid Titles.&#8221; Zero-G Limited. Web. 23 Dec. 2010. &lt;<a href="http://www.zero-g.co.uk/index.cfm?articleid=803">http://www.zero-g.co.uk/index.cfm?articleid=803</a>&gt;.</p>
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		<title>Impact of ICT on Indigenous Cultures: Rejuvenation or Colonization?</title>
		<link>http://www.oppenneer.com/mark/words/?p=141</link>
		<comments>http://www.oppenneer.com/mark/words/?p=141#comments</comments>
		<pubDate>Tue, 25 Jan 2011 15:50:23 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[prose]]></category>
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		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D141' data-shr_title='Impact+of+ICT+on+Indigenous+Cultures%3A+Rejuvenation+or+Colonization%3F+'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D141'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D141' data-shr_title='Impact+of+ICT+on+Indigenous+Cultures%3A+Rejuvenation+or+Colonization%3F+'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D141' data-shr_title='Impact+of+ICT+on+Indigenous+Cultures%3A+Rejuvenation+or+Colonization%3F+'></a> <p>The 2003, the <a href="http://globalvoicesonline.org/2009/11/17/impact-of-ict-on-indigenous-cultures-rejuvenation-or-colonization/www.worldsummit2003.de/download_en/indigenous-Declaration.rtf">Geneva Declaration of the Global Forum of Indigenous Peoples and the Information Society</a> stated that</p> <p>Information and Communication Technology (ICT) should be used to support and encourage cultural diversity and to preserve and promote [...]]]></description>
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<p>The 2003, the <a href="http://globalvoicesonline.org/2009/11/17/impact-of-ict-on-indigenous-cultures-rejuvenation-or-colonization/www.worldsummit2003.de/download_en/indigenous-Declaration.rtf">Geneva Declaration of the Global Forum of Indigenous Peoples and the Information Society</a> stated that</p>
<blockquote><p>Information and Communication Technology (ICT) should be  used to support and encourage cultural diversity and to preserve and  promote the language, distinct identities and traditional knowledge of  Indigenous peoples, nations and tribes in a manner which they determine  best advances these goals.  The evolution of the information and  communication societies must be founded on the respect and promotion of  the rights of Indigenous peoples, nations and tribes and our distinctive  and diverse cultures, as outlined in international conventions.  We  have fundamental and collective rights to protect, preserve and  strengthen our own languages, cultures and identities<em>.</em></p></blockquote>
<p>But can ICT truly preserve and protect distinct identities and  culture? Does ICT by its very intervention introduce an element of  westernization amidst the indigenous culture that it purports to  preserve and protect? What is the optimum balance between preserving  traditional knowledge and embracing remix culture? The cultural debate  surrounding deployment of ICT in the field of indigenous/ knowledge and  culture simply refuses to die down.</p>
<p><a href="http://www.ethnosproject.org/journal/?p=3">According to</a> Mark Oppenneer, “the implementation of ICTs in service to indigenous  peoples in development settings is a double-edged sword”, as both the  critics and proponents of ICT4D have seemingly irreconcilable  perspectives.</p>
<p>Questioning the cultural neutrality of the ICT medium, Charles Ess,  in his paper “Questioning the Obvious? Ethical and Cultural Dimensions  of CMC and ICTs” <a href="http://www.funredes.org/lc/documentos/Questioning_the_obvious.pdf">states that</a></p>
<blockquote><p>[..]. Far from serving as value-free or morally-neutral  tools, CMC (Computer mediated Communication) technologies themselves  appear to embed and foster the cultural values and communicative  preferences of their Western designers. As a first example: South Africa  has attempted to establish Learning Centres intended to empower  indigenous peoples by helping them take advantage of the multiple  potentials and capacities of ICTs. A series of observers have noted,  however, that these Centres repeatedly fail – in part, because of basic  cultural conflicts. Briefly, the Centres reflect their designer’s  Western emphasis on individual and silent learning – in contrast with  indigenous preferences for learning in collaborative and often noisy,  performative ways (Postma 2001). This conflict is also captured in  Edward T. Hall’s distinction between high and low context cultures  (1976). In this schema, contemporary societies such as the United  States, the United Kingdom, and the Germanic countries show a preference  for literate (i.e., textual), high content (but low context)  information transfer – while societies such as Arabic cultures,  indigenous peoples, and many Asian cultures prefer instead more oral,  low content (but   high context) modes of communication.</p>
