scholarly journals Representations of Surrogacy: Feminist and LGBT Controversy over Film and Media

2020 ◽  
Vol 2 (4) ◽  
pp. p14
Author(s):  
Mingming Zhuang

Although transnational surrogacy has received much criticism owing to racial and class issues, the U.S. media portrays domestic surrogacy with overwhelming positive languages by employing specific narrative frameworks. Accompanying this shift, it is not so surprising that the number of gestational carrier cycles have skyrocketed from 727 to 3,423 over the last decade. (Note 1) In particular, increase in the number of gay and single men looking for surrogacy has yielded more controversies. This paper asks the following questions: How does the documentary Made in Boise present surrogacy in the context of a broader debate over feminist and LGBT’s positions? How are gay parents used in the altruism narrative framework to downplay exploitation of surrogacy? By providing insight into the intricate economic and power relationships between surrogate and a new emerging group of intended parents, my case study prompts broader questions such as: How to best document the most authentic narratives of the surrogates? How can feminist and LGBT scholars reconcile their viewpoints over surrogacy? These are pertinent questions concerning exploitation and coercion in the industry, thus influencing future feminists’ studies on reproductive technology and politics.

2014 ◽  
Vol 4 (2) ◽  
pp. 1-14 ◽  
Author(s):  
Maria Cipollone ◽  
Catherine C. Schifter ◽  
Rick A. Moffat

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.


2020 ◽  
Vol 12 (6) ◽  
pp. 2391 ◽  
Author(s):  
Giulio Caldarelli ◽  
Cecilia Rossignoli ◽  
Alessandro Zardini

Blockchain implications within the sustainability domain are rapidly arousing the interest of researchers and institutions. However, despite the avalanche of articles, papers, and recently published books, innovation in the blockchain domain is still heavily influenced by light literature, such as news, articles, opinion posts, and white papers. Lacking a homogeneous literature background, case studies often fall into storytelling, providing mere descriptions of the facts according to the writers’ impressions and opinions. We therefore investigate blockchain adoption for sustainable purposes through a case study while remaining firmly grounded in three main theoretical literature streams: knowledge management, knowledge infrastructure, and trust. Since blockchain interaction with the real world is managed by oracles, addressing the oracle problem is essential in order to evaluate the effectiveness of blockchain for sustainability issues. However, to the best of the authors’ knowledge, no other paper has efficiently addressed this subject or even mentioned it. Recognizing its scarce consideration in the literature, the oracle problem will be analyzed in both theoretical and practical terms, thereby providing a way to solve the issues related to non-fungible products in the supply chain. Choice over the selected case study was made in light of the divergence in motives for the adoption of blockchain (economic over social), which makes the results more inferable at a broader scale and offers an insight into how sustainable innovations can also be economically viable.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Wieger Tiddens ◽  
Jan Braaksma ◽  
Tiedo Tinga

PurposeAsset owners and maintainers need to make timely and well-informed maintenance decisions based on the actual or predicted condition of their physical assets. However, only few companies have succeeded to implement predictive maintenance (PdM) effectively. Therefore, this paper aims to identify why only few companies were able to successfully implement PdM.Design/methodology/approachA multiple-case study including 13 cases in various industries in The Netherlands was conducted. This paper examined the choices made in practice to achieve PdM and possible dependencies between and motivations for these choices.FindingsAn implementation process for PdM appeared to comprise four elements: a trigger, data collection, maintenance technique (MT) selection and decision-making. For each of these elements, several options were available. By identifying the choices made by companies in practice and mapping them on the proposed elements, logical combinations appeared. These combinations can provide insight into the PdM implementation process and may also lead to guidance on this topic. Further, while successful companies typically combined various techniques, the mostly applied techniques were still those based on previous experiences.Research limitations/implicationsThis research calls for better methods or procedures to guide the selection and use of suitable types of PdM, directed by the firm's ambition level and the available data.Originality/valueWhile it is important for firms to make suitable choices during implementation, the literature often focusses only on developing additional techniques for PdM. This paper provides new insights into the application and selection of techniques for PdM in practice and helps practitioners reduce the often applied trial-and-error process.


