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1

Grubov, Volodymyr, Valerii Svynarenko, and Igor Khraban. "Trumpism as an Alternative Look at the Great America." Środkowoeuropejskie Studia Polityczne, no. 3 (September 15, 2021): 31–47. http://dx.doi.org/10.14746/ssp.2021.3.3.

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The article analyzes the phenomenon of “Trumpism,” which brought hopes for its renewal and expectation of changes into traditional American politics. “Trumpism” swung at the power of the Deep State and showed America that it is historically, mentally, culturally, and economically fragmented. The paternalism of American democrats toward a certain part of the country’s population, which Trump positions as “communism,” opposes the true America, which is personified by the states of the “rusty belt” and its working class. “Trumpism” sees the true rebirth of America in a policy of sound national egoism and in America’s focus on itself. For opponents of President Donald Trump, his return to power means another immersion of the ruling elite in the fight against many unknown things, when the political “behind the scenes” has already come out of the shadows and has shown its actual goals.
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Tian, Yi nong, and Guanwen Diao. "Research and analysis of the development of news film and television based on the integrated media environment." SHS Web of Conferences 167 (2023): 02014. http://dx.doi.org/10.1051/shsconf/202316702014.

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The expansion of the digital integration mode of contemporary digital cinema from creation to projection and the change of cinematic language both herald the breakthrough of technology once again and the opening of a new era of digital cinematic art. From the aesthetic point of view, digital cinema has overturned and dismantled some of the theoretical essentials and important concepts of traditional film aesthetics about film ontology, and the changes and progress of digital cinema’s generation principle, audiovisual environment and media properties have profoundly influenced film art creation and audiences’ aesthetic approach. Digital reproduction and regeneration can realistically simulate reality and transcend reality to construct the story world in film, forming a higher level of aesthetic composition and aesthetic concept. The innovation of film media and the transformation of digital film machines enable audiences to develop an embodied experience at a super close distance or without distance, thus falling into the “immersion of the here and now” and “playable story”. The digital anthropomorphic film phenomenon experience and the immersive viewing mode of multimedia sound and image have perfectly realized the freedom and transcendence of digital film aesthetic experience and become an important force to promote the development and evolution of film aesthetics. It is the original purpose of this dissertation to explore the relationship between digital film technology development and film aesthetic discourse under the new digital technology conditions, to sort out the aesthetic implications and aesthetic characteristics of digital films, to explain the film concepts and aesthetic issues in the digital era, and to try to complete the systematic construction of contemporary digital technology film aesthetics.
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Venkatesan, Tara, and Qian Janice Wang. "Feeling Connected: The Role of Haptic Feedback in VR Concerts and the Impact of Haptic Music Players on the Music Listening Experience." Arts 12, no. 4 (July 10, 2023): 148. http://dx.doi.org/10.3390/arts12040148.

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Today, some of the most widely attended concerts are in virtual reality (VR). For example, the videogame Fortnite recently attracted 12.3 million viewers sitting in homes all over the world to a VR Travis Scott rap concert. As such VR concerts become increasingly ubiquitous, we are presented with an opportunity to design more immersive virtual experiences by augmenting VR with other multisensory technologies. Given that sound is a multi-modal phenomenon that can be experienced sonically and vibrationally, we investigated the importance of haptic feedback to musical experiences using a combination of qualitative and empirical methodologies. Study 1 was a qualitative study demonstrating that, unlike their live counterparts, current VR concerts make it harder for audiences to form a connection with artists and their music. Furthermore, VR concerts lack multisensory feedback and are perceived as less authentic than live concert experiences. Participants also identified a variety of different kinds of touch that they receive at live concerts and suggested that ideal VR concerts would replicate physical touch and thermal feedback from the audience, emotional touch, and vibrations from the music. Specifically, users advocated for the use of haptic devices to increase the immersiveness of VR concert experiences. Study 2 isolated the role of touch in the music listening experience and empirically investigated the impact of haptic music players (HMPs) on the audio-only listening experience. An empirical, between-subjects study was run with participants either receiving vibrotactile feedback via an HMP (haptics condition) or no vibrotactile feedback (control) while listening to music. Results indicated that listening to music while receiving vibrotactile feedback increased participants’ sense of empathy, parasocial bond, and loyalty towards the artist, while also decreasing participants’ feelings of loneliness. The connection between haptics condition and these dependent variables was mediated by the feeling of social presence. Study 2 thus provides initial evidence that HMPs may be used to meet people’s need for connection, multisensory immersion, and complex forms of touch in VR concerts as identified in Study 1.
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Wolfgang Mastnak. "The COVID-19 pandemic, associated mental health issues and music educational therapy; An international and Chinese approach." World Journal of Advanced Research and Reviews 13, no. 1 (January 30, 2022): 543–51. http://dx.doi.org/10.30574/wjarr.2022.13.1.0057.

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COVID-19 dynamics and measures to control the pandemic have worldwide caused a high amount of mental and affective disturbances. Particularly children and adolescents have been confronted with home-schooling, domestic violence, social isolation and loneliness, existential issues, as well as the experience of multifaceted panicmongering and related pathological reactions. Although estimated prevalence rates of COVID-19 associated mental disorders vary across studies, there is a statistical tendency suggesting that about one third of the younger population exhibits serious psychiatric issues. As this quantity goes beyond the capacity of institutionalised psychiatric care, new models combining education and therapy are needed and are challenging today’s school systems. In Germany the COPSY study provided differential diagnostic data, and a music educational study used meta-synthetic methods to construct robust hypotheses which are considered stronger than usual hypotheses, but still need follow-up studies to explore underlying mechanisms and to estimate effect sizes. The related music-health-educational framework covers six key areas: (i) creative interaction to treat ‘coronanxiety’, (ii) focal listening to reduce symptoms of post-traumatic stress disorders, (iii) vocal immersion to improve psychosomatic self-regulation, (iv) sound scene improvisation to enhance self-actualisation and relieve learned helplessness, (v) artistic expression to support coping processes and communication skills and (vi) the ‘Beloved Augustin phenomenon’ concerning the positive impact of arts and joy on the immune system. Actually these approaches are being examined for application in China, alongside socio-cultural adaptations, qualitative research and neuroscientific studies on underlying mechanisms.
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Freitas, Joana. "A (Silent) Game of Words." Journal of Sound and Music in Games 3, no. 1 (January 1, 2022): 50–59. http://dx.doi.org/10.1525/jsmg.2022.3.1.50.

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When Jeremy Soule, composer for some of the most well-known video game franchises in the world such as Guild Wars and The Elder Scrolls, was accused of sexual misconduct by women in the gaming industry in 2019, the internet hosted reactions from several fronts. From questioning the victims’ credibility to taking a neutral position while waiting for further development, gamers and fans made use of digital platforms to express either concern, astonishment, or doubt; these reactions point to the significant symbolic capital that Soule possesses in the context of video game music. The Elder Scrolls franchise, and in particular Skyrim, is highly recognized for its soundtracks, and this franchise has given rise to the largest mods community to date. In previous research, I examined this mods community in order to consider music and sound in relation to immersion and modification in Elder Scrolls games. Since the data collected in that earlier research was limited to a time span until 2017, the recent developments concerning composer Jeremy Soule weren’t addressed in that earlier setting. However, these allegations were part of a larger phenomenon of awareness and public exposure of negative and abusive practices in several labor contexts in the video game industry, shedding some light on a much-needed discussion about sexism and mistreatment toward women and nonbinary professionals in these fields and raising some pertinent questions concerning users’ feedback and engagement. This article aims to discuss the possible impacts these accusations had on the relationship between Soule’s music and users in the mods community, including users’ overviews of their own personal affective engagement with the games, thus verifying the deep connection between music, interactivity, authorship and gamer identity.
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Zharkikh, T. V. "Musical Stained-glasses by Olivier Messian." Aspects of Historical Musicology 14, no. 14 (September 15, 2018): 23–35. http://dx.doi.org/10.34064/khnum2-14.02.

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Background. As it is well-known from the statements by O. Messiaen himself in conversations with K. Samuel [10; 7], the French composer had the phenomenon of “colored hearing” associated with the effect of synesthesia. A prerequisite in modern performing art, as in the work of a musicologistresearcher, is the introduction to the worldview of an author-composer. The study of Messiaen’s synesthetic associations helps the interpreter to expand his timbre range in connecting with emotional “immersion” in the essence of the work, and the researcher of his music – to interpret correctly (often – to “decipher”) and convey to the listener the author’s intention. That why consideration of the synesthetic aspect of the works of the French Master appears relevant. The purpose of this study is to reveal some features of the musical-visual ideas of O. Messiaen, the understanding of which is necessary for adequate perception and reproduction of his music. The material of the work is, mainly, the composer’s own statements, on which the generalizations made in the article based, and which the main conductors in the infinite multicolor spiritual world of the French composer are. The studies results. The child impressions, when Olivier together with his parents visited monuments, museums, churches – the Notre-Dame, the SaintChapel, the Chartres Cathedral, the Cathedral in Bourge – became the sources of the sound-color visions of the French genius. Magical colors of the MiddleAges stained glasses left an amazing feeling, an imprint, which did not disappear during his whole life. Stained-glasses as “the light, captured by the human” [7] are the constant awe and the love of O. Messiaen. In childhood, while reading W. Shakespeare, Olivier made stained glass-like scenery using transparent wrappers and packaging materials painted in different colors, then put the decorations to the windows. The sunshine, going through them, was lightening the little boy’s theater like the footlights. Later, the light, as something Divine, will become the main semantic emphasis in the works of the composer. Messiaen puts the color music above the church and religious, the color music, according him, does the same as medieval stained glass: “it brings us blinding admiration .... All sacred art ... should be, first of all, something like a rainbow of sounds and colors” [6]. Like a stained glass window consists of pieces of glass, so music consists of “pieces-cadres”, but, unlike cinematic montage, a stained glass has a mystical nature. From the inside, a stained glass shows one picture of the world, from the outside – another; it is a rosy view of the world and, at the same time, a prism, through which one can see the musical diversity. So, for O. Messiaen, the basis of the foundations is a religion related closely to philosophy; they serve music, and music serves the color music. A musicologist K. Zenkin defines the color music of O. Messiaen as the highest form of sacred music, as “the answer of human to God” [2, p. 171]. Being 11 and having become a student of Paris Conservatory, Olivier for the first time heard the opera by his teacher, Paul Dukas, “Ariadne and Bluebeard”. Messiaen was amazed by the episodes, where the main heroine consistently opens seven doors and finds herself in seven halls, filled with seven different kinds of precious stones; each one was characterized by different tone and timbre. Later, O. Messian continued the searches of his teacher in area of color-sound. About incredible enjoyment by the color the composer says in connection with painter-orphist Robert Delaunay, calling his paintings “colored dreams”. In the pictures of latter, he was most attracted by the principle of simultaneous contrast. The concept of “simultaneous contrast” refers to the phenomenon, in which our eyes, perceiving any color, involuntarily require a different color addition. For example, red requires green, yellow – purple, since these colors are diametrically opposed to each other on the color wheel, etc. If there is no such addition, the eye can simultaneously find (generate) it. As O. Messian had such rare natural quality as synesthesia, while listening to music, in his imagination different colors, corresponding to different sounds, appeared. Borrowing the painting principle of the simultaneous contrast, the composer applied it in his musical works, for example, in chord constructions. Messian’s “colour hearing” was connected not with tones, like to N. Rimsky-Korsakov or A. Skryabin, but with chords. Chords, in understanding of French composer, are the analogues of colors; changing of the chords leads to the changing of the colors and its patterns. The composer is characterized by the “vertical” perception of the sound-color range, but the “chord” factor does not exhaust his color perception, since O. Messiaen operates with the frets, which he calls “systems”. Each system is associated with a specific coloring of sounds. Colors and sounds are arranged for him on the principle of gamma. In the color scheme of O. Messiaen, there is no yellow color, instead of it an orange-golden one is introduced. Especially the composer likes violet or lilac color, belonging to the category of complex, which includes extremely cold blue and extremely warm red. This color has a lot of shades: with the dominance of red-scarlet, with the dominance of blue-hyacinth. In the Middle Ages, in the symbolism of stained glass windows, the first one identified Love to Truth, and the latter – Truth of Love. O. Messian perceived the laws of the universe through the prism of “infinite colors”. For the composer, painting becomes the basis of his artistic method and generates musical images. He felt the colors in the music by the “inner vision”. The subjective vision of sound colors was using by O. Messiaen in the process of creating musical canvases, called, in its turn, to affect the “inner vision” of the listeners.
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Makiіenko, Stepan. "The stylistic originality of Yurii Shevchenko’s instrumental works on the example of “ThreeUkrainian Songs” for string orchestra." Aspects of Historical Musicology 33, no. 33 (December 28, 2023): 156–72. http://dx.doi.org/10.34064/khnum2-33.09.

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Statement of the problem. The musical language of Ukrainian composers of the XX–XXI centuries is a complex and rather poorly studied field in modern musicology. This phenomenon raises many questions due to the diversity of styles, forms, and individual expressive systems of composers. Music for chamber ensemble vividly reflects the significant transformations in the artistic perception owned to our era. This musical context includes the work of the Ukrainian composer Yuriі Valentynovych Shevchenko (1953–2022), an outstanding figure in the national musical culture. The composer’s work is considered mainly in the journalistic discourse (Sushchenko, 2006; Cherdintseva, 2003, etc.). In recent scientific publications devoted to Shevchenko’s work, the authors (Aksiutina, 2022; Sadovenko, 2023; Tarasenko, 2008) focus on the analysis of the composer’s ballet music. The study by V. Stepurko (2023) helps to come closer to understanding the composer’s creative narratives: “... the author in his work aims to find the hidden philosophical depths of fairy-tale “worlds” as a sign and sound space. His works use various musical means of expression, but structured according to classical models, they are strikingly full of modern philosophical ideas, the search for humanistic postulates to solve the problems of humanity” (Stepurko, 2023: 132). However, a comprehensive musicological consideration of chamber and instrumental works remains outside the attention of researchers that determines the relevance of this publication. Objectives, methods, and novelty of the research. The purpose of this article is to reveal expressive means and stylistic features of Yu. Shevchenko’s chamber and instrumental music using the example of “Three Ukrainian Songs” for string orchestra. The named works have not yet been the subject of a special musicological analysis. The following methods were used in the study: historical, system-analytical, comparative, and hermeneutic, as well as a complex of specific musicological methods: structural-functional, semantic, musical-dramaturgical, timbre and textural analysis (for considering the musical form in its dynamics, the artistic expressiveness of harmonic, polyphonic, melodic and rhythmic means; when studying the orchestral score for revealing the specifics of the use of timbre colours of instruments). Research results and conclusion. In the process of implementing the symbolic program of the “Three Ukrainian Songs” for string orchestra, the principle of sound painting and the thematic meaning of rhythm get an important role. Audio-visual effects are achieved through the combination of timbres of various instruments and the use of special ways. The creation of sound perspective and the effect of spatiality are facilitated by polyphonic techniques of development and the combination of distant registers (also, in the first song, the temple bell effect arises due to synchronization of the propagation of sound vibrations). The game component, which is present in the third song, is realized through the “terrace” dynamics (f–p) and the “instant” register juxtaposition in parts of the I–II violins. To reproduce folklore intonations, to imitate the sound of folk instruments, the composer uses a variety of timbres of a string orchestra, in particular, orchestral pedals; characteristic rhythmic and melodic turns, sudden tonal shifts, original tonal plans, as well as various polyphonic techniques and the polyphonic-variation method of development. Using folklore material, Yu. Shevchenko complements each of the selected melodies with a harmonic texture, masterfully works with the vertical, and writes out each voice in a jewelled manner. In his interpretation of folk songs, genre features are emphasized: “Many Years” is a glorifying chant, “The Boat is Sailing” is a barcarolle, “Jenchichok-brenchichok”(“Reaper-Chirper”) is a scherzo. Meter and rhythm, register, and timbre solutions contribute to the highlighting of the characteristic genre features. The architectonics of the cycle carries a semantic load and contributes to the demonstration of the idea of the fluidity of life time: “Blessings of Life” (the idea of Part I) – “Immersion in the Process of Life” (Part II) – “Joy of Life” (Part III). So, the interpretive component of the cycle has a positive vector aimed at raising the emotional state of performers and listeners, as evidenced by the bright, “fiery” character of the treatment of the humorous folk song in the third, final, part of the cycle. The trends of form-making, the techniques of using harmony and polyphony laid down by the composer , as well as the conceptual solution of the cycle open wide prospects for the further development of Ukrainian chamber-instrumental music.
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Kashkadamova, Nataliia. "New Data for the Portrait of the Ukrainian Pianist Alexander Slobodyanik." Ukrainian musicology 48 (November 17, 2022): 62–68. http://dx.doi.org/10.31318/0130-5298.2022.48.288435.

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Relevance of the study. Oleksandr Slobodyanyk is an outstanding world-class concert pianist. The study of his art is necessary for the further development of piano performance. Slobodyanyk came from Ukraine, but lived half his life in Russia and the other half in the United States. Due to this, his art in Ukraine is insufficiently known and not studied at all. Мain objective of the study: identify a number of important theses that will serve as guidelines for the study of this artistic phenomenon. Мethodology. At this stage, the main method is the collection of scattered and inaccessible materials: sound recordings of the artist's performance, memoirs of his contemporaries and friends, international press reviews. The connection of the comparative method and musicological analysis of recorded performance allows us to draw conclusions about the important features of this pianist`s art. Findings and conclusions. The article speaks about the nationality of Slobodyanyk, the sources of formation of his personality; the essential features of his performing style are formulated. The study of the pianist's repertoire policy reveals the principles of his performing aesthetics. Based on the new materials found, it became possible to evaluate the audience perception of Slobodyanyk's art in different countries. The collected memoirs analysis reveals the peculiarity of his creative method: formation of interpretation during his concert performance. Recordings analysis of his Performances reveals the originality of the content in the pianist's interpretation of the classics. The collected materials draw attention to the following important points of the pianist's performance features: lot of his biography moments still need to be clarified; the process of collecting materials for research remains unfinished; to understand the individuality of the artist, it is important to take into account and sincerely highlight his origins and the influence of family, teachers, environment; to avoid one-sided interpretation of his performance style, it is necessary to study different layers of its repertoire and reviews from different countries to its interpretation. The materials reveal the following features of Slobodyanyk's creative method – a tendency to creativity on stage, "artistic" nature, and immersion in expressive, demonic images. Identified features and problems should determine the guiding directions in the further studies of the great pianist`s art.
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Okuneva, Ekaterina G. "Bent Sørensen’s Sounds Like You as a Phenomenon of Contemporary Musical Theater." Problemy muzykal'noi nauki / Music Scholarship, no. 1 (2023): 62–76. http://dx.doi.org/10.56620/2782-3598.2023.1.062-076.

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The article focuses on the processes of renewal of the musical and theatrical genres taking place at the beginning of the 21st century. The object of the study is formed by a composition for orchestra, chorus, actors and audience participation, Sounds Like You (2009) written by Danish composer Bent Sørensen in collaboration with librettist Peter Asmussen commissioned by the Danish Broadcasting Company. In the article attention is focused on the genre and the compositional-dramaturgic laws of this work the musical material of which is based on Sorensen’s earlier orchestral piece Exit Music (2007). In the content of Sounds Like You the author distinguishes two lines of narration — the lyrical, related to the history of the relationship of love between man and woman, and the philosophical, reflecting the composer’s contemplations about the past, the flow of time, the role of music and its impact on human beings. Both lines are united by the common theme of departure and disappearance. The article emphasizes the specificity of the composition’s synthesis of genre, which combines music for symphony orchestra, instrumental theater and dramatic performance, and also accentuates Sørensen’s desire to find opportunities for an immersive type of impact on the listener. The author of the article also analyzes the features of the musical language of Sounds Like You, combining sonorics and elements of tonality, and discloses the stylistic allusions of the basic thematic material, which form an independent semantic layer of the composition. At the end of the article, the author arrives at the conclusion that Sounds Like You reflects the general trends in the development of contemporary musical theater; nonetheless, Sørensen offers a purely individual solution for these trends.
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Park, Sang Bum. "Developing a virtual reality application for cultural heritage and room acoustics education." Journal of the Acoustical Society of America 152, no. 4 (October 2022): A274. http://dx.doi.org/10.1121/10.0016250.

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We tend to use visual factors, such as architectural styles, features, specific decorations, historical contexts, etc., to characterize cultural heritage. Sound is a transient, ethereal phenomenon that tends to be neglected in historical records. While photographs and drawings can preserve the visual aspect of a building or scene, documenting the sonic impact of the spaces is more complicated. In particular, the historic places used for sonic activities, such as music halls, performance halls, and worship spaces, are essential to document and preserve the acoustic qualities. An immersive experience using virtual reality (VR) technology effectively promotes public awareness about cultural heritage's importance. It simulates the room acoustics using spatial audio technology. It also can make the VR environment interactive to manipulate architectural features that change the room acoustics, such as room volume, finish materials, reverberation time, sound barrier, etc. The main goal of this paper is to develop a VR application that can be used as a template to create a VR environment where 3rd to 8th-grade students navigate and learn about the history and architectural features of cultural heritage and the basics of room acoustics using a Quest headset.
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Park, Sang Bum. "Developing a virtual reality application for cultural heritage and room acoustics education." Journal of the Acoustical Society of America 153, no. 3_supplement (March 1, 2023): A221. http://dx.doi.org/10.1121/10.0018721.

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We tend to use visual factors, such as architectural styles, features, specific decorations, and historical contexts, to characterize cultural heritage. Sound is a transient, ethereal phenomenon that tends to be neglected in historical records. While photographs and drawings can preserve the visual aspect of a building or scene, documenting the sonic impact of the spaces is more complicated. Particularly, the historic places used for sonic activities, such as music halls, performance halls, and worship spaces, are essential to document and preserve the acoustic qualities. An immersive experience using virtual reality (VR) technology effectively promotes public awareness about cultural heritage's importance. It simulates the room acoustics using spatial audio technology. It also can make the VR environment interactive to manipulate architectural features that change the room acoustics such as room volume, finish materials, reverberation time, and sound barrier. The main goal of this paper is to develop a VR application that can be used as a template to create a VR environment where 3rd to 8th-grade students navigate and learn about the history and architectural features of cultural heritage and the basics of room acoustics using a Quest headset.
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Deb, Prof Aradhita, and Prof Swarnadeep Maity. "Unveiling the Senses: A Bibliometrics Analysis on the Role of Sensory Marketing in impacting Consumer Behaviour." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 01 (January 4, 2024): 1–10. http://dx.doi.org/10.55041/ijsrem27909.

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In the dynamic landscape of contemporary business, companies are constantly seeking innovative strategies to captivate consumers, forge memorable brand experiences, and ultimately foster brand loyalty. Amidst this quest for differentiation, one phenomenon has emerged as a powerful and immersive tool – Sensory Marketing. This paradigm shift in marketing strategies transcends traditional approaches, harnessing the human senses to create an emotional connection between consumers and brands. Sensory marketing is a multifaceted concept that integrates the human senses – sight, sound, touch, taste, and smell – into the marketing mix to evoke emotions, stimulate memories, and influence consumer behavior. Unlike conventional marketing methods that primarily rely on visual and auditory stimuli, sensory marketing leverages a holistic approach, engaging consumers on a deeper, more visceral level. The genesis of sensory marketing can be traced back to the realization that consumers are not mere rational decision-makers but emotional beings whose perceptions and preferences are profoundly shaped by sensory experiences. Visual elements, such as logos and packaging design, appeal to the sense of sight, while auditory stimuli, such as jingles or brand sounds, create a sonic brand identity. Tactile experiences, from the texture of products to the feel of a retail environment, engage the sense of touch. Furthermore, taste and smell, often overlooked in traditional marketing, are harnessed in industries ranging from food and beverage to retail, creating memorable sensory imprints. This research paper aims to provide a comprehensive understanding of the theoretical frameworks that underpin sensory marketing, drawing on psychological and neuro scientific perspectives to unravel the intricacies of human sensory perception. By synthesizing existing literature, we seek to establish a foundation that not only explicates the role of sensory marketing in shaping consumer behavior but also sheds light on its practical applications for businesses across diverse industries. Keywords: Sensory, Sensory marketing, Marketing, Sensory Experience, Stimuli, Senses, Psychological Marketing, Neuro Scientific Marketing, Consumer behavior, Customer Experience.
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Zhou, Jinge. "Research on the Relieving Effect of ASMR Chewing Sounds on Anxiety in Food Video." International Journal of Education and Humanities 8, no. 3 (May 17, 2023): 89–91. http://dx.doi.org/10.54097/ijeh.v8i3.8391.

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Short food videos combine elements such as lens, ingredients and soundtrack, so that people can be immersive when watching short videos. The creation and watching of short food videos meet people's spiritual needs of learning, entertainment and social interaction. Nowadays, great changes have taken place in the social environment, and people are faced with thousands of fragmented information every day. Due to the infectious and creative characteristics of short food videos, they can quickly attract the attention of the public in a fragmented information environment. Autonomous sensor meridian response (ASMR) mukbang, as a form of mukbang, has also continuously expanded its fan circle and become a popular form of mukbang. The uniqueness of ASMR phenomenon is mainly reflected in two aspects: in the sense, individuals will have a specific tingling sensation; Emotionally, it is often accompanied by extremely pleasant and relaxing experiences. This article expounds the development characteristics of short food videos in the new media environment, and studies the relieving effect of ASMR chewing sound on anxiety in food videos.
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Dalimunthe, Maulana Andinata, Rakhas Djuniardi, and Dimas Siswanda. "Pengaruh Media Sosial terhadap Perubahan Pola Komunikasi." AHKAM 3, no. 1 (January 8, 2024): 67–76. http://dx.doi.org/10.58578/ahkam.v3i1.2486.

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This research aims to find out how social media influences changes in communication patterns. Researchers used descriptive qualitative research methods. The results of this research are that social media has a significant impact on changes in communication patterns in modern society, especially in Indonesia. This phenomenon creates a new paradigm in communication, allowing individuals to engage in global conversations, share experiences, and convey ideas through various media such as images, sound, video, and text. The use of social media among students and students, particularly through platforms such as TikTok, has demonstrated changes in social interaction patterns. While providing a space for creative expression, the use of TikTok also shows potential protection, especially in academic contexts. This raises questions about academic integrity and the impact of the dominant entertainment orientation in social media use. In this context, multimedia visualization also has an important role in online communication. The use of visual elements such as graphics, animation and video can increase understanding, appeal and create an immersive experience. However, unwise use can interfere with understanding, reduce credibility, and increase production costs.
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Онуприенко, К. А. "“YOU ARE THERE!”: IMMERSIVE TECHNOLOGIES IN JOURNALISM OF THE INFORMATION SOCIETY." Актуальные вопросы современной филологии и журналистики, no. 1(44) (March 25, 2022): 114–24. http://dx.doi.org/10.36622/aqmpj.2022.81.25.018.

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В статье рассматриваются технологии виртуальной и дополненной реальности в российских и зарубежных СМИ, поднимается вопрос о том, как журналисты используют иммерсивные инструменты для создания новых форм интерактивных повествований. Особое внимание уделяется анализу влияния пандемии COVID-19 на тенденции к применению иммерсивных форматов в медиапрактике. С научной точки зрения данная тема лишь начинает рассматриваться. Для изучения феномена «журналистики погружения» используются описательно-аналитический метод и метод эксперимента. Эмпирическую базу составили медийные проекты с использованием виртуальной и дополненной реальности, созданные в 2020 году, а также результаты проведенного анкетирования с участием более ста человек. На основании полученных данных обосновывается необходимость и востребованность иммерсивных медиаформатов в информационном обществе. Кроме того, дается оценка практике реализации медиапроектов, основанных на A R и VR, анализируются их возможности и перспективы, выявляются препятствия для развития и широкого распространения подобных инноваций. Актуальность работы заключается в исследовании применения технологий виртуальной и дополненной реальности в журналистике в ответ на вызовы глобальной цифровизации. Иммерсивные технологии создают мир, в котором пользователю предлагается играть активную роль. Интерактивный контент увеличивает свободу действий пользователей, помещая их в искусственно созданную среду, в которой разворачиваются события, что позволяет достичь подлинного эффекта присутствия. Автор делает обоснованный вывод о том, что возможность применения технологий виртуальной и дополненной реальности - инновационное решение для журналистики, находящееся, однако, на самом начальном этапе развития. The article considers virtual and augmented reality technology in the Russian and foreign media, raises the question of how journalists use immersive technology to produce new forms of interactive narratives. Special attention is paid to analyzes the impact of the COVID-19 pandemic on trends towards the use of immersive formats in media practice. Both the descriptive-analytical and experimental methods are used to study the phenomenon of Immersive Journalism. Media projects using virtual and augmented reality, created in 2020, as well as the results of a survey conducted with the participation of more than a hundred people were selected as the material for the study. Based on the empirical study, a rather extensive list of benefits from using virtual and augmented reality technologies has been drawn up. The article substantiates the necessity and public demand for immersive media formats in the information society. Moreover, it gives an assessment of the practice of implementing media projects based on AR and VR, analyzes their capabilities and prospects are, and obstacles to the development and widespread dissemination of such innovations are identified. Immersive journalism constructs a world where the user is encouraged to play an active role. The sense of presence obtained through an immersive system affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. The author concludes that those media that are aware and prepared will be in a better position to survive, grow and win as the digital revolution continues to roll in.
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16

Pidporinova, K. V. "Laughter as a direction of Marc-André Hamelin’s composer searches." Aspects of Historical Musicology 15, no. 15 (September 15, 2019): 158–80. http://dx.doi.org/10.34064/khnum2-15.08.

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Background. Contemporary musical art is an open stage for collision and coexistence of various artistic ideas, landmarks, styles, etc. The work of the recognized Canadian pianist-composer Marc-André Hamelin (born in 1961) raises a particular interest. The fact that the peculiarities of the musician’s performing and composing style are insuffi ciently covered in Ukrainian musicology determines the research rationale. It is also caused by the need to identify the specifi c features of the author’s inheritance, ensuring its consistency with the present time, where the laughter phenomenon becomes an important component of the picture of life. Objectives of the study are the comprehension of Marc-André Hamelin’s composer searches in the aspect of laughing cultural tradition and the defi nition of the author’s proposed ways of its embodiment in music. Methods. The research is based on the principles of complex approach, which involves using the biographical, the systematic, the genre and style, the structural and functional, and the comparative methods, etc. Results. M.-A. Hamelin appears to be a universal personality. He implements his creative intentions in various performing incarnations – as a soloist-pianist, a distinct interpreter and recognized virtuoso and intellectual; a performer who actively collaborates with the orchestra; a piano duo participant; a chamber ensemble participant and a studio musician. The repertoire palette he chose includes world-famous works, opuses of transcendental complexity, rarely performed music, and his own music works. His choosing some of the original works outlines the sphere of laughter as he searches new performing techniques, which has an infl uence on him as a composer. The original style of M.-A. Hamelin aims to create a special “rebus” fi eld, where the multiplicity of artistic perception is related to the degree of immersion into a given playing situation. The piano cycle “12 Études in all minor keys” was intended to be hommage to the samename work by Charles-Valentin Alkan. The iconic ceremoniousness of the title forms a special fi eld of culture, which creates a laughter background. Most of the cycle items correspond to the creativity of a particular artist whose musical image appears through the original style of writing. The synthesizing type of composer’s thinking contributes to the combining the music and the colorifi c etude, that is, the virtuoso music piece and the exercise at the same time, and a graphic sketch-drawing, and to the creation of a musical portrait “gallery” (F. Chopin, N. Paganini, F. Liszt, Ch. Alcan, D. Scarlatti , P. Tchaikovsky, J. Rossini, V. Goethe and the author himself). Using masks, theatrical techniques, bright characters is manifested at all levels and serve as markers of a carnival. The existing playing mode ensures the importance and essentiality of laughter. M.-A. Hamelin refers to the established palette of the piano techniques and formulas, while demonstrating new algorithms of interpreting the existing traditions. A musical rebus is the leading idea. To embody this idea, it is required to use not only artistic ingenuity, but also the competition elements. These are “Triple” etudes Nr. 1 (after Chopin) and Nr. 4 (after Alkan), where counterpoint techniques are enriched by the principle of combination. The other side of “rebusness” is demonstrated in the Etude Nr. 8, where the plot of “The Elf King” ballad by Goethe is very accurately reproduced through the piano means of expressiveness. Competitive ingenuity presides in the Etude Nr. 7 for the left hand (“The Lullaby” by P. Tchaikovsky) and Nr. 3 – an alternative transcription of “La campanella” by N. Paganini, which turns into an evil joke compared to Liszt’s interpretation. This is another side of laughter, a dark one, an enhancement of grotesque imagery. Etude Nr. 5, “Toccata grottesca”, looks similarly. Here, the grotesque images are represented by transcendental pianism, unceasing “drive”, change of metric pulsation and rhythmic groups, and wide dynamic amplitude. The lookalike expressive complex is also used in another music piece – toccata “L’Homme armé”. Another variant of laugher is the creation of a musical “shapeshifter” – re-interpretation of an original source to the point where it is hardly recognized. For example, Etude Nr. 9 (after Rossini) and Nr. 10 (after Chopin), where the principle of transformation is prevailing. The presence of a highly-intellectual play allows us to draw a parallel with baroque inventory. In the latest etudes of the cycle, M.-A. Hamelin uses such genres as “Minuetto” (Nr. 11) and “Prelude and Fugue” (Nr. 12). Therefore, using a certain genre model, the composer places it in different context conditions, creating a special laughter-playing space, where all the main sources of comic elements are involved: a parody, implemented through the stylization or the style dialogue-collision; daily mode of like, which is refl ected in a festive-carnival worldview, and fantasy, which determines the composer’s inventiveness. M.-A. Hamelin chose the same creative strategy when composing “Variations on the theme of Paganini” for piano solo. A playful piece “Waltz-Minute” is another example of the laughter potency. It resembles either a relative transcription of the famous work by F. Chopin, or a music sketch, or a fi xed improvisation. In the reprise, the graceful and airy waltz turns into a friendly caricature through using the dissonant seconds, the change of touche and an excellent artistic presentation. This creates the effect of distance in time, in epochal or individual style, even in the own “Me”. Another area of the laughter direction employment is the actualization of the playing sound image of the instrument. These are music pieces designed for a player piano. It is signifi cant that the composer tends to the theme of circus, which echoes with carnival, stunts, and fun. Conclusions. Being a universal personality, the artist determines the predominance of combinatorics as a guiding principle of author’s thinking. The key to understanding the composer’s style is the laughter tradition. The main artistic ideas are: portrait, character, mask, “rebus”, competition, creation of “shapeshifting” music pieces, “duality”. Talking about the level of musical stylistics, these features appear through the usage of a quoted material, stylization, grotesque, caricature and pamphlet elements. They are also expressed through the transformation of the original themes, re-interpretation, using multiple rhythmic layers, redesign of modes and counterpoint ingenuity.
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17

Melnik, V. Yu. "Aflamencado practice in the contemporary piano perfoming." Problems of Interaction Between Arts, Pedagogy and the Theory and Practice of Education 56, no. 56 (July 10, 2020): 266–80. http://dx.doi.org/10.34064/khnum1-56.17.