<p>[…] Similarly, Western Group Support Systems (GSS) that favor  anonymity as a feature intended to encourage open and direct  communication proved disastrous in the Confucian cultures of South Asia,  as this indeed succeeded in encouraging subordinates to make comments  that were culturally interpreted – and condemned – as attacks on one’s  “face” (Abdat and Pervan 2000). These and multiple other examples make  clear that CMC technologies carry and further a specific set of cultural  values and communicative preferences &#8211; ones that, far from being  universally shared, are indeed limited to specific cultural domains.</p>
<p><em>Secondly, because these  technologies thus clearly embed and foster specific cultural values and  communicative preferences &#8211; the initial enthusiasm for these  technologies inadvertently but powerfully only aids and abets a form of  “computer-mediated colonization” that threatens to override diverse  cultural values and communicative preferences with those defining the  dominant economic and political powers of the West.<br />
</em></p></blockquote>
<p>While Ess, worried about the medium defeating the intended purpose of  preservation, calls for a more culturally-aware framework, others have  pointed out that such concerns are not entirely correct.</p>
<p>In response to a query by <a href="http://el-oso.net/blog/about/">David Sasaki</a>, director of Global Voices&#8217; <a href="http://rising.globalvoicesonline.org/">Rising Voices</a> section, as to whether or not helping under-represented communities  join the online global conversation inevitably leads to their  westernization/Americanization,  Álvaro Ramírez and Diego Gomez,  co-founders of the <a href="http://rising.globalvoicesonline.org/projects/hiperbarrio/">HiperBarrio project</a>, spoke of the community adapting Western culture to their own needs, infusion of new knowledge and broadening horizons.</p>
<p>Citing the example of hip-hop music, Alvaro pointed out that for the  community, while there was definitely some US influence, the issue was  not so much Americanization as adapting something western to their own  needs.  So it was not only about getting influenced but exerting  influence as well, giving birth to something new, new knowledge or  culture. Diego noted that the project had also opened up other doors of  communication beyond westernization.</p>
<blockquote><p>I think that in this project especially they have been  influenced not just by Americans they now begin to think about India,  Dubai, and other cultures that they didn&#8217;t know existed before. Or they  didn&#8217;t have much reference.</p></blockquote>
<p>Projects such as the <a href="http://www.ebario.com/">E-Bario project in Malaysia, Community project of the indigenous </a><a href="http://ictupdate.cta.int/en/Feature-Articles/Saving-traditions">Ngalia </a> and <a href="http://ro.uow.edu.au/cgi/viewcontent.cgi?article=1375&amp;context=infopapers">Badimaya</a> people of Western Australia, the <a href="http://www.pnclink.org/pnc2009/english/PresentationMaterial/Oct08/08-ConfHall-Applications/08-Applications-ppt-ChenLingHung.pdf">Alan &#8211; Gluban project</a> in Taiwan are a few cases in point.</p>
<p>In the final analysis, as Mark Oppenneer points out</p>
<blockquote><p>…the critics are right: misguided ICT4D implementation  that doesn’t take into consideration a wide range of cultural factors  and explicitly or implicitly imposes Western processes or structures  upon indigenous recipients does constitute a new form of  computer-mediated colonialism. And yes, the proponents of ICT4D are  right: ICTs, when implemented thoughtfully and respectfully – keeping  the needs of the recipients at the fore – can be powerful agents of  change in the fight to reduce poverty and improve the lives of  marginalized peoples in developing nations.</p></blockquote>
<p>In his 2008 presentation, <a href="http://www.fntc.info/files/media/Summ2008_Conf__Indigenous%20Declaration%20Jesse%20Fidler.pdf">UN Declaration on the Rights of Indigenous Peoples &#8211; The Role of ICTs</a>,<em> Jesse Fidler</em> listed various possibilities for ICT to actively engage the indigenous communities and realize their visions.</p>
<p>And as far as preserving the pristine, isolated local culture is concerned, Professor Amartya Sen perhaps summed it up best <a href="http://globalvoicesonline.org/2009/09/23/update-from-the-harvard-forum-on-ict4d/">in his talk</a> at the <a href="http://cyber.law.harvard.edu/events/2009/09/idrc">3rd IDRC/ Harvard Forum on the future of information and communication technology for development (ICT4D)</a> when he said that there is “no such thing as ‘unaided culture”, or ”culture that exists in isolation”.</p>
</div>
