Phnom Penh Notes: Khmer Rouge Leaders on Trial

November 29, 2011 | by

Taegin Stevenson was in the Cambodian capital Phnom Penh as the trial of the three most senior surviving Khmer Rouge leaders got underway at the Extraordinary Chambers in the Courts of Cambodia.

For three days in November, Cambodians turned again to confront their dark past. The trial of three of the four top survivors of the Khmer Rouge regime, which ruled the country from April 1975 to January 1979, was on the front pages of every newspaper; the proceedings at the UN-backed Extraordinary Chambers in the Courts of Cambodia were being broadcast live on two television stations. Survivors of the brutal Khmer Rouge regime, family members of victims, even former lower ranking cadres of the regime traveled to the court to witness the opening statements in the trial.  They came by public bus, car, and motor bike, arriving at the Court every morning well before the 9:00am start of proceedings.

Each day hundreds of people flocked into the public gallery.  Monks in bright orange and maroon robes sat in the front two rows, directly in front of the large window that shows the courtroom. Western journalists and NGO representatives were scattered throughout the 500-seat gallery. University and secondary students in uniforms filed in to witness history in the making. The remainder of the chairs were filled with survinging victims or relatives of victims of the crimes, who are given access to the Court in order to represent their interests. They sat at the edge of their seats, leaning towards the courtroom in front of them to get a glimpse of the three elderly men on trial.

Nuon Chea, the former Deputy Secretary of the Communist Party of Kampuchea, Ieng Sary, the former minister of social affairs; and Khieu Samphan, the former head of state, are the most senior, living Khmer Rouge officials. They are charged with genocide, crimes against humanity, and grave breaches of the Geneva Conventions of 1949. A fourth defendant in the case—Ieng Thirith, former Minister of Social Affairs—was found unfit to stand trial just before the trial began (a decision the Prosecution is appealing).

The prosecution alleges that the former leaders are guilty of developing and carrying out a common criminal plan, a plan which included mass displacement of the population from urban areas and forced labor, as well as the use of violence to eliminate perceived enemies at security centers and execution sites, the persecution of minorities, and forced marriage.

On the first day of trial, the public heard - through simultaneous translation in English, Khmer, and French languages - the national Co-Prosecutor, Chea Leang, provide graphic details regarding the crimes for which the accused are charged.  She spoke of the forced evacuation from Phnom Penh in April 1975 that spared no one. Even hospitals were evacuated of women, who had just given birth, and those who could not walk were forced to drag themselves through the streets of the city or risk being killed. She spoke of how the road exiting the city became littered with dead bodies from those who did not survive the march to the countryside because of illness or exhaustion, or because they were executed.  She spoke of how currency was abolished, how religion was prohibited, and how forced marriages replaced the bond of love.  In perhaps the most gruesome moment of the day, the Co-Prosecutor described how even babies and children could be deemed enemies of the regime, meeting their deaths through having their heads smashed against trees by regime cadres.

During the second day, the international Co-Prosecutor, Andrew Cayley, provided details on the roles and responsibilities of the three former Khmer Rouge leaders on trial.  It is alleged that evidence of the accused’s role in the planning and executing these crimes can be found among 350,000 pages of documents, which include interviews with the accused, interviews with witnesses and survivors, site identification records, medical reports, demographic expert reports, and other documentary evidence.  

Cayley discussed the structure of lines of communication within the Khmer Rouge and how the leaders were fully informed of what was happening in across the country— from how many forced marriages were being arranged, to who stole food in a particular commune.   Throughout his presentation, screens in the public gallery showed graphics on the organized structure of the Khmer Rouge, pictures of worksites where people were enslaved, and video clips of interviews with the accused. When a video clip from a Khmer Rouge propaganda film was shown, it elicited murmurs from the audience and finger pointing from the survivors, and relatives of victims. Images from that era continue to evoke strong emotions from those who survived.

The most anticipated part of the opening came perhaps when it was time for the accused to respond. During the first day and a half, the three, white-haired accused had remained hunched over in the seats, only standing with the assistance of guards because they are too weak to get up on their own.   Eighty-five year old Nuon Chea spoke first Tuesday afternoon, blaming the “confusion” from 1975-79 on Vietnamese expansionist policies. Survivors in the gallery glared at him as he spoke, sitting quietly while listening to every word.

Due to the expected statements of the remaining two accused, on Wednesday nearly twice the number of people showed up, forcing hundreds to sit and wait outside, watching the proceedings from screens.  Ieng Sary, 86, read a statement arguing that a 1996 royal pardon he received should be enforced. He was by far the weakest of the accused and had to pause during his brief page and a half statement, stating “his heart could not continue.”  Khieu Samphan presented for over an hour on how the prosecution sources should not be trusted, and claiming that much of the evidence fabricated.   

The trial will first hear evidence on the forced movement of the population from Cambodia’s cities to rural areas from 1975 to 1976 and related crimes against humanity. A severance order in September ordered the sequencing of Case 002 into multiple trials defined by subject matter. Importantly, this first trial will also provide a general foundation for all allegations against the accused, including the examination of the structure of the state, the roles of each of the accused before and during the Khmer Rouge rule, and the policies under the government.

In the coming weeks, more and more Cambodians will pass through the court's public gallery, while across the country others will continued to watch and listen as both sides lay out their cases. The proceedings will resume on December 5 as the trial chamber begins the hearing of evidence.

Get smart with Brain Quest.(FAMILY)

The Washington Times (Washington, DC) November 16, 2008 Byline: Joseph Szadkowski, THE WASHINGTON TIMES With help from Nintendo's magical handheld system, a new game series teaches kids It's OK to Be Smart - if they are willing to go on a Brain Quest (Electronic Arts, $29.99 each).