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Introduction. Flamenco is a cultural phenomenon that dates back to the 5–6th centuries. This artistic practice organically unites plastic, gesture, singing, word, instrumental play. It is difficult to determine the hierarchical relationships between these components. Each of them has its own “vocabulary”, its own laws of constructing the artistic whole, that is, its canons. In a wide artistic field, canons consider a set of certain rules, based on which creative activity is carried out, and the originality of its result is ensured by the specificity of their improvisational transformation by a particular performer. Any phenomenon that is subject to the action of a set of these specific canons acquires formal, stylistic, genre qualities that indicate the cultural and artistic environment from which they originate. Flamenco is developing dynamically and actively absorbing the experience of other musical cultures. Any phenomena that fall into the gravitational field of the flamenco canons acquire the specific traits inherent in this culture. This assimilation of alien elements is defined by the concept of aflamencado (“one that acquires the characteristic features of flamenco”). Theoretical background. Contemporary views toward flamenco culture are very different: the discrepancies are noticeable among flamenco fans, performers and scientists. The paper of Marta Wieczorec “Flamenco: Contemporary Research Dilemmas” (2018) considers disputes about the scientific issue of flamenco. She pays attention to the debatable side in science comprehension of this ethnic phenomena and its place in Spanish culture. This article also looks at the antagonism between traditional and contemporary, or, “pure” and commercial branches of flamenco. William Washbaugh in his book “Flamenco music and national identity in Spain” (2012) considers as a ambitious project the tendency to rethink Spanish national identity under the influence of the spread of flamenco music culture, its various forms. Among many contemporary musicians, he also calls Miriam Méndez. The purpose of this paper is to identify the basic strategies of aflamencado in piano art of the XX century (the ways of interaction flamenco and piano performance art of this period). Such study requires the use of musicological and performing analytical methods of scientific research, among them the methods of genre and style analysis, historical and comparative approach that are applied on this paper. The genre theory by E. Nazaykinskiy (1982) is used in this study. This theory defines genres as historically established types and kinds of musical creation, which divides according to number of criteria: by purpose (public, common, artistic function); by conditions and facilities of performing; by content and ways of creation. Aflamencado characterization using the theory of T. Cherednichenko (2002) about typologique of musical practices allowed considering different methods of adapting the flamenco ethnic elements to the academic traditions and to determine the degree of transformation of the constituent elements of the synthesis. Research results. Piano art began to embrace flamenco culture in the late XIX century. The pioneer along this path was maestro F. Pedrell and his students. One of them, І. Albenis, composed the cycles for piano “Spanish Music” No. 1 (1886), No. 2 (1889) and “Iberia” (1906–1908), where the piano pieces are enriched with the characteristic flamenco sound. The piano texture includes some elements of guitar technique: the “razguiado”, which involves repeated chords, the “punteado” – accenting performance of each sound. Melody line of Albenis’s piano works correlates with flamenco due to its generous embellishments, melismatics and hangs in detentions, which are also a projection of flamenco vocal art. The metro-rhythmic sphere of the Spanish opus by I. Albenis is often based on the typical flamenco-“compass” associated with changeable the dual and triple pulsations. Tonal and harmonic reliance on Lydian and Phrygian modes and the use of the so-called “Andalusian cadence” (t-VII-VI-D) complements the palette of flamenco expressive means of expression. These aflamencado examples have some contradictions. The nature of the pianoforte is extremely elitist and aristocratic. The “wild” and arbitrary art of Spanish Roma from the poorest regions of Andalusia, when it falls into the sound pianistic “wrapper”, is transformed significantly and acquires an academic taste. Authentic art with its oral tradition of imitation is engraved in the musical text, such fixation sends flamenco to “foreign” territory, creating grounds to believe that the cycles “Spanish suite” and “Iberia” are examples of “composer expansion” on the flamenco territory. In this example, the principles of aflamencado have a specific vector directed into the sphere of “opus- music”, and a set of tools and techniques that allow to attract the characteristic features of folk practice, with its oral and collective nature (according to T. Cherednichenko’s typology of musical practices), to creation of original, individual, non-canonical composer work. In such interaction the resources of one cultural layer allow to reach of new artistic content in other. In this sense, aflamencado acts as a means of simulating a particular object of reality in the individual perception of the author. Aflamencado in the works of contemporary composer, arranger and pianist Miriam Méndez is oriented in the opposite direction. She called her first album “Bach por Flamenco” (2005). The intertextuality of this musical experiment provides radically new content to the work that has long been canonized. J. S. Bach’s Fugue is transformed into a target. The rigid, immutable confines of the genre are being tested by the ever-changing, flamenco element. The timbre, the properties of the tools used, the built-in “cante” – all serve to update the original. The pianist, who, along with other musicians, created this genre mix, was guided, mainly, by the idea of flamenco. Conclusions. Thus, in the contemporary piano art, the aflamencado phenomenon reveals a dual nature that depends on the basic level of interaction between cultures. In one case, composer creativity engages a flamenco resource to implement authorial creative strategies. Otherwise, the composer’s work is being “prepared” for the purpose of immersing it in the primordial folk element. As a result, two fundamentally different models of pianism are formed – the academic and its flamenco variety adapted to the musical-linguistic canons. This version of piano performance in listening circles was called “flamenco-pianism”. The hybrid nature of this phenomenon now needs in further investigation.
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18

Фадеева, Татьяна Евгеньевна. "VIEWER IN THE VIRTUAL REALITY SPACE: PLANETARY OPTICS’ FORMATION." ΠΡΑΞΗMΑ. Journal of Visual Semiotics, no. 3(33) (May 5, 2022): 73–96. http://dx.doi.org/10.23951/2312-7899-2022-3-73-96.

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Рассматривается особый способ телесного присутствия зрителя в различных произведениях виртуальной реальности (VR). В некоторых из них зритель присутствует лишь в роли наблюдателя / свидетеля, или «призрака», не способного взаимодействовать с миром виртуальной инсталляции и влиять на происходящие в нем события. В других же элемент интерактивности проявляется ярче, роль зрителя более не сводится исключительно к наблюдению, он становится активным участником инсталляции. Произведения искусства, созданные с применением технологий виртуальной реальности, – это искусственные «миры», предлагающие зрителю новые ощущения, обычно зрительные и слуховые, потому что в большинстве проектов передача тактильных ощущений пока отсутствует. Важным аспектом при разработке VR-инсталляций для художника является определение законов «поведения» виртуальной среды, окружающей зрителя, и здесь возможны эксперименты с законами альтернативной природы – VR. Также важны «правила» присутствия в VR зрителя / пользователя. Важно определить, на каких основаниях, в каком статусе он находится в пространстве инсталляции, обладает ли механизмами реагирования, рычагами воздействия на «мир», и если нет, то чем это обусловлено, почему это может быть ценно и для зрителя, и для художника. Если же элемент интерактивности находится в центре образной структуры проекта, то какие выразительные возможности могут открыть действия пользователя и его интеракция с произведением и другими пользователями через это произведение? Как можно охарактеризовать опыт, который получает зритель, взаимодействуя с VR-работами? На эти вопросы мы и постараемся ответить в данной статье, исследуя различные произведения искусства, созданные с помощью технологии VR. Основной авторский тезис заключается в том, что развитие виртуальной реальности дает возможность выстроить опыт нового чувственного плана: альтернативной субъективности и сверхчеловеческого видения многомерных взаимосвязей между явлениями и событиями в мире, – выводя тем самым наш способ мышления на совершенно другой уровень – внеэгоцентрического состояния, формирующего новую оптику «планетарного видения». This article discusses a special way of the bodily presence of the viewer in various works designed for virtual reality. In some of them, the viewer is not able to interact with the world of a virtual installation and influence the events taking place in it (although they can, for example, move through the digital space); in others, there is a limited quality of presence at the perception (but not action) level leading to a meaningful result: when the viewer is compelled to observe events as the director/artist intended – their gaze is built into the point of view of the director or camera. Finally, there is a third type of VR projects where we find an enhancing user interaction with the digital environment. Viewer’s capacities – including the ability to move in the space of the installation and interact with it – depend on the “genealogy” of a particular VR piece. There are basically two types of VR pieces that have the same image and sound output devices, but differ significantly from each other in the way moving image is produced and in the kind of effect produced on a recipient. The first type involves the creation of real-life decoration with actors in it filmed on a panoramic camera (a device with a 360-degree view). This kind of the piece is similar to panoramic cinema: it is basically a film that provides a high-quality image and a bright immersive effect, but does not provide the viewer (just like classical cinema) with the opportunity to interact with screen reality. In these cases interactivity goes down to choosing the point of observation and following the camera. Examples reviewed in the current article include such pieces as “Caves”, “Container”, “Montegelato” (demonstrated at the Venice VR Expanded, 2021 program), etc. The second type of VR is based on creation of virtual space and 3D models of characters and objects inside it (“Goliath”, “Anandala”, “Last Worker”, “Samsara”, “Lavrinthos”, also viewed in Venice). These pieces are technically part of a game-design framework since they are constructed on game “engines” and imply a high degree of interactivity. Here the emphasis is on the interaction with an artificially created world, even though authors may limit the viewer’s ability to act within the VR space and make only limited number of choices. Observing various strategies of interaction in VR, I outline three kinds of them: (1) lack of interaction; (2) limited interaction (participation at the level of perception, but not action); (3) full-fledged interaction. Artists put the very phenomenon of interactivity into question each time eliminating certain aspects of this experience. For example, a user can be deprived of an ability to move (as in the Tree VR project offering one to “be” a tree that cannot “respond” to the violence committed against it) or, conversely, granting one such “rights” and “powers” in the virtual world that are hardly imaginable in everyday practices (flight, telekinesis, etc.). The element of interactivity may either structure the project or, on the contrary, be “bracketed”, users’ actions (participation or the lack of it) turn into means of artistic expression. What kind of expression? How can we describe the experience that a viewer gets interacting with VR pieces? The current article provides an answer to these questions in a broad sociocultural context, including issues of bio- and digital ethics. I examine the VR pieces of the first and second type (where a viewer is limited in actions and cannot influence the events taking place in the installation) and explore the difference between them, conceptualize the compelled inaction of the viewer. In this regard, based on the concept of event introduced by French philosopher A. Badiou (meaning something that changes the frame of our perception of reality), I agrue that VR technologies can be considered as a machine for producing events – an apparatus for actualizing potentialities that are converted into events for the viewer and in the future may or may not become a reality. It depends on whether the viewer decides to “embed” the opportunity offered by the virtual event into their Weltbild. For example, one could take off VR-glasses and transfer the aesthetic affect into some kind of action in reality beginning to show greater social responsibility, taking part in social assistance programs, becoming more tolerant, etc. The effectiveness of this approach is demonstrated by experiments conducted in the Virtual Human Interaction Lab at Stanford University (USA). Furthermore, I focus on projects that create the possibility of communicating and interacting with nonhuman agents that populate the space of VR installations. And the emphasis is shifted from the “anthrope”, who is used to seeing oneself in the center of the world (a subjective position that has been constructed in Western culture since the Renaissance) to the play of nonhuman entities. This pulls up the paradigm of anthropocentrism, basic to European culture, and provides one with an ability to think and act on a completely different level — on extra-egocentric one. In case when the viewer has freedom of movement and interaction within the VR world, the rules and restrictions that the artist/director imposes on this interaction are important, since the quality of viewer’s experience will be shaped by it. It is the need to perform motoric actions aimed at achieving a specific goal (or the impossibility of doing so, as in case of projects of the first and second types) that shapes viewer’s identity in the field. In a VR installation of the third type (“full-fledged presence”), the viewer can, like an actor in the Stanislavsky Theater, become an actor “in the proposed circumstances”. The elements of such installation and models of user’s interaction scenarios with its interface (including motoric actions) are aimed at helping the viewer get immersed into their “role”. However, if in theatrical plays and films actors were supposed to perform for a spectator to follow the plot and transfer their emotional and cognitive projections onto it, in VR these projections are turned onto the viewer. Thus, in the field of virtual reality, languages of various arts intersect: theater, cinema, game design, etc. are giving rise to multiple hybrid formats of experience. Projects of the third type can also be seen as shattering the viewer’s habitual egocentric position. Such projects, which problematize our experience as a contingent construct, make it possible to design an experience of alternative subjectivity. I argue that the development of virtual reality makes it possible to build the experience of a new sensual plane: a re-subjectivised and superhuman vision of multidimensional relationships between phenomena and events in the world. Thereby our way of thinking is being brought to a completely different level: an extra-egocentric state that forms a new optics of “planetary vision”. ”Planetary optics” does not imply a view from afar. The precise (not abstract) way of thinking is a challenging thing; it is hard to get away from reducing reality to familiar schemes, binary oppositions and common hierarchies. That is why, while analyzing the strategies of artists working with the medium of VR throughout this article, I focus on pieces where these familiar schemes get overturned. A hunter becomes a prey, an actor becomes a non-participant, and so on. The binaries of male and female, Eurocentrism and Orientalism, nature and culture, animal and machine get blurred not to erase the boundaries between them but with the aim of offering the spectator-actor a new perspective or even a set of perspectives, points of view, positions of various stakeholders, polarities and experience of a multipolar world. “Planetary optics” does assume a multipolar world (after all, we cannot block some part of it and separate ourselves from other beings, we are too intertwined with other techno- and biological actors) — and one of the ways to achieve this multipolar way of thinking can be through the experience offered by the VR medium, an artistic image that becomes personal experience. And, in turn, existing experience will allow the viewer to attain a more flexible and tuned perception, correlating it with the Weltbild, perhaps, of social groups far from it with their own interests, which however must be taken into account. Therefore, VR as a medium has not only artistic, but also social meaning, since it may concretize and focus human thinking, prone to abstraction, it may synthesize the sensual and the rational. The further development of virtual reality will perhaps make it possible to build a visual experience of a new kind: one associated with a different scale of view, different assemblage points, the experience of a hybrid space that combines the virtual and the real (what might be called a “meta screen”), so that the user will be able to look at the world with a different vision (for example, to see multidimensional connections and networks of actors in different approximations).
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Waliokar, Ved, and Delwyn Jude Remedios. "Adapting Stage Play to Virtual Reality Comics." Ultimart: Jurnal Komunikasi Visual, December 28, 2023, 150–60. http://dx.doi.org/10.31937/ultimart.v16i2.3431.

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The digital revolution has given rise to hybrid mediums and a digital culture constructed through new communication technologies. This has created opportunities for sequential storytelling to expand from its conventional form towards immersive mediums. Comics, conventionally developed in codex book form, are currently experimenting with new media tools, where screens often replace pages. This phenomenon is considered the meta-panel, which has the flexibility to take any form, shape, or size. Virtual reality comics can immerse viewers in unique ways such as immersion in a 360-degree space, ambisonic sound, motion, and interaction with the content. Studies suggest that cinematic virtual reality and stage plays have several similarities, such as long takes, exaggeration in performance, and the viewers being located at a considerable distance from the performance. Therefore, designing for virtual reality can benefit from stage methods. This study experiments with the adaptation of theatrical storytelling into comics. This paper adopts a practice-based research method to develop a virtual reality comic, The Great Golden Gang. This paper includes a discussion on the design process for developing such a virtual reality comic. To test the engagement of the virtual reality comic, Chapter One was previewed by selected participants using head-mounted displays. A participant survey demonstrates the viewer’s readiness for virtual reality comics and suggests the potential of hybrid mediums of a stage play, comics, and virtual reality. The Great Golden Gang is an example of the meta-panel and highlights the potential of virtual reality to contribute to new ways of experiencing the stage and comics. Keywords: stay-play adaptation; virtual reality; immersive comics; visual narrative
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Droumeva, Milena. "Curating Everyday Life: Approaches to Documenting Everyday Soundscapes." M/C Journal 18, no. 4 (August 10, 2015). http://dx.doi.org/10.5204/mcj.1009.

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In the last decade, the cell phone’s transformation from a tool for mobile telephony into a multi-modal, computational “smart” media device has engendered a new kind of emplacement, and the ubiquity of technological mediation into the everyday settings of urban life. With it, a new kind of media literacy has become necessary for participation in the networked social publics (Ito; Jenkins et al.). Increasingly, the way we experience our physical environments, make sense of immediate events, and form impressions is through the lens of the camera and through the ear of the microphone, framed by the mediating possibilities of smartphones. Adopting these practices as a kind of new media “grammar” (Burn 29)—a multi-modal language for public and interpersonal communication—offers new perspectives for thinking about the way in which mobile computing technologies allow us to explore our environments and produce new types of cultural knowledge. Living in the Social Multiverse Many of us are concerned about new cultural practices that communication technologies bring about. In her now classic TED talk “Connected but alone?” Sherry Turkle talks about the world of instant communication as having the illusion of control through which we micromanage our immersion in mobile media and split virtual-physical presence. According to Turkle, what we fear is, on the one hand, being caught unprepared in a spontaneous event and, on the other hand, missing out or not documenting or recording events—a phenomenon that Abha Dawesar calls living in the “digital now.” There is, at the same time, a growing number of ways in which mobile computing devices connect us to new dimensions of everyday life and everyday experience: geo-locative services and augmented reality, convergent media and instantaneous participation in the social web. These technological capabilities arguably shift the nature of presence and set the stage for mobile users to communicate the flow of their everyday life through digital storytelling and media production. According to a Digital Insights survey on social media trends (Bennett), more than 500 million tweets are sent per day and 5 Vines tweeted every second; 100 hours of video are uploaded to YouTube every minute; more than 20 billion photos have been shared on Instagram to date; and close to 7 million people actively produce and publish content using social blogging platforms. There are more than 1 billion smartphones in the US alone, and most social media platforms are primarily accessed using mobile devices. The question is: how do we understand the enormity of these statistics as a coherent new media phenomenon and as a predominant form of media production and cultural participation? More importantly, how do mobile technologies re-mediate the way we see, hear, and perceive our surrounding evironment as part of the cultural circuit of capturing, sharing, and communicating with and through media artefacts? Such questions have furnished communication theory even before McLuhan’s famous tagline “the medium is the message”. Much of the discourse around communication technology and the senses has been marked by distinctions between “orality” and “literacy” understood as forms of collective consciousness engendered by technological shifts. Leveraging Jonathan Sterne’s critique of this “audio-visual litany”, an exploration of convergent multi-modal technologies allows us to focus instead on practices and techniques of use, considered as both perceptual and cultural constructs that reflect and inform social life. Here in particular, a focus on sound—or aurality—can help provide a fresh new entry point into studying technology and culture. The phenomenon of everyday photography is already well conceptualised as a cultural expression and a practice connected with identity construction and interpersonal communication (Pink, Visual). Much more rarely do we study the act of capturing information using mobile media devices as a multi-sensory practice that entails perceptual techniques as well as aesthetic considerations, and as something that in turn informs our unmediated sensory experience. Daisuke and Ito argue that—in contrast to hobbyist high-quality photographers—users of camera phones redefine the materiality of urban surroundings as “picture-worthy” (or not) and elevate the “mundane into a photographic object.” Indeed, whereas traditionally recordings and photographs hold institutional legitimacy as reliable archival references, the proliferation of portable smart technologies has transformed user-generated content into the gold standard for authentically representing the everyday. Given that visual approaches to studying these phenomena are well underway, this project takes a sound studies perspective, focusing on mediated aural practices in order to explore the way people make sense of their everyday acoustic environments using mobile media. Curation, in this sense, is a metaphor for everyday media production, illuminated by the practice of listening with mobile technology. Everyday Listening with Technology: A Case Study The present conceptualisation of curation emerged out of a participant-driven qualitative case study focused on using mobile media to make sense of urban everyday life. The study comprised 10 participants using iPod Touches (a device equivalent to an iPhone, without the phone part) to produce daily “aural postcards” of their everyday soundscapes and sonic experiences, over the course of two to four weeks. This work was further informed by, and updates, sonic ethnography approaches nascent in the World Soundscape Project, and the field of soundscape studies more broadly. Participants were asked to fill out a questionnaire about their media and technology use, in order to establish their participation in new media culture and correlate that to the documentary styles used in their aural postcards. With regard to capturing sonic material, participants were given open-ended instructions as to content and location, and encouraged to use the full capabilities of the device—that is, to record audio, video, and images, and to use any applications on the device. Specifically, I drew their attention to a recording app (Recorder) and a decibel measurement app (dB), which combines a photo with a static readout of ambient sound levels. One way most participants described the experience of capturing sound in a collection of recordings for a period of time was as making a “digital scrapbook” or a “media diary.” Even though they had recorded individual (often unrelated) soundscapes, almost everyone felt that the final product came together as a stand-alone collection—a kind of gallery of personalised everyday experiences that participants, if anything, wished to further organise, annotate, and flesh out. Examples of aural postcard formats used by participants: decibel photographs of everyday environments and a comparison audio recording of rain on a car roof with and without wipers (in the middle). Working with 139 aural postcards comprising more than 250 audio files and 150 photos and videos, the first step in the analysis was to articulate approaches to media documentation in terms of format, modality, and duration as deliberate choices in conversation with dominant media forms that participants regularly consume and are familiar with. Ambient sonic recordings (audio-only) comprised a large chunk of the data, and within this category there were two approaches: the sonic highlight, a short vignette of a given soundscape with minimal or no introduction or voice-over; and the process recording, featuring the entire duration of an unfolding soundscape or event. Live commentaries, similar to the conventions set forth by radio documentaries, represented voice-over entries at the location of the sound event, sometimes stationary and often in motion as the event unfolded. Voice memos described verbal reflections, pre- or post- sound event, with no discernable ambience—that is, participants intended them to serve as reflective devices rather than as part of the event. Finally, a number of participants also used the sound level meter app, which allowed them to generate visual records of the sonic levels of a given environment or location in the form of sound level photographs. Recording as a Way of Listening In their community soundwalking practice, Förnstrom and Taylor refer to recording sound in everyday settings as taking world experience, mediating it through one’s body and one’s memories and translating it into approximate experience. The media artefacts generated by participants as part of this study constitute precisely such ‘approximations’ of everyday life accessed through aural experience and mediated by the technological capabilities of the iPod. Thinking of aural postcards along this technological axis, the act of documenting everyday soundscapes involves participants acting as media producers, ‘framing’ urban everyday life through a mobile documentary rubric. In the process of curating these documentaries, they have to make decisions about the significance and stylistic framing of each entry and the message they wish to communicate. In order to bring the scope of these curatorial decisions into dialogue with established media forms, in this work’s analysis I combine Bill Nichols’s classification of documentary modes in cinema with Karin Bijsterveld’s concept of soundscape ‘staging’ to characterise the various approaches participants took to the multi-modal curation of their everyday (sonic) experience. In her recent book on the staging of urban soundscapes in both creative and documentary/archival media, Bijsterveld describes the representation of sound as particular ‘dramatisations’ that construct different kinds of meanings about urban space and engender different kinds of listening positions. Nichols’s articulation of cinematic documentary modes helps detail ways in which the author’s intentionality is reflected in the styling, design, and presentation of filmic narratives. Michel Chion’s discussion of cinematic listening modes further contextualises the cultural construction of listening that is a central part of both design and experience of media artefacts. The conceptual lens is especially relevant to understanding mobile curation of mediated sonic experience as a kind of mobile digital storytelling. Working across all postcards, settings, and formats, the following four themes capture some of the dominant stylistic dimensions of mobile media documentation. The exploratory approach describes a methodology for representing everyday life as a flow, predominantly through ambient recordings of unfolding processes that participants referred to in the final discussion as a ‘turn it on and forget it’ approach to recording. As a stylistic method, the exploratory approach aligns most closely with Nichols’s poetic and observational documentary modes, combining a ‘window to the world’ aesthetic with minimal narration, striving to convey the ‘inner truth’ of phenomenal experience. In terms of listening modes reflected in this approach, exploratory aural postcards most strongly engage causal listening, to use Chion’s framework of cinematic listening modes. By and large, the exploratory approach describes incidental documentaries of routine events: soundscapes that are featured as a result of greater attentiveness and investment in the sonic aspects of everyday life. The entries created using this approach reflect a process of discovering (seeing and hearing) the ordinary as extra-ordinary; re-experiencing sometimes mundane and routine places and activities with a fresh perspective; and actively exploring hidden characteristics, nuances of meaning, and significance. For instance, in the following example, one participant explores a new neighborhood while on a work errand:The narrative approach to creating aural postcards stages sound as a springboard for recollecting memories and storytelling through reflecting on associations with other soundscapes, environments, and interactions. Rather than highlighting place, routine, or sound itself, this methodology constructs sound as a window into the identity and inner life of the recordist, mobilising most strongly a semantic listening mode through association and narrative around sound’s meaning in context (Chion 28). This approach combines a subjective narrative development with a participatory aesthetic that draws the listener into the unfolding story. This approach is also performative, in that it stages sound as a deeply subjective experience and approaches the narrative from a personally significant perspective. Most often this type of sound staging was curated using voice memo narratives about a particular sonic experience in conjunction with an ambient sonic highlight, or as a live commentary. Recollections typically emerged from incidental encounters, or in the midst of other observations about sound. In the following example a participant reminisces about the sound of wind, which, interestingly, she did not record: Today I have been listening to the wind. It’s really rainy and windy outside today and it was reminding me how much I like the sound of wind. And you know when I was growing up on the wide prairies, we sure had a lot of wind and sometimes I kind of miss the sound of it… (Participant 1) The aesthetic approach describes instances where the creation of aural postcards was motivated by a reduced listening position (Chion 29)—driven primarily by the qualities and features of the soundscape itself. This curatorial practice for staging mediated aural experience combines a largely subjective approach to documenting with an absence of traditional narrative development and an affective and evocative aesthetic. Where the exploratory documentary approach seeks to represent place, routine, environment, and context through sonic characteristics, the aesthetic approach features sound first and foremost, aiming to represent and comment on sound qualities and characteristics in a more ‘authentic’ manner. The media formats most often used in conjunction with this approach were the incidental ambient sonic highlight and the live commentary. In the following example we have the sound of coffee being made as an important domestic ritual where important auditory qualities are foregrounded: That’s the sound of a stovetop percolator which I’ve been using for many years and I pretty much know exactly how long it takes to make a pot of coffee by the sound that it makes. As soon as it starts gurgling I know I have about a minute before it burns. It’s like the coffee calls and I come. (Participant 6) The analytical approach characterises entries that stage mediated aural experience as a way of systematically and inductively investigating everyday phenomena. It is a conceptual and analytical experimental methodology employed to move towards confirming or disproving a ‘hypothesis’ or forming a theory about sonic relations developed in the course of the study. As such, this approach most strongly aligns with Chion’s semantic listening mode, with the addition of the interactive element of analytical inquiry. In this context, sound is treated as a variable to be measured, compared, researched, and theorised about in an explicit attempt to form conclusions about social relationships, personal significance, place, or function. This analytical methodology combines an explicit and critical focus to the process of documenting itself (whether it be measuring decibels or systematically attending to sonic qualities) with a distinctive analytical synthesis that presents as ‘formal discovery’ or even ‘truth.’ In using this approach, participants most often mobilised the format of short sonic highlights and follow-up voice memos. While these aural postcards typically contained sound level photographs (decibel measurement values), in some cases the inquiry and subsequent conclusions were made inductively through sustained observation of a series of soundscapes. The following example is by a participant who exclusively recorded and compared various domestic spaces in terms of sound levels, comparing and contrasting them using voice memos. This is a sound level photograph of his home computer system: So I decided to record sitting next to my computer today just because my computer is loud, so I wanted to see exactly how loud it really was. But I kept the door closed just to be sort of fair, see how quiet it could possibly get. I think it peaked at 75 decibels, and that’s like, I looked up a decibel scale, and apparently a lawn mower is like 90 decibels. (Participant 2) Mediated Curation as a New Media Cultural Practice? One aspect of adopting the metaphor of ‘curation’ towards everyday media production is that it shifts the critical discourse on aesthetic expression from the realm of specialised expertise to general practice (“Everyone’s a photographer”). The act of curation is filtered through the aesthetic and technological capabilities of the smartphone, a device that has become co-constitutive of our routine sensorial encounters with the world. Revisiting McLuhan-inspired discourses on communication technologies stages the iPhone not as a device that itself shifts consciousness but as an agent in a media ecology co-constructed by the forces of use and design—a “crystallization of cultural practices” (Sterne). As such, mobile technology is continuously re-crystalised as design ‘constraints’ meet both normative and transgressive user approaches to interacting with everyday life. The concept of ‘social curation’ already exists in commercial discourse for social web marketing (O’Connell; Allton). High-traffic, wide-integration web services such as Digg and Pinterest, as well as older portals such as Reddit, all work on the principles of arranging user-generated, web-aggregated, and re-purposed content around custom themes. From a business perspective, the notion of ‘social curation’ captures, unsurprisingly, only the surface level of consumer behaviour rather than the kinds of values and meaning that this process holds for people. In the more traditional sense, art curation involves aesthetic, pragmatic, epistemological, and communication choices about the subject of (re)presentation, including considerations such as manner of display, intended audience, and affective and phenomenal impact. In his 2012 book tracing the discourse and culture of curating, Paul O’Neill proposes that over the last few decades the role of the curator has shifted from one of arts administrator to important agent in the production of cultural experiences, an influential cultural figure in her own right, independent of artistic content (88). Such discursive shifts in the formulation of ‘curatorship’ can easily be transposed from a specialised to a generalised context of cultural production, in which everyone with the technological means to capture, share, and frame the material and sensory content of everyday life is a curator of sorts. Each of us is an agent with a unique aesthetic and epistemological perspective, regardless of the content we curate. The entire communicative exchange is necessarily located within a nexus of new media practices as an activity that simultaneously frames a cultural construction of sensory experience and serves as a cultural production of the self. To return to the question of listening and a sound studies perspective into mediated cultural practices, technology has not single-handedly changed the way we listen and attend to everyday experience, but it has certainly influenced the range and manner in which we make sense of the sensory ‘everyday’. Unlike acoustic listening, mobile digital technologies prompt us to frame sonic experience in a multi-modal and multi-medial fashion—through the microphone, through the camera, and through the interactive, analytical capabilities of the device itself. Each decision for sensory capture as a curatorial act is both epistemological and aesthetic; it implies value of personal significance and an intention to communicate meaning. The occurrences that are captured constitute impressions, highlights, significant moments, emotions, reflections, experiments, and creative efforts—very different knowledge artefacts from those produced through textual means. Framing phenomenal experience—in this case, listening—in this way is, I argue, a core characteristic of a more general type of new media literacy and sensibility: that of multi-modal documenting of sensory materialities, or the curation of everyday life. References Allton, Mike. “5 Cool Content Curation Tools for Social Marketers.” Social Media Today. 15 Apr. 2013. 10 June 2015 ‹http://socialmediatoday.com/mike-allton/1378881/5-cool-content-curation-tools-social-marketers›. Bennett, Shea. “Social Media Stats 2014.” Mediabistro. 9 June 2014. 20 June 2015 ‹http://www.mediabistro.com/alltwitter/social-media-statistics-2014_b57746›. Bijsterveld, Karin, ed. Soundscapes of the Urban Past: Staged Sound as Mediated Cultural Heritage. Bielefeld: Transcript-Verlag, 2013. Burn, Andrew. Making New Media: Creative Production and Digital Literacies. New York, NY: Peter Lang Publishing, 2009. Daisuke, Okabe, and Mizuko Ito. “Camera Phones Changing the Definition of Picture-worthy.” Japan Media Review. 8 Aug. 2015 ‹http://www.dourish.com/classes/ics234cw04/ito3.pdf›. Chion, Michel. Audio-Vision: Sound on Screen. New York, NY: Columbia UP, 1994. Förnstrom, Mikael, and Sean Taylor. “Creative Soundwalks.” Urban Soundscapes and Critical Citizenship Symposium. Limerick, Ireland. 27–29 March 2014. Ito, Mizuko, ed. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Cambridge, MA: The MIT Press, 2010. Jenkins, Henry, Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. White Paper prepared for the McArthur Foundation, 2006. McLuhan, Marshall. Understanding Media: The Extensions of Man. New York: McGraw-Hill, 1964. Nichols, Brian. Introduction to Documentary. Bloomington & Indianapolis, Indiana: Indiana UP, 2001. Nielsen. “State of the Media – The Social Media Report.” Nielsen 4 Dec. 2012. 12 May 2015 ‹http://www.nielsen.com/us/en/insights/reports/2012/state-of-the-media-the-social-media-report-2012.html›. O’Connel, Judy. “Social Content Curation – A Shift from the Traditional.” 8 Aug. 2011. 11 May 2015 ‹http://judyoconnell.com/2011/08/08/social-content-curation-a-shift-from-the-traditional/›. O’Neill, Paul. The Culture of Curating and the Curating of Culture(s). Cambridge, MA: MIT Press, 2012. Pink, Sarah. Doing Visual Ethnography. London, UK: Sage, 2007. ———. Situating Everyday Life. London, UK: Sage, 2012. Sterne, Jonathan. The Audible Past: Cultural Origins of Sound Reproduction. Durham, NC: Duke UP, 2003. Schafer, R. Murray, ed. World Soundscape Project. European Sound Diary (reprinted). Vancouver: A.R.C. Publications, 1977. Turkle, Sherry. “Connected But Alone?” TED Talk, Feb. 2012. 8 Aug. 2015 ‹http://www.ted.com/talks/sherry_turkle_alone_together?language=en›.
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Schutyser, V., R. Buyl, M. De Vos, H. Tournaye, and C. Blockeel. "P-750 Clinical efficacy of virtual reality for acute pain and anxiety management during outpatient hysteroscopy and endometrial biopsy in subfertile patients." Human Reproduction 36, Supplement_1 (July 1, 2021). http://dx.doi.org/10.1093/humrep/deab128.036.