<p>Originally published on November 17, 2009 at <a href="http://globalvoicesonline.org/2009/11/17/impact-of-ict-on-indigenous-cultures-rejuvenation-or-colonization/" target="_blank">Global Voices</a> by Aparna Ray<a title="posts from 2009/11/17" href="http://globalvoicesonline.org/2009/11/17"></a></p>
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		<title>What Is Storytelling Without Relationships?</title>
		<link>http://www.oppenneer.com/mark/words/?p=136</link>
		<comments>http://www.oppenneer.com/mark/words/?p=136#comments</comments>
		<pubDate>Tue, 25 Jan 2011 15:40:02 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[prose]]></category>
		<category><![CDATA[quoted]]></category>
		<category><![CDATA[reposted]]></category>

		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=136</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a><p>A couple of recent pieces have examined the role of relationships and connections in storytelling.</p> <p>In a scholarly piece called  <a href="http://www.ethnosproject.org/journal/?p=79">Different Ways of Remembering: the Example of Storytelling</a>, Mark Oppenneer writes:</p> <p>The telling of a story not only [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D136' data-shr_title='What+Is+Storytelling+Without+Relationships%3F'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><p>A couple of recent pieces have examined the role of relationships and connections in storytelling.</p>
<p>In a scholarly piece called  <a href="http://www.ethnosproject.org/journal/?p=79">Different Ways of Remembering: the Example of Storytelling</a>, Mark Oppenneer writes:</p>
<blockquote><p>The telling of a story not only suggests the physical  presence of a storyteller and an audience, but the relationship that  exists between the two, the relationships between members of the  audience, the relationship between humans and the land on which they  live and in which the action of the story transpires, etc.</p></blockquote>
<p>Oppenneer notes that the tendency to see “story” as text is a “Western  information bias,” and Westerners tend to find audio and video  recordings “sufficient to capture the telling of a story.” But such  manifestations of story strip away “essential components of  relationship,” Oppenneer asserts.</p>
<p>Laura S. Packer views storytelling and relationships from a different angle in  <a href="http://massmouth.blogspot.com/2010/03/storytelling-as-connective-tissue_03.html">Storytelling as connective tissue</a>:</p>
<blockquote><p>…[T]he shared experience of listening to a story makes  the entire audience into one being. The story is the ligament that binds  us. … Regardless of the length of the story, the setting in which it’s  told, the experience of the teller or the teller’s background, when we  tell authentically tell a story it binds audience members to each other  and to the teller.  Stories are connective tissue in culture and  families as well. They are how we identify ourselves, how we know that I  am of this group, so this is my story.</p></blockquote>
<p>Both authors stress this connective role of storytelling in the act  of re-telling. For Packer, listeners “know who they are by the stories  they were told and in turn retell.” Oppenneer notes:</p>
<blockquote><p>..[T]he telling of a story interacts with prior tellings  remembered by the audience and is infused with embellishments and  improvisations that are in tune with the relationships established  during the performance.</p></blockquote>
<p>and he quotes Rebecca Green: “Repetitive storytelling of the past  re-creates, solidifies, and even creates the veracity of events and  individuals.”</p>
<p>The underlying message for both authors is that storytelling creates  cultural identity, cultural memory, cultural meaning, and knowledge that  is passed on from person to person, generation to generation.</p>
<p>As technology provides us with more and more ways to tell stories, we  would be wise to ask ourselves the extent to which any given  storytelling medium enables us to preserve relationships</p>
<p>I love the words Packer closes with:</p>
<blockquote><p>Stories reach across time, space and distance to give us the  same narrative connection. We are human. We tell stories. Listen to me  and I will listen to you: We will recognize ourselves in each others  words.</p></blockquote>
<p>Originally posted on March 10, 2010 at <a href="http://astoriedcareer.com/2010/03/what-is-storytelling-without-r.html" target="_blank">A Storied Career</a> by Kathy Hansen</p>
<p>Also reposted on November 14, 2010 at <a href="http://serendip.brynmawr.edu/exchange/node/8482" target="_blank">The Power of Story</a>: How to connect and effectively engage your audience to create a lasting memory by FinnWing</p>
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		<title>Start-Up Aims To Facilitate Loans With a Global Reach</title>
		<link>http://www.oppenneer.com/mark/words/?p=126</link>