Based on the popular pumped-up flashcard series by Workman Publishing, this fun, educational challenge goes overboard with keeping kids interested in learning.

Two titles, Brain Quest: Grades 5 & 6 and Brain Quest: Grades 3 & 4, contain more than 6,000 questions each and extend the typical trivia format usually mired in multiple-choice possibilities. The games offer a varied style of curriculum-based questions and spice up the action through extra activities and achievements to be unlocked.

Both use the same game mechanics, but a different story line. Let's first look at the more difficult Grades 5 & 6 title, which is geared to students 10 to 12 years old.

After an introduction to the game's host, a High School Musical type named Brian, the player is walked through the game's modes. Those who want to do something more than simply answer questions in the Brain Mode (answer the fastest to collect the most points) can go on a wordy Quest.

The student selects from six extreme tween style areas tied to the subjects math (soccer), history (surfing), science (an auto shop), geography (snowboarding), English (rock music) and a grab bag (skateboarding). Once a venue is chosen, the player converses with multiple characters and, as he keeps reading their trash talk, a challenge eventually is issued. web site goodbye in italian

If near a garage, one might think the player would be in a race game, but no, it's a series of rounds loaded with questions. He must answer a certain number to earn a collectible and impress the character before moving on.

Brian will explain each question format before the player begins. Questions come in standard multiple choice, fill in the blanks (using a keyboard on the DS' bottom touch screen), eliminate an answer by drawing an X through it, draw lines to match items, and grab and move answers into the correct order.

The questions are always fresh and taxing. A student might have to match first and last names of famous American composers, solve a complex equation, arrange precious stones from hardest to least hard, or spell goodbye in Italian.

The grab bag adds topics on the arts, literature, nutrition, sports, movies and music.

Success leads to collecting points and unlocking animated stickers. These can be purchased and added to a static scene to offer the student a chance to demonstrate some creativity.

If bored with questions, a deep Sudoku game is also available in 4-by-4, 6-by-6 and 9-by-9 puzzle grids. this web site goodbye in italian

If that still isn't enough action, a pseudo-multiplayer option provides competitive and cooperative modes as players pass a DS back and forth. Not as great as tapping into two DS units wirelessly using one card, but I appreciate the thought.

The Grades 3 & 4 title offers the same extras and a wildlife motif as students converse with park rangers and go on quests to help animals. The questions are almost as difficult: One asked me to put in order, by age, the female stars of Little Women. I asked a couple of fourth-graders to perform the feat and their jaws dropped.

I warned in a previous column that the DS could make curriculum-based, casual gaming an enjoyable reality. Well, the time has arrived and students stand to gain a wealth of knowledge and feel great about their accomplishments thanks to Electronic Arts' Brain Quest series.

Game Bytes Here's an abbreviated look at some multimedia titles for the pixie fan in the family.

*Disney Fairies: Tinker Bell (For DS, Disney Interactive Studios, $29.99) - Peter Pan's loyal friend twinkles in this third-person adventure co-starring the inhabitants of Pixie Hollow.

The deep, delightfully designed adventure has the player control Tink (she follows the stylus dragged on the touch screen and trails pixie dust behind her) as she explores the fantasyland's 16 areas and helps other fairies prepare the seasons.

Action takes full advantage of the DS' capabilities. Take the cleaning and repairing of items, a specialty of the tinkering star. Blow dust off of a pot by actually blowing into the DS microphone, or repair cracks to it by applying glue and hammering it into place (use the stylus to spread the patch and tap to set it).

Options in the action include use of a real-time clock (seasons change to match a player's world); starting fashion trends with customizable costumes; making, collecting and wearing loads of accessories; cute timed minigames; and conversing with new friends including Chipper, Rosetta, Silvermist and Queen Clarion.

Girls, especially younger gamers, will really enjoy their visit to Pixie Hollow (once they get used to navigating around terrain) while parents will appreciate the sharing and friendship aspects of the game.

Disney's online community, DGamer, is also available through the DS WiFi option to chat with other players and share items.

*Clickables' Fairy Game (Techno Source, standalone unit, uses three AAA batteries, included, $19.99) - Disney is pushing hard to give Tink and her pals the same pop-culture status as those pesky princesses. Techno Source helps with the ambitious Clickables system that combines a software download, a members only Web site, and a set of standalone toys that easily connect to a Windows XP/Vista/2000 PC. The result is an interactive universe dedicated to Pixie Hollow that gives female fans a handheld unit to play games and collect rewards.

In the case of the Fairy Game, it's a purple, tulip-shaped, palm-size device that contains five challenges. The player navigates with a directional pad and buttons through the bare minimum of graphical presentations (a 1-inch LED screen). She performs tasks such as pounding dents out of pots and keeping flowers in full bloom.

It's simple, repetitive gaming at its finest. However, the action is worth it thanks to collecting points. Easy to amass, they can be downloaded to the online Pixie Hollow site (www.pixiehollow.com) to buy butterflies that will hang out with a customized fairy.

Better yet, the points are transferable to other friends with Disney Fairies Clickables' items (such as a bracelet or charms) by simply touching the metallic sensors of each together. It's pretty slick tech and actually works.

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Taegin Stevenson

Taegin Stevenson is Associate Legal Officer, Open Society Justice Initiative.

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The Open Society Foundations work to improve the lives of the world's most vulnerable people and to promote human rights, justice, and accountability. This blog aims to bring that work a little closer by giving our experts and grantees a platform to reflect on their issues, sharpen their thinking, and engage in a conversation on how to advance open society values around the globe.

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