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Abstract Study question Does the use of virtual reality (VR) headsets in diagnostic office hysteroscopy (HSC) with endometrial biopsy (EB) reduce anxiety and pain scores in the patient? Summary answer Virtual reality during office HSC do not seem to improve relaxation, anxiety, or pain scores. Physicians have a good perception of patients’ pain. What is known already Women undergoing outpatient HSC experience high levels of preoperative anxiety, which increase pain and discomfort during the procedure. The experience of pain is a complex phenomenon, which simultaneously occurs on cognitive, emotional, and behavioural levels, and is influenced by many factors. A Cochrane review failed to show a significant difference between different types of pain relief (analgesics, local anaesthetic and verbal support techniques …). VR is a multisensory immersion providing an interactive high level distraction, occupying a large portion of humans’ finite attentional resources (vision and audio), and leaving less cognitive capacity available to process pain. Study design, size, duration The sample size for this prospective randomized controlled trial was calculated at 196 patients (98 per group), considering a power of at least 80% to detect superiority of adding a VR headset versus standard care, standard deviation (SD = 2.0), using a two-sided, t-test, at significance level alpha of 0.05. The preliminary results after 1 month include a sample of 48 patients 25 in the VR group and 23 controls. Participants/materials, setting, methods All 48 patients suffer subfertility and underwent HSC with EB at our tertiary-care fertility center. We used Oncomfort®, a commercially available VR autohypnosis relaxation program designed for perioperative settings. The headmounted smartphone display with headphones provides image sound distraction with suggestive hypnosis techniques incorporated. Before and immediately after the exam, both patients and surgeons fill out a questionnaire using the 10.0cm visual analog scale (VAS). Main results and the role of chance The mean duration of HSC was 3min43sec in the VR group, (range 2-6min), compared to 4min50 in the control group (range 1-12minutes), which was not significantly different (p = 0.09). Subjective variables of stress, anxiety and pain were evaluated at four different time points, i.e. before, during, immediately after HSC and one week later. According to VAS, stress levels did not differ significantly (p > 0.05) between the VR group and the control group, or within time 5.08 to 5.36 to 3.08 vs 4.48 to 4.83 to 2.48 before, during and after HSC respectively. Fear levels prior to HSC at 4.28 for VR patients and 3.52 for controls did not increase significantly during HSC in both groups: 4.44 vs 4.17. During HSC, pain levels increased from 1.40 to 4.720 in the VR group vs 0.65 to 4.109 (NS) in the controls, to decrease again afterwards to 2.60 vs 2.17 (NS) respectively. Physicians rated the average pain levels of VR patients as 3.32 compared to 3.0 for controls, which was significantly correlated to patients’ perception (p < 0,005). Patients gave a positive rating to the VR experience (satisfaction score 7.17). Limitations, reasons for caution These are preliminary results, evaluating only a fourth of the required sample. A population selection bias could exist, as recruited patients were willing to accept VR. The very short induction period of 2 minutes could influence the effect of (immersiveness into) VR. Wider implications of the findings Pain management in ambulatory procedures should be multimodal and should include both pharmacological and non-pharmacological interventions. Introducing VR might increase patient tolerance for longer or more painful procedures. Offering a range of options will increase the spectrum of successful procedures in the outpatient setting and improve patient experience. Trial registration number B.U.N. 1432020000050
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22

Schutyser, V., R. Buyl, M. D. Vos, H. Tournaye, and C. Blockeel. "P–750 Clinical efficacy of virtual reality for acute pain and anxiety management during outpatient hysteroscopy and endometrial biopsy in subfertile patients." Human Reproduction 36, Supplement_1 (July 1, 2021). http://dx.doi.org/10.1093/humrep/deab130.749.

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Abstract Study question Does the use of virtual reality (VR) headsets in diagnostic office hysteroscopy (HSC) with endometrial biopsy (EB) reduce anxiety and pain scores in the patient? Summary answer Virtual reality during office HSC do not seem to improve relaxation, anxiety, or pain scores. Physicians have a good perception of patients’ pain. What is known already Women undergoing outpatient HSC experience high levels of preoperative anxiety, which increase pain and discomfort during the procedure. The experience of pain is a complex phenomenon, which simultaneously occurs on cognitive, emotional, and behavioural levels, and is influenced by many factors. A Cochrane review failed to show a significant difference between different types of pain relief (analgesics, local anaesthetic and verbal support techniques …). VR is a multisensory immersion providing an interactive high level distraction, occupying a large portion of humans’ finite attentional resources (vision and audio), and leaving less cognitive capacity available to process pain. Study design, size, duration The sample size for this prospective randomized controlled trial was calculated at 196 patients (98 per group), considering a power of at least 80% to detect superiority of adding a VR headset versus standard care, standard deviation (SD = 2.0), using a two-sided, t-test, at significance level alpha of 0.05. The preliminary results after 1 month include a sample of 48 patients: 25 in the VR group and 23 controls. Participants/materials, setting, methods All 48 patients suffer subfertility and underwent HSC with EB at our tertiary-care fertility center. We used Oncomfort®, a commercially available VR autohypnosis relaxation program designed for perioperative settings. The headmounted smartphone display with headphones provides image sound distraction with suggestive hypnosis techniques incorporated. Before and immediately after the exam, both patients and surgeons fill out a questionnaire using the 10.0cm visual analog scale (VAS). Main results and the role of chance The mean duration of HSC was 3min43sec in the VR group, (range 2–6min), compared to 4min50 in the control group (range 1–12minutes), which was not significantly different (p = 0.09). Subjective variables of stress, anxiety and pain were evaluated at four different time points, i.e. before, during, immediately after HSC and one week later. According to VAS, stress levels did not differ significantly (p > 0.05) between the VR group and the control group, or within time: 5.08 to 5.36 to 3.08 vs 4.48 to 4.83 to 2.48 before, during and after HSC respectively. Fear levels prior to HSC at 4.28 for VR patients and 3.52 for controls did not increase significantly during HSC in both groups: 4.44 vs 4.17. During HSC, pain levels increased from 1.40 to 4.720 in the VR group vs 0.65 to 4.109 (NS) in the controls, to decrease again afterwards to 2.60 vs 2.17 (NS) respectively. Physicians rated the average pain levels of VR patients as 3.32 compared to 3.0 for controls, which was significantly correlated to patients’ perception (p < 0,005). Patients gave a positive rating to the VR experience (satisfaction score 7.17). Limitations, reasons for caution These are preliminary results, evaluating only a fourth of the required sample. A population selection bias could exist, as recruited patients were willing to accept VR. The very short induction period of 2 minutes could influence the effect of (immersiveness into) VR. Wider implications of the findings: Pain management in ambulatory procedures should be multimodal and should include both pharmacological and non-pharmacological interventions. Introducing VR might increase patient tolerance for longer or more painful procedures. Offering a range of options will increase the spectrum of successful procedures in the outpatient setting and improve patient experience. Trial registration number B.U.N. 1432020000050
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23

Dorado Solarte, Andres. "The McGurk Effect Across Languages." Eureka, April 12, 2023. http://dx.doi.org/10.29173/eureka28785.

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The McGurk effect denotes a phenomenon of speech perception where a listener attends to mismatched audio and visual stimuli and perceives an illusory third sound, typically a conflation of the audio-visual stimulus. This multimodal interaction has been exploited in various English-language experiments. The article explores the manifestations of this effect in other languages, such as Japanese and Chinese, as well as considerations for age and keenness (hearing acuity) through a literary review of existing research. The literature confirms the McGurk effect is present in other languages, albeit to differing degrees. The differences in the McGurk effect across languages may be attributed to linguistic and cultural differences. Age differences demonstrate a greater lip-reading reliance as age increases in participants; a similar reliance on visual information is seen in participants as hearing impairment increases. Experimental designs should refine audiovisual stimuli by using immersive technology such as three-dimensional models in virtual reality or ambisonic playback that offers multi-directional sound signals. Future research should also address the influence of audiovisual integration in marketing, foreign language education, and developing better accommodations for the hearing impaired.
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Monty, Randall W. "Driving in Cars with Noise." M/C Journal 27, no. 2 (April 16, 2024). http://dx.doi.org/10.5204/mcj.3039.

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Revving I’m convinced that no one actually listens to podcasts. Or maybe it’s just that no one admits it. This is partially because a podcast falls between fetish and precious. Listening to a podcast is at once intimate, someone speaking directly to you through your AirPods, and distant, since you’re likely listening by yourself. Listening to a podcast is weird enough; talking about listening to a podcast makes other people feel uncomfortable. This is why no one listens to podcasts while doing nothing else. Podcasts encourage passive listening; they compel active participation in something other than the podcast. There’s a suggested utility to listening to a podcast while doing something else—walking your cockapoo around the block, rearranging your bookshelf, prepping your meals—like you’re performing your practicality for the world. Listening to a podcast is not sufficient. When listening to a podcast, you simultaneously do something else to justify the listening. Podcasts are relatively new, as academic texts go. Yet they have been quickly taken up as technologies and artifacts of analysis (Vásquez), tools for teaching writing (Bowie), and modes of distributing scholarship (McGregor and Copeland). Podcasts are also, importantly, not simply audio versions of written essays (Detweiller), or non-visual equivalents of videos (Vásquez). Podcasts represent genres and opportunities for rhetorical choice that instructors cannot assume students already possess expected literacies for (Bourelle, Bourelle, and Jones). Paralleling much service work at institutions of higher education, women scholars and scholars of colour take on inequitable labour with podcast scholarship (Faison et al.; Shamburg). A promising new direction challenges the raced and gendered stereotypes of the genre and mode, highlighting podcasts as an anti-racist and anti-disinformation tool (Vrikki) and a way to engage reluctant students in critical race discourse (Harris). And, with so many podcasts accessible on virtually any topic imaginable, podcasts have more recently emerged as reliable secondary sources for academic research, a usage accelerated by the availability of audio versions of scholarly publications and professional academics composing podcasts to distribute and conduct their research. When we incorporate podcasts into our academic work, new connections become recognisable: connections between ourselves and other humans, ourselves and other things, and things and other things—including the connections between audio and work. Podcasts maintain their histories as a passive medium. A student can listen to a podcast for class while making dinner and keeping an eye on their family. A professional academic might more dutifully pay attention to the content of the podcast, but they’ll also attune to how the physical experience of doing research that way affects their work, their findings, and themself. When considered as academic work, as in this piece, podcasts persuade us to pay attention to methods, materiality, networks, and embodiment. Methods I listen to podcasts in the car, most often while driving to and from work. Listening to podcasts while commuting is common. Yet listening beyond content immersion or distraction, listening as part of an intentional methodology—formulating a plan, rhetorically listening, taking audio notes, annotating and building on those notes later—maybe less so. This intentional, rhetorical approach to listening while driving attunes the researcher to the embodied, physical aspects of each of these activities: research, driving, and listening. As a result, the research experience provides different kinds of opportunities for invention and reflection. My process is as follows: first, I curate a playlist based around a specific research question or agenda. This playlist will include selected episodes from podcasts that I have evaluated as reliable on a given topic. This evaluation is usually based on a combination of factors, mainly my familiarity with the podcast, the professional credentials (academic or otherwise) of the podcast hosts and guests, and recommendations from other researchers or podcasters. I also consider the structure of the podcast and the quality of the audio recording, because if I can’t hear the content, or if I must spend more time skipping ads than actively listening, then the podcast isn’t very usable for this stage of my research process. I will sometimes include single episodes of podcasts I’m less familiar with, usually because I noticed them pitched on one of my social media feeds and as a trial to see if I want to subscribe to the podcast. The playlist is arranged in what I hope will be a coherent order based on the episode descriptions. For example, sequencing episodes of Have You Heard (Berkshire and Schneider), Talking Race, Africa and People (Tiluk and Hope), and Is This Democracy (Mason and Zimmer) with the titles, "Digging Deep into the Education Wars”, “They Stole WOKE”, and “‘Cancel Culture’: How a Moral Panic Is Capturing America and the World” places these sources in conversation with each other, juxtaposes the arguments, and allows me to synthesise my own comprehensive response. Second, I listen. Ratcliffe positioned rhetorical listening as a performative “trope for interpretive invention” and a method for “facilitating cross-cultural dialogues” within composition studies (196). Listening is a thing we do in order to do something else. Under this framework, the listener/researcher approaches their task with goals of understanding and responsibility to themselves and others, which then affords opportunities to identify commonalities and differences within claims and cultural logics (204). In other words, by paying closer attention to who we are and who we’re listening to, and by listening in good faith, we can better understand what and why people are saying and doing what they are, and when we understand those better, we are better equipped for future action. Listening rhetorically can be an anchor when researching with podcasts, a modality notoriously coded and memed as white, male, and upper middle class (Locke; Morgan; “A Group of White Men Is Called a Podcast”). The technologies I use during this research afford and constrain, which leads to the third aspect: notetaking. I can’t write while driving. I tend to forget important bits. But the act of listening opens me up to things I might otherwise have missed. Sound, Detweiler shows, “affords different modes of composing, listening, thinking, and responding”. To facilitate my listening as invention, I added myself to my contacts list so that I can talk-to-text myself with questions about what I’m listening to, names and key terms that I need to look up later, and starter drafts of my own writing. While driving, I can “favourite” an episode while on the go, a marker to myself to re-listen and inspect the episode transcript. Later, at my work desk, I decipher whatever it is my phone’s text messaging app thought I said. “Anna Genesis Evolution from one species to another.” “Ben sick something at the bottom of the sea.” “Dinosaurs and dragons make each other plausible.” (Pretty sure my phone got that last one right.) There, my workflow is mediated by expected reading research technologies (word processing application, PDF viewer, boutique file organisation and annotation software), agents (desk, chair, and lighting selected by my employer to improve my productivity), and processes (coding transcripts, annotating secondary sources, writing, and revising). Materiality My methodology is an auditory variation of McNely’s visual fieldwork, which “attempts to render visible the environs, objects, sensations, and affects of inquiry” ("Lures" 216). Podcasts are expressions of physicality that bring together a confluence of networked actors, technologies, and spaces. Moreover, a podcast is itself a material artifact in the most literal sense: sound is a physical phenomenon, emitting and reverberating waves stimulating effects in our body and affecting physio-emotional responses. Inside my car, there is little impeding the sound waves emitting from the speakers and into my ears. Diffraction is minimal; the sound fills the interior of my vehicle so quickly that I can’t perceive that it is moving. I’m surrounded by the sound of the podcast, but not in the sense that is usually meant by “surround sound”. I’m also inundated by other sounds, the noises of driving that the twenty-first-century commuter has been conditioned to render ambient: the buzz of other vehicles passing me, the hum of my tyres on asphalt, the squeak of brakes and crunch of slowly turning tyres. Listening to a podcast in the car is like sitting in on a conversation that you can’t participate in. Slate magazine’s sports podcast “Hang Up and Listen” plays with this expectation, taking its name for the clichéd valediction that callers to local sports radio shows would say to indicate that they are done asking their question, signifying to the host that it’s their turn again. It’s a shibboleth through which the caller acknowledges and performs the participatory role of the listener as an actor within the network of the show. McNely writes that when he walks, “there are sounds in me, around me, passing through me. When I walk, I feel wind, mist, sleet. When I walk, I feel bass, treble, empathy. When I walk, I feel arguments, metaphors, dialogues—in my gut, in my chest” (Engaging 184). His attunement to all of these elicits physical sensations and emotional responses, and the sounds of the podcast cause similar responses for me. I jostle in my seat. I tense up, grip the steering wheel, and grind my teeth. I sigh, guffaw, roll my eyes, and yell. I pause—both my movement and the podcast app—to let a potential response roll about in my head. I’m in the car, but podcasts attempt to place me somewhere else through ambient worldbuilding: the clinking of cups and spoons to let me know the conversation is taking place in a coffee shop, the chirps of frogs and bugs to make me feel like I’m with the guest interviewee at the Amazonian research site, the clamour of a teacher calling their third-grade class to attention as a lead in for a discussion of public school funding. The arrangement and design of the podcast takes the listener to the world within the podcast, and it reminds me how the podcast, and myself, my car, and the listening are connected to everything else. Networks I am employed at an institution with a “distributed campus”, with multiple sites spread across the local region and online, without an officially designated central campus. Faculty and students attend these different places based on appointment, proximity, and preference. I teach classes in person on two of the campuses, sometimes at both simultaneously connected via videoconference. So where is the location of my class? It’s the physical campuses, certainly. It’s also the online space where the class meets, the locations where users join from (home, a dorm room, their workplace, etc.), and the Internet connecting those people and spaces. The class is transnational, as many of our students live in the neighbouring country. The class is also in between and in transit, with students using the shuttle bus Wi-Fi to complete work or join meetings. As with the research methodology detailed above, the class is moving between the static places, too, as the instructor and students alike travel to teach or attend class or book it home to join via videoconference in time. The institution’s networks enact Detweiller’s characterisation of podcasts as enacting both rhetorical distribution and circulation. Taken together, “distribution is not a strictly one-to-many phenomenon”. Yes, it’s “a conception of rhetoric that challenges but does not erase the role of human agency in rhetorical causes and effects”, but it’s also the physical networks and “supply chains” that move things. In both cases, the decentralisation draws attention away from individual nodes and to the network and the interconnections between various actors. Consider the routes the podcast takes. I start the episode as I leave my driveway. By the time I reach the highway, the podcast has made it through its preamble and first ad read. The episode travels with me in the car along my route, the sound of a single word literally takes up physical space on the highway. Ideas stretch for miles. I make the entire trip in a single episode. I then assign that episode to my students, who take the podcast with them. It moves at different speeds but also at the same speed (unless a particular listener sets their playback at a faster pace). In some ways, it’s the same sound, yet in other ways—time, space, distribution, audience—the same episode makes a different sound. Meanwhile, the podcast hosts remain in their recording booth, simultaneously locked into and moving through spacetime. Further, by analysing the various texts surrounding my listening to podcasts, we can see a multimodal genre ecology of signs, roadways, mapped and unmapped routes, turn-by-turn navigation apps, as well as other markers of location and direction, like billboards, water towers in the distance, the setting sun, and that one tree in a field that doesn’t belong there but lets me know I’ve passed the midpoint of my commute. Visual cues are perhaps more easily felt, but Rickert reminds us that “we consciously and unconsciously depend on sound to orient, situate, and wed ourselves to the places we inhabit” (152). The three-note dinging of a railroad crossing halts drivers even without visual confirmation of an oncoming train. The brutal springtime crosswind announces its presence on my passenger window, giving me a split second to steady the wheel. The lowering pitch of the pavement as I take the exit towards my house. The network of audio extends beyond the situations of the researcher and draws attention to what Barad referred to as “entangled material agencies” resulting in “networks or assemblages of humans and nonhumans” (1118, 1131). The network of my podcast listening accounts for the mobile device that we use to access content, the digital networks that I download episodes over, as well as the physical infrastructures that enable those networks, the hosting services and recording technologies and funding mechanisms used by the podcasters, the distribution of campuses, the roads I travel on, the tonnage of steel and plastic that I manipulate while researching, and that’s even before we get to everything else that impacts on my listening, like weather, traffic, the pathways all these material items took to get where they are, the head cold impacting on my hearing, my personal history of hearing different sounds, and on and on. Embodiment I listen to podcasts in the car while commuting to work. A more accurate way of putting that would be to say that commuting is work, which I mean twice over. First, a commute is likely a requisite component of your job. This is not to assign full culpability to one actor or another; the length of your commute likely owes to various factors—availability of affordable housing, proximity of worksite relative to your home, competing duties of family care, etc.—but a commute is and should be considered part of the work. Even if you’re not getting paid for it, even if the neoliberal economic system that overarches your life has convinced you that you are actively choosing to commute as part of the mutually and equally entered-into contract with your employer, you’re on the clock when commuting because you’re doing that action because of the work. If your response to this is, “then what about people who work from home? Should their personal devices and monthly Internet costs be considered work expenses? Or what about the time it takes to get up early to put makeup on or prepare lunches for their kids? Does all that count as work?” Yes. Yes, it does. The farmer’s day doesn’t start when they milk the cow, it starts as soon as they wake up. It starts before then, even. We are entangled with our work selves. Lately, I’ve begun logging these listening commutes on my weekly timesheet. It’s not an official record: salaried employees at my institution are not required to keep track of their work hours. Instead, it’s a routine and technical document I developed to help me get things done, an artifact of procedural rhetoric and the broader genre ecology of my work. Second, commuting is a physical act. It is work. We walk to bus and train stops and stand around waiting. We power our bicycles. We drive our vehicles, manoeuvring through streets and turns and other drivers. The deleterious effects of sitting down for prolonged periods for work, including while commuting, are well documented (Ding et al.). Driving itself is an act that places the human—the driver, passengers, and pedestrians—in greater physical danger than flying, or riding a train, or swimming with sharks. Research in this way presents a different kind of epistemic risk. Arriving So, the question I’m left to codify is what does this commuting audio research methodology offer for researchers that other, more traditional approaches, might not? Rickert analysed an electric car as “inherently suasive”, as it “participates in the conflicted discourses about that built environment and showcases some fundamental preconceptions rooted into our everyday ways of being together” (263). I’m alone in the car, but every sound reminds me of how I am connected to someone or something else. Of course, neither commuting nor listening to podcasts are exclusively solo endeavours: people carpool to work, and fans attend live recordings of their favourite shows. Perhaps listening while driving causes me to pay closer attention to what’s being said, the way you seem to learn the words of a song better when listening and singing along in the car. There are different kinds of distractions when driving versus sitting at one’s desk to read or listen (although it’s fair to say that the podcast itself is the distraction from what I should be paying the most attention to when driving). Anyone who has taken a long road trip alone can tell you about the opportunities it provides to sit with one’s thoughts, to spend uninterrupted time and miles turning over an idea in your mind, to reflect at length on a single topic, to rant to the noise of the road. Maybe that’s what a commuting podcast methodology affords: isolated moments surrounded by sound, away from the overtly audio, and connected to the rest of the world. References “A Group of White Men Is Called a Podcast.” Know Your Meme, 20 Feb. 2019. 6 Mar. 2024 <https://knowyourmeme.com/memes/a-group-of-white-men-is-called-a-podcast>. Barad, Karen. Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning. Durham: Duke UP, 2007. Berkshire, Jennifer, and Jack Schneider, hosts. “Digging Deep into the Education Wars.” Have You Heard 156 (4 May 2023). <https://www.haveyouheardpodcast.com/episodes/156-digging-deep-into-the-education-wars?rq=woke>. Bourelle, Andrew, Tiffany Bourelle, and Natasha Jones. “Multimodality in the Technical Communication Classroom: Viewing Classical Rhetoric through a 21st Century Lens.” Technical Communication Quarterly 24.4 (2015): 306-327. Bowie, Jennifer L. “Podcasting in a Writing Class? Considering the Possibilities.” Kairos: A Journal of Rhetoric, Technology, and Pedagogy 16.2 (2012). 29 Nov. 2023 <https://kairos.technorhetoric.net/16.2/topoi/bowie/index.html>. Detweiler, Eric. “The Bandwidth of Podcasting.” Tuning in to Soundwriting, special issue of enculturation/Intermezzo. 9 Feb. 2024 <http://intermezzo.enculturation.net/14-stedman-et-al/detweiler.html>. Ding, Ding, et al. “Driving: A Road to Unhealthy Lifestyles and Poor Health Outcomes.” Plos One 9.6. 15 Feb. 2024 <https://doi.org/10.1371/journal.pone.0094602>. Faison, Wonderful, et al. “White Benevolence: Why Supa-Save-a-Savage Rhetoric Ain’t Getting It.” In Counterstories from the Writing Center, eds. Wonderful Faison and Frankie Condon. Logan: Utah State UP. 81-94. Harris, Jasmine. “Podcast Talk and Public Sociology: Teaching Critical Race Discourse Participation through Podcast Production.” About Campus 24.3 (2019): 16-20. Locke, Charley. “Podcasts' Biggest Problem Isn't Discovery, It's Diversity.” Wired, 31 Aug. 2015. 6 Mar. 2024 <https://www.wired.com/2015/08/podcast-discovery-vs-diversity/>. Mason, Lily, and Thomas, hosts. “‘Cancel Culture’: How a Moral Panic Is Capturing America and the World – with Adrian Daub.” Is This Democracy 24 (16 May 2023). <https://podcasts.apple.com/us/podcast/24-cancel-culture-how-a-moral-panic-is-capturing/id1652741954?i=1000612321369>. McGregor, Hannah, and Stacey Copeland. “Why Podcast? Podcasting as Publishing, Sound-Based Scholarship, and Making Podcasts Count.” Kairos: A Journal of Rhetoric, Technology, and Pedagogy 27.1 (2022). 15 Feb. 2024 <https://kairos.technorhetoric.net/27.1/topoi/mcgregor-copeland/index.html>. McNely, Brian. “Lures, Slimes, Time: Viscosity and the Nearness of Distance.” Philosophy & Rhetoric 52.3 (2019): 203-226. ———. Engaging Ambience: Visual and Multisensory Methodologies and Rhetorical Theory. Logan: Utah State UP, 2024. Morgan, Josh. “Data Confirm That Podcasting in the US Is a White Male Thing.” Quartz, 12 Jan. 2016. 6 Mar. 2024 <https://qz.com/591440/data-confirm-that-podcasting-in-the-us-is-a-white-male-thing>. Ratcliffe, Krista. “Rhetorical Listening: A Trope for Interpretive Invention and a 'Code of Cross-Cultural Conduct'.” College Composition and Communication 51.2 (1999): 195-224. Rickert, Thomas. Ambient Rhetoric: The Attunements of Rhetorical Being. Pittsburgh: U of Pittsburgh P, 2013. Shamburg, Christopher. “Rising Waves in Informal Education: Women of Color with Educationally Oriented Podcasts.” Education and Information Technologies 26 (2021): 699–713. Tiluk, Daniel, and Have Hope, hosts. “They Stole WOKE.” Talking Race, Africa and People 1 (14 Apr. 2023). <https://podcasts.apple.com/ca/podcast/01-they-stole-woke/id1682830005?i=1000609221830> Vásquez, Camilla. Research Methods for Digital Discourse Analysis. London, Bloomsbury, 2022. Vrikki, Photini, and Sarita Malik. “Voicing Lived-Experience and Anti-Racism: Podcasting as a Space at the Margins for Subaltern Counterpublics.” Popular Communication 17.4 (2018): 273-287.
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Hoyle, Elizabeth. "Untitled Grief: An Application of Heuristic Inquiry." Rangahau Aranga: AUT Graduate Review 2, no. 3 (October 12, 2023). http://dx.doi.org/10.24135/rangahau-aranga.v2i3.208.

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In this presentation I investigate the methods and tools enmeshed in the creation of the short hybrid animated documentary Untitled Grief (Hoyle, 2023). Untitled Grief is one film of a suite of films which are being produced for a practice-led doctoral study (Smith & Dean, 2009). The films seek to document and visualise the human phenomena of loss in order to answer the question: How might a documentary filmmaker heighten resonance in narratives of grief through the use of animated images and sound? The project is underpinned by heuristic inquiry (Moustakas, 1990). Heuristic inquiry bolsters my examination of loss through tapping into autobiographical narratives as a way to uncover meaning while sustaining the focused search to expand the investigation. Potential is released to reveal universal significance of the phenomenon being explored. This type of inquiry is flexible, open and immersive. Tacit knowledge (Polanyi, 1967) is extracted and utilised. The researcher is guided by phases beginning with a focused initial encounter with the topic or question. Heuristic inquiry suggests a system of phases which guides the researcher throughout the research path. As an adaptation to this methodology and being led by practice, a series of principles of engagement have emerged; embracing uncertainty as a tool for creativity; utilising serendipity as a structured occurrence, emboldening the researcher’s poetic self; returning to indwelling with creative projects; aroha (love, respect, empathy) at the core of research practice.
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26

Fedorova, Ksenia. "Mechanisms of Augmentation in Proprioceptive Media Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.744.