		<comments>http://www.oppenneer.com/mark/words/?p=126#comments</comments>
		<pubDate>Tue, 25 Jan 2011 15:30:40 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[press]]></category>
		<category><![CDATA[reposted]]></category>

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		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a>D.C. Trio Hopes to Aid Poor, Rural Communities <p>By Timothy Wilson<br /> Washington Post Staff Writer<br /> Thursday, October 1, 2009</p> <p>After graduating from college in May, Benjamin Lyon came to the District to delve into the mobile currency [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D126' data-shr_title='Start-Up+Aims+To+Facilitate+Loans+With+a+Global+Reach'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><h2>D.C. Trio Hopes to Aid Poor, Rural Communities</h2>
<p>By Timothy Wilson<br />
Washington Post Staff Writer<br />
Thursday, October 1, 2009</p>
<p>After graduating from college in May, Benjamin Lyon came to the District to delve into the mobile currency industry that has sprouted in poor, rural communities in the Philippines and Kenya.</p>
<p>Upon arriving, Lyon, 22, along with Scott England and Mark Oppenneer, founded a start-up company called CreditSMS. It develops software for microfinanciers to deliver and track loans to people in poor, rural communities via text messages.</p>
<p>&#8220;We&#8217;re looking at a global project for microfinanciers,&#8221; Lyon said. &#8220;We&#8217;re getting there.&#8221;</p>
<p>They didn&#8217;t have much money to start the project. But through an announcement he saw on Twitter, Lyon thought he had found an ideal resource for the needed capital.</p>
<p>The National Peace Corps Association had launched <a href="http://www.africaruralconnect.org/" target="_blank">Africa Rural Connect</a>, an online network of returned Peace Corp volunteers, scholars, development professionals and Africans designed to assist sub-Saharan farmers.</p>
<p>As discussions became more in-depth on the Web site, a four-month contest was created in August to award cash prizes for the most creative and practical solutions for sub-Saharan farmers. More than 200 proposals were submitted.</p>
<p>A user profile must be created to submit or endorse an idea. Ideas are ranked by the number of endorsements received, with final rankings announced on the 15th of each month. The top three submissions receive a cash prize.</p>
<p>The endorsements piled up for their proposal, but Lyon and his colleagues fell short.</p>
<p>&#8220;We like the endorsements, but we&#8217;re looking for other opportunities to fund our operations,&#8221; Lyon said after earning a top 10 finish.</p>
<p>The first-place winner receives $3,000; the second-place winner, $2,000; and the third finalist, $1,000. Top 10 finishers in each round are eligible for a $20,000 grand prize selected by a panel of judges in December.</p>
<p>&#8220;It&#8217;s really a place people can come together and build upon each others&#8217; ideas,&#8221; said Molly Mattessich, project manager for Africa Rural Connect and a former Peace Corps volunteer in Mali.</p>
<p>In round one, first place was awarded to Zittnet, a rural Nigerian wireless Internet service provider that aims to establish agricultural network centers in villages. The centers would provide access to real-time pricing information for farmers and traders via mobile telephony or the Internet.</p>
<p>Self-Support Ghanaian Subsistent Farmers Consortiums were awarded first place in round two. In that proposal, groups of farmers would gather to share information, techniques and resources to create more profitable opportunities for members.</p>
<p>The final round of winners will be announced Nov. 15. Although money is an incentive, it isn&#8217;t the only perk. Lyon said the endorsements from the site have been helpful in creating awareness of a budding industry and providing the incentive to continue developing his company&#8217;s product.</p>
<p>&#8220;It gave a multifaceted benefit,&#8221; said Lyon, a Tenleytown resident. &#8220;The development community respects former Peace Corps volunteers. So it gave legitimacy. That validation was enough to keep me focused.&#8221;</p>
<p>Although providing financial support and encouraging ideas are part of the network&#8217;s goal, Mattessich said the ideas must be implemented in rural communities to ensure their effectiveness.</p>
<p>&#8220;We don&#8217;t just work in a vacuum. We are driven by working with community members,&#8221; she said. &#8220;It&#8217;s really important for us to get Africans involved with this.&#8221;</p>
<p>For more information, go to Africa Rural Connect&#8217;s <a href="http://www.africaruralconnect.org/" target="_blank">web site</a>.</p>
<p>[<a href="http://www.washingtonpost.com/wp-dyn/content/article/2009/09/30/AR2009093001963.html" target="_blank">Source</a>]</p>