Gamification ◽  
2015 ◽  
pp. 956-969 ◽  
Author(s):  
Maria Cipollone ◽  
Catherine C. Schifter ◽  
Rick A. Moffat

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.


2015 ◽  
Vol 18 (4) ◽  
pp. 379-404
Author(s):  
Umar Ghuman ◽  
Wendy Olmstead

Public agency managers dealing with environmental issues often encounter “wicked problems”; poorly defined, with conflicting interpretations of data, and conflict among values and missions (Rittel & Webber, 1973). This case study that provides insight into a “wicked problem” resulting from a complex series of interactions between the U.S. Fish and Wildlife Service, and the Bureau of Reclamation during the Kesterson incident (a biological disaster during the 1980s). Morganʼs (2006) metaphors are utilized to examine the circumstances of the incident and demonstrate the hierarchical structures and opposing cultures that exacerbated the issues. Dealing with a wicked problem requires embracing conflict to potentiate change. We assert that public organizations dealing with complex issues need to embrace chaos and flux and self-organize in the same manner as biological systems, thereby evolving into dynamic organizations well-equipped to deal with the complexities of their environments.


2021 ◽  
Vol 15 (2) ◽  
pp. 37-48
Author(s):  
Besmir Fidahić

International Criminal Tribunal for the Former Yugoslavia (ICTY) remains the most important organization for the past, the present, and the future of the former Yugoslavia. Faced with a country that always lived under totalitarian regimes with very little insight into actions of the groups and individuals who reaped unthinkable havoc on each other at the end of the twentieth century, the ICTY set undisputable historical record about events that took place during the 1991–1999 wars and put the country on an excellent track towards transformation for the better. But even 28 years since the establishment of the ICTY, the former Yugoslavia remains the hotbed of nationalism, ethnic divisions, genocide denial, and genocide justification. Court transcripts belong to the category of the permanent court record. The ICTY court transcripts have only been made in English and French, but not in Bosnian/Croatian/Serbian (B/C/S), the languages of the former Yugoslavia. This paper is going to examine the needs for the ICTY court transcripts in the B/C/S, could they have been made in the B/C/S from the very beginning of the institution and whether the existing ICTY court transcripts in the B/C/S are up to par for any of its audiences.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Romanticism ◽  
2019 ◽  
Vol 25 (1) ◽  
pp. 69-80
Author(s):  
Ruth Knezevich

The genre of annotated verse represents an under-explored form of transporting romanticism. In annotated, locodescriptive poems like those in Anna Seward's Llangollen Vale, readers are invited to read not only the spatiality of the landscapes depicted in the verse but also the landscape of the page itself. Seward's poems, with their focus on understanding geographical, political, and historical spaces both real and imaginary, provide geocritical insight into poetic productions of the early Romantic era. Likewise, geocriticism offers a fresh and useful – even necessary – analytic approach to such poems. I adopt Anna Seward as a case study in annotated verse and argue that attending to the materiality and paratextuality of her work allows us to access the complexities of her poetry and prose as well as her position within the wider framework of transporting Romanticism.


Somatechnics ◽  
2012 ◽  
Vol 2 (2) ◽  
pp. 263-283 ◽  
Author(s):  
Svenja J. Kratz

Abstract: Presented from an ArtScience practitioner's perspective, this paper provides an overview of Svenja Kratz's experience working as an artist within the area of cell and tissue culture at QUT's Institute of Health and Biomedical Innovation (IHBI). Using The Absence of Alice, a multi-medium exhibition based on the experience of culturing cells, as a case study, the paper gives insight into the artist's approach to working across art and science and how ideas, processes, and languages from each discipline can intermesh and extend the possibilities of each system. The paper also provides an overview of her most recent artwork, The Human Skin Equivalent/Experience Project, which involves the creation of personal jewellery items incorporating human skin equivalent models grown from the artist's skin and participant cells. Referencing this project, and other contemporary bioart works, the value of ArtScience is discussed, focusing in particular on the way in which cross-art-science projects enable an alternative voice to enter into scientific dialogues and have the potential to yield outcomes valuable to both disciplines.


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