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Introduction In this article, I explore the phenomenon of augmentation by questioning its representational nature and analyzing aesthetic modes of our interrelationship with the environment. How can senses be augmented and how do they serve as mechanisms of enhancing the feeling of presence? Media art practices offer particularly valuable scenarios of activating such mechanisms, as the employment of digital technology allows them to operate on a more subtle level of perception. Given that these practices are continuously evolving, this analysis cannot claim to be a comprehensive one, but rather aims to introduce aspects of the specific relations between augmentation, sense of proprioception, technology, and art. Proprioception is one of the least detectable and trackable human senses because it involves our intuitive sense of positionality, which suggests a subtle equilibrium between a center (our individual bodies) and the periphery (our immediate environments). Yet, as any sense, proprioception implies a communicational chain, a network of signals traveling and exchanging information within the body-mind complex. The technological augmentation of this dynamic process produces an interference in our understanding of the structure and elements, the information sent/received. One way to understand the operations of the senses is to think about them as images that the mind creates for itself. Artistic intervention (usually) builds upon exactly this logic: representation of images generated in mind, supplementing or even supplanting the existing collection of inner images with new, created ones. Yet, in case of proprioception the only means to interfere with and augment these inner images is on bodily level. Hence, the question of communication through images (or representations) should be extended towards a more complex theory of embodied perception. Drawing on phenomenology, cognitive science, and techno-cultural studies, I focus on the potential of biofeedback technologies to challenge and transform our self-perception by conditioning new pathways of apprehension (sometimes by creating mechanisms of direct stimulation of neural activity). I am particularly interested in how the awareness of the self (grounded in the felt relationality of our body parts) is most significantly activated at the moments of disturbance of balance, in situations of perplexity and disorientation. Projects by Marco Donnarumma, Sean Montgomery, and other artists working with biofeedback aesthetically validate and instantiate current research about neuro-plasticity, with technologically mediated sensory augmentation as one catalyst of this process. Augmentation as Representation: Proprioception and Proprioceptive Media Representation has been one of the key ways to comprehend reality. But representation also constitutes a spatial relation of distancing and separation: the spectator encounters an object placed in front of him, external to him. Thus, representation is associated more with an analytical, rather than synthetic, methodology because it implies detachment and division into parts. Both methods involve relation, yet in the case of representation there is a more distinct element of distance between the representing subject and represented object. Representation is always a form of augmentation: it extends our abilities to see the "other", otherwise invisible sides and qualities of the objects of reality. Representation is key to both science and art, yet in case of the latter, what is represented is not a (claimed) "objective" scheme of reality, but rather images of the imaginary, inner reality (even figurative painting always presents a particular optical and psychological perspective, to say nothing about forms of abstract art). There are certain kinds of art (visual arts, music, dance, etc.) that deal with different senses and thus, build their specific representational structures. Proprioception is one of the senses that occupies relatively marginal position in artistic production (which is exactly because of the specificity of its representational nature and because it does not create a sense of an external object. The term "proprioception" comes from Latin propius, or "one's own", "individual", and capio, cepi – "to receive", "to perceive". It implies a sense of one's self felt as a relational unity of parts of the body most vividly discovered in movement and in effort employed in it. The loss of proprioception usually means loss of bodily orientation and a feeling of one's body (Sacks 43-54). On the other hand, in case of additional stimulation and training of this sense (not only via classical cyber-devices, like cyber-helmets, gloves, etc. that set a different optics, but also techniques of different kinds of altered states of mind, e.g. through psychotropics, but also through architecture of virtual space and acoustics) a sense of disorientation that appears at first changes towards some analogue of reactions of enthusiasm, excitement discovery, and emotion of approaching new horizons. What changes is not only perception of external reality, but a sense of one's self: the self is felt as fluid, flexible, with penetrable borders. Proprioception implies initial co-existence of the inner and outer space on the basis of originary difference and individuality/specificity of the occupied position. Yet, because they are related, the "external" and "other" already feels as "one's own", and this is exactly what causes the sense of presence. Among the many possible connections that the body, in its sense of proprioception, is always already ready for, only a certain amount gets activated. The result of proprioception is a special kind of meta-stable internal image. This image may not coincide with the optical, auditory, or haptic image. According to Brian Massumi, proprioception translates the exertions and ease of the body's encounters with objects into a muscular memory of relationality. This is the cumulative memory of skill, habit, posture. At the same time as proprioception folds tactility in, it draws out the subject's reactions to the qualities of the objects it perceives through all five senses, bringing them into the motor realm of externalizable response. (59) This internal image is not mediated by anything, though it depends directly on the relations between the parts. It cannot be grasped because it is by definition fluid and dynamic. The position in one point is replaced here by a position-in-movement (point-in-movement). "Movement is not indexed by position. Rather, the position is born in movement, from the relation of movement towards itself" (Massumi 179). Philosopher of "extended mind" Andy Clark notes that we should distinguish between a real body schema (non-conscious configuration) and a body image (conscious construct) (Clark). It is the former that is important to understand, and yet is the most challenging. Due to its fluidity and self-referentiality, proprioception is not presentable to consciousness (the unstable internal image that it creates resides in consciousness but cannot be grasped and thus re-presented). A feeling/sense, it is not bound by sensible forms that would serve as means of objectification and externalization. As Barbara Montero observes, while the objects of vision and hearing, i.e. the most popular senses involved in the arts, are beyond one's body, sense of proprioception relates directly to the bodily sensation, it does not represent any external objects, but the sensory itself (231). These characteristics of proprioception help to reframe the question of augmentation as mediation: in the case of proprioception, the medium of sensation is the very relational structure of the body itself, irrespective of the "exteroceptive" (tactile) or "interoceptive" (visceral) dimensions of sensibility. The body is understood, then, as the "body without image,” and its proprioceptive effect can then be described as "the sensibility proper to the muscles and ligaments" (Massumi 58). Proprioception in (Media) Art One of the most convincing ways of externalization and (re)presentation of the data of proprioception is through re-production of its structure and its artificial enhancement with the help of technology. This can be achieved in at least two ways: by setting up situations and environments that emphasize self-perspective and awareness of perception, and by presenting measurements of bio-data and inviting into dialogue with them. The first strategy may be connected to disorientation and shifted perspective that are created in immersive virtual environments that make the role of otherwise un-trackable, fluid sense of proprioception actually felt and cognized. These effects are closely related to the nuances of perception of space, for instance, to spatial illusion. Practice of spatial illusion in the arts traces its history as far back as Roman frescos, trompe l’oeil, as well as phantasmagorias, like magic lantern. Geometrically, the system of the 360º image is still the most effective in producing a sense of full immersion—either in spaces from panoramas, Stereopticon, Cinéorama to CAVE (Computer Augmented Virtual Environments), or in devices for an individual spectator’s usage, like a stereoscope, Sensorama and more recent Head Mounted Displays (HMD). All these devices provide a sense of hermetic enclosure and bodily engagement with its scenes (realistic or often fantastical). Their images are frameless and thus immeasurable (lack of the sense of proportion provokes feeling of disorientation), image apparatus and the image itself converge here into an almost inseparable total unity: field of vision is filled, and the medium becomes invisible (Grau 198-202; 248-255). Yet, the constructed image is even more frameless and more peculiarly ‘mental’ in environments created on the basis of objectless or "immaterial" media, like light or sound; or in installations prioritizing haptic sensation and in responsive architectures, i.e. environments that transform physically in reaction to their inhabitants. The examples may include works by Olafur Eliasson that are centered around the issues of conscious perception and employ various optical and other apparata (mirrors, curved surfaces, coloured glass, water systems) to shift the habitual perspective and make one conscious of the subtle changes in the environment depending on one's position in space (there have been instances of spectators in Eliasson's installations falling down after trying to lean against an apparent wall that turned out to be a mere optical construct.). Figure 1: Olafur Eliasson, Take Your Time, 2008. © Olafur Eliasson Studio. In his classic H2OExpo project for Delta Expo in 1997, the Dutch architect Lars Spuybroek experimented with the perception of instability. There is no horizontal surface in the pavilion; floors, composed of interconnected elliptical volumes, transform into walls and walls into ceilings, promoting a sense of fluidity and making people respond by falling, leaning, tilting and "experiencing the vector of one’s own weight, and becoming sensitized to the effects of gravity" (Schwartzman 63). Along the way, specially installed sensors detect the behaviour of the ‘walker’ and send signals to the system to contribute further to the agenda of imbalance and confusion by changing light, image projection, and sound.Figure 2: Lars Spuybroek, H2OExpo, 1994-1997. © NOX/ Lars Spuybroek. Philip Beesley’s Hylozoic Ground (2010) is also a responsive environment filled by a dense organic network of delicate illuminated acrylic tendrils that can extend out to touch the visitor, triggering an uncanny mixture of delight and discomfort. The motif of pulsating movement was inspired by fluctuations in coral reefs and recreated via the system of precise sensors and microprocessors. This reference to an unfamiliar and unpredictable natural environment, which often makes us feel cautious and ultra-attentive, is a reminder of our innate ability of proprioception (a deeply ingrained survival instinct) and its potential for a more nuanced, intimate, emphatic and bodily rooted communication. Figure 3: Philip Beesley, Hylozoic Ground, 2010. © Philip Beesley Architect Inc. Works of this kind stimulate awareness of both the environment and one's own response to it. Inviting participants to actively engage with the space, they evoke reactions of self-reflexivity, i.e. the self becomes the object of its own exploration and (potentially) transformation. Another strategy of revealing the processes of the "body without image" is through representing various kinds of bio-data, bodily affective reactions to certain stimuli. Biosignal monitoring technologies most often employed include EEG (Electroencephalogram), EMG (Electromyogram), GSR (Galvanic Skin Response), ECG (Electrocardiogram), HRV (Heart Rate Variability) and others. Previously available only in medical settings and research labs, many types of sensors (bio and environmental) now become increasingly available (bio-enabled products ranging from cardio watches—an instance of the "quantified self" trend—to brain wave-controlled video games). As the representatives of the DIY makers community put it: "By monitoring some phenomena (biofeedback) you can train yourself to modulate them, possibly improving your emotional state. Biosensing lets you interact more naturally with digital systems, creating cyborg-like extensions of your body that overcome disabilities or provide new abilities. You can also share your bio-signals, if you choose, to participate in new forms of communication" (Montgomery). What is it about these technologies besides understanding more accurately the unconscious and invisible signals? The critical question in relation to biofeedback data is about the adequacy of the transference of the initial signal, about the "new" brought by the medium, as well as the ontological status of the resulting representation. These data are reflections of something real, yet themselves have a different weight, also providing the ground for all sorts of simulative methods and creation of mixed realities. External representations, unlike internal, are often attributed a prosthetic nature that is treated as extensions of existing skills. Besides serving their direct purpose (for instance, maps give detailed picture of a distant location), these extensions provide certain psychological effects, such as disorientation, displacement, a shift in a sense of self and enhancement of the sense of presence. Artistic experiments with bio-data started in the 1960s most famously with employing the method of sonification. Among the pioneers were the composers Alvin Lucier, Richard Teitelbaum, David Rosenblum, Erkki Kurenemi, Pierre Henry, and others. Today's versions of biophysical performance may include not only acoustic, but also visual interpretation, as well as subtle narrative scenarios. An example can be Marco Donnarumma's Hypo Chrysos, a piece that translates visceral strain in sound and moving images. The title refers to the type of a punishing trial in one of the circles of hell in Dante's Divine Comedy: the eternal task of carrying heavy rocks is imitated by the artist-performer, while the audience can feel the bodily tension enhanced by sound and imagery. The state of the inner body is, thus, amplified, or augmented. The sense of proprioception experienced by the performer is translated into media perceivable by others. In this externalized form it can also be shared, i.e. released into a space of inter-subjectivity, where it receives other, collective qualities and is not perceived negatively, in terms of pressure. Figure 4: Marco Donnarumma, Hypo Chrysos, 2011. © Marco Donnarumma. Another example can be an installation Telephone Rewired by the artist-neuroscientist Sean Montgomery. Brainwave signals are measured from each visitor upon the entrance to the installation site. These individual data then become part of the collective archive of the brainwaves of all the participants. In the second room, the viewer is engulfed by pulsing light and sound that mimic endogenous brain waveforms of the previous viewers. As in the experience of Donnarumma's performance, this process encourages tuning in to the inner state of the other and finding resonating states in one's own body. It becomes a tool for self-exploration, self-knowledge, and self-control, as well as for developing skills of collective being, of shared body-mind topologies. Synchronization of mental and bodily states of multiple people serves here a broader and deeper goal of training collaborative and empathic abilities. An immersive experience, it triggers deep embodied neural circuits, reaching towards the most authentic reactions not mediated by conscious procedures and judgment. Figure 5: Sean Montgomery, Telephone Rewired, 2013. © Sean Montgomery. Conclusion The potential of biofeedback as a strategy for art projects is a rich area that artists have only begun to explore. The layer of the imaginary and the fictional (which makes art special and different from, for instance, science) can add a critical dimension to understanding the processes of augmentation and mediation. As the described examples demonstrate, art is an investigative journey that can be engaging, surprising, and awakening towards the more subtle and acute forms of thinking and feeling. This astuteness and percipience are especially needed as media and technologies penetrate and affect our very abilities to apprehend reality. We need new tools to make independent and individual judgment. The sense of proprioception establishes a productive challenge not only for science, but also for the arts, inviting a search for new mechanisms of representing the un-presentable and making shareable and communicable what is, by definition, individual, fluid, and ungraspable. Collaborative cognition emerging from the augmentation of proprioception that is enabled by biofeedback technologies holds distinct promise for exploration of not only subjective, but also inter-subjective states and aesthetic strategies of inducing them. References Beesley, Philip. Hylozoic Ground. 2010. Venice Biennale, Venice. Clark, Andy, and David J. Chalmers. “The Extended Mind.” Analysis 58.1 (1998):7-19. Donnarumma, Marco. Hypo Chrysos: Action Art for Vexed Body and Biophysical Media. 2011. Xth Sense Biosensing Wearable Technology. MADATAC Festival, Madrid. Eliasson, Olafur. Take Your Time, 2008. P.S.1 Contemporary Art Centre; Museum of Modern Art, New York. Grau, Oliver. Virtual Art: From Illusion to Immersion. Cambridge, Mass.: MIT Press, 2003. Massumi, Brian. Parables of the Virtual: Movement, Affect, Sensation. Durham: Duke University Press, 2002. Montero, Barbara. "Proprioception as an Aesthetic Sense." Journal of Aesthetics and Art Criticism 64.2 (2006): 231-242. Montgomery, Sean, and Ira Laefsky. "Biosensing: Track Your Body's Signals and Brain Waves and Use Them to Control Things." Make 26. 1 Oct. 2013 ‹http://www.make-digital.com/make/vol26?pg=104#pg104›. Sacks, Oliver. "The Disembodied Lady". The Man Who Mistook His Wife for a Hat and Other Clinical Tales. Philippines: Summit Books, 1985. Schwartzman, Madeline, See Yourself Sensing. Redefining Human Perception. London: Black Dog Publishing, 2011. Spuybroek, Lars. Waterland. 1994-1997. H2O Expo, Zeeland, NL.
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Kustritz, Anne. "Transmedia Serial Narration: Crossroads of Media, Story, and Time." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1388.

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The concept of transmedia storyworlds unfolding across complex serial narrative structures has become increasingly important to the study of modern media industries and audience communities. Yet, the precise connections between transmedia networks, serial structures, and narrative processes often remain underdeveloped. The dispersion of potential story elements across a diverse collection of media platforms and technologies prompts questions concerning the function of seriality in the absence of fixed instalments, the meaning of narrative when plot is largely a personal construction of each audience member, and the nature of storytelling in the absence of a unifying author, or when authorship itself takes on a serial character. This special issue opens a conversation on the intersection of these three concepts and their implications for a variety of disciplines, artistic practices, and philosophies. By re-thinking these concepts from fresh perspectives, the collection challenges scholars to consider how a wide range of academic, aesthetic, and social phenomena might be productively thought through using the overlapping lenses of transmedia, seriality, and narrativity. Thus, the collection gathers scholars from life-writing, sport, film studies, cultural anthropology, fine arts, media studies, and literature, all of whom find common ground at this fruitful crossroads. This breadth also challenges the narrow use of transmedia as a specialized term to describe current developments in corporate mass media products that seek to exploit the affordances of hybrid digital media environments. Many prominent scholars, including Marie-Laure Ryan and Henry Jenkins, acknowledge that a basic definition of transmedia as stories with extensions and reinterpretations in numerous media forms includes the oldest kinds of human expression, such as the ancient storyworlds of Arthurian legend and The Odyssey. Yet, what Jenkins terms “top-down” transmedia—that is, pre-planned and often corporate transmedia—has received a disproportionate share of scholarly attention, with modern franchises like The Matrix, the Marvel universe, and Lost serving as common exemplars (Flanagan, Livingstone, and McKenny; Hadas; Mittell; Scolari). Thus, many of the contributions to this issue push the boundaries of what has commonly been studied as transmedia as well as the limits of what may be considered a serial structure or even a story. For example, these papers imagine how an autobiography may also be a digital concept album unfolding in reverse, how participatory artistic performances may unfold in unpredictable instalments across physical and digital space, and how studying sports fandom as a long series of transmedia narrative elements encourages scholars to grapple with the unique structures assembled by audiences of non-fictional story worlds. Setting these experimental offerings into dialogue with entries that approach the study of transmedia in a more established manner provides the basis for building bridges between such recognized conversations in new media studies and potential collaborations with other disciplines and subfields of media studies.This issue builds upon papers collected from four years of the International Transmedia Serial Narration Seminar, which I co-organized with Dr. Claire Cornillon, Assistant Professor (Maîtresse de Conférences) of comparative literature at Université de Nîmes. The seminar held sessions in Paris, Le Havre, Rouen, Amsterdam, and Utrecht, with interdisciplinary speakers from the USA, Australia, France, Belgium, and the Netherlands. As a transnational, interdisciplinary project intended to cross both theoretical and physical boundaries, the seminar aimed to foster exchange between academic conversations that can become isolated not only within disciplines, but also within national and linguistic borders. The seminar thus sought to enhance academic mobility between both people and ideas, and the digital, open-access publication of the collected papers alongside additional scholarly interlocutors serves to broaden the seminar’s goals of creating a border-crossing conversation. After two special issues primarily collecting the French language papers in TV/Series (2014) and Revue Française des Sciences de l’Information et de la Communication (2017), this issue seeks to share the Transmedia Serial Narration project with a wider audience by publishing the remaining English-language papers, accompanied by several other contributions in dialogue with the seminar’s themes. It is our hope that this collection will invite a broad international audience to creatively question the meaning of transmedia, seriality, and narrativity both historically and in the modern, rapidly changing, global and digital media environment.Several articles in the issue illuminate existing debates and common case studies in transmedia scholarship by comparing theoretical models to the much more slippery reality of a media form in flux. Thus, Mélanie Bourdaa’s feature article, “From One Medium to the Next: How Comic Books Create Richer Storylines,” examines theories of narrative complexity and transmedia by scholars including Henry Jenkins, Derek Johnson, and Jason Mittell to then propose a new typology of extensions to accommodate the lived reality expressed by producers of transmedia. Because her interviews with artists and writers emphasize the co-constitutive nature of economic and narrative considerations in professionals’ decisions, Bourdaa’s typology can offer researchers a tool to clarify the marketing and narrative layers of transmedia extensions. As such, her classification system further illuminates what is particular about forms of corporate transmedia with a profit orientation, which may not be shared by non-profit, collective, and independently produced transmedia projects.Likewise, Radha O’Meara and Alex Bevan map existing scholarship on transmedia to point out the limitations of deriving theory only from certain forms of storytelling. In their article “Transmedia Theory’s Author Discourse and Its Limitations,” O’Meara and Bevan argue that scholars have preferred to focus on examples of transmedia with a strong central author-figure or that they may indeed help to rhetorically shore up the coherency of transmedia authorship through writing about transmedia creators as auteurs. Tying their critique to the established weaknesses of auteur theory associated with classic commentaries like Roland Barthes’ “Death of the Author” and Foucault’s “What is an Author?”, O’Meara and Bevan explain that this focus on transmedia creators as authority figures reinforces hierarchical, patriarchal understandings of the creative process and excludes from consideration all those unauthorized transmedia extensions through which audiences frequently engage and make meaning from transmedia networks. They also emphasize the importance of constructing academic theories of transmedia authorship that can accommodate collaborative forms of hybrid amateur and professional authorship, as well as tolerate the ambiguities of “authorless” storyworlds that lack clear narrative boundaries. O’Meara and Bevan argue that such theories will help to break down gendered power hierarchies in Hollywood, which have long allowed individual men to “claim credit for the stories and for all the work that many people do across various sectors and industries.”Dan Hassler-Forest likewise considers existing theory and a corporate case study in his examination of analogue echoes within a modern transmedia serial structure by mapping the storyworld of Twin Peaks (1990). His article, “‘Two Birds with One Stone’: Transmedia Serialisation in Twin Peaks,” demonstrates the push-and-pull between two contemporary TV production strategies: first, the use of transmedia elements that draw viewers away from the TV screen toward other platforms, and second, the deployment of strategies that draw viewers back to the TV by incentivizing broadcast-era appointment viewing. Twin Peaks offers a particularly interesting example of the manner in which these strategies intertwine partly because it already offered viewers an analogue transmedia experience in the 1990s by splitting story elements between TV episodes and books. Unlike O’Meara and Bevan, who elucidate the growing prominence of transmedia auteurs who lend rhetorical coherence to dispersed narrative elements, Hassler-Forest argues that this older analogue transmedia network capitalized upon the dilution of authorial authority, due to the distance between TV and book versions, to negotiate tensions between the producers’ competing visions. Hassler-Forest also notes that the addition of digital soundtrack albums further complicates the serial nature of the story by using the iTunes and TV distribution schedules to incentivize repeated sequential consumption of each element, thus drawing modern viewers to the TV screen, then the computer screen, and then back again.Two articles offer a concrete test of these theoretical perspectives by utilizing ethnographic participant-observation and interviewing to examine how audiences actually navigate diffuse, dispersed storyworlds. For example, Céline Masoni’s article, “From Seriality to Transmediality: A Socio-narrative Approach of a Skilful and Literate Audience,” documents fans’ highly strategic participatory practices. From her observations of and interviews with fans, Masoni theorizes the types of media literacy and social as well as technological competencies cultivated through transmedia fan practices. Olivier Servais and Sarah Sepulchre’s article similarly describes a long-term ethnography of fan transmedia activity, including interviews with fans and participant-observation of the MMORPG (Massively Multiplayer Online Role-Playing Game) Game of Thrones Ascent (2013). Servais and Sepulchre find that most people in their interviews are not “committed” fans, but rather casual readers and viewers who follow transmedia extensions sporadically. By focusing on this group, they widen the existing research which often focuses on or assumes a committed audience like the skilful and literate fans discussed by Masoni.Servais and Sepulchre’s results suggest that these viewers may be less likely to seek out all transmedia extensions but readily accept and adapt unexpected elements, such as the media appearances of actors, to add to their serial experiences of the storyworld. In a parallel research protocol observing the Game of Thrones Ascent MMORPG, Servais and Sepulchre report that the most highly-skilled players exhibit few behaviours associated with immersion in the storyworld, but the majority of less-skilled players use their gameplay choices to increase immersion by, for example, choosing a player name that evokes the narrative. As a result, Servais and Sepulchre shed light upon the activities of transmedia audiences who are not necessarily deeply committed to the entire transmedia network, and yet who nonetheless make deliberate choices to collect their preferred narrative elements and increase their own immersion.Two contributors elucidate forms of transmedia that upset the common emphasis on storyworlds with film or TV as the core property or “mothership” (Scott). In her article “Transmedia Storyworlds, Literary Theory, Games,” Joyce Goggin maps the history of intersections between experimental literature and ludology. As a result, she questions the continuing dichotomy between narratology and ludology in game studies to argue for a more broadly transmedia strategy, in which the same storyworld may be simultaneously narrative and ludic. Such a theory can incorporate a great deal of what might otherwise be unproblematically treated as literature, opening up the book to interrogation as an inherently transmedial medium.L.J. Maher similarly examines the serial narrative structures that may take shape in a transmedia storyworld centred on music rather than film or TV. In her article “You Got Spirit, Kid: Transmedial Life-Writing Across Time and Space,” Maher charts the music, graphic novels, and fan interactions that comprise the Coheed and Cambria band storyworld. In particular, Maher emphasizes the importance of autobiography for Coheed and Cambria, which bridges between fictional and non-fictional narrative elements. This interplay remains undertheorized within transmedia scholarship, although a few have begun to explicate the use of transmedia life-writing in an activist context (Cati and Piredda; Van Luyn and Klaebe; Riggs). As a result, Maher widens the scope of existing transmedia theory by more thoroughly connecting fictional and autobiographical elements in the same storyworld and considering how serial transmedia storytelling structures may differ when the core component is music.The final three articles take a more experimental approach that actively challenges the existing boundaries of transmedia scholarship. Catherine Lord’s article, “Serial Nuns: Michelle Williams Gamaker’s The Fruit Is There to Be Eaten as Serial and Trans-serial,” explores the unique storytelling structures of a cluster of independent films that traverse time, space, medium, and gender. Although not a traditional transmedia project, since the network includes a novel and film adaptations and extensions by different directors as well as real-world locations and histories, Lord challenges transmedia theorists to imagine storyworlds that include popular history, independent production, and spatial performances and practices. Lord argues that the main character’s trans identity provides an embodied and theoretical pivot within the storyworld, which invites audiences to accept a position of radical mobility where all fixed expectations about the separation between categories of flora and fauna, centre and periphery, the present and the past, as well as authorized and unauthorized extensions, dissolve.In his article “Non-Fiction Transmedia: Seriality and Forensics in Media Sport,” Markus Stauff extends the concept of serial transmedia storyworlds to sport, focusing on an audience-centred perspective. For the most part, transmedia has been theorized with fictional storyworlds as the prototypical examples. A growing number of scholars, including Arnau Gifreu-Castells and Siobhan O'Flynn, enrich our understanding of transmedia storytelling by exploring non-fiction examples, but these are commonly restricted to the documentary genre (Freeman; Gifreu-Castells, Misek, and Verbruggen; Karlsen; Kerrigan and Velikovsky). Very few scholars comment on the transmedia nature of sport coverage and fandom, and when they do so it is often within the framework of transmedia news coverage (Gambarato, Alzamora, and Tárcia; McClearen; Waysdorf). Stauff’s article thus provides a welcome addition to the existing scholarship in this field by theorizing how sport fans construct a user-centred serial transmedia storyworld by piecing together narrative elements across media sources, embodied experiences, and the serialized ritual of sport seasons. In doing so, he points toward ways in which non-fiction transmedia may significantly differ from fictional storyworlds, but he also enriches our understanding of an audience-centred perspective on the construction of transmedia serial narratives.In his artistic practice, Robert Lawrence may most profoundly stretch the existing parameters of transmedia theory. Lawrence’s article, “Locate, Combine, Contradict, Iterate: Serial Strategies for PostInternet Art,” details his decades-long interrogation of transmedia seriality through performative and participatory forms of art that bridge digital space, studio space, and public space. While theatre and fine arts have often been considered through the theoretical lens of intermediality (Bennett, Boenisch, Kattenbelt, Vandsoe), the nexus of transmedia, seriality, and narrative enables Lawrence to describe the complex, interconnected web of planned and unplanned extensions of his hybrid digital and physical installations, which often last for decades and incorporate a global scope. Lawrence thus takes the strategies of engagement that are perhaps more familiar to transmedia theorists from corporate viral marketing campaigns and turns them toward civic ends (Anyiwo, Bourdaa, Hardy, Hassler-Forest, Scolari, Sokolova, Stork). As such, Lawrence’s artistic practice challenges theorists of transmedia and intermedia to consider the kinds of social and political “interventions” that artists and citizens can stage through the networked possibilities of transmedia expression and how the impact of such projects can be amplified through serial repetition.Together, the whole collection opens new pathways for transmedia scholarship, more deeply explores how transmedia narration complicates understandings of seriality, and constructs an international, interdisciplinary dialogue that brings often isolated conversations into contact. In particular, this issue enriches the existing scholarship on independent, artistic, and non-fiction transmedia, while also proposing some important limitations, exceptions, and critiques to existing scholarship featuring corporate transmedia projects with a commercial, top-down structure and a strong auteur-like creator. These diverse case studies and perspectives enable us to understand more inclusively the structures and social functions of transmedia in the pre-digital age, to theorize more robustly how audiences experience transmedia in the current era of experimentation, and to imagine more broadly a complex future for transmedia seriality wherein professionals, artists, and amateurs all engage in an iterative, inclusive process of creative and civic storytelling, transcending artificial borders imposed by discipline, nationalism, capitalism, and medium.ReferencesAnyiwo, U. Melissa. "It’s Not Television, It’s Transmedia Storytelling: Marketing the ‘Real’World of True Blood." True Blood: Investigating Vampires and Southern Gothic. Ed. Brigid Cherry. New York: IB Tauris, 2012. 157-71.Barthes, Roland. "The Death of the Author." Image, Music, Text. Trans. Stephen Heath. Basingstoke: Macmillian, 1988. 142-48.Bennett, Jill. "Aesthetics of Intermediality." Art History 30.3 (2007): 432-450.Boenisch, Peter M. "Aesthetic Art to Aisthetic Act: Theatre, Media, Intermedial Performance." (2006): 103-116.Bourdaa, Melanie. "This Is Not Marketing. This Is HBO: Branding HBO with Transmedia Storytelling." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 7.1 (2014).Cati, Alice, and Maria Francesca Piredda. "Among Drowned Lives: Digital Archives and Migrant Memories in the Age of Transmediality." a/b: Auto/Biography Studies 32.3 (2017): 628-637.Flanagan, Martin, Andrew Livingstone, and Mike McKenny. The Marvel Studios Phenomenon: Inside a Transmedia Universe. New York: Bloomsbury Publishing, 2016.Foucault, Michel. "Authorship: What Is an Author?" Screen 20.1 (1979): 13-34.Freeman, Matthew. "Small Change – Big Difference: Tracking the Transmediality of Red Nose Day." VIEW Journal of European Television History and Culture 5.10 (2016): 87-96.Gambarato, Renira Rampazzo, Geane C. Alzamora, and Lorena Peret Teixeira Tárcia. "2016 Rio Summer Olympics and the Transmedia Journalism of Planned Events." Exploring Transmedia Journalism in the Digital Age. Hershey, PA: IGI Global, 2018. 126-146.Gifreu-Castells, Arnau. "Mapping Trends in Interactive Non-fiction through the Lenses of Interactive Documentary." International Conference on Interactive Digital Storytelling. Berlin: Springer, 2014.Gifreu-Castells, Arnau, Richard Misek, and Erwin Verbruggen. "Transgressing the Non-fiction Transmedia Narrative." VIEW Journal of European Television History and Culture 5.10 (2016): 1-3.Hadas, Leora. "Authorship and Authenticity in the Transmedia Brand: The Case of Marvel's Agents of SHIELD." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 7.1 (2014).Hardy, Jonathan. "Mapping Commercial Intertextuality: HBO’s True Blood." Convergence 17.1 (2011): 7-17.Hassler-Forest, Dan. "Skimmers, Dippers, and Divers: Campfire’s Steve Coulson on Transmedia Marketing and Audience Participation." Participations 13.1 (2016): 682-692.Jenkins, Henry. “Transmedia 202: Further Reflections.” Confessions of an Aca-Fan. 31 July 2011. <http://henryjenkins.org/blog/2011/08/defining_transmedia_further_re.html>. ———. “Transmedia Storytelling 101.” Confessions of an Aca-Fan. 21 Mar. 2007. <http://henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html>. ———. Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 2006.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. New York: New York UP, 2013.Karlsen, Joakim. "Aligning Participation with Authorship: Independent Transmedia Documentary Production in Norway." VIEW Journal of European Television History and Culture 5.10 (2016): 40-51.Kattenbelt, Chiel. "Theatre as the Art of the Performer and the Stage of Intermediality." Intermediality in Theatre and Performance 2 (2006): 29-39.Kerrigan, Susan, and J. T. Velikovsky. "Examining Documentary Transmedia Narratives through The Living History of Fort Scratchley Project." Convergence 22.3 (2016): 250-268.Van Luyn, Ariella, and Helen Klaebe. "Making Stories Matter: Using Participatory New Media Storytelling and Evaluation to Serve Marginalized and Regional Communities." Creative Communities: Regional Inclusion and the Arts. Intellect Press, 2015. 157-173.McClearen, Jennifer. "‘We Are All Fighters’: The Transmedia Marketing of Difference in the Ultimate Fighting Championship (UFC)." International Journal of Communication 11 (2017): 18.Mittell, Jason. "Playing for Plot in the Lost and Portal Franchises." Eludamos: Journal for Computer Game Culture 6.1 (2012): 5-13.O'Flynn, Siobhan. "Documentary's Metamorphic Form: Webdoc, Interactive, Transmedia, Participatory and Beyond." Studies in Documentary Film 6.2 (2012): 141-157.Riggs, Nicholas A. "Leaving Cancerland: Following Bud at the End of Life." Storytelling, Self, Society 10.1 (2014): 78-92.Ryan, Marie-Laure. “Transmedial Storytelling and Transfictionality.” Poetics Today, 34.3 (2013): 361-388. <https://doi.org/10.1215/03335372-2325250>.Scolari, Carlos Alberto. "Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production." International Journal of Communication 3 (2009).Scott, Suzanne. “Who’s Steering the Mothership: The Role of the Fanboy Auteur in Transmedia Storytelling.” The Participatory Cultures Handbook. Eds. Aaron Delwiche and Jennifer Henderson. New York: Routledge, 2013. 43-53.Sokolova, Natalia. "Co-opting Transmedia Consumers: User Content as Entertainment or ‘Free Labour’? The Cases of STALKER. and Metro 2033." Europe-Asia Studies 64.8 (2012): 1565-1583.Stork, Matthias. "The Cultural Economics of Performance Space: Negotiating Fan, Labor, and Marketing Practice in Glee's Transmedia Geography." Transformative Works & Cultures 15 (2014).Waysdorf, Abby. "My Football Fandoms, Performance, and Place." Transformative Works & Cultures 18 (2015).Vandsoe, Anette. "Listening to the World. Sound, Media and Intermediality in Contemporary Sound Art." SoundEffects – An Interdisciplinary Journal of Sound and Sound Experience 1.1 (2011): 67-81.
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Avram, Horea. "The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.735.