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		<title>Information-as-thing thing…</title>
		<link>http://www.oppenneer.com/mark/words/?p=119</link>
		<comments>http://www.oppenneer.com/mark/words/?p=119#comments</comments>
		<pubDate>Tue, 25 Jan 2011 05:55:02 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[essay]]></category>
		<category><![CDATA[prose]]></category>
		<category><![CDATA[reposted]]></category>

		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=119</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a><p>“Language is as it is used,” could well be the mantra of transformational grammarians. The recognition of information-as-thing form the transformational school is an argument won of preponderance. If that&#8217;s how people are using the term, then adjust the [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D119' data-shr_title='Information-as-thing+thing%E2%80%A6'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><p>“Language is as it is used,” could well be the mantra of  transformational grammarians. The recognition of information-as-thing  form the transformational school is an argument won of preponderance. If  that&#8217;s how people are using the term, then adjust the dictionaries,  style guides, text books and what have you.</p>
<p>I come from multiple  backgrounds that allow me to accept Buckland&#8217;s notion of  information-as-thing, without criticism. (I should admit that I am a  transformational grammarian at heart&#8230;) To test the notion, I run it  through a few of my fields of participation: art, music and  storytelling.</p>
<p>As an artist I know that media, texture, shape,  color, etc. (which are at the root of thingness) convey information &#8211;  are information. The material is as critical in making meaning as the  subject of the work. In communications parlance, the medium is the  message &#8211; or massage.  As a musician I recognize that an invisible  blanket of reverberating sound waves, both physical and ephemeral, is  information-as-thing. Its tapestry of sound informs me not only of the  presence of different instrumental voices, but the tempo, volume,  chordal structure, etc. indicate to me a sense of motion and emotion.  The written music is text, but the performed musical text is also  information. The same goes for storytelling: the performance is  information-as-process, but the sound is the meaningful conveyance of  information-as-thing.</p>
<p>One focus of the essay is the defense of  information-as-thing rather than the other two states: as-process and  as-knowledge. However, it is information-as-knowledge that I find the  most difficult to manage because it is rooted in the often shapeless  void of interpretation. Interpretation is required to know which of any  various input streams are important, or as the essay illustrates, which  pieces of evidence are important. Interpretation provides us with the  means to make meaning from chaos – and this process is far more unwieldy  than information-as-thing. To me, that is where the ambiguity lies: the  evidence can sit before us for a long time before we see its value to  our case.</p>
<p>Later, in the discussion of events, which is more in  line with my comments above about the performing arts, the author lists  three ways in which the evidence of events is used: objects (i.e.,  bloodstains on the carpet), representations of the event itself (photos,  newspaper reports, memoirs), and the re-creation of events. Missing  here is a fourth way known widely in archival circles – oral histories,  the telling of stories about an event. Buckland regards &#8216;accounts&#8217; as  “no more than hearsay evidence,” which effectively eliminates the entire  world of oral culture from the halls of information science. And yet,  later in the essay, he posits the importance of representations in  information retrieval. Recollected stories are representations.</p>
<p>I  am reminded of other ways oral culture gets shuffled to the side in  discussions of information science. Buckland, citing Clarke and Eco,  writes that “&#8217;Natural sign&#8217; is the long-established technical term in  philosophy and semiotics for things that are informative but without  communicative intent.” Natural sign would be the classification given to  animal tracks on the forest floor, scratch marks on tree trunks, cloud  patterns, and so on. The Western mind (if I may use large brush strokes)  sees no causality in these &#8216;natural signs&#8217; perhaps than to ascribe some  vague Mother Nature-ishness to them, whereas many indigenous peoples  would read these as stories left for them to read and interpret. For  example, Buckland sees trees as informative in only two ways:  “Obviously, as representative trees they are informative about trees.  Less obviously, differences in the thickness of tree rings are caused  by, and so are evidence of, variations in the weather.” He sees trees as  a scientist or pragmatist does and not as someone whose life or  livelihood depends on being able to understand other meanings trees  convey.</p>
