African citizens are increasingly being surveilled, profiled, and targeted online in ways that violate their rights. African governments frequently use pandemic or terrorism-related security risks to grant themselves additional surveillance rights and significantly increase their collection of monitoring apparatus and technologies while spending billions of dollars to conduct surveillance (Roberts et al. 2023). Surveillance is a prominent strategy African governments use to limit civic space (Roberts and Mohamed Ali 2021). Digital technologies are not the root of surveillance in Africa because surveillance practices predate the digital age (Munoriyarwa and Mare 2023). Surveillance practices were first used by colonial governments, continued by post-colonial governments, and are currently being digitalized and accelerated by African countries. Throughout history, surveillance has been passed down from colonizers to liberators, and some African leaders have now automated it (Roberts et al. 2023). Many studies have been conducted on illegal state surveillance in the United States, China, and Europe (Feldstein 2019; Feldstein 2021). Less is known about the supply of surveillance technologies to Africa. With a population of almost 1.5 billion people, Africa is a continent where many citizens face surveillance with malicious intent. As mentioned in previous chapters, documenting the dimensions and drivers of digital surveillance in Africa is
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This study investigates the evolvement of informalization of company communication on social media over time, based on actual social media data from the tourism industry. The development in the use of emoticons and emoji by companies is examined, as an expression of informalization and humanization of online company communication. We selected 33 companies from the tourism industry in The Netherlands and investigated their Facebook and Twitter messages supplemented with the messages of consumers who interacted with these companies, for the period 2011-2016. Results show that the use of emoticons and emoji in online company communication increased significantly over the period covered in this study, demonstrating a higher level of informalization of company communication. Since this is a key factor for improving relational outcomes, this finding has scholarly as well as managerial relevance. We discuss the implications of the results for the presence of organizations on social media
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Electromagnetic articulography (EMA) is one of the instrumental phonetic research methods used for recording and assessing articulatory movements. Usually, articulographic data are analysed together with standard audio recordings. This paper, however, demonstrates how coupling the articulograph with devices providing other types of information may be used in more advanced speech research. A novel measurement system is presented that consists of the AG 500 electromagnetic articulograph, a 16-channel microphone array with a dedicated audio recorder and a video module consisting of 3 high-speed cameras. It is argued that synchronization of all these devices allows for comparative analyses of results obtained with the three components. To complement the description of the system, the article presents innovative data analysis techniques developed by the authors as well as preliminary results of the system’s accuracy.
In this project, the AGM R&D team developed and refined the use of a facial scanning rig. The rig is a physical device comprising multiple cameras and lighting that are mounted on scaffolding around a 'scanning volume'. This is an area at which objects are placed before being photographed from multiple angles. The object is typically a person's head, but it can be anything of this approximate size. Software compares the photographs to create a digital 3D recreation - this process is called photogrammetry. The 3D model is then processed by further pieces of software and eventually becomes a face that can be animated inside in Unreal Engine, which is a popular piece of game development software made by the company Epic. This project was funded by Epic's 'Megagrant' system, and the focus of the work is on streamlining and automating the processing pipeline, and on improving the quality of the resulting output. Additional work has been done on skin shaders (simulating the quality of real skin in a digital form) and the use of AI to re/create lifelike hair styles. The R&D work has produced significant savings in regards to the processing time and the quality of facial scans, has produced a system that has benefitted the educational offering of BUas, and has attracted collaborators from the commercial entertainment/simulation industries. This work complements and extends previous work done on the VIBE project, where the focus was on creating lifelike human avatars for the medical industry.