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Augmented Reality—The Liminal Zone Within the larger context of the post-desktop technological philosophy and practice, an increasing number of efforts are directed towards finding solutions for integrating as close as possible virtual information into specific real environments; a short list of such endeavors include Wi-Fi connectivity, GPS-driven navigation, mobile phones, GIS (Geographic Information System), and various technological systems associated with what is loosely called locative, ubiquitous and pervasive computing. Augmented Reality (AR) is directly related to these technologies, although its visualization capabilities and the experience it provides assure it a particular place within this general trend. Indeed, AR stands out for its unique capacity (or ambition) to offer a seamless combination—or what I call here an effect of convergence—of the real scene perceived by the user with virtual information overlaid on that scene interactively and in real time. The augmented scene is perceived by the viewer through the use of different displays, the most common being the AR glasses (head-mounted display), video projections or monitors, and hand-held mobile devices such as smartphones or tablets, increasingly popular nowadays. One typical example of AR application is Layar, a browser that layers information of public interest—delivered through an open-source content management system—over the actual image of a real space, streamed live on the mobile phone display. An increasing number of artists employ this type of mobile AR apps to create artworks that consist in perceptually combining material reality and virtual data: as the user points the smartphone or tablet to a specific place, virtual 3D-modelled graphics or videos appear in real time, seamlessly inserted in the image of that location, according to the user’s position and orientation. In the engineering and IT design fields, one of the first researchers to articulate a coherent conceptualization of AR and to underlie its specific capabilities is Ronald Azuma. He writes that, unlike Virtual Reality (VR) which completely immerses the user inside a synthetic environment, AR supplements reality, therefore enhancing “a user’s perception of and interaction with the real world” (355-385). Another important contributor to the foundation of AR as a concept and as a research field is industrial engineer Paul Milgram. He proposes a comprehensive and frequently cited definition of “Mixed Reality” (MR) via a schema that includes the entire spectrum of situations that span the “continuum” between actual reality and virtual reality, with “augmented reality” and “augmented virtuality” between the two poles (283). Important to remark with regard to terminology (MR or AR) is that especially in the non-scientific literature, authors do not always explain a preference for either MR or AR. This suggests that the two terms are understood as synonymous, but it also provides evidence for my argument that, outside of the technical literature, AR is considered a concept rather than a technology. Here, I use the term AR instead of MR considering that the phrase AR (and the integrated idea of augmentation) is better suited to capturing the convergence effect. As I will demonstrate in the following lines, the process of augmentation (i.e. the convergence effect) is the result of an enhancement of the possibilities to perceive and understand the world—through adding data that augment the perception of reality—and not simply the product of a mix. Nevertheless, there is surely something “mixed” about this experience, at least for the fact that it combines reality and virtuality. The experiential result of combining reality and virtuality in the AR process is what media theorist Lev Manovich calls an “augmented space,” a perceptual liminal zone which he defines as “the physical space overlaid with dynamically changing information, multimedia in form and localized for each user” (219). The author derives the term “augmented space” from the term AR (already established in the scientific literature), but he sees AR, and implicitly augmented space, not as a strictly defined technology, but as a model of visuality concerned with the intertwining of the real and virtual: “it is crucial to see this as a conceptual rather than just a technological issue – and therefore as something that in part has already been an element of other architectural and artistic paradigms” (225-6). Surely, it is hard to believe that AR has appeared in a void or that its emergence is strictly related to certain advances in technological research. AR—as an artistic manifestation—is informed by other attempts (not necessarily digital) to merge real and fictional in a unitary perceptual entity, particularly by installation art and Virtual Reality (VR) environments. With installation art, AR shares the same spatial strategy and scenographic approach—they both construct “fictional” areas within material reality, that is, a sort of mise-en-scène that are aesthetically and socially produced and centered on the active viewer. From the media installationist practice of the previous decades, AR inherited the way of establishing a closer spatio-temporal interaction between the setting, the body and the electronic image (see for example Bruce Nauman’s Live-Taped Video Corridor [1970], Peter Campus’s Interface [1972], Dan Graham’s Present Continuous Pasts(s) [1974], Jeffrey Shaw’s Viewpoint [1975], or Jim Campbell’s Hallucination [1988]). On the other hand, VR plays an important role in the genealogy of AR for sharing the same preoccupation for illusionist imagery and—at least in some AR projects—for providing immersive interactions in “expanded image spaces experienced polysensorily and interactively” (Grau 9). VR artworks such as Paul Sermon, Telematic Dreaming (1992), Char Davies’ Osmose (1995), Michael Naimark’s Be Now Here (1995-97), Maurice Benayoun’s World Skin: A Photo Safari in the Land of War (1997), Luc Courchesne’s Where Are You? (2007-10), are significant examples for the way in which the viewer can be immersed in “expanded image-spaces.” Offering no view of the exterior world, the works try instead to reduce as much as possible the critical distance the viewer might have to the image he/she experiences. Indeed, AR emerged in great part from the artistic and scientific research efforts dedicated to VR, but also from the technological and artistic investigations of the possibilities of blending reality and virtuality, conducted in the previous decades. For example, in the 1960s, computer scientist Ivan Sutherland played a crucial role in the history of AR contributing to the development of display solutions and tracking systems that permit a better immersion within the digital image. Another important figure in the history of AR is computer artist Myron Krueger whose experiments with “responsive environments” are fundamental as they proposed a closer interaction between participant’s body and the digital object. More recently, architect and theorist Marcos Novak contributed to the development of the idea of AR by introducing the concept of “eversion”, “the counter-vector of the virtual leaking out into the actual”. Today, AR technological research and the applications made available by various developers and artists are focused more and more on mobility and ubiquitous access to information instead of immersivity and illusionist effects. A few examples of mobile AR include applications such as Layar, Wikitude—“world browsers” that overlay site-specific information in real-time on a real view (video stream) of a place, Streetmuseum (launched in 2010) and Historypin (launched in 2011)—applications that insert archive images into the street-view of a specific location where the old images were taken, or Google Glass (launched in 2012)—a device that provides the wearer access to Google’s key Cloud features, in situ and in real time. Recognizing the importance of various technological developments and of the artistic manifestations such as installation art and VR as predecessors of AR, we should emphasize that AR moves forward from these artistic and technological models. AR extends the installationist precedent by proposing a consistent and seamless integration of informational elements with the very physical space of the spectator, and at the same time rejects the idea of segregating the viewer into a complete artificial environment like in VR systems by opening the perceptual field to the surrounding environment. Instead of leaving the viewer in a sort of epistemological “lust” within the closed limits of the immersive virtual systems, AR sees virtuality rather as a “component of experiencing the real” (Farman 22). Thus, the questions that arise—and which this essay aims to answer—are: Do we have a specific spatial dimension in AR? If yes, can we distinguish it as a different—if not new—spatial and aesthetic paradigm? Is AR’s intricate topology able to be the place not only of convergence, but also of possible tensions between its real and virtual components, between the ideal of obtaining a perceptual continuity and the inherent (technical) limitations that undermine that ideal? Converging Spaces in the Artistic Mode: Between Continuum and Discontinuum As key examples of the way in which AR creates a specific spatial experience—in which convergence appears as a fluctuation between continuity and discontinuity—I mention three of the most accomplished works in the field that, significantly, expose also the essential role played by the interface in providing this experience: Living-Room 2 (2007) by Jan Torpus, Under Scan (2005-2008) by Rafael Lozano-Hemmer and Hans RichtAR (2013) by John Craig Freeman and Will Pappenheimer. The works illustrate the three main categories of interfaces used for AR experience: head-attached, spatial displays, and hand-held (Bimber 2005). These types of interface—together with all the array of adjacent devices, software and tracking systems—play a central role in determining the forms and outcomes of the user’s experience and consequently inform in a certain measure the aesthetic and socio-cultural interpretative discourse surrounding AR. Indeed, it is not the same to have an immersive but solitary experience, or a mobile and public experience of an AR artwork or application. The first example is Living-Room 2 an immersive AR installation realized by a collective coordinated by Jan Torpus in 2007 at the University of Applied Sciences and Arts FHNW, Basel, Switzerland. The work consists of a built “living-room” with pieces of furniture and domestic objects that are perceptually augmented by means of a “see-through” Head Mounted Display. The viewer perceives at the same time the real room and a series of virtual graphics superimposed on it such as illusionist natural vistas that “erase” the walls, or strange creatures that “invade” the living-room. The user can select different augmenting “scenarios” by interacting with both the physical interfaces (the real furniture and objects) and the graphical interfaces (provided as virtual images in the visual field of the viewer, and activated via a handheld device). For example, in one of the scenarios proposed, the user is prompted to design his/her own extended living room, by augmenting the content and the context of the given real space with different “spatial dramaturgies” or “AR décors.” Another scenario offers the possibility of creating an “Ecosystem”—a real-digital world perceived through the HMD in which strange creatures virtually occupy the living-room intertwining with the physical configuration of the set design and with the user’s viewing direction, body movement, and gestures. Particular attention is paid to the participant’s position in the room: a tracking device measures the coordinates of the participant’s location and direction of view and effectuates occlusions of real space and then congruent superimpositions of 3D images upon it. Figure 1: Jan Torpus, Living-Room 2 (Ecosystems), Augmented Reality installation (2007). Courtesy of the artist. Figure 2: Jan Torpus, Living-Room 2 (AR decors), Augmented Reality installation (2007). Courtesy of the artist.In this sense, the title of the work acquires a double meaning: “living” is both descriptive and metaphoric. As Torpus explains, Living-Room is an ambiguous phrase: it can be both a living-room and a room that actually lives, an observation that suggests the idea of a continuum and of immersion in an environment where there are no apparent ruptures between reality and virtuality. Of course, immersion is in these circumstances not about the creation of a purely artificial secluded space of experience like that of the VR environments, but rather about a dialogical exercise that unifies two different phenomenal levels, real and virtual, within a (dis)continuous environment (with the prefix “dis” as a necessary provision). Media theorist Ron Burnett’s observations about the instability of the dividing line between different levels of experience—more exactly, of the real-virtual continuum—in what he calls immersive “image-worlds” have a particular relevance in this context: Viewing or being immersed in images extend the control humans have over mediated spaces and is part of a perceptual and psychological continuum of struggle for meaning within image-worlds. Thinking in terms of continuums lessens the distinctions between subjects and objects and makes it possible to examine modes of influence among a variety of connected experiences. (113) It is precisely this preoccupation to lessen any (or most) distinctions between subjects and objects, and between real and virtual spaces, that lays at the core of every artistic experiment under the AR rubric. The fact that this distinction is never entirely erased—as Living-Room 2 proves—is part of the very condition of AR. The ambition to create a continuum is after all not about producing perfectly homogenous spaces, but, as Ron Burnett points out (113), “about modalities of interaction and dialogue” between real worlds and virtual images. Another way to frame the same problematic of creating a provisional spatial continuum between reality and virtuality, but this time in a non-immersive fashion (i.e. with projective interface means), occurs in Rafael Lozano-Hemmer’s Under Scan (2005-2008). The work, part of the larger series Relational Architecture, is an interactive video installation conceived for outdoor and indoor environments and presented in various public spaces. It is a complex system comprised of a powerful light source, video projectors, computers, and a tracking device. The powerful light casts shadows of passers-by within the dark environment of the work’s setting. A tracking device indicates where viewers are positioned and permits the system to project different video sequences onto their shadows. Shot in advance by local videographers and producers, the filmed sequences show full images of ordinary people moving freely, but also watching the camera. As they appear within pedestrians’ shadows, the figurants interact with the viewers, moving and establishing eye contact. Figure 3: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. Figure 4: Rafael Lozano-Hemmer, Under Scan (Relational Architecture 11), 2005. Shown here: Trafalgar Square, London, United Kingdom, 2008. Photo by: Antimodular Research. Courtesy of the artist. One of the most interesting attributes of this work with respect to the question of AR’s (im)possible perceptual spatial continuity is its ability to create an experientially stimulating and conceptually sophisticated play between illusion and subversion of illusion. In Under Scan, the integration of video projections into the real environment via the active body of the viewer is aimed at tempering as much as possible any disparities or dialectical tensions—that is, any successive or alternative reading—between real and virtual. Although non-immersive, the work fuses the two levels by provoking an intimate but mute dialogue between the real, present body of the viewer and the virtual, absent body of the figurant via the ambiguous entity of the shadow. The latter is an illusion (it marks the presence of a body) that is transcended by another illusion (video projection). Moreover, being “under scan,” the viewer inhabits both the “here” of the immediate space and the “there” of virtual information: “the body” is equally a presence in flesh and bones and an occurrence in bits and bytes. But, however convincing this reality-virtuality pseudo-continuum would be, the spatial and temporal fragmentations inevitably persist: there is always a certain break at the phenomenological level between the experience of real space, the bodily absence/presence in the shadow, and the displacements and delays of the video image projection. Figure 5: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. Figure 6: John Craig Freeman and Will Pappenheimer, Hans RichtAR, augmented reality installation included in the exhibition “Hans Richter: Encounters”, Los Angeles County Museum of Art, 2013. Courtesy of the artists. The third example of an AR artwork that engages the problem of real-virtual spatial convergence as a play between perceptual continuity and discontinuity, this time with the use of hand-held mobile interface is Hans RichtAR by John Craig Freeman and Will Pappenheimer. The work is an AR installation included in the exhibition “Hans Richter: Encounters” at Los Angeles County Museum of Art, in 2013. The project recreates the spirit of the 1929 exhibition held in Stuttgart entitled Film und Foto (“FiFo”) for which avant-garde artist Hans Richter served as film curator. Featured in the augmented reality is a re-imaging of the FiFo Russian Room designed by El Lissitzky where a selection of Russian photographs, film stills and actual film footage was presented. The users access the work through tablets made available at the exhibition entrance. Pointing the tablet at the exhibition and moving around the room, the viewer discovers that a new, complex installation is superimposed on the screen over the existing installation and gallery space at LACMA. The work effectively recreates and interprets the original design of the Russian Room, with its scaffoldings and surfaces at various heights while virtually juxtaposing photography and moving images, to which the authors have added some creative elements of their own. Manipulating and converging real space and the virtual forms in an illusionist way, AR is able—as one of the artists maintains—to destabilize the way we construct representation. Indeed, the work makes a statement about visuality that complicates the relationship between the visible object and its representation and interpretation in the virtual realm. One that actually shows the fragility of establishing an illusionist continuum, of a perfect convergence between reality and represented virtuality, whatever the means employed. AR: A Different Spatial Practice Regardless the degree of “perfection” the convergence process would entail, what we can safely assume—following the examples above—is that the complex nature of AR operations permits a closer integration of virtual images within real space, one that, I argue, constitutes a new spatial paradigm. This is the perceptual outcome of the convergence effect, that is, the process and the product of consolidating different—and differently situated—elements in real and virtual worlds into a single space-image. Of course, illusion plays a crucial role as it makes permeable the perceptual limit between the represented objects and the material spaces we inhabit. Making the interface transparent—in both proper and figurative senses—and integrating it into the surrounding space, AR “erases” the medium with the effect of suspending—at least for a limited time—the perceptual (but not ontological!) differences between what is real and what is represented. These aspects are what distinguish AR from other technological and artistic endeavors that aim at creating more inclusive spaces of interaction. However, unlike the CAVE experience (a display solution frequently used in VR applications) that isolates the viewer within the image-space, in AR virtual information is coextensive with reality. As the example of the Living-Room 2 shows, regardless the degree of immersivity, in AR there is no such thing as dismissing the real in favor of an ideal view of a perfect and completely controllable artificial environment like in VR. The “redemptive” vision of a total virtual environment is replaced in AR with the open solution of sharing physical and digital realities in the same sensorial and spatial configuration. In AR the real is not denounced but reflected; it is not excluded, but integrated. Yet, AR distinguishes itself also from other projects that presuppose a real-world environment overlaid with data, such as urban surfaces covered with screens, Wi-Fi enabled areas, or video installations that are not site-specific and viewer inclusive. Although closely related to these types of projects, AR remains different, its spatiality is not simply a “space of interaction” that connects, but instead it integrates real and virtual elements. Unlike other non-AR media installations, AR does not only place the real and virtual spaces in an adjacent position (or replace one with another), but makes them perceptually convergent in an—ideally—seamless way (and here Hans RichtAR is a relevant example). Moreover, as Lev Manovich notes, “electronically augmented space is unique – since the information is personalized for every user, it can change dynamically over time, and it is delivered through an interactive multimedia interface” (225-6). Nevertheless, as our examples show, any AR experience is negotiated in the user-machine encounter with various degrees of success and sustainability. Indeed, the realization of the convergence effect is sometimes problematic since AR is never perfectly continuous, spatially or temporally. The convergence effect is the momentary appearance of continuity that will never take full effect for the viewer, given the internal (perhaps inherent?) tensions between the ideal of seamlessness and the mostly technical inconsistencies in the visual construction of the pieces (such as real-time inadequacy or real-virtual registration errors). We should note that many criticisms of the AR visualization systems (being them practical applications or artworks) are directed to this particular aspect related to the imperfect alignment between reality and digital information in the augmented space-image. However, not only AR applications can function when having an estimated (and acceptable) registration error, but, I would state, such visual imperfections testify a distinctive aesthetic aspect of AR. The alleged flaws can be assumed—especially in the artistic AR projects—as the “trace,” as the “tool’s stroke” that can reflect the unique play between illusion and its subversion, between transparency of the medium and its reflexive strategy. In fact this is what defines AR as a different perceptual paradigm: the creation of a convergent space—which will remain inevitably imperfect—between material reality and virtual information.References Azuma, Ronald T. “A Survey on Augmented Reality.” Presence: Teleoperators and Virtual Environments 6.4 (Aug. 1997): 355-385. < http://www.hitl.washington.edu/projects/knowledge_base/ARfinal.pdf >. Benayoun, Maurice. World Skin: A Photo Safari in the Land of War. 1997. Immersive installation: CAVE, Computer, video projectors, 1 to 5 real photo cameras, 2 to 6 magnetic or infrared trackers, shutter glasses, audio-system, Internet connection, color printer. Maurice Benayoun, Works. < http://www.benayoun.com/projet.php?id=16 >. Bimber, Oliver, and Ramesh Raskar. Spatial Augmented Reality. Merging Real and Virtual Worlds. Wellesley, Massachusetts: AK Peters, 2005. 71-92. Burnett, Ron. How Images Think. Cambridge, Mass.: MIT Press, 2004. Campbell, Jim. Hallucination. 1988-1990. Black and white video camera, 50 inch rear projection video monitor, laser disc players, custom electronics. Collection of Don Fisher, San Francisco. Campus, Peter. Interface. 1972. Closed-circuit video installation, black and white camera, video projector, light projector, glass sheet, empty, dark room. Centre Georges Pompidou Collection, Paris, France. Courchesne, Luc. Where Are You? 2005. Immersive installation: Panoscope 360°. a single channel immersive display, a large inverted dome, a hemispheric lens and projector, a computer and a surround sound system. Collection of the artist. < http://courchel.net/# >. Davies, Char. Osmose. 1995. Computer, sound synthesizers and processors, stereoscopic head-mounted display with 3D localized sound, breathing/balance interface vest, motion capture devices, video projectors, and silhouette screen. Char Davies, Immersence, Osmose. < http://www.immersence.com >. Farman, Jason. Mobile Interface Theory: Embodied Space and Locative Media. New York: Routledge, 2012. Graham, Dan. Present Continuous Past(s). 1974. Closed-circuit video installation, black and white camera, one black and white monitor, two mirrors, microprocessor. Centre Georges Pompidou Collection, Paris, France. Grau, Oliver. Virtual Art: From Illusion to Immersion. Translated by Gloria Custance. Cambridge, Massachusetts, London: MIT Press, 2003. Hansen, Mark B.N. New Philosophy for New Media. Cambridge, Mass.: MIT Press, 2004. Harper, Douglas. Online Etymology Dictionary, 2001-2012. < http://www.etymonline.com >. Manovich, Lev. “The Poetics of Augmented Space.” Visual Communication 5.2 (2006): 219-240. Milgram, Paul, Haruo Takemura, Akira Utsumi, Fumio Kishino. “Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum.” SPIE [The International Society for Optical Engineering] Proceedings 2351: Telemanipulator and Telepresence Technologies (1994): 282-292. Naimark, Michael, Be Now Here. 1995-97. Stereoscopic interactive panorama: 3-D glasses, two 35mm motion-picture cameras, rotating tripod, input pedestal, stereoscopic projection screen, four-channel audio, 16-foot (4.87 m) rotating floor. Originally produced at Interval Research Corporation with additional support from the UNESCO World Heritage Centre, Paris, France. < http://www.naimark.net/projects/benowhere.html >. Nauman, Bruce. Live-Taped Video Corridor. 1970. Wallboard, video camera, two video monitors, videotape player, and videotape, dimensions variable. Solomon R. Guggenheim Museum, New York. Novak, Marcos. Interview with Leo Gullbring, Calimero journalistic och fotografi, 2001. < http://www.calimero.se/novak2.htm >. Sermon, Paul. Telematic Dreaming. 1992. ISDN telematic installation, two video projectors, two video cameras, two beds set. The National Museum of Photography, Film & Television in Bradford England. Shaw, Jeffrey, and Theo Botschuijver. Viewpoint. 1975. Photo installation. Shown at 9th Biennale de Paris, Musée d'Art Moderne, Paris, France.
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games (Habel & Kooyman), but further study is needed to explore how people interact with the game.This article aims to build towards a scholarly definition of the term “Power Fantasy”, a concept that seems well established in wider discourse but is not yet well theorised in the scholarly literature. It does so through a case of the most recent reboot of Doom (2016), a game that in its original incarnation established an enduring tradition for high-action Power Fantasy. In the first-person shooter game Doom, the player fills the role of the “Doom Guy”, a faceless hero who shuttles between Earth and Hell with the sole aim of eviscerating demonic hordes as graphically as possible.How, then, do we begin to theorise the kind of automediation that an iconic game text like Doom facilitates? Substantial work has been done to explore player identification in online games (see Taylor; Yee). Shaw (“Rethinking”) suggests that single-player games are unexplored territory compared to the more social spaces of Massively Multiplayer Online games and other multiplayer experiences, but it is important to distinguish between direct identification with the avatar per se and the ways in which the game text mediates broader gender constructions.Abstract theorisation is not enough, though. To effectively understand this kind of automediation we also need a methodology to gain insights into its processes. The final part of this article, therefore, proposes the analysis of “Let’s Play” videos as a kind of gender identity performance which gives insight into the automediation of dominant masculine gender identities through Power Fantasy video games like Doom. This reflexive performance works to denaturalise gender construction rather than reinforce stable hegemonic identities.Power Fantasy and Gender IdentityPower Fantasy has become an established trope in online critiques and discussions of popular culture. It can be simply defined as “character imagines himself taking revenge on his bullies” (TVTropes). This trope takes on special resonance in video games, where the players themselves live out the violent revenge fantasy in the world of the game.The “power fantasy” of games implies escapism and meaninglessness, evoking outsize explosions and equally outsized displays of dominance. A “power gamer” is one who plays with a single-minded determination to win, at the expense of nuance, social relationships between players, or even their own pleasure in play. (Baker)Many examples apply this concept of Power Fantasy in video games: from God of War to Metroid: Prime and Grand Theft Auto, this prevalent trope of game design uses a kind of “agency mechanics” (Habel & Kooyman) to convince the player that they are becoming increasingly skilful in the game, when in reality the game is simply decreasing in difficulty (PBS Digital Studios). The operation of the Power Fantasy trope is also gendered; in a related trope known as “I Just Want To Be a Badass”, “males are somewhat more prone to harbour [the] wish” to feel powerful (TVTropes). More broadly, even though the game world is obviously not real, playing it requires “an investment in and commitment to a type of masculine performance that is based on the Real (particularly if one is interested in ‘winning’, pummelling your opponent, kicking ass, etc.)” (Burrill 2).Indeed, there is a perceived correlation (if not causation) between the widespread presence of Power Fantasy video games and how “game culture as it stands is shot through with sexism, racism, homophobia, and other biases” (Baker). Golding and van Deventer undertake an extended exploration of this disconcerting side of game culture, concluding that games have “become a venue for some of the more unsophisticated forms of patriarchy” (213) evidenced in the highly-publicised GamerGate movement. This saw an alignment between the label of “gamer” and extreme misogyny, abuse and harassment of women and other minorities in the industry.We have, then, a tentative connection between dominant gameplay forms based on high skill that may be loosely characterised as “Power Fantasy” and some of the most virulent toxic gender expressions seen in recent times. More research is needed to gain a clearer understanding of precisely what Power Fantasy is. Baker’s primary argument is that “power” in games can also be characterised as “power to” or “power with”, as well as the more traditional “power over”. Kurt Squire uses the phrase “Power Fantasy” as a castaway framing for a player who seeks an alternative reward to the usual game progression in Sid Meier’s Civilisation. More broadly, much scholarly work concerning gameplay design and gender identity has been focussed on the hot-button question of videogame violence and its connection to real-world violence, a question that this article avoids since it is well covered elsewhere. Here, a better understanding of the mediation of gender identity through Power Fantasy in Doom can help to illuminate how games function as automedia.Auto-Mediating Gender through Performance in Doom (2016) As a franchise, Doom commands near-incomparable respect as a seminal text of the first-person shooter genre. First released in 1993, it set the benchmark for 3D rendered graphics, energetic sound design, and high-paced action gameplay that was visceral and deeply immersive. It is impossible to mention more recent reboots without recourse to its first seminal instalment and related game texts: Kim Justice suggests a personal identification with it in a 29-minute video analysis entitled “A Personal History of Demon Slaughter”. Doom is a cherished game for many players, possibly because it evokes memories of “boyhood” gaming and all its attendant gender identity formation (Burrill).This identification also arises in livestreams and playthroughs of the game. YouTuber and game reviewer Markiplier describes nostalgically and at lengths his formative experiences playing it (and recounts a telling connection with his father who, he explains, introduced him to gaming), saying “Doom is very important to me […] this was the first game that I sat down and played over and over and over again.” In contrast, Wanderbots confesses that he has never really played Doom, but acknowledges its prominent position in the gaming community by designating himself outside the identifying category of “Doom fan”. He states that he has started playing due to “gushing” recommendations from other gamers. The nostalgic personal connection is important, even in absentia.For the most part, the critical and community response to the 2016 version of Doom was approving: Gilroy admits that it “hit all the right power chords”, raising the signature trope in reference to both gameplay and music (a power chord is a particular technique of playing heavy metal guitar often used in heavy metal music). Doom’s Metacritic score is currently a respectable 85, and, the reception is remarkably consistent between critics and players, especially for such a potentially divisive game (Metacritic). Commentators tend to cite its focus on its high action, mobility, immersion, sound design, and general faithfulness to the spirit of the original Doom as reasons for assessments such as “favourite game ever” (Habel). Game critic Yahtzee’s uncharacteristically approving video review in the iconic Zero Punctuation series is very telling in its assessment of the game’s light narrative framing:Doom seems to have a firm understanding of its audience because, while there is a plot going on, the player-character couldn’t give a half an ounce of deep fried shit; if you want to know the plot then pause the game and read all the fluff text in the character and location database, sipping daintily from your pink teacup full of pussy juice, while the game waits patiently for you to strap your bollocks back on and get back in the fray. (Yahtzee)This is a strident expression of the gendered expectations and response to Doom’s narratological refusal, which is here cast as approvingly masculine and opposed to a “feminine” desire for plot or narrative. It also feeds into a discourse which sees the game as one which demands skill, commitment, and an achievement orientation cast within an exclusivist ideology of “toxic meritocracy” (Paul).In addition to examining reception, approaches to understanding how Doom functions as a “Power Fantasy” or “badass” trope could take a variety of forms. It is tempting to undertake a detailed analysis of its design and gameplay, especially since these feed directly into considerations of player interaction. This could direct a critical focus towards gameplay design elements such as traversal and mobility, difficulty settings, “glory kills”, and cinematic techniques in the same vein as Habel and Kooyman’s analysis of survival horror video games in relation to horror cinema. However, Golding and van Deventer warn against a simplistic analysis of decontextualized gameplay (29-30), and there is a much more intriguing possibility hinted at by Harper’s notion of “Play Practice”.It is useful to analyse a theoretical engagement with a video game as a thought-experiment. But with the rise of gaming as spectacle, and particularly gaming as performance through “Let’s Play” livestreams (or video on demand) on platforms such as TwitchTV and YouTube, it becomes possible to analyse embodied performances of the gameplay of such video games. This kind of analysis allows the opportunity for a more nuanced understanding of how such games mediate gender identities. For Judith Butler, gender is not only performed, it is also performative:Because there is neither an “essence” that gender expresses or externalizes nor an objective ideal to which gender aspires, and because gender is not a fact, the various acts of gender create the idea of gender, and without those acts, there would be no gender at all. (214)Let’s Play videos—that show a player playing a game in real time with their commentary overlaying the on screen action—allow us to see the performative aspects of gameplay. Let’s Plays are a highly popular and developing form: they are not simple artefacts by any means, and can be understood as expressive works in their own right (Lee). They are complex and multifaceted, and while they do not necessarily provide direct insights into the player’s perception of their own identification, with sufficient analysis and unpacking they help us to explore both the construction and denaturalisation of gender identity. In this case, we follow Josef Nguyen’s analysis of Let’s Plays as essential for expression of player identity through performance, but instead focus on how some identity construction may narrow rather than expand the diversity range. T.L. Taylor also has a monograph forthcoming in 2018 titled Watch Me Play: Twitch and the Rise of Game Live Streaming, suggesting the time is ripe for such analysis.These performances are clear in ways we have already discussed: for example, both SplatterCat and Markiplier devote significant time to describing their formative experiences playing Doom as a background to their gameplay performance, while Wanderbots is more distanced. There is no doubt that these videos are popular: Markiplier, for example, has attracted nearly 5 million views of his Doom playthrough. If we see gameplay as automediation, though, these videos become useful artefacts for analysis of gendered performance through gameplay.When SplatterCat discovers the suit of armor for the game’s protagonist, Doom Guy, he half-jokingly remarks “let us be all of the Doom Guy that we can possibly be” (3:20). This is an aspirational mantra, a desire for enacting the game’s Power Fantasy. Markiplier speaks at length about his nostalgia for the game, specifically about how his father introduced him to Doom when he was a child, and he expresses hopes that he will again experience “Doom’s original super-fast pace and just pure unadulterated action; Doom Guy is a badass” (4:59). As the action picks up early into the game, Markiplier expresses the exhilaration and adrenaline that accompany performances of this fastpaced, highly mobile kind of gameplay, implying that he is becoming immersed in the character and, by performing Doom Guy, inhabiting the “badass” role and thus enacting a performance of Power Fantasy:Doom guy—and I hope I’m playing Doom guy himself—is just the embodiment of kickass. He destroys everything and he doesn’t give a fuck about what he breaks in the process. (8:45)This performance of gender through the skilled control of Doom Guy is, initially, unambiguously mediated as Power Fantasy: in control, highly skilled, suffused with Paul’s ‘toxic meritocracy. A similar sentiment is expressed in Wanderbots’ playthrough when the player-character dispenses with narrative/conversation by smashing a computer terminal: “Oh I like this guy already! Alright. Doom Guy does not give a shit. It’s like Wolf Blascowicz [sic], but like, plus plus” (Wanderbots). This is a reference to another iconic first-person shooter franchise, Wolfenstein, which also originated in the 1980s and has experienced a recent successful reboot, and which operates in a similar Power Fantasy mode. This close alignment between these two streamers’ performances suggests significant coherence in both genre and gameplay design and the ways in which players engage with the game as a gendered performative space.Nonetheless, there is no simple one-to-one relationship here—there is not enough evidence to argue that this kind of gameplay experience leads directly to the kind of untrammelled misogyny we see in game culture more broadly. While Gabbiadini et al. found evidence in an experimental study that a masculinist ideology combined with violent video game mechanics could lead to a lack of empathy for women and girls who are victims of violence, Ferguson and Donnellan dispute this finding based on poor methodology, arguing that there is no evidence for a causal relationship between gender, game type and lack of empathy for women and girls. This inconclusiveness in the research is mirrored by an ambiguity in the gendered performance of males playing through Doom, where the Power Fantasy is profoundly undercut in multiple ways.Wanderbots’ Doom playthrough is literally titled ‘I have no idea what I’m Dooming’ and he struggles with particular mechanics and relatively simple progression tools early in the game: this reads against masculinist stereotypes of superior and naturalised gameplay skill. Markiplier’s performance of the “badass” Doom Guy is undercut at various stages: in encountering the iconic challenge of the game, he mentions that “I am halfway decent… not that good at video games” (9:58), and on the verge of the protagonist’s death he admits “If I die this early into my first video I’m going to be very disappointed, so I’m going to have to kick it up a notch” (15:30). This suggests that rather than being an unproblematic and simple expression of male power in a fantasy video game world, the gameplay performances of Power Fantasy games are ambiguous and contested, and not always successfully performed via the avatar. They therefore demonstrate a “kind of gender performance [which] will enact and reveal the performativity of gender itself in a way that destabilizes the naturalized categories of identity and desire” (Butler 211). This cuts across the empowered performance of videogame mastery and physical dominance over the game world, and suggests that the automediation of gender identity through playing video games is a complex phenomenon urgently in need of further theorisation.ConclusionUltimately, this kind of analysis of the mediation of hegemonic gender identities is urgent for a cultural product as ubiquitous as video games. The hyper-empowered “badass” digital avatars of Power Fantasy video games can be expected to have some shaping effect on the identities of those who play them, evidenced by the gendered gameplay performance of Doom briefly explored here. This is by no means a simple or unproblematic process, though. Much further research is needed to test the methodological insights possible by using video performances of gameplay as explorations of the auto-mediation of gender identities through video games.ReferencesBaker, Meguey. “Problematizing Power Fantasy.” The Enemy 1.2 (2015). 18 Feb. 2018 <http://theenemyreader.org/problematizing-power-fantasy/>.Burrill, Derrick. Die Tryin’: Video Games, Masculinity, Culture. New York: Peter Lang, 2008.Butler, Judith. Gender Trouble. 10th ed. London: Routledge, 2002.Ferguson, Christopher, and Brent Donellan. “Are Associations between “Sexist” Video Games and Decreased Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.” Journal of Youth and Adolescence 46.12 (2017): 2446–2459.Gabbiadini, Alessandro, Paolo Riva, Luca Andrighetto, Chiara Volpato, and Brad J. Bushman. “Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.” PloS One 11.4 (2016). 14 Apr. 2018 <http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121>.Gilroy, Joab. “Doom: Review.” IGN, 16 May 2016. 22 Feb. 2018 <http://au.ign.com/articles/2016/05/16/doom-review-2?page=1>.Golding, Dan, and Leena van Deventer. Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames. South Melbourne: Affirm, 2016.Habel, Chad, and Ben Kooyman. “Agency Mechanics: Gameplay Design in Survival Horror Video Games”. Digital Creativity 25.1 (2014):1-14.Habel, Chad. “Doom: Review (PS4).” Game Truck Australia, 2017. 22 Feb. 2018 <http://www.gametruckaustralia.com.au/review-doom-2016-ps4/>.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. London: Routledge, 2013.Kim Justice. “Doom: A Personal History of Demon Slaughter.” YouTube, 16 Jan. 2017. 22 Feb. 2018 <https://www.youtube.com/watch?v=JtvoENhvkys>.Lee, Patrick. “The Best Let’s Play Videos Offer More than Vicarious Playthroughs.” The A.V. Club, 24 Apr. 2015. 22 Feb. 2018 <https://games.avclub.com/the-best-let-s-play-videos-offer-more-than-vicarious-pl-1798279027>.Markiplier. “KNEE-DEEP IN THE DEAD | DOOM – Part 1.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=pCygvprsgIk>.Metacritic. “Doom (PS4).” 22 Feb. 2018 <http://www.metacritic.com/game/playstation-4/doom>.Nguyen, Josef. “Performing as Video Game Players in Let’s Plays.” Transformative Works and Cultures 22 (2016). <http://journal.transformativeworks.org/index.php/twc/article/view/698>.Paul, Christopher. The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: U of Minnesota P, 2018.PBS Digital Studios. “Do Games Give Us Too Much Power?” 2017. 18 Feb. 2018 <https://www.youtube.com/watch?v=9COt-_3C0xI>.Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.1 (2012): 28-44.———. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication 30.5 (2013): 347-361.SplatterCatGaming. “DOOM 2016 PC – Gameplay Intro – #01 Let's Play DOOM 2016 Gameplay.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=tusgsunWEIs>.Squire, Kurt. “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. Cambridge, MA: MIT P, 2008. 167–198.Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T.L. Taylor. Ethnography and Virtual Worlds: A Handbook of Method. Princeton, NJ: Princeton UP, 2012.Triana, Benjamin. “Red Dead Maculinity: Constructing a Conceptual Framework for Analysing the Narrative and Message Found in Video Games.” Journal of Games Criticism 2.2 (2015). 12 Apr. 2018 <http://gamescriticism.org/articles/triana-2-2/>.TVTropes. Playing With / Power Fantasy. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/PlayingWith/PowerFantasy>.———. I Just Want to Be a Badass. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/Main/IJustWantToBeBadass>.Wanderbots. “Let’s Play Doom (2016) – PC Gameplay Part I – I Have No Idea What I’m Dooming!” YouTube, 18 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=AQSMNhWAf0o>.Yee, Nick. “Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Eds. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Sun. Cambridge, MA: MIT P, 2008. 83-96.Yahtzee. “Doom (2016) Review.” Zero Punctuation, 8 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=HQGxC8HKCD4>.
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30