<p>Parting shot: I felt that the section titled “Being  information is situational,” was needlessly complicated. It would  suffice to say that the degree to which something is particularly  informative depends upon its context – which almost needs no stating at  all.</p>
<p>Originally published <a href="http://comm6480rpi.blogspot.com/2009/09/information-as-thing-thing.html" target="_blank">here</a> on September 7, 2009.</p>
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		<title>Consulting the Memex</title>
		<link>http://www.oppenneer.com/mark/words/?p=115</link>
		<comments>http://www.oppenneer.com/mark/words/?p=115#comments</comments>
		<pubDate>Tue, 25 Jan 2011 05:49:07 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[essay]]></category>
		<category><![CDATA[prose]]></category>
		<category><![CDATA[reposted]]></category>

		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=115</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a><p>A major refrain in Vannevar Bush&#8217;s As We May Think article is the notion of consulting – how are we to wrangle, sift, or otherwise make sense of the growing the mountains of data humans are creating. Throughout his [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D115' data-shr_title='Consulting+the+Memex'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><p>A major refrain in Vannevar Bush&#8217;s As We May Think article is the notion  of consulting – how are we to wrangle, sift, or otherwise make sense of  the growing the mountains of data humans are creating. Throughout his  exploration of possibilities, Bush prophesies the advent of many current  and emerging technologies: the digital camera – although he didn&#8217;t have  the terminology (page 4), the photocopier (page 4), the scientific  calculator (page 7), the home computer (page 8), credit cards (page 9),  the scanner (page 10), a Windows-like operating system (page 10), and  arguably more – including the birth of the semantic web (page 11).  Seeing how much of the world I know in 2009 was still a dream in the  making in 1945, I took a brief survey of the advancements in various  technologies as I have experienced them in my 38 years. Bear with me&#8230;  this is illuminating considering how much of Bush&#8217;s ideas have since  come to exist:</p>
<p>The year before I was born, the 5¼ inch floppy  disk was invented followed shortly by the dot-matrix printer and  microprocessor. And although the existence of the VCR coincides with my  birth, it wasn&#8217;t until after the late 70&#8242;s until it hit the commercial  market.</p>
<p>1972 marked the appearance of the first word processor –  and the first video game, Pong. The next year, Xerox announced the  creation of the ethernet. In 1975, the laser printer was invented,  followed by the ink-jet printer in 76.</p>
<p>The first spreadsheet was  released in 1978, the year before cell phones and the Cray supercomputer  were invented. It&#8217;s no surprise that MS-DOS and the first IBM-PC share a  birth year (1981). Three years later, Apple invented the Macintosh, and  CD-ROMs hit the streets. Windows is released in 1985, during my last  year in middle school. By the time I graduate, digital cellular phones  and high-definition television have been invented.</p>
<p>My freshman  year of high school, I owned a Kaypro 4-84 with two 5¼ inch floppies,  monochrome monitor, internal modem operating at 96k baud rate, and a  processor speed of 4mhz. It was a portable computer weighing in at 36  pounds.</p>
<p>The year after I graduated, Time Berners-Lee created the  World Wide Web and Internet protocol (HTTP) and WWW language (HTML).  Five years later, it is truly world wide. About that time, the DVD came  into existence. In 2001, our relationship to information changes when  Apple introduces the iPod. Half a decade later YouTube and Twitter both  hit big around 2006.</p>
<p>After all that has come to pass – much of it  predicted by Vannevar Bush, we are still precisely in the same  situation as we were in 1945 in regards to consulting (or navigating)  the great storehouse of human knowledge. We&#8217;ve moved past film and  microfiche – both on the road to technological extinction. We&#8217;re in  digital land now, and we&#8217;ve got more information than be conceived. Part  of our modern quandary is that it isn&#8217;t just scientists creating and  parsing the data. The digital realm is far more egalitarian – anyone  with access can create content. More so than at any point in our history  does the catastrophe of “truly significant attainments becom[ing] lost  in the mass of the inconsequential” become a risk, especially as we move  fully into the age of crowdsourcing.</p>