Banks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1731.

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Computer and video games are one of the primary uses of personal computer technologies, and yet despite an increasing interest in cultural practices that are organised around computer and information technologies cultural studies has paid very little attention to this phenomenon. In the War of Desire and Technology Allucquére Roseanne Stone comments "that there seems no question that a significant proportion of young people will spend a significant and increasing proportion of their waking hours playing computer-based games in one form or another, and so far the implications of this trend have yet to be fully addressed in academic forums" (26). This Christmas will undoubtedly follow the trend of the last few years, with video game consoles and software being the biggest toy sellers. In the lead-up to this Christmas Nintendo shipped 5,000,000 units of the much-anticipated Shigeru Miyamoto-designed game, The Legend of Zelda: Ocarina of Time. The Zelda series of adventure games made its first appearance in 1987 on the Nintendo Entertainment System (NES) with The Legend of Zelda (which sold 6.5 million units worldwide). It is increasingly evident that whether it is in games arcades, on console systems such as the Nintendo 64, or on personal computers, the playing of computer games is a crucial component of the popular cultural terrain. In The Legend of Zelda: Ocarina of Time, the fifth installment in the series, the player controls a young boy, Link, through his adventures in the 3D-rendered fantasy world of Hyrule. By defeating various monsters, solving puzzles, and discovering magical items the player progresses through the game with the aim of saving Hyrule and rescuing Princess Zelda by defeating the evil Ganondorf. Yup, once you get past all of the 3D polygon graphics enabled by the Nintendo 64 platform this game is your basic rescue-the-princess quest with all of the troubling gender implications that this raises. Cultural theorists such as Stone and Dan Fleming raise the concern that this rapidly expanding industry that is an increasingly significant component of many young people's cultural lives is limited to the problems associated with a narrowly defined masculine identity. Stone asks should things like computer games, which are so terrifically absorbing and which take up so much waking time -- so much precious, irreplaceable waking time -- be expected to possess a modicum of invention, to be able to stretch players' imaginations and skills beyond the ability to hit targets and dodge obstacles? (163-64) Fleming observes that "this remarkable technology could support a much richer play space and with it a position less rigidly tied to a simplistically projected male identity" (57). But the narrative content of The Legend of Zelda: Ocarina of Time does not come even close to explaining what it is about playing the game that hooks the gamer into this 30-50 hour experience, and keeps us coming back for more -- just one more session until I finish that Dungeon. Fleming makes the important point that an analysis of the symbolic content of games tells us very little about what it is actually like to play them. He takes the step of shifting our attention from the meanings of cultural objects to their status as events (11-16). The criticism that computer and video game content is dominated by a constraining masculine identity is important, but is no more than a starting point. Is this all that can be said about games such as Zelda? I would argue that the activity of playing computer games cannot simply be approached through a textual analysis of the symbolic content of games. If we tentatively accept that gaming is not simply a content, but an activity, then, how can we analyse or describe this activity? Does cultural studies provide us with the tools necessary to describe it as a cultural experience? How is this experience organised, and what ramifications does it have for cultural studies' understanding of contemporary cultural technologies? An initial avenue of inquiry is provided by the term gameplay. Gameplay is a term that constantly emerges in my discussions with both gamers and game designers. It is a quite ephemeral and at moments incoherent concept that is used to describe the experience of a player's visceral immersion in and interactive engagement with a particular game's environment. It is an aspect of computer gaming that resists or at least would seem to be excessive to representation or symbolising. The very ephemeral and rather vague ways in which it is used have made it tempting to reject any serious analysis of it as an incoherence which may well function to simply side-step or avoid criticism of games' very obvious problem with representations of gender. However, as a player of computer games I recognise the experience that gamers are attempting to describe with the term gameplay and find it difficult to reject it out of hand simply because my theoretical vocabulary as a cultural analyst has difficulties in accommodating it. Where is the problem -- with the cultural experience or the theoretical vocabulary? In many of my discussions with gamers the term gameplay functions as something of a shared horizon or assumed knowledge. If I ask what gameplay is or does I will often receive a response such as the following: "Gameplay is what makes a game fun. It is the fun factor". If I then query what elements or features in particular make a game fun the response will invariably be, "well good gameplay is what is important. Graphics and stuff can be good, but often are just eye-candy". The discussion will generally end with a comment such as "you've played [Game X], you know what I mean, it has great gameplay". This term seems to function as something of a marker for how the cultural experience of gameplay exceeds our symbolic vocabulary. It opens out onto the event status of playing. (But I think exchanges such as the above are also about the event of a research relation.) In email discussions Cameron Brown, a lead game designer employed by Auran (a Brisbane, Australia based game software company -- Auran and Activision co-developed the real-time strategy game Dark Reign) described gameplay in the following terms: I was made 'lead tester' for 'Radical Rex', a SNES [Super Nintendo Entertainment System] platformer.... It got to the point where I could finish the game (10 levels plus bonus 8 levels) in 27 minutes -- about 40 minutes if I held the controller upside down. I could literally play the first level with my eyes closed, using only muscle memory! Anyway, Mario Kart: sometimes, playing it, I lost all sense of everything except the game. My hands moved without conscious intervention on my part.... I believe the MK 'trance state' short circuits this delay not requiring the brain to be aware of something before the hands have responded." The term gameplay appears throughout gamers' discussions of The Legend of Zelda: Ocarina of Time on newsgroups (rec.games.video.nintendo) and fan WWW sites, for example Nintendojo. The Next-Generation review of Zelda describes a gaming experience "beyond the superficialities of graphics, sound, and controls (which are all excellent) ... that sucks the player into a mystical world that has never been seen or felt before". Eric Enrico Mattei, a reviewer on Nintendojo, asserts that the quality of gameplay in Zelda is such "that you are COMPLETELY IMMERSED in Zelda's world". Writing in anticipation of Zelda's release Mikey Veroni comments that "ease of control is important in Zelda 64 (not to mention any game) because only then can the player feel like Link is acting and responding exactly to the player's actions. Perfect gameplay is so simple yet terribly crucial at the same time". Miyamoto, the designer of Zelda, said in a recent interview that in creating game environments such as Zelda he is concerned with "how players feel when they are touching the controller, so that is the way I'm always making the video game. I'm always thinking of the player's feelings". These various ways of talking about and describing the experience of playing computer and video games are not exactly new or mysterious. They draw on well-established conventions and metaphors for understanding the human interface with technology or equipment in general. When I asked Cameron about his use of the phrase "muscle memory", for example, he responded that it came from a guitar player magazine and was used in the context of explaining exercises to teach your fingers how to play a scale. Other sources for this technological sublime relation include science fiction texts such as William Gibson's descriptions of the experience of jacking into the matrix of cyberspace in Neuromancer. Dan Fleming's careful distinction between the symbolic content of games and the experience of playing them would seem to apply to the above descriptions of gameplay. He asserts that playing a game like Nintendo's platform adventure Mario Brothers is an intriguing experience that involves "the replacement of the gameworld's thematics by its geometry, which is where the fully engaged action really is" (191). Fleming sums up by commenting that "at their best computer games simply operate elsewhere for much of the time" (193). Although I have reservations about the tendency to position gameplay and representation in an almost strict opposition the foregrounding of this elsewhere of playability is useful in that it suggests the status of computer gaming as an event rather than a text or content to be interpreted. In his recent essay, "The Being of Culture, Beyond Representation", Alec McHoul argues, against representationalist understandings of cultural objects, for an approach that takes into account the movements and dynamics of "event-ness or eventality" (2). This shift away from a representational framework towards what McHoul calls "eventalistic experiencing" is where I head in my engagement with gameplay. This spectral dynamic of computer gaming calls us to change our modes of engaging with research objects. The issues of control and controllers appear in many of the gamers' discussions of playing Zelda. Fleming refers to this experience: "the player feels the responsiveness of the controller, the forward momentum, the onset of a relaxed energy, a feeling of competence" (192). Entering into the world of the game is also a skill or competence; it involves the ability to effectively use the game control system or interface to navigate through the play environment. This game control would seem to function within the terms of a traditional controlling masculine subjectivity. It appears to be about enjoying a sense of ease, empowerment and control in a technologically mediated environment. Relations between the human and the technological are from the outset caught up in fantasies of control. But the event of playing, the elsewhere of gameplay, exceeds the limits of our stories about an autonomous self in control of and using technology. When we play games like Zelda we are being positioned in those regions of cultural experience that involve a transformation in the mode of our relation to technological equipment. Our assumptions regarding the relation and separation between the human and the technological -- and perhaps also the gender implications of these relations -- are increasingly transformed, subverted, and questioned. Computer gaming is at least in part about the enjoyment gamers derive from the blurring and confusion of the boundaries between the technological and the self: techno-enjoyment. This element of enjoyment exceeds both the symbolic and the corporeal. But it should not be understood as some kind of more real or immediate bodily experience posited outside of and in opposition to the representational. It invokes another materiality of the technological object that is other than a reduction to technics or the human. It is a spectral interspace: the relation between the human and nonhuman. This relation with technology is not simply or only at the level of representation, nor at the materiality of the technological object or the bodily experience and sensations of the gamer. Gaming opens onto this domain of materialised techno-enjoyment. And in this region of cultural experience it is no longer clearly decidable who or what is in control. This experience of gameplay radically undermines notions of equipmentality grounded in a controlling human subject. Cultural Studies academics -- and I include myself in this group -- should be cautious about rushing to reduce the experience of gameplay to a problem or issue of representation. This is not to argue that representational effects are not operative in the practices of computer gaming. It is to argue the careful consideration of other important effects and processes. References Fleming, Dan. Powerplay: Toys as Popular Culture. Manchester: Manchester UP, 1996. Gamecenter.com. "An Interview with Shigeru Miyamoto." 1998. 10 Dec. 1998 <http://www.gamecenter.com/News/Item/0,3,0-2305,00.html?st.gc.ttn.si.gn>. The Legend of Zelda: Ocarina of Time. Game cartridge. Nintendo. 1998. McHoul, Alec. "The Being of Culture, Beyond Representation." 1998. 15 Oct. 1998 <http://kali.murdoch.edu.au/~mchoul/being.php>. Mattei, Eric Enrico. "Review of Zelda 64." 1998. 12 Dec. 1998 <http://www.nintendojo.com/reviews/staff/zeldaem.htm>. Next Generation. "Review of The Legend of Zelda: Ocarina of Time." 24 Nov. 1998. 13 Dec. 1998 <http://www.next-generation.com/jsmid/reviews/437.php>. Stone, Allucquére Roseanne. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, Mass.: MIT P, 1995. Veroni, Mikey. "Legendary." 1998. 10 Dec. 1998 <http://www.nintendojo.com/specials/zelda2/index.htm>. Zelda-related WWW sites -- Nintendojo -- Zelda Central -- Zelda 64 Central -- Zelda 64 Headquarters -- Zelda Headquarters -- Zelda's Shrine -- Hyrule: The Land of Zelda Citation reference for this article MLA style: John Banks. "Controlling Gameplay." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/game.php>. Chicago style: John Banks, "Controlling Gameplay," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/game.php> ([your date of access]). APA style: John Banks. (1998) Controlling gameplay. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/game.php> ([your date of access]).
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31

Cruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (November 25, 2010). http://dx.doi.org/10.5204/mcj.310.

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Everyone thinks I named my cat Mango because of his orange eyes but that’s not the case. I named him Mango because the sounds of his purrs and his wheezes and his meows are all various shades of yellow-orange. (Mass 3) Synaesthesia, a condition where stimulus in one sense is perceived in that sense as well as in another, is thought to be a neurological fluke, marked by cross-sensory reactions. Mia, a character in the children’s book A Mango-Shaped Space, has audition colorée or coloured hearing, the most common form of synaesthesia where sounds create dynamic coloured photisms in the visual field. Others with the condition may taste shapes (Cytowic 5), feel colours (Duffy 52), taste sounds (Cytowic 118) or experience a myriad of other sensory combinations. Most non-synaesthetes have never heard of synaesthesia and many treat the condition with disbelief upon learning of it, while synaesthetes are often surprised to hear that others don’t have it. Although there has been a resurgence of interest in synaesthesia recently in psychology, neuroscience and philosophy (Ward and Mattingley 129), there is no widely accepted explanation for how or why synaesthetic perception occurs. However, if we investigate what meaning this particular condition may offer for rethinking not only what constitutes sensory normalcy, but also the ocular-centric bias in cultural studies, especially media studies, synaesthesia may present us with very productive coalitions indeed.Some theorists posit the ultimate role of media of all forms “to transfer sense experiences from one person to another” (Bolter and Grusin 3). Alongside this claim, many “have also maintained that the ultimate function of literature and the arts is to manifest this fusion of the senses” found in synaesthesia (Dann ix). If the most primary of media aims are to fuse and transfer sensory experiences, manifesting these goals would be akin to transferring synaesthetic experience to non-synaesthetes. In some cases, this synaesthetic transfer has been the explicit goal of media forms, from the invention of kaleidoscopes as colour symphonies in 1818 (Dann 66) to the 2002 launch of the video game Rez, the packaging for which reads “Discover a new world. A world of sound, visuals and vibrations. Release your instincts, open your senses and experience synaesthesia” (Rez). Recent innovations such as touch screen devices, advances in 3D film and television technologies and a range of motion-sensing video gaming consoles extend media experience far beyond the audio-visual and as such, present both serious challenges and important opportunities for media and culture scholars to reinvigorate ways of thinking about media experience, sensory embodiment and what might be learned from engaging with synaesthesia. Fleshing out the Field While acknowledging synaesthesia as a specific condition that enhances and complicates the lives of many individuals, I also suggest that synaesthesia is a useful mode of interference into our current ocular-centric notions of culture. Vision and visual phenomena hold a particularly powerful role in producing and negotiating meanings, values and relationships in the contemporary cultural arena and as a result, the eye has become privileged as the “master sense of the modern era” (Jay Scopic 3). Proponents of visual culture claim that the majority of modern life takes place through sight and that “human experience is now more visual and visualized than ever before ... in this swirl of imagery, seeing is much more than believing. It is not just a part of everyday life, it is everyday life” (Mirzoeff 1). In order to enjoy this privilege as the master sense, vision has been disentangled from the muscles and nerves of the eyeball and relocated to the “mind’s eye”, a metaphor that equates a kind of disembodied vision with knowledge. Vision becomes the most non-sensual of the senses, and made to appear “as a negative reference point for the other senses...on the side of detachment, separation” (Connor) or even “as the absence of sensuality” (Haraway). This creates a paradoxical “visual culture” in which the embodied eye is, along with the ear, skin, tongue and nose, strangely absent. If visual culture has been based on the separation of the senses, and in fact, a refutation of embodied senses altogether, what about that which we might encounter and know in the world that is not encompassed by the mind’s eye? By silencing the larger sensory context, what are we missing? What ocular-centric assumptions have we been making? What responsibilities have we ignored?This critique does not wish to do away with the eye, but instead to re-embrace and extend the field of vision to include an understanding of the eye and what it sees within the context of its embodied abilities and limitations. Although the mechanics of the eye make it an important and powerful sensory organ, able to perceive at a distance and provide a wealth of information about our surroundings, it is also prone to failures. Equipped as it is with eyelids and blind spots, reliant upon light and gullible to optical illusions (Jay, Downcast 4), the eye has its weaknesses and these must be addressed along with its abilities. Moreover, by focusing only on what is visual in culture, we are missing plenty of import. The study of visual culture is not unlike studying an electrical storm from afar. The visually impressive jagged flash seems the principal aspect of the storm and quite separate from the rumbling sound that rolls after it. We perceive them and name them as two distinct phenomena; thunder and lightning. However, this separation is a feature only of the distance between where we stand and the storm. Those who have found themselves in the eye of an electrical storm know that the sight of the bolt, the sound of the crash, the static tingling and vibration of the crack and the smell of ozone are mingled. At a remove, the bolt appears separate from the noise only artificially because of the safe distance. The closer we are to the phenomenon, the more completely it envelops us. Although getting up close and personal with an electrical storm may not be as comfortable as viewing it from afar, it does offer the opportunity to better understand the total experience and the thrill of intensities it can engage across the sensory palette. Similarly, the false separation of the visual from the rest of embodied experience may be convenient, but in order to flesh out this field, other embodied senses and sensory coalitions must be reclaimed for theorising practices. The senses as they are traditionally separated are simply put, false categories. Towards SynaestheoryAny inquiry inspired by synaesthesia must hold at its core the idea that the senses cannot be responsibly separated. This notion applies firstly to the separation of senses from one another. Synaesthetic experience and experiment both insist that there is rich cross-fertility between senses in synaesthetes and non-synaesthetes alike. The French verb sentir is instructive here, as it can mean “to smell”, “to taste” or “to feel”, depending on the context it is used in. It can also mean simply “to sense” or “to be aware of”. In fact, the origin of the phrase “common sense” meant exactly that, the point at which the senses meet. There also must be recognition that the senses cannot be separated from cognition or, in the Cartesian sense, that body and mind cannot be divided. An extensive and well-respected study of synaesthesia conducted in the 1920s by Raymond Wheeler and Thomas Cutsforth, non-synaesthetic and synaesthetic researchers respectively, revealed that the condition was not only a quirk of perception, but of conception. Synaesthetic activity, the team deduced “is an essential mechanism in the construction of meaning that functions in the same way as certain unattended processes in non-synaesthetes” (Dann 82). With their synaesthetic imagery impaired, synaesthetes are unable to do even a basic level of thinking or recalling (Dann, Cytowic). In fact, synaesthesia may be a universal process, but in synaesthetes, “a brain process that is normally unconscious becomes bared to consciousness so that synaesthetes know they are synaesthetic while the rest of us do not” (166). Maurice Merleau-Ponty agrees, claiming:Synaesthetic perception is the rule, and we are unaware of it only because scientific knowledge shifts the centre of gravity of experience, so that we unlearn how to see, hear, and generally speaking, feel in order to deduce, from our bodily organisation and the world as the physicist conceives it, what we are to see, hear and feel. (229) With this in mind, neither the mind’s role nor the body’s role in synaesthesia can be isolated, since the condition itself maintains unequivocally that the two are one.The rich and rewarding correlations between senses in synaesthesia prompt us to consider sensory coalitions in other experiences and contexts as well. We are urged to consider flows of sensation seriously as experiences in and of themselves, with or without interpretation and explanation. As well, the debates around synaesthetic experience remind us that in order to speak to phenomena perceived and conceived it is necessary to recognise the specificities, ironies and responsibilities of any embodied experience. Ultimately, synaesthesia helps to highlight the importance of relationships and the complexity of concepts necessary in order to practice a more embodied and articulate theorising. We might call this more inclusive approach “synaestheory”.Synaestheorising MediaDystopia, a series of photographs by artists Anthony Aziz and Sammy Cucher suggests a contemporary take on Decartes’s declaration that “I will now close my eyes, I will stop my ears, I will turn away my senses from their objects” (86). These photographs consist of digitally altered faces where the subject’s skin has been stretched over the openings of eyes, nose, mouth and ears, creating an interesting image both in process and in product. The product of a media mix that incorporates photography and computer modification, this image suggests the effects of the separation from our senses that these media may imply. The popular notion that media allow us to surpass our bodies and meet without our “meat” tagging along is a trope that Aziz and Cucher expose here with their computer-generated cover-up. By sealing off the senses, they show us how little we now seem to value them in a seemingly virtual, post-embodied world. If “hybrid media require hybrid analyses” (Lunenfeld in Graham 158), in our multimedia, mixed media, “mongrel media” (Dovey 114) environment, we need mongrel theory, synaestheory, to begin to discuss the complexities at hand. The goal here is producing an understanding of both media and sensory intelligences as hybrid. Symptomatic of our simple sense of media is our tendency to refer to media experiences as “audio-visual”: stimuli for the ear, eye or both. However, even if media are engineered to be predominately audio and/or visual, we are not. Synaestheory examines embodied media use, including the sensory information that the media does not claim to concentrate on, but that is still engaged and present in every mediated experience. It also examines embodied media use by paying attention to the pops and clicks of the material human-media interface. It does not assume simple sensory engagement or smooth engagement with media. These bumps, blisters, misfirings and errors are just as crucial a part of embodied media practice as smooth and successful interactions. Most significantly, synaesthesia insists simply that sensation matters. Sensory experiences are material, rich, emotional, memorable and important to the one sensing them, synaesthete or not. This declaration contradicts a legacy of distrust of the sensory in academic discourse that privileges the more intellectual and abstract, usually in the form of the detached text. However, academic texts are sensory too, of course. Sound, feeling, movement and sight are all inseparable from reading and writing, speaking and listening. We might do well to remember these as root sensory situations and by extension, recognise the importance of other sensual forms.Indeed, we have witnessed a rise of media genres that appeal to our senses first with brilliant and detailed visual and audio information, and story or narrative second, if at all. These media are “direct and one-dimensional, about little, other than their ability to commandeer the sight and the senses” (Darley 76). Whereas any attention to the construction of the media product is a disastrous distraction in narrative-centred forms, spectacular media reveals and revels in artifice and encourages the spectator to enjoy the simulation as part of the work’s allure. It is “a pleasure of control, but also of being controlled” (MacTavish 46). Like viewing abstract art, the impact of the piece will be missed if we are obsessed with what the artwork “is about”. Instead, we can reflect on spectacular media’s ability, like that of an abstract artwork, to impact our senses and as such, “renew the present” (Cubitt 32).In this framework, participation in any medium can be enjoyed not only as an interpretative opportunity, but also as an experience of sensory dexterity and relevance with its own pleasures and intelligences; a “being-present”. By focusing our attention on sensory flows, we may be able to perceive aspects of the world or ourselves that we had previously missed. Every one of us–synaesthete or nonsynaesthete–has a unique blueprint of reality, a unique way of coding knowledge that is different from any other on earth [...] By quieting down the habitually louder parts of our mind and turning the dial of our attention to its darker, quieter places, we may hear our personal code’s unique and usually unheard “song”, needing the touch of our attention to turn up its volume. (Duffy 123)This type of presence to oneself has been termed a kind of “perfect immediacy” and is believed to be cultivated through meditation or other sensory-focused experiences such as sex (Bolter and Grusin 260), art (Cubitt 32), drugs (Dann 184) or even physical pain (Gromala 233). Immersive media could also be added to this list, if as Bolter and Grusin suggest, we now “define immediacy as being in the presence of media” (236). In this case, immediacy has become effectively “media-cy.”A related point is the recognition of sensation’s transitory nature. Synaesthetic experiences and sensory experiences are vivid and dynamic. They do not persist. Instead, they flow through us and disappear, despite any attempts to capture them. You cannot stop or relive pure sound, for example (Gross). If you stop it, you silence it. If you relive it, you are experiencing another rendition, different even if almost imperceptibly from the last time you heard it. Media themselves are increasingly transitory and shifting phenomena. As media forms emerge and fall into obsolescence, spawning hybrid forms and spinoffs, the stories and memories safely fixed into any given media become outmoded and ultimately inaccessible very quickly. This trend towards flow over fixation is also informed by an embodied understanding of our own existence. Our sensations flow through us as we flow through the world. Synaesthesia reminds us that all sensation and indeed all sensory beings are dynamic. Despite our rampant lust for statis (Haraway), it is important to theorise with the recognition that bodies, media and sensations all flow through time and space, emerging and disintegrating. Finally, synaesthesia also encourages an always-embodied understanding of ourselves and our interactions with our environment. In media experiences that traditionally rely on vision the body is generally not only denied, but repressed (Balsamo 126). Claims to disembodiment flood the rhetoric around new media as an emancipatory element of mediated experience and somehow, seeing is superimposed on embodied being to negate it. However phenomena such as migraines, sensory release hallucinations, photo-memory, after-images, optical illusions and most importantly here, the “crosstalk” of synaesthesia (Cohen Kadosh et al. 489) all attest to the co-involvement of the body and brain in visual experience. Perhaps useful here for understanding media involvement in light of synaestheory is a philosophy of “mingled bodies” (Connor), where the world and its embodied agents intermingle. There are no discrete divisions, but plenty of translation and transfer. As Sean Cubitt puts it, “the world, after all, touches us at the same moment that we touch it” (37). We need to employ non-particulate metaphors that do away with the dichotomies of mind/body, interior/exterior and real/virtual. A complex embodied entity is not an object or even a series of objects, but embodiment work. “Each sense is in fact a nodal cluster, a clump, confection or bouquet of all the other senses, a mingling of the modalities of mingling [...] the skin encompasses, implies, pockets up all the other sense organs: but in doing so, it stands as a model for the way in which all the senses in their turn also invaginate all the others” (Connor). The danger here is of delving into a nostalgic discussion of a sort of “sensory unity before the fall” (Dann 94). The theory that we are all synaesthetes in some ways can lead to wistfulness for a perfect fusion of our senses, a kind of synaesthetic sublime that we had at one point, but lost. This loss occurs in childhood in some theories, (Maurer and Mondloch) and in our aboriginal histories in others (Dann 101). This longing for “original syn” is often done within a narrative that equates perfect sensory union with a kind of transcendence from the physical world. Dann explains that “during the modern upsurge in interest that has spanned the decades from McLuhan to McKenna, synaesthesia has continued to fulfil a popular longing for metaphors of transcendence” (180). This is problematic, since elevating the sensory to the sublime does no more service to understanding our engagements with the world than ignoring or degrading the sensory. Synaestheory does not tolerate a simplification of synaesthesia or any condition as a ticket to transcendence beyond the body and world that it is necessarily grounded in and responsible to. At the same time, it operates with a scheme of senses that are not a collection of separate parts, but blended; a field of intensities, a corporeal coalition of senses. It likewise refuses to participate in the false separation of body and mind, perception and cognition. More useful and interesting is to begin with metaphors that assume complexity without breaking phenomena into discrete pieces. This is the essence of a new anti-separatist synaestheory, a way of thinking through embodied humans in relationships with media and culture that promises to yield more creative, relevant and ethical theorising than the false isolation of one sense or the irresponsible disregard of the sensorium altogether.ReferencesAziz, Anthony, and Sammy Cucher. Dystopia. 1994. 15 Sep. 2010 ‹http://www.azizcucher.net/1994.php>. Balsamo, Anne. “The Virtual Body in Cyberspace.” Technologies of the Gendered Body: Reading Cyborg Women. Durham: Duke UP, 1997. 116-32.Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. Cambridge: MIT Press, 1999.Cohen Kadosh, Roi, Avishai Henik, and Vincent Walsh. “Synaesthesia: Learned or Lost?” Developmental Science 12.3 (2009): 484-491.Connor, Steven. “Michel Serres’ Five Senses.” Michel Serres Conference. Birkbeck College, London. May 1999. 5 Oct. 2010 ‹http://www.bbk.ac.uk/eh/skc/5senses.htm>. Cubitt, Sean. “It’s Life, Jim, But Not as We Know It: Rolling Backwards into the Future.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 31-58.Cytowic, Richard E. The Man Who Tasted Shapes: A Bizarre Medical Mystery Offers Revolutionary Insights into Emotions, Reasoning and Consciousness. New York: Putnam Books, 1993.Dann, Kevin T. Bright Colors Falsely Seen: Synaesthesia and the Search for Transcendental Knowledge. New Haven: Yale UP, 1998.Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000.Descartes, Rene. Discourse on Method and the Meditations. Trans. Johnn Veitch. New York: Prometheus Books, 1989.Dovey, Jon. “The Revelation of Unguessed Worlds.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 109-35. Duffy, Patricia Lynne. Blue Cats and Chartreuse Kittens: How Synesthetes Color Their Worlds. New York: Times Books, 2001.Graham, Beryl. “Playing with Yourself: Pleasure and Interactive Art.” Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 154-81.Gromala, Diana. "Pain and Subjectivity in Virtual Reality." Clicking In: Hot Links to a Digital Culture. Ed. Lynn Hershman Leeson. Seattle: Bay Press, 1996. 222-37.Haraway, Donna. “At the Interface of Nature and Culture.” Seminar. European Graduate School. Saas-Fee, Switzerland, 17-19 Jun. 2003.Jay, Martin. Downcast Eyes: The Denigration of Vision in Twentieth Century French Thought. Berkeley: University of California P, 1993.Jay, Martin. "Scopic Regimes of Modernity." Hal Foster, Ed. Vision and Visuality. New York: Dia Art Foundation, 1988. 2-23.MacTavish. Andrew. “Technological Pleasure: The Performance and Narrative of Technology in Half-Life and other High-Tech Computer Games.” ScreenPlay: Cinema/Videogames/Interfaces. Eds. Geoff King and Tanya Krzywinska. London: Wallflower P, 2002. Mass, Wendy. A Mango-Shaped Space. Little, Brown and Co., 2003.Maurer, Daphne, and Catherine J. Mondloch. “Neonatal Synaesthesia: A Re-Evaluation.” Eds. Lynn C. Robertson and Noam Sagiv. Synaesthesia: Perspectives from Cognitive Neuroscience. Oxford: Oxford UP, 2005.Merleau-Ponty, Maurice. Phenomenology of Perception. Trans. Colin Smith. London: Routledge, 1989.Mirzoeff, Nicholas. “What Is Visual Culture?” The Visual Culture Reader. Ed. Nicholas Mirzoeff. London: Routledge, 1998. 3-13.Rez. United Game Artists. Playstation 2. 2002.Stafford, Barbara Maria. Good Looking: Essays on the Virtue of Images. Cambridge: MIT Press, 1996.Ward, Jamie, and Jason B. Mattingley. “Synaesthesia: An Overview of Contemporary Findings and Controversies.” Cortex 42.2 (2006): 129-136.
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32

Loess, Nicholas. "Augmentation and Improvisation." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.739.