<p>We are now living in the  information age, and many great minds are now bent to the task of  sorting out how best to deal with the volume of information our age is  issuing. As with many of Bush&#8217;s predicitons, I think he hit the nail on  the head in regards to creating associative links between points of  knowledge. We&#8217;re already doing that with tags. Tagging may be the way  information is cultivated in the future: “Selection by association,  rather than by indexing, may yet be mechanized” (10).</p>
<p>Originally published <a href="http://comm6480rpi.blogspot.com/2009/09/consulting-memex.html" target="_blank">here</a> on September 15, 2009</p>
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		<title>How will you be remembered?</title>
		<link>http://www.oppenneer.com/mark/words/?p=112</link>
		<comments>http://www.oppenneer.com/mark/words/?p=112#comments</comments>
		<pubDate>Sun, 07 Nov 2010 20:09:49 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[prose]]></category>

		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=112</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D112' data-shr_title='How+will+you+be+remembered%3F'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D112'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D112' data-shr_title='How+will+you+be+remembered%3F'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D112' data-shr_title='How+will+you+be+remembered%3F'></a> <p>This question is more about the &#8220;how&#8221; of technology than the &#8220;how&#8221; of character. We have digital cameras for our pictures, blogs for our words, Facebook and Twitter for our quips and comments, mp3&#8242;s for our tunes, e-mails [...]]]></description>
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<div>
<p>This question is more  about the &#8220;how&#8221; of technology than the &#8220;how&#8221; of  character. We have  digital cameras for our pictures, blogs for our  words, Facebook and  Twitter for our quips and comments, mp3&#8242;s for our  tunes, e-mails for  our correspondence, databases for our information,  and so on&#8230; and all  of it is bound in technology and formats that will  be outdated in  within decades. Unless each generation takes the time to  upgrade its  digital artifacts and the technology associated with them,  there will  come a time in the near future when we &#8220;out-technologify&#8221;  ourselves. In  other words, we will no longer have access to the digital  memories we  spent a lifetime gathering.</p>
<p>I no longer have a projector  with which to view my father&#8217;s slides. I no  longer have a 5 1/4 inch or  3 1/2 inch drive to access the floppies  filled with the writings of my  youth. My cassette player is broken and  my VCR is on its way out also.  I will most likely not replace them. In  all probability, my great  grandchildren will not be able to play the  mp3&#8242;s I created of my music  or access the jpg&#8217;s stored in my Mac&#8217;s  picture directory. They won&#8217;t be  able to charge my iPod to know what my  tastes were or read the  thousands of SMS messages in my cell phone. Even  this Facebook post is  an artifact of digital ephemera. No one will read  it beyond those of  you who care to click &#8220;See More&#8221; and soon it will  fall off the page.</p>
<p>Although  the public doesn&#8217;t have access to it, there is a collection of   information technology items at The National Museum of American History   in DC &#8211; the Computer History Collection  (<a rel="nofollow" href="http://americanhistory.si.edu/collections/comphist/" target="_blank">http://americanhistory.si.edu/collections/comphist/</a>).  Ironically, the  link to the now-closed exhibition of the collection  called &#8220;Information  Age: People, Information and Technology&#8221; is broken.  Perhaps it is a  stretch to read this as a portent, but it is  interesting.</p>
<p>So&#8230; how will *you* be remembered?﻿</p>
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		<title>Tynan (and a Dragon)</title>
		<link>http://www.oppenneer.com/mark/words/?p=88</link>
		<comments>http://www.oppenneer.com/mark/words/?p=88#comments</comments>
		<pubDate>Sat, 26 Dec 2009 23:10:00 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[short story]]></category>

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		<title>A Great Fall</title>
		<link>http://www.oppenneer.com/mark/words/?p=17</link>
		<comments>http://www.oppenneer.com/mark/words/?p=17#comments</comments>
		<pubDate>Fri, 18 Dec 2009 18:55:01 +0000</pubDate>
		<dc:creator>Mark Oppenneer</dc:creator>
				<category><![CDATA[short story]]></category>

		<guid isPermaLink="false">http://www.oppenneer.com/mark/words/?p=17</guid>
		<description><![CDATA[<a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a><p>&#8220;Quick, call the guards!&#8221; I heard one say.</p> <p>There was much twittering and womanly shouting of &#8220;Waily, waily!&#8221; as the crowd gathered to see me rumpled and twisted at the foot of the West wall. A voice close to [...]]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><div class='shareaholic-like-buttonset' style='float:none;height:30px;'><a class='shareaholic-fblike' data-shr_layout='button_count' data-shr_showfaces='false' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a><a class='shareaholic-fbsend' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17'></a><a class='shareaholic-googleplusone' data-shr_size='medium' data-shr_count='true' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a><a class='shareaholic-tweetbutton' data-shr_count='none' data-shr_href='http%3A%2F%2Fwww.oppenneer.com%2Fmark%2Fwords%2F%3Fp%3D17' data-shr_title='A+Great+Fall'></a></div><div style="clear: both; min-height: 1px; height: 3px; width: 100%;"></div><!-- End Shareaholic LikeButtonSetTop Automatic --><p>&#8220;Quick, call the guards!&#8221; I heard one say.</p>
<p>There was much twittering and womanly shouting of &#8220;Waily, waily!&#8221; as the crowd gathered to see me rumpled and twisted at the foot of the West wall. A voice close to me whispered, &#8220;Stay with me, man.&#8221;</p>
<p>Stay with me, indeed. For forty long and miserable years I&#8217;ve lived in this moldy loaf of a village. Each day of those forty years, I have dreamed of revenging myself of the litany of injustices that have been visited upon me. And on this day, the last I had hoped to endure, a kind villager beseeches me to stay. Bah!</p>
<p>From the sad, gray day I was born the fourth son of Ethrel MacGonnagal, fierce and noble knight to the King of Flannoc, I have been the butt of humorless attacks by everyone from highborn sons of the court to thick-browed daughters of lowland swineherds. One look and it is plain to see that I am not cut from the swath my brothers were. Leland, Jacob, and Wendell, god rest their souls, were strapping, pugnacious boys, known for their exploits in the pub, on the battlefield, and under the sheets. Not a soul in the village has forgiven me for outliving them.</p>
<p>For forty years, I have tried to shed the yoke of humiliation that my neighbors thrust upon me, though my efforts only added to its weight. The moment I was born, in the brief hush that followed my arrival, the bed nurse was heard to say, &#8220;Now there&#8217;s a yeasty little wagtail.&#8221; And although my mother&#8217;s attempts to keep me hidden from the public eye were heroic, more names followed. Morelock, the smithy, an unforgiving jackal of a man, dubbed me a &#8220;pallid-pated pignut&#8221; when he first spied me as a nose-picking toddler. Even Odd Byron the humpback, second only to me in the ranks of the disgraced, would howl, &#8220;Alack! What&#8217;s this, a spongy malt-worm?&#8221; from his dank doorway when I passed.</p>
<p>When I was three, Winton, the gentle rector, was asked to pray over me. At five, I was taken by my mother deep into the Dark Wood to visit the old hag whose herbal remedies had once healed a colony of lepers. Even the court&#8217;s magician had a go at curing me of my affliction, but could only produce a benign sulfuric cloud after an afternoon of incantations.</p>
<p>Through stabbing fiery bursts of pain, these thoughts turned in my mind. In my haze, I knew that the fall had served only to break my legs and crack my ribs.</p>
<p>Why would God not let me die? What use was I to him or to anybody else? I was a freak, a bloated, colorless thing who had spent a life lonelier than stone. After my mother had died and my father was taken at the battle of Tryone, I had become like a living ghost. Not once in the intervening years have I been called by my birth name, Humphrey. Not once have I felt the touch of a woman. Not once has my hearth heard laughter.</p>
<p>Just moments ago I had struggled to heft my hueless husk of a mortal shell upon the rampart of the West wall. I had sat dangling my legs over the drop that would deliver me from my curse, feeling alive for perhaps the first time in my life. In my mind&#8217;s eye, I could see me falling, a blur of whiteness, hitting the cobblestones with a crack. I, Humphrey MacGonnagal, would break into pieces that would never be put back together again.</p>
<p>But now, as the king&#8217;s men are called &#8211; as I am held in the arms of a kind stranger saying, &#8220;Stay with me, friend,&#8221; I know that I will live to see tomorrow. I will be mended and coddled and briefly pitied by old husbandless women and for a fortnight or two, the village will give me its silence. But inside I feel the pull toward the shadows of death. Inside I know that as soon as my legs can bear the weight of my body and my hatred and my anger, I will climb the wall once again.</p>
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