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Preamble: Medium/Format/Marker Medium/Format/Marker (M/F/M) was a visual-aural improvisational performance involving myself, and musicians Joe Sorbara, and Ben Grossman. It was formed through my work as a PhD candidate at the Improvisation, Community, and Social Practice research initiative at the University of Guelph. This performance was conceived as an attempted intervention against the propensity to reify the “new.” It also sought to address the proliferation of the screen and question how the increased presence of screens in everyday life has augmented the way in which an audience is conceived and positioned. This conception is in direct conversation with my thesis, which is a practice-based research project exploring what the experimental combination of intermediality, improvisation, and the cinema might offer towards developing a reflexive approach to "new" media, screen culture, and expanded cinemas. One of the ways I chose to explore this area involved developing an interface that allowed an audio-visual ensemble to improvise with a film's audio-visual projection. I experimented with different VJ programs. These programs often utilize digital filters and effects to alter images through real-time mixing and layering, much like a DJ does with sound. I found a program developed by Chicago-based artist Ontologist called Ontoplayer, which he developed out of his practice as an improvisational video artist. The program works through a dual-channel interface where two separate digital files could be augmented, with their projected tempo capable of being determined by musicians through a MIDI interface. I conceptualized the performance around the possibility of networking myself with two other musicians via this interface. I approached percussionist Joe Sorbara and multi-instrumentalist Ben Grossman with the idea to use Ontoplayer as a means to improvise with Chris Marker's La Jetée (1962, 28 mins). The film itself would be projected simultaneously in four different formats: 16mm celluloid, VHS, Blu-ray, and Standard Definition video (the format the ensemble improvised with) projected onto four separate screens. From left to right, the first screen contained the projected version of La Jetée that we improvised with, next to it was its Blu-ray format, next to that, a degraded VHS copy of the film, and next to that, the 16mm print. The performance materialized through performing a number of improvisatory experiments. A last minute experiment conceived a few hours before the performance involved placing contact microphones overtop of the motor on a Bell & Howell 16mm projector. The projector was tested in the days leading up to the performance and it ran as smoothly as could be expected. It had a nice cacophonous hum that Ben Grossman intended to improvise with using some contact mics attached directly over the projector’s motor, a $5 iPad app, and his hurdy-gurdy. Fifteen minutes before the performance began, the three of us huddled to discuss how long we'd like to go. We had met briefly the day before to discuss the technical setup of the performance but not its execution and length. I hadn't considered duration. Joe broke the silence by asking if we'd be "finding beginnings and endings." I didn't know what that entailed, but nodded. We started. I turned on the projector and it immediately started to cough and chew on the 40 year old 16mm print I found online. My first impulse was to intervene, to try to save it. The film continued and I sat frozen for a moment. Joe started playing and Ben, expecting me to send him the audio track from La Jetée, prompted me to do so. I let the projector go and began. Joe had a digital kick-drum and two contact mics on his drum kit hooked into a MIDI hub, while Ben's hurdy-gurdy had a contact mic inside it, wired into the hub. The hub hooked into my laptop and allowed for an intermedial conversation to emerge between the three of us. While the 16mm, VHS, and Blu-Ray formats proceeded relatively unimpeded alongside each other on their respective screens, the fourth screen was where this conversation took place. I digitally reordered different image sequences from La Jetée. The fact that it’s a film (almost) comprised entirely of still images made this reordering intriguing in that I was able control the speed of progressing from each image to the next. The movement from image to image was structured between Ben and Joe’s improvisations and the kind of effects and filters I had initialized. Ontoplayer has a number of effects and filters that push the base image into more abstract territories (e.g.: geometric shapes, over pixelation) I was uninterested in exploring. I utilized effects that to some degree still kept the representational content of the image intact. The degree to which these effects took hold of the image were determined by whether or not Ben and Joe decided to use the part of their instrument that would trigger them. The decision to linger on an image, colour it differently, or skip ahead in the film’s real-time projection destabilized my sense of where I was in the film. It became an event in the sense that each movement, both visual and aural was happening with an indeterminate duration. La Jetée opens with the narrator proclaiming: “this is the story of a man marked by an image from his childhood.” The story itself is situated around a man in a post-apocalyptic world, haunted by the persistent memory of a woman he saw as a child while standing on the jetty at Orly Airport in Paris. The man was a soldier, now captured, and imprisoned in an underground camp. The prison guards have been conducting experiments on the prisoners, attempting to use the prisoner’s memories as a mechanism to send them backwards and forwards in time. The narrator explains, “with the surface of the planet irradiated … The human race was doomed. Space was off limits. The only link with survival passed through time … The purpose of the experiments was to throw emissaries into time to call the past and future to the aid of the present.” La Jetée is visually structured as a photomontage, with voice-over narration, diegetic and non-diegetic sound existing as component parts to the whole film. I decided to separate these components for the sake of isolating them before the performance as instruments of the film to be improvisationally deployed through the intermedial connection between Ben, Joe, and myself. The resulting projections that emerged from our interface became a kind of improvised "grooving" to La Jetée that restricted the impulse to discriminately place sound beneath and behind the image. I selected images from different points in the film that felt "timely" given the changing dynamic between the three of us. I remember lingering on an image of the woman's face, her hand against her mouth, her hair being blown back by the wind. I looked and listened for the moment when the film would catch and then catch fire. It never came. We let the reel run to the end and continued on improvising until we found an ending. But the sound of that film catching but never breaking, the intention and tension of the film being near death the entire time made everything we did more precious, teetering on the brink of failure. We could never have predicted that, and it gave us something I continue to ponder and be thankful for. Celluloid junkies in the room commented on how precipitous the whole thing was, given how rare it is to encounter the sound of celluloid film travelling through a projector inside a cinematic space. An audiophile mused over how there wasn’t any document, his mind adequately blown by how “funky” the projector sounded. With there being no document of the performance, I'm left with my own memories. In mining the aftermath of this performance, I hope to find an addendum that considers how improvisation might negotiate with augmentation in ways that speak to Walter Benjamin's assertion that the "camera, the film, on the one hand, extends our comprehension of the necessities which rule our lives; on the other hand, it manages to assure us of an immense and unexpected field of action” (Benjamin 236-7).Images to be Determined I got a job working in a photo lab eight years ago, right around the time digital cameras started becoming not only affordable, but technologically-comparable alternatives to film cameras. The photo printer in the lab was setup to scan and digitize celluloid filmstrips to allow for digital “touchups” by the technician. It was also hooked into touchscreen media stations that accepted a variety of memory card formats so that customers could “touchup” their own images. Celluloid film meant that as long as their format was chemical, touching up their images remained the task of the technician. Against the urging of the lab’s manager, I resisted altering other people’s images. It felt like a violation, despite the fact that almost every customer was unaware of this process. They assumed a degree of responsibility for a chemically-exposed image. I still got blamed for a lot of bad photography, but an image chemically under or overexposed was irreparable. Digital cameras changed all of that. I still preferred an evenly exposed celluloid print to a digital, but the allure was the ability for these images to be augmented. Augmentation is synonymous with "enhancement," "prosthesis," "addition," "amplification," "enrichment," "expansion,” and "extension" (to name a few). For the purpose of this essay, I am situating augmentation as an agential act engaging with a static form to purposefully alter its aesthetic and political relation to a reality. To what extent can we say that the digital image is itself, an augmentation? If Instagram is any indication, the digital image's existence is bound by its perpetual augmentation. A digital image is only as good as its capacity to be worked on. The ubiquity of digitally applying lomographic filters to digital images, as a defining step in their distributive chain, is indicative of the discursive impact remediating the old into the new has on digital forms. These digitally-coded filters used to augment “clear” digital images are comprised of exaggerated imperfections that existed to varying degrees, as unforeseen side effects of working with comparatively more unstable celluloid textures. The filtered images themselves are digital distortions of a digital original. The filters augment this original through obscuring one or a number of components. Some filters might exaggerate the green values or sharpen a particular quadrant within the frame that might coincide with the look of a particular film stock from the past. The discourse of “film” and “vintage” photography has become a synonymous component of the digital aesthetic, discursively warming up what is often considered to be a cold, and disembodied medium. Augmentation works to re-establish a congruous relationship between the filmic and the digital, attempting to reconcile the aesthetic distance between granularity and pixelation. This is ironic because this process is encapsulated through digitally encoding and applying these filters for the sake of obscuring clarity. Thus, the object is both hailed as clear and clearly manipulable. Another example a bit closer to the cinema is the development of digital video cameras offering RAW, or minimally compressed file formats for the sole purpose of augmenting the initial recording in post-production workflows in an attempt to minimize degradation in the image. The colour values and dynamic range of these images are muted, or flattened so that the human can control their elevation after the fact. To some degree the initial image, in itself, is an augmentation of its filmic relative. From early experiments with video synthesizers to the present digital coding of film effects, digital images have tantalized video artists and filmmakers with possibility shrouded in instantaneity and malleability. A key problem with this structure remains the unbridled proliferation and expansion of the digital image, set free for the sake of newness. How might improvisation work towards establishing an ethics of augmentation? An ethics of this kind must disrupt the popular notion of the digital image existing beyond analogical constraints. The belief that “if you can imagine it, you can do it” obfuscates the reality that to work with images, whatever their texture, is a negotiation with constraint. Part of M/F/M’s fruition emerged from a conversation I'd had with Canadian Animator Pierre Hébert last summer. Now obvious, but for Hébert, the first obstacle he needed to overcome as an improviser was developing an instrument that he could gig with. Through the act of designing an instrument I immediately became aware of what wasn't possible, and so the work leading up to the performance involved attempting to expand the possibilities of that instrument. How might I conceive of my own treatment of images simultaneously treated by Joe and Ben as a kind of cinematic extended technique we collaboratively bring into being? Constraint necessitates the need for extension, for finding new ways to sound and appear. Constraint is also consistently conceived as shackling progress. In scientific methodologies it is often arbitrarily imposed to steer an experiment into a desired direction. This sort of experimental methodology is in the business of presupposing outcomes, which I feel is often the case with what ultimately becomes the essay of end result in Humanities research. Constraint is an important imposition in improvisation only if the parties involved are willing to find new ways to move in consort with it. The act of improvisation is thus an engagement with the spatio-temporal constraints of performance, politics, memory, texture, and difference. My conception of the cinema is that of an instrument, whose past is what I work with to better understand its future. Critic Gene Youngblood, in his landmark book, Expanded Cinema, theorized a new conception of the cinema as a global planetary phenomenon suffused inside a space of intermedia, where immersive, interactive, and interconnected realms necessitated the need to critically conceptualise the cinema in cosmic terms. At around the time of Youngblood's writing, another practitioner of the cosmic way, improviser and composer Sun Ra was staking a similar claim for music's ability to uplift the species cosmically. Ra's popular line “If we came from nowhere here, why can’t we go somewhere there?” (Heble 125), articulated the problematic racial politics in post-WWII America, that fixed African-American identity into a static domain with little room to move upward. The "somewhere there" to Ra was a non-space, created from "a desire to opt out of the very codes of representation and intelligibility, the very frameworks of interpretation and assumption which have legitimated the workings of dominant culture" (Heble 125). Though Youngblood's and Ra's intellectual and creative impulses formed from differing political circumstances, the work and thinking of these two figures remain significant articulations of the need to work from and towards the cosmic. In 2003, Youngblood published a follow-up essay in a reprint of Expanded Cinema entitled Cinema and the Code. In it, he defines cinema as a “phenomenology of the moving image.” Rather than conceiving of it through any of its particular media, Youngblood advocates for a segregated conception of the cinema: Just as we separate music from its instruments. Cinema is the art of organizing a stream of audiovisual events in time. It is an event-stream, like music. There are at least four media through which we can practice cinema – film, video, holography, and structured digital code—just as there are many instruments through which we can practice music. (Youngblood cited in Marchessault and Lord 7) Music and cinema are thus conceived as the exterior consequences of creative and co-creative instrumental experimentation. For Ra and Youngblood, the planetary stakes of this project are infused with the need to manufacture and occupy an imaginative space (if only for a moment) outside of the known. This is not to say that the action itself is transcendental. But rather this outside is the planetary. For the past year I've been making a documentary with Joe Sorbara on the free improv scene in Toronto. Listening to musicians talk about improvisation in expansive terms, as this ethereal and ephemeral experience, that exists on the brink of failure, that is as much an act of memory as renewal, reverberated with my own feelings surrounding the cinema. Improvisation, to philosopher Gary Peters, is the "entwinement of preservation and destruction", that "invites us to make a transition from a closed conception of the past to one that re-thinks it as an endlessly ongoing event or occurrence whereby tradition is re-originated (Benjamin) or re-opened (Heidegger)” (Peters 2). This “entwinement of preservation and destruction” takes me back to my earlier discussion of the ways in which digital photography, in particular lomographically filtered snapshots, is structured through preserving the discursive past of film while destroying its standard. The performance of M/F/M attempted to connect the augmentation of the digital image and the impact this augmentation had on conceptualizing the past through an improvisational approach to intermediality. The issue I have with the determination of images concerns their technological standardization. As long as manufacturers and technicians control this process then the practice of gathering, projecting, and experiencing digital images is predetermined by their commercial obligation. It assures that augmenting the “immense and unexpected field of action” comprising the domain of images is itself a predetermination. References Benjamin, Walter. Illuminations. New York: Schocken Books, 1985. Heble, Ajay. Landing on the Wrong Note. London: Routledge, 2000. Marker, Chris, dir. La Jetée. Argos Films. 1962. Marchessault, Janine, and Susan Lord. Fluid Screens, Expanded Cinema. Toronto: University of Toronto Press, 2007. Peters, Gary. The Philosophy of Improvisation. Chicago: University of Chicago Press, 2009.
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33

Stauff, Markus. "Non-Fiction Transmedia: Seriality and Forensics in Media Sport." M/C Journal 21, no. 1 (March 14, 2018). http://dx.doi.org/10.5204/mcj.1372.

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At last year’s Tour de France—the three-week cycling race—the winner of one stage was disqualified for allegedly obstructing a competitor. In newspapers and on social media, cycling fans immediately started a heated debate about the decision and about the actual course of events. They uploaded photographs and videos, which they had often edited and augmented with graphics to support their interpretation of the situation or to direct attention to some neglected detail (Simpson; "Tour de France").Due to their competitive character and their audience’s partisanship, modern media sports continuously create controversial moments like this, thereby providing ample opportunities for what Jason Mittell—with respect to complex narratives in recent TV drama—called “forensic fandom” ("Forensic;" Complex), in which audience members collectively investigate ambivalent or enigmatic elements of a media product, adding their own interpretations and explanations.Not unlike that of TV drama, sport’s forensic fandom is stimulated through complex forms of seriality—e.g. the successive stages of the Tour de France or the successive games of a tournament or a league, but also the repetition of the same league competition or tournament every (or, in the case of the Olympics, every four) year(s). To articulate their take on the disqualification of the Tour de France rider, fans refer to comparable past events, activate knowledge about rivalries between cyclists, or note character traits that they condensed from the alleged perpetrator’s prior appearances. Sport thus creates a continuously evolving and recursive storyworld that, like all popular seriality, proliferates across different media forms (texts, photos, films, etc.) and different media platforms (television, social media, etc.) (Kelleter).In the following I will use two examples (from 1908 and 1966) to analyse in greater detail why and how sport’s seriality and forensic attitude contribute to the highly dynamic “transmedia intertextuality” (Kinder 35) of media sport. Two arguments are of special importance to me: (1) While social media (as the introductory example has shown) add to forensic fandom’s proliferation, it was sport’s strongly serialized evaluation of performances that actually triggered the “spreadability” (Jenkins, Ford, and Green) of sport-related topics across different media, first doing so at the end of the 19th century. What is more, modern sport owes its very existence to the cross-media circulation of its events. (2) So far, transmedia has mainly been researched with respect to fictional content (Jenkins; Evans), yet existing research on documentary transmedia forms (Kerrigan and Velikovsky) and social media seriality (Page) has shown that the inclusion of non-fiction can broaden our knowledge of how storytelling sprawls across media and takes advantage of their specific affordances. This, I want to argue, ensures that sport is an insightful and important example for the understanding of transmedia world-building.The Origins of Sport, the Olympics 1908, and World-BuildingSome authors claim that it was commercial television that replaced descriptive accounts of sporting events with narratives of heroes and villains in the 1990s (Fabos). Yet even a cursory study of past sport reporting shows that, even back when newspapers had to explain the controversial outcome of the 1908 Olympic Marathon to their readers, they could already rely on a well-established typology of characters and events.In the second half of the 19th century, the rules of many sports became standardized. Individual events were integrated in organized, repetitive competitions—leagues, tournaments, and so on. This development was encouraged by the popular press, which thus enabled the public to compare performances from different places and across time (Werron, "On Public;" Werron, "World"). Rankings and tables condensed contests in easily comparable visual forms, and these were augmented by more narrative accounts that supplemented the numbers with details, context, drama, and the subjective experiences of athletes and spectators. Week by week, newspapers and special-interest magazines alike offered varying explanations for the various wins and losses.When London hosted the Olympics in 1908, the scheduled seriality and pre-determined settings and protagonists allowed for the announcement of upcoming events in advance and for setting up possible storylines. Two days before the marathon race, The Times of London published the rules of the race, the names of the participants, a distance table listing relevant landmarks with the estimated arrival times, and a turn-by-turn description of the route, sketching the actual experience of running the race for the readers (22 July 1908, p. 11). On the day of the race, The Times appealed to sport’s seriality with a comprehensive narrative of prior Olympic Marathon races, a map of the precise course, a discussion of the alleged favourites, and speculation on factors that might impact the performances:Because of their inelasticity, wood blocks are particularly trying to the feet, and the glitter on the polished surface of the road, if the sun happens to be shining, will be apt to make a man who has travelled over 20 miles at top speed turn more than a little dizzy … . It is quite possible that some of the leaders may break down here, when they are almost within sight of home. (The Times 24 July 1908, p. 9)What we see here can be described as a world-building process: The rules of a competition, the participating athletes, their former performances, the weather, and so on, all form “a more or less organized sum of scattered parts” (Boni 13). These parts could easily be taken up by what we now call different media platforms (which in 1908 included magazines, newspapers, and films) that combine them in different ways to already make claims about cause-and-effect chains, intentions, outcomes, and a multitude of subjective experiences, before the competition has even started.The actual course of events, then, like the single instalment in a fictional storyworld, has a dual function: on the one hand, it specifies one particular storyline with a few protagonists, decisive turning points, and a clear determination of winners and losers. On the other hand, it triggers the multiplication of follow-up stories, each suggesting specific explanations for the highly contingent outcome, thereby often extending the storyworld, invoking props, characters, character traits, causalities, and references to earlier instalments in the series, which might or might not have been mentioned in the preliminary reports.In the 1908 Olympic Marathon, the Italian Dorando Pietri, who was not on The Times’ list of favourites, reached the finish first. Since he was stumbling on the last 300 meters of the track inside the stadium and only managed to cross the finish line with the support of race officials, he was disqualified. The jury then declared the American John Hayes, who came in second, the winner of the race.The day after the marathon, newspapers gave different accounts of the race. One, obviously printed too hastily, declared Pietri dead; others unsurprisingly gave the race a national perspective, focusing on the fate of “their” athletes (Davis 161, 166). Most of them evaluated the event with respect to athletic, aesthetic, or ethical terms—e.g. declaring Pietri the moral winner of the race (as did Sir Arthur Conan Doyle in The Daily Mail of July 25). This continues today, as praising sport performers often figures as a last resort “to reconstruct unproblematic heroism” (Whannel 44).The general endeavour of modern sport to scrutinize and understand the details of the performance provoked competing explanations for what had happened: was it the food, the heat, or the will power? In a forensic spirit, many publications added drawings or printed one of the famous photographs displaying Pietri being guided across the finish line (these still regularly appear in coffee-table books on sports photography; for a more extensive analysis, see Stauff). Sport—just like other non-fictional transmedia content—enriches its storyworld through “historical accounts of places and past times that already have their own logic, practice and institutions” (Kerrigan and Velikovsky 259).The seriality of sport not only fostered this dynamic by starting the narrative before the event, but also by triggering references to past instalments through the contingencies of the current one. The New York Times took the biggest possible leap, stating that the 1908 marathon must have been the most dramatic competition “since that Marathon race in ancient Greece, where the victor fell at the goal and, with a wave of triumph, died” (The New York Times 25 July 1908, p. 1). Dutch sport magazine De Revue der Sporten (6 August 1908, p. 167) used sport’s seriality more soberly to assess Hayes’ finishing time as not very special (conceding that the hot weather might have had an effect).What, hopefully, has become clear by now, is that—starting in the late 19th century—sporting events are prepared by, and in turn trigger, varying practices of transmedia world-building that make use of the different media’s affordances (drawings, maps, tables, photographs, written narratives, etc.). Already in 1908, most people interested in sport thus quite probably came across multiple accounts of the event—and thereby could feel invited to come up with their own explanation for what had happened. Back then, this forensic attitude was mostly limited to speculation about possible cause-effect chains, but with the more extensive visual coverage of competitions, especially through moving images, storytelling harnessed an increasingly growing set of forensic tools.The World Cup 1966 and Transmedia ForensicsThe serialized TV live transmissions of sport add complexity to storytelling, as they multiply the material available for forensic proliferations of the narratives. Liveness provokes a layered and constantly adapting process transforming the succession of actions into a narrative (the “emplotment”). The commentators find themselves “in the strange situation of a narrator ignorant of the plot” (Ryan 87), constantly balancing between mere reporting of events and more narrative explanation of incidents (Barnfield 8).To create a coherent storyworld under such circumstances, commentators fall back on prefabricated patterns (“overcoming bad luck,” “persistence paying off,” etc.) to frame the events while they unfold (Ryan 87). This includes the already mentioned tropes of heroism or national and racial stereotypes, which are upheld as long as possible, even when the course of events contradicts them (Tudor). Often, the creation of “non-retrospective narratives” (Ryan 79) harnesses seriality, “connecting this season with last and present with past and, indeed, present with past and future” (Barnfield 10).Instant-replay technology, additionally, made it possible (and necessary) for commentators to scrutinize individual actions while competitions are still ongoing, provoking revisions of the emplotment. With video, DVD, and online video, the second-guessing and re-telling of elements—at least in hindsight—became accessible to the general audience as well, thereby dramatically extending the playing field for sport’s forensic attitude.I want to elaborate this development with another example from London, this time the 1966 Men’s Football World Cup, which was the first to systematically use instant replay. In the extra time of the final, the English team scored a goal against the German side: Geoff Hurst’s shot bounced from the crossbar down to the goal line and from there back into the field. After deliberating with the linesman, the referee called it a goal. Until today it remains contested whether the ball actually was behind the goal line or not.By 1966, 1908’s sparsity of visual representation had been replaced by an abundance of moving images. The game was covered by the BBC and by ITV (for TV) and by several film companies (in colour and in black-and-white). Different recordings of the famous goal, taken from different camera angles, still circulate and are re-appropriated in different media even today. The seriality of sport, particularly World Cup Football’s return every four years, triggers the re-telling of this 1966 game just as much as media innovations do.In 1966, the BBC live commentary—after a moment of doubt—pretty soberly stated that “it’s a goal” and observed that “the Germans are mad at the referee;” the ITV reporter, more ambivalently declared: “the linesman says no goal … that’s what we saw … It is a goal!” The contemporary newsreel in German cinemas—the Fox Tönende Wochenschau—announced the scene as “the most controversial goal of the tournament.” It was presented from two different perspectives, the second one in slow motion with the commentary stating: “these images prove that it was not a goal” (my translation).So far, this might sound like mere opposing interpretations of a contested event, yet the option to scrutinize the scene in slow motion and in different versions also spawned an extended forensic narrative. A DVD celebrating 100 years of FIFA (FIFA Fever, 2002) includes the scene twice, the first time in the chapter on famous controversies. Here, the voice-over avoids taking a stand by adopting a meta-perspective: The goal guaranteed that “one of the most entertaining finals ever would be the subject of conversation for generations to come—and therein lies the beauty of controversies.” The scene appears a second time in the special chapter on Germany’s successes. Now the goal itself is presented with music and then commented upon by one of the German players, who claims that it was a bad call by the referee but that the sportsmanlike manner in which his team accepted the decision advanced Germany’s global reputation.This is only included in the German version of the DVD, of course; on the international “special deluxe edition” of FIFA Fever (2002), the 1966 goal has its second appearance in the chapter on England’s World Cup history. Here, the referee’s decision is not questioned—there is not even a slow-motion replay. Instead, the summary of the game is wrapped up with praise for Geoff Hurst’s hat trick in the game and with images of the English players celebrating, the voice-over stating: “Now the nation could rejoice.”In itself, the combination of a nationally organized media landscape with the nationalist approach to sport reporting already provokes competing emplotments of one and the same event (Puijk). The modularity of sport reporting, which allows for easy re-editing, replacing sound and commentary, and retelling events through countless witnesses, triggers a continuing recombination of the elements of the storyworld. In the 50 years since the game, there have been stories about the motivations of the USSR linesman and the Swiss referee who made the decision, and there have been several reconstructions triggered by new digital technology augmenting the existing footage (e.g. King; ‘das Archiv’).The forensic drive behind these transmedia extensions is most explicit in the German Football Museum in Dortmund. For the fiftieth anniversary of the World Cup in 2016, it hosted a special exhibition on the event, which – similarly to the FIFA DVD – embeds it in a story of gaining global recognition for the fairness of the German team ("Deutsches Fußballmuseum").In the permanent exhibition of the German Football Museum, the 1966 game is memorialized with an exhibit titled “Wembley Goal Investigation” (“Ermittlung Wembley-Tor”). It offers three screens, each showing the goal from a different camera angle, a button allowing the visitors to stop the scene at any moment. A huge display cabinet showcases documents, newspaper clippings, quotes from participants, and photographs in the style of a crime-scene investigation—groups of items are called “corpus delicti,” “witnesses,” and “analysis.” Red hand-drawn arrows insinuate relations between different items; yellow “crime scene, do not cross” tape lies next to a ruler and a pair of tweezers.Like the various uses of the slow-motion replays on television, in film, on DVD, and on YouTube, the museum thus offers both hegemonic narratives suggesting a particular emplotment of the event that endow it with broader (nationalist) meaning and a forensic storyworld that offers props, characters, and action building-blocks in a way that invites fans to activate their own storytelling capacities.Conclusion: Sport’s Trans-Seriality Sport’s dependency on a public evaluation of its performances has made it a dynamic transmedia topic from the latter part of the 19th century onwards. Contested moments especially prompt a forensic attitude that harnesses the affordances of different media (and quickly takes advantage of technological innovations) to discuss what “really” happened. The public evaluation of performances also shapes the role of authorship and copyright, which is pivotal to transmedia more generally (Kustritz). Though the circulation of moving images from professional sporting events is highly restricted and intensely monetized, historically this circulation only became a valuable asset because of the sprawling storytelling practices about sport, individual competitions, and famous athletes in press, photography, film, and radio. Even though television dominates the first instance of emplotment during the live transmission, there is no primordial authorship; sport’s intense competition and partisanship (and their national organisation) guarantee that there are contrasting narratives from the start.The forensic storytelling, as we have seen, is structured by sport’s layered seriality, which establishes a rich storyworld and triggers ever new connections between present and past events. Long before the so-called seasons of radio or television series, sport established a seasonal cycle that repeats the same kind of competition with different pre-conditions, personnel, and weather conditions. Likewise, long before the complex storytelling of current television drama (Mittell, Complex TV), sport has mixed episodic with serial storytelling. On the one hand, the 1908 Marathon, for example, is part of the long series of marathon competitions, which can be considered independent events with their own fixed ending. On the other hand, athletes’ histories, continuing rivalries, and (in the case of the World Cup) progress within a tournament all establish narrative connections across individual episodes and even across different seasons (on the similarities between TV sport and soap operas, cf. O’Connor and Boyle).From its start in the 19th century, the serial publication of newspapers supported (and often promoted) sport’s seriality, while sport also shaped the publication schedule of the daily or weekly press (Mason) and today still shapes the seasonal structure of television and sport related computer games (Hutchins and Rowe 164). This seasonal structure also triggers wide-ranging references to the past: With each new World Cup, the famous goal from 1966 gets integrated into new highlight reels telling the German and the English teams’ different stories.Additionally, together with the contingency of sport events, this dual seriality offers ample opportunity for the articulation of “latent seriality” (Kustritz), as a previously neglected recurring trope, situation, or type of event across different instalments can eventually be noted. As already mentioned, the goal of 1966 is part of different sections on the FIFA DVDs: as the climactic final example in a chapter collecting World Cup controversies, as an important—but rather ambivalent—moment of German’s World Cup history, and as the biggest triumph in the re-telling of England’s World Cup appearances. In contrast to most fictional forms of seriality, the emplotment of sport constantly integrates such explicit references to the past, even causally disconnected historical events like the ancient Greek marathon.As a result, each competition activates multiple temporal layers—only some of which are structured as narratives. It is important to note that the public evaluation of performances is not at all restricted to narrative forms; as we have seen, there are quantitative and qualitative comparisons, chronicles, rankings, and athletic spectacle, all of which can create transmedia intertextuality. Sport thus might offer an invitation to more generally analyse how transmedia seriality combines narrative and other forms. Even for fictional transmedia, the immersion in a storyworld and the imagination of extended and alternative storylines might only be two of many dynamics that structure seriality across different media.AcknowledgementsThe two anonymous reviewers and Florian Duijsens offered important feedback to clarify the argument of this text.ReferencesBarnfield, Andrew. "Soccer, Broadcasting, and Narrative: On Televising a Live Soccer Match." Communication & Sport (2013): 326–341.Boni, Marta. "Worlds Today." World Building: Transmedia, Fans, Industries. Ed. Marta Boni. Amsterdam: Amsterdam UP, 2017. 9–27."Das Archiv: das Wembley-Tor." Karambolage, 19 June 2016. 6 Feb. 2018 <https://sites.arte.tv/karambolage/de/das-archiv-das-wembley-tor-karambolage>.The Daily Mail, 25 July 1908.Davis, David. Showdown at Shepherd’s Bush: The 1908 Olympic Marathon and the Three Runners Who Launched a Sporting Craze. Thomas Dunne Books, 2012."Deutsches Fußballmuseum zeigt '50 Jahre Wembley.'" 31 July 2016. 6 Feb. 2018 <https://www.fussballmuseum.de/aktuelles/item/deutsches-fussballmuseum-zeigt-50-jahre-wembley-fussballmuseum-zeigt-50-jahre-wembley.htm>.Evans, Elizabeth. Transmedia Television Audiences, New Media, and Daily Life. New York: Routledge, 2011.Fabos, Bettina. "Forcing the Fairytale: Narrative Strategies in Figure Skating." Sport in Society 4 (2001): 185–212.FIFA Fever (DVD 2002).FIFA Fever: Special Deluxe Edition (DVD 2002).Hutchins, Brett, and David Rowe. Sport beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. New York: Routledge, 2012.Jenkins, Henry. "Transmedia Storytelling and Entertainment: An Annotated Syllabus." Continuum 24.6 (2010): 943–958.Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media. Creating Value and Meaning in a Networked Culture. New York: New York UP, 2013.Kelleter, Frank. "Five Ways of Looking at Popular Seriality." Media of Serial Narrative. Ed. Frank Kelleter. Columbus: The Ohio State UP, 2017. 7–34.Kerrigan, Susan, and J.T. Velikovsky. "Examining Documentary Transmedia Narratives through the Living History of Fort Scratchley Project." Convergence 22.3 (2016): 250–268.Kinder, Marsha. "Playing with Power on Saturday Morning Television and on Home Video Games." Quarterly Review of Film and Television 14 (1992): 29–59.King, Dominic. "Geoff Hurst’s Goal against West Germany DID Cross the Line!" Daily Mail Online. 4 Jan. 2016. 6 Feb. 2018 <http://www.dailymail.co.uk/sport/football/article-3384366/Geoff-Hurst-s-goal-against-West-Germany-DID-cross-line-Sky-Sports-finally-prove-linesman-right-award-controversial-strike-1966-World-Cup-final.html>.Kustritz, Anne. "Seriality and Transmediality in the Fan Multiverse: Flexible and Multiple Narrative Structures in Fan Fiction, Art, and Vids." TV/Series 6 (2014): 225–261.Mason, Tony. "Sporting News, 1860-1914." The Press in English Society from the Seventeenth to Nineteenth Centuries. Eds. Michael Harris and Alan Lee. Associated UP, 1986. 168–186.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: NYU Press, 2015.———. "Forensic Fandom and the Drillable Text." Spreadable Media. 17 Dec. 2012. 4 Jan. 2018 <http://spreadablemedia.org/essays/mittell/>.The New York Times 25 July 1908.O’Connor, Barbara, and Raymond Boyle. "Dallas with Balls: Televised Sport, Soap Opera and Male and Female Pleasures." Leisure Studies 12.2 (1993): 107–119.Page, Ruth. "Seriality and Storytelling in Social Media." StoryWorlds: A Journal of Narrative Studies 5.1 (2013): 31–54.Puijk, Roel. "A Global Media Event? Coverage of the 1994 Lillehammer Olympic Games." International Review for the Sociology of Sport 35.3 (2000): 309–330.De Revue der Sporten, 6 August 1908.Ryan, Marie-Laure. Avatars of Story. Minneapolis: University of Minnesota Press, 2006.Simpson, Christopher. "Peter Sagan’s 2017 Tour de France Disqualification Appeal Rejected by CAS." Bleacher Report. 6 July 2017. 6 Feb. 2018 <https://bleacherreport.com/articles/2720166-peter-sagans-2017-tour-de-france-disqualification-appeal-rejected-by-cas>.Stauff, Markus. "The Pregnant-Moment-Photograph: The London 1908 Marathon and the Cross-Media Evaluation of Sport Performances." Historical Social Research (forthcoming). The Times, 22 July 1908.The Times, 24 July 1908."Tour de France: Peter Sagan Disqualified for Elbowing Mark Cavendish." 4 July 2017. 6 Feb. 2018 <https://www.usatoday.com/story/sports/cycling/2017/07/04/demare-wins-tour-stage-as-cavendish-involved-in-nasty-crash/103410284/>.Tudor, Andrew. "Them and Us: Story and Stereotype in TV World Cup Coverage." European Journal of Communication 7 (1992): 391–413.Werron, Tobias. "On Public Forms of Competition." Cultural Studies ↔ Critical Methodologies 14.1 (2014): 62–76.———. "World Sport and Its Public. On Historical Relations of Modern Sport and the Media." Observing Sport: System-Theoretical Approaches to Sport as a Social Phenomenon. Eds. Ulrik Wagner and Rasmus Storm. Schorndorf: Hofmann, 2010. 33–59.Whannel, Garry. Media Sport Stars. Masculinities and Moralities. London/New York: Routledge, 2001.
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34

Jaaniste, Luke Oliver. "The Ambience of Ambience." M/C Journal 13, no. 2 (May 3, 2010). http://dx.doi.org/10.5204/mcj.238.

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Well, you couldn't control the situation to that extent. The world just comes in on top of you. It creeps under the door. It falls out of the sky. It's all around. (Leunig) Like the world that cartoonist Michael Leunig describes, ambience is all around. Everywhere you go. You cannot get away from it. You cannot hide from it. You cannot be without it. For ambience is that which surrounds us, that which pervades. Always-on. Always by-your-side. Always already. Here, there and everywhere. Super-surround-sound. Immersive. Networked and cloudy. Ubiquitous. Although you cannot avoid ambience, you may ignore it. In fact, ambience is almost as ignored as it is pervasive. For the most part, our attention is given over to what’s in front of us, what we pick up, what we handle, what is in focus. Instead of ambience, our phenomenal existence is governed by what we bring into the foreground of our lives. Our attention is, almost by definition, occupied not by what is ambient, but what is salient (Jaaniste, Approaching Ch. 1). So, when Brian Eno coined the term Ambient Music in the 1970s (see Burns; Radywyl; and Ensminger in this issue), he was doing something strange. He was bringing ambience, as an idea and in its palpable sonic dimension, into salience. The term, and the penchant for attuning and re-thinking our connections to our surroundings, caught on. By the end of the twentieth century, it was deemed by one book author worthy of being called the ambient century (Prendergast). Eno is undoubtedly the great populariser of the term, but there’s a backstory to ambience. If Spitzer’s detailed semantic analysis of ‘ambience’ and its counterpart ‘milieu’ published back in the 1940s is anything to go by, then Newtonian physics had a lot to do with how ambience entered into our Modern vernacular. Isaac Newton’s laws and theories of gravity and the cosmos offered up a quandary for science back then: vast amounts of empty space. Just like we now know that most of an atom is empty space, within which a few miserly electrons, protons, neutrons and other particle fly about (and doesn’t that seem weird given how solid everything feels?) so too it is with planets, stars, galaxies whose orbits traverse through the great vacuum of the universe. And that vacuum Newton called ambience. But maybe outer-space, and ambience, is not actually empty. There could be dark matter everywhere. Or other things not yet known, observed or accounted for. Certainly, the history of our thinking around ambience since its birth in physics has seen a shift from vacuity to great density and polyphony. Over time, several ‘spaces’ became associated with ambience, which we might think of as the great scapes of our contemporary lives: the natural environment, the built environment, the social world, the aesthetic worlds encountered ‘within’ artefacts, and the data-cloud. Now is not the time or place to give a detailed history of these discursive manoeuvres (although some key clues are given in Spizter; and also Jaaniste, Approaching). But a list of how the term has been taken up after Eno–across the arts, design, media and culture–reveals the broad tenets of ambience or, perhaps, the ambience of ambience. Nowadays we find talk of (in alphabetical order): ambient advertising (Quinion), aesthetics (Foster), architecture (CNRS; Sample), art (Desmarias; Heynen et al.), calculus (Cardelli), displays (Ambient Displays Reserch Group; Lund and Mikael; Vogel and Balakrishnan), fears (Papastergiadis), findability (Morville), informatics (Morville), intelligence (Weber et al.), media (Meeks), narratives (Levin), news (Hagreaves and Thomas), poetics (Morton), television (McCarthy), and video (Bizzocchi). There’s probably more. Time, then, to introduce the authors assembled for this special ‘ambient’ issue of M/C Journal. Writing from the globe, in Spain, Ukraine, Canada, United Sates, and New Zealand, and from cities across Australia, in Melbourne, Canberra and Perth, they draw on and update the ambience of ambience. Alison Bartlett, in our feature article, begins with bodies of flesh (and sweat and squinting) and bodies of thought (including Continental theory). She draws us into a personal, present tense and tensely present account of the way writing and thinking intertwine with our physical locality. The heat, light and weathered conditions of her place of writing, now Perth and previously Townsville, are evoked, as is some sort of teased out relation with Europe. If we are always immersed in our ambient conditions, does this effect and affect everything we do, and think? Bruce Arnold and Margalit Levin then shift gear, from the rural and natural to the densely mediated contemporary urban locale. Urban ambience, as they say, is no longer about learning to avoid (or love?) harsh industrial noises, but it’s about interactivity, surveillance and signalling. They ambivalently present the ambient city as a dialectic, where feeling connected and estranged go hand-in-hand. Next we explore one outcome or application of the highly mediated, iPhone and Twitter-populated city. Alfred Hermida has previously advanced the idea of ‘ambient journalism’ (Hermida, Twittering), and in his M/C Journal piece he outlines the shift from ambient news (which relies on multiple distribution points, but which relays news from a few professional sources) to a journalism that is ambiently distributed across citizens and non-professional para-journalists. Alex Burns takes up Hermida’s framework, but seeks to show how professional journalism might engage in complex ways with Twitter and other always-on, socially-networked data sources that make up the ‘awareness system’ of ambient journalism. Burns ends his provocative paper by suggesting that the creative processes of Brian Eno might be a model for flexible approaches to working with the ambient data fields of the Internet and social grid. Enter the data artist, the marginal doodler and the darkened museum. Pau Waelder examines the way artists have worked with data fields, helping us to listen, observe and embody what is normally ignored. David Ensminger gives a folklorist-inspired account of the way doodles occupy the ambient margins of our minds, personalities and book pages. And Natalia Radywyl navigates the experiences of those who encountered the darkened and ambiguously ambient Screen Gallery of the Australian Centre for Moving Image, and ponders on what this mean for the ‘new museum’. If the experience of doodles and darkened galleries is mainly an individual thing, the final two papers delve into the highly social forms of ambience. Pauline Cheong explores how one particular type of community, Christian churches in the United States, has embraced (and sometimes critiqued) the use of Twitter to facilitate the communal ambience, 140 characters at a time. Then Christine Teague with Lelia Green and David Leith report on the working lives of transit officers on duty on trains in Perth. This is a tough ambience, where issues of safety, fear, confusion and control impact on these workers as much as they try to influence the ambience of a public transport network. The final paper gives us something to pause on: ambience might be an interesting topic, but the ambience of some people and some places might be unpalatable or despairing. Ambience is morally ambivalent (it can be good, bad or otherwise), and this is something threading through many of the papers before us. Who gets to control our ambient surrounds? Who gets to influence them? Who gets to enjoy them, take advantage of them, ignore them? For better or worse. The way we live with, connect to and attune to the ambience of our lives might be crucially important. It might change us. And it might do so on many levels. As is now evident, all the great scapes, as I called them, have been taken up in this issue. We begin with the natural environment (Bartlett’s weather) and the urban built environment (Arnold and Levin; and also Radywyl). Then we enter the data-cloud (Herminda; Burns; Waelder, and also Cheong), shifting into the aesthetic artefact (Waelder; Ensminger; Radywyl), and then into the social sphere (Cheong; Teague, Green and Leith). Of course, all these scapes, and the authors’ concerns, overlap. Ambience is a multitude, and presses into us and through us in many ways. References Ambient Displays Research Group. “Ambient Displays Research Group.” 25 July 2006 ‹http://www.eecs.berkeley.edu/Research/Projects/CS/io/ambient/›. Bizzocchi, Jim. “Ambient Video: The Transformation of the Domestic Cinematic Experience.” Media Environments and the Liberal Arts Conference, 10-13 June 2004, Rochester Institute of Technology, New York. 26 July 2006 ‹http://www.dadaprocessing.com› [third version of this essay]. Cardelli, Luca. “Mobility and Security.” Lecture notes for Marktoberdorf Summer School 1999, summarising several Ambient Calculus papers by Luca Cardelli & Andrew Gordon. Foundations of Secure Computation. Eds. Friedrich L. Bauer and Ralf Steinbrüggen. NATO Science Series. Proceedings of the NATO Advanced Study Institute on Foundations of Secure Computation, Marktoberdorf, Germany, 27 July - 8 Aug. 1999. 3-37. ‹http://lucacardelli.name/Papers/Mobility%20and%20Security.A4.pdf›. CNRS. “UMR CNRS 1563: Ambiances architecturales et urbaines”. 2007. 9 Feb. 2007 ‹http://www.archi.fr/RECHERCHE/annuaireg/pdf/UMR1563.pdf›. Desmarias, Charles. “Nothing Compared to This: Ambient, Incidental and New Minimal Tendencies in Contemporary Art.” Catalogue essay for exhibition curated by Charles Desmarais at Cincinnati Contemporary Arts Center, 25 Sep. - 28 Nov. 2004. Foster, Cheryl. “The Narrative and the Ambient in Environmental Aesthetics.” Journal of Aesthetics & Art Criticism 56.2 (Spring 1998): 127-137. Hargreaves, Ian, and James Thomas. “New News, Old News.” ITC/BSC (October 2002). 3 May 2010 ‹http://legacy.caerdydd.ac.uk/jomec/resources/news.pdf›. Herminda, Alfred. “Twittering the News: The Emergence of Ambient Journalism.” Journalism Practice (11 March 2010). 3 May 2010 ‹http://www.informaworld.com/smpp/content~content=a919807525›. Heynen, Julian, Kasper Konig, and Stefani Jansen. Ambiance: Des deux cơtes du Rhin. To accompany an exhibition of the same name at K21 Kuntstsammlung NRW, Düsseldorf, 15 Oct. 2005 – 12 Feb. 2006. Köln: Snoeck. Jaaniste, Luke. Approaching the Ambient: Creative Practice and the Ambient Mode of Being. Doctoral thesis, Queensland University of Technology, 2007. 3 May 2010 ‹http://www.lukejaaniste.com/writings/phd›. Leunig, Michael. “Michael Leunig”. Enough Rope with Andrew Denton. ABC Television, 8 May 2006. 3 May 2010 ‹http://www.abc.net.au/tv/enoughrope/transcripts/s1632918.htm›. Lund, Andreas, and Mikael Wiberg. “Ambient Displays beyond Convention.” HCI 2004, The 18th British HCI Group Annual Conference, Leeds Metropolitan University, UK, 6-10 Sep. 2004. 18 Oct. 2005 ‹http://www.informatik.umu.se/~mwiberg/designingforattention_workshop_lund_wiberg.pdf›. Manovich, Lev. “Soft Cinema: Ambient Narratives.” Catalogue for the Soft Cinema Project presented at Future Cinema: The Cinemtic Imaginary after Film at ZKM Center for Art and Media in Karlsruhe, Germany, 16 Nov. 2002 - 30 March 2003. McCarthy, Anna. Ambient Television: Visual Culture and Public Space. Durham and London: Duke University Press, 2001. Meeks, Cyan. Ambient Media: Meanings and Implications. Masters of Fine Arts thesis, Graduate School of the State University of New York, Department of Media Study, August 2005. Morton, Timothy. “Why Ambient Poetics?: Outline for a Depthless Ecology.” The Wordsworth Circle 33.1 (Winter 2002): 52-56. Morville, Peter. Ambient Findability: What We Find Changes Who We Become. O’Reilly Media, 2005. Papastergiadis, Nikos. “Ambient Fears.” Artlink 32.1 (2003): 28-34. Prendergast, Mark. The Ambient Century: From Mahler to Trance, the Evolution of Sound in the Electronic Age. London: Bloomsbury, 2000. Quinion, Michael. “Ambient Advertising.” World Wide Words 5 Sep. 1998. 3 Aug. 2006 ‹http://www.worldwidewords.org/turnsofphrase/tp-amb1.htm›. Sample, Hilary. “Ambient Architecture: An Environmental Monitoring Station for Pasadena, California.” 306090 07: Landscape with Architecture. 306090 Architecture Journal 7 (Sep. 2004): 200-210. Spitzer, Leo. “Milieu and Ambiance: An Essay in Historical Semantics (Part 2).” Philosophy and Phenomenological Research 3.2 (Dec. 1942): 169–218. Vogel, Daniel, and Ravin Balakrishnan. “Interactive Public Ambient Displays: Transitioning from Implicit to Explicit, Public to Personal, Interaction with Multiple Users.” Proceedings of the 18th ACM Symposium on User Interface Software and Technology. Large Public Displays session, Santa Fe. New York: ACM Press. 137-146. Weber, W., J.M. Rabaey, and E. Aarts. Eds. Ambient Intelligence. Berlin: Springer, 2005.
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35

Krause, Till. "From Niche Narrative to Audio Blockbusters." M/C Journal 27, no. 2 (April 13, 2024). http://dx.doi.org/10.5204/mcj.3031.

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Introduction For the past ten years, a transformative trend has emerged in the consumption of journalistic content, diverging significantly from its traditional engagement pathways. This evolution is characterised by the allure of serial journalistic podcasts such as Serial, which have seamlessly integrated narrative techniques typically reserved for fiction into journalistic storytelling (Kulkarni et al.). These podcasts have leveraged episodic structures, suspenseful build-ups, and dramatic climaxes to foster a level of engagement akin to fiction's grip on audiences. This shift towards addictive media consumption is eloquently linked to the binge-watching culture of on-demand television described by Dowling and Miller, situating such podcasts within a lineage of high-calibre television narratives (168). The concept of "binge-listening" (Krause and Uhrig 446) has emerged from this trend, signifying a consumption pattern where audiences, particularly those drawn to multi-part serial podcasts in genres like true crime, engage in extended listening sessions or eagerly anticipate new episodes. This pattern, reflective of an excessive indulgence in content, underscores the creators' success in crafting compelling narratives that captivate and retain audience interest. Illustrative of this phenomenon are listener testimonials for Die Mafiaprinzessin, a narrative podcast series by Süddeutsche Zeitung Magazine (part of Germany’s major quality newspaper), where users expressed their inability to disengage, consuming the entire series rapidly. One user stated, "I couldn't stop listening", and another, "I binged all episodes in two days" (quoted in Krause and Uhrig 447). But what makes serial storytelling podcasts in Germany so appealing, and which lessons can be drawn from this? This article provides answers through a historical lens and a focus on the creative process, distribution, and the transparency of journalistic research. Incorporating these sources and viewpoints, the discussion provides an overview of the cultural shift in media consumption towards serialised journalistic podcasts, highlighting their role in redefining audience engagement with media content. From Written to Spoken Storytelling Traditions The narrative-driven approach to audio journalism discussed in this article is typically unfolding over five to ten serialised podcast episodes of 30 to 45 minutes each, and diverges from shorter news snippets or dialogue-based formats, tackling complex topics through well-researched and dramatised storytelling. Kelleter defines serial storytelling as the delivery of continuation stories featuring consistent characters, produced and narrated in a mass-appealing, schematic manner (18). This definition, originally pertaining to fiction, aptly describes the serialised journalistic content's approach, emphasising that while the storytelling techniques may mirror fiction, the content remains firmly anchored in journalistic rigour and quality. It is neither based on a true story nor loosely associated with fiction. The podcast series that are the focus of this article are journalism in audio form, dedicated to journalism’s core values. This article aims to shed light on the development, cultural significance, and economic implications of such podcasts in Germany, specifically those produced by publishing houses as part of their digital strategy to gain digital subscriptions and hence turn readers into paying customers. The economic potential of such journalistic storytelling podcasts can be quite significant, as Newman describes in the 2023 Digital News Report: “podcasting may not yet be a mass market medium, but its audience profile is extremely interesting to publishers and to advertisers” (48). Newman continues to describe that podcast audiences generally have higher incomes, are more educated, and, notably, skew towards a younger demographic, making them an attractive demographic for publishers. While it is true that podcasts have achieved mass-market appeal on a global scale, the particular narratives that resonate with individual listeners can be highly specialised and varied, mirroring their diverse interests. This phenomenon is analogous to the realm of print magazines, which as a medium cater to a broad readership. However, individual publications often cater to distinct niches, attracting readers who share a specific set of interests. However, individual publications often target distinct niches, appealing to readers who share a specific set of interests. Podcasts in general appeal to a wide range of ages as a versatile medium, suitable for listening during various activities such as travel to and from work, dog walking, gym sessions, or while engaging in routine household chores like tidying up. Their capacity to build meaningful relationships with the audience is just beginning to be analysed. It has been found that “podcasts can provide informational and social gratifications to listeners” (Tobin and Guadagno 2). First Steps towards Serial Storytelling Podcasts in Germany The surge in serialised storytelling podcasts started shortly after the first season of the NPR podcast Serial in the English-speaking world, and was dubbed the medium’s “Golden Age” (Berry 170). These intricately produced journalistic podcasts became a new avenue for traditional media companies to market their in-depth research beyond print and online articles. And in many ways, this makes a lot of sense: with in-depth investigative research being one of the core values (and yet one of the most time-consuming, sometimes frustrating, and often very expensive assets) of any editorial medium, it makes economic sense to use as many channels as possible to publish the results of this research. In terms of content diversity, podcasts occupy a niche that is similar to what investigative journalism books or documentaries once did as a premium journalistic product where complex stories or investigations can be told in full, without the length constraints of typical journalistic formats (Krause and Uhrig 449). Podcasts have been distributed since 2005, but it took almost a decade for them to break away from the time limitations of linear radio slots. In Germany, serialised podcast storytelling arrived a year after Serial, with the Rundfunk Berlin-Brandenburg series Wer hat Burak erschossen? (Who Shot Burak?) from 2015, which many consider to be one of the first German podcast series in this new narrative tradition (Preger 7). Since then, the range of podcast series has diversified rapidly in Germany, just like in the US, in terms of both topics and providers. Following the already successful American themes of crime and terrorism, there were soon investigative research stories about topics ranging from the rise and fall of the former German economic powerhouse (and later notoriously fraudulent) Wirecard by Süddeutsche Zeitung or the popular media scandal about the publication of the fake diaries of Adolf Hitler by Stern Magazine in the 1980s, which the publishing house turned into a successful podcast series in 2020. And from 2021 onwards, there was an increase in biographically centred podcasts that combine elements of portraiture with investigative or contemporary historical elements such as the 2022 series Who the F*** Is Alice by Süddeutsche Zeitung Magazine, elaborating on the controversial work of Germany’s most popular first-generation feminist Alice Schwarzer. Yet, one of the most successful German storytelling podcasts is the episodic tale about the tragic descent of former radio host Ken Jebsen, from beloved (yet edgy) media personality to controversial conspiracy theorist, which was turned into a stunning tale in the series Cui Bono: WTF Happened to Ken Jebsen in 2021 (Eins 37), hitting a nerve in German society in times of Covid and the subsequent rise of populist conspiracy movements. Other notable German storytelling podcasts about prominent figures in Germany include the 2023 Series SchwarzRotGold: Mesut Özil zu Gast bei Freunden, about football player Mesut Özil and his complicated and highly political life story as an immigrant in Germany (published on RTL+), or Wild Wild Web: The Kim Dotcom Story from 2021 about Kim Dotcom, the controversial entrepreneur and founder of the now defunct file-sharing operator Megaupload, by Bayerischer Rundfunk. Specifics of Successful German Storytelling Podcasts While audio journalism has traditionally been a domain of public and private broadcasting companies in Germany, there has been a shift towards podcast productions from a more diverse set of media outlets. Approximately 66% of daily and weekly papers in Germany are currently producing podcasts, with 29% offering at least three different podcast series (Eins 104). This is a trend that is not limited to the big national subscription newspapers but can also be observed in smaller regional and local publications. According to a study by Wild & Wild, at least one third of the 308 regional and local subscription newspapers examined have incorporated podcasts into their offerings. The content of these podcasts primarily focusses on society and social issues (25%) and sports and leisure activities (20%) (175). What makes these podcasts specifically German (in contrast to series from other countries) is hard to answer and would require further research. What can be said, however, is that Germany has a vibrant scene for audio journalism and German audiences are rather familiar with the form of long-form audio reporting through the country's relatively strong public broadcasting system, which has been publishing quite elaborate forms of audio journalism since the 1950s. Even though many statistics and audience engagement metrics remain confidential, it has been written that audience engagement has been very good (Wild and Wild). It is evident that serial podcasts rank among the most successful digital offerings of large national media companies such as Süddeutsche Zeitung, fetching significant digital subscriptions with series like Wer ist Joni? (Who is Joni?), which was selected as one of the best podcasts in 2023 by the German newspaper Die Tageszeitung and was described as follows: Who is Joni? is a podcast about trust on the internet. We've all heard about marriage swindlers or people who extort money online. But Joni's case is different. It's particularly compelling because Christiane Lutz narrates it so personally. She contrasts her research with her own thoughts and feelings. She feels naïve, paranoid, angry, relieved, and all of this is completely relatable to the listener. (Fromm) As described here, the role of the host as the storyteller is paramount. The host serves as a convivial guide, offering subjective but meticulously researched narratives, sometimes paired with a serious sidekick for contrast. A recent study in Journalism Practice suggests that even news journalism benefits from narrative elements (Nee and Santana). Another study highlights two factors that enthral listeners: intimacy and emotion (Lindgren), which are prevalent across all podcast genres, including the often-criticised "chat podcasts" where two hosts discuss daily matters. At least in Germany, they are predominantly male, yet the masculine dominance has been challenged and reflected upon in recent discourse (Attig). These podcasts, which often rank highly on the German podcast charts on platforms such as Spotify, are quite different from the serial storytelling podcasts that many publishing houses see as a new way to engage with journalistic content. Common Ingredients of Successful German Storytelling Podcasts According to Schlütz, several characteristics distinguish narrative journalism as specific to podcasts, among them subjectivity, personalisation, contextualisation, and transparency (10). Building upon these findings, this article looks at various attributes of successful German podcasts from the serial storytelling variety. The selection of these podcasts was driven by their demonstrated popularity, as evidenced by reviews in newspapers, radio shows, or newsletters, as well as their recognition in the form of nominations or receipt of prestigious awards such as the German Reporter Prize and the German Podcast Prize. Such honours imply that these podcasts distinguish themselves by features like captivating storytelling, perceptive journalism, inventive production methods, or other exceptional qualities that have earned the respect and admiration of both their industry peers and listeners. Nevertheless, it should be acknowledged that this curated group does not represent an exhaustive overview of Germany's storytelling podcast landscape. The evaluation of the chosen podcasts was based on an analysis of their auditory content and the media's reception of them, including interviews with and reviews of both the podcasts and their creators. From this investigation, three principal insights emerged: Strong host figures who, in many cases, not only guide through the story, but become part of the story themselves. In the Norddeutscher Runkfunk production Eschede – 25 Jahre danach from 2023 (Eschede – 25 years after) the reporter Miriam Arndts researches the tragic accident that occurred in Eschede, Lower Saxony, in 1998, where a high-speed train derailed and collided with a bridge, resulting in the loss of 101 lives. Among the bereaved was Arndts, who lost her mother in the disaster. Making this podcast highly personal, Arndts engages with survivors and relatives of the victims, intertwining their accounts with her personal story, in line with Lindgren’s findings that “the involvement of the journalist (or host) in the story transcends self-reflexive metacommentary on journalistic practice to focus on the journalist as a private person” (10). Suspense and drama are leading elements of many of the successful podcasts: in Frauke Liebs – die Suche nach dem Mörder (Frauke Liebs – the search for the murderer) from the Magazine Stern, host and journalist Dominik Stawski embarks on a mission to solve a crime that he has been following for a good part of his career – addressing the murderer directly over the course of the episodes. This series could only be realised because of the reporter’s deep involvement in the story and his contacts with many of the people involved in the case, including the family of the victim. This is a good example of how such a series can be created from investigations that have already been published, but can now use the advantages of the longer form of serial storytelling in audio. The understanding of topical events and news is deepened by serial podcasts. As has been mentioned by Planer and Godulla, news stories can also be the drivers of in-depth audio storytelling (105). In Germany this can be exemplified by the popular series Die Flut – Warum musste Johanna sterben? (The flood – why did Johanna have to die?) from 2022, whose team of reporters from Westdeutscher Rundfunk investigates the circumstances of the tragic events of the deadly flood of the river Ahr in Germany that lead to many deaths in the summer of 2021. While this event is clearly of journalistic relevance, such tragedies are typically covered only for a short period by traditional news media. This podcast, in contrast, puts a lot of time and effort into trying to understand the consequences of such a natural disaster for those directly affected by it. The producers of the podcast describe their experience like this: During production, tears were shed more than once. And then, it is precisely this directness of emotion that makes the cruelty of the events tangible. It glosses over nothing, hides nothing. It makes the questions of responsibility directed at politicians even more pressing. (Beisenherz) These aspects show that – among others – these elements are recurring themes of storytelling podcasts in Germany. Of course, there are other factors that determine success of podcasts – the production (Preger 233), the distribution (Krause & Uhrig 457), and the marketing (Eins 169) being the most obvious ones. Current Trends and Economic Potential As Eins has pointed out, many leading publishers in Germany, including Der Spiegel, Süddeutsche Zeitung, and Handelsblatt, have in recent years created digital team positions to manage podcast productions (104). Audio studios have been established within publishing houses. Some editorial teams turn to external service providers, such as Die Zeit working with Pool Artists in Berlin for their podcasts or Süddeutsche Zeitung seeking external expertise for dramaturgy or sound design. The decision to manage podcasts in-house or to hire external providers depends on the available budget, expertise, and the complexity of the project (Eins 105). As Eins has pointed out, simple two-microphone interviews can be self-recorded by amateurs familiar with recording equipment and basic audio editing. However, sophisticated audio features with intricate sound design require teamwork, which is often sought from outside companies. German Media houses increasingly collaborate with external production companies. As podcast market competition grows, distinctive dramaturgy and sound may become crucial, especially for major media brands – this makes collaborations more interesting. For example, Süddeutsche Zeitung has produced elaborate investigative audio features, often in partnership with streaming services. The series Im Schattenkloster (2023/24) about a destructive religious cult in rural Bavaria has been produced in collaboration with Audible, an Amazon company. These podcast series sometimes continue the narrative of previously published investigations and articles in audio form, such as Der Spiegel's Made in Germany – das Flughafenfiasko BER or Going to Ibiza by Süddeutsche Zeitung, or they may be released as exclusive digital content like Narcoland by Aachener Zeitung. The appeal of producing serialised podcasts in an era where digital performance and the attraction of many paying customers to buy digital subscriptions is very important could be attributed to their relatively long production cycle (Krause and Uhrig 456). Unlike topical formats tied to release dates, complex storytelling podcasts retain significance over time in what is known as the Long Tail, described by Anderson, which encapsulated the concept of (digital) products that do not rely on high sales volume from a few mainstream products but achieve sales through a variety of niche products. And the numbers point in this direction: the 2020 podcast series Der Mörder und meine Cousine (The Murderer and My Cousin) produced by Bayerischer Rundfunk registered over 1.2 million plays between June 2020 and January 2022. Of these, 534,000 plays were recorded in the first two months following its release. Over the next 18 months, it garnered an additional 677,973 listens. Even in January 2022, more than 18 months post-release, the monthly play count exceeded 10,000, according to data from the provider's portal Spotify for Podcasters and the internal analysis tool MeFo Charts used by Bayerischer Rundfunk (Krause and Uhrig 457) Conclusion In the landscape of modern journalism in Germany, the advent of serial storytelling through podcasts has carved out a novel niche for high-quality narrative forms. Their appeal lies significantly in their adaptability, which has seen their popularity skyrocket and has made them an important asset in the sales strategy of digital subscriptions for publishing houses (Eins 106). By leveraging the power of audio, these formats not only captivate new demographics but also play a crucial role in shaping journalistic identities, presenting narratives in ways that resonate with the changing consumption patterns of listeners. These narratives, designed for on-the-go consumption, echo the episodic consumption trends set by intricate television and streaming shows, seamlessly fitting into the listener's lifestyle. Journalistically, these podcast series offer a compelling twist on storytelling (Krause and Uhrig 459), often expanding beyond traditional broadcast journalism principles to explore deeper, more intricate narratives, marking an exciting evolution in the way stories are told and consumed. This article has pointed out three aspects that storytelling podcasts in Germany have in common: strong host figures, suspense and drama, and a relation to current news and events, building bridges between classic news reporting and storytelling techniques exemplified by this article. It remains to be seen how these trends evolve in the future: the trend towards audio is described by the current Reuters Institute Digital News Report (Newman et al. 28) as “help[ing to] build loyal relationships, and ... good at attracting younger audiences”. Nevertheless, and despite all positive opportunities, there are of course limiting factors, such as the relatively high costs and long production cycles of such series, which require further investigation. References Anderson, Chris. The Long Tail: Why the Future of Business Is Selling Less of More. Hyperion, 2008. Attig, Christiane. "Männlich, Mittelalt, Gebildet – oder? Eine Charakterisierung deutschsprachiger Podcaster:Innen". Kommunikation@gesellschaft 21.2 (2020). Beisenherz, C. "Die Flut—Warum musste Johanna sterben?" 19 June 2023. <https://www1.wdr.de/podcast/die-flut-100.html>. Berry, Richard. "A Golden Age of Podcasting? Evaluating Serial in the Context of Podcast Histories." Journal of Radio & Audio Media 22.2 (2015): 170-178. Dowling, D.O., and K.J. Miller. "Immersive Audio Storytelling: Podcasting and Serial Documentary in the Digital Publishing Industry." Journal of Radio & Audio Media 26.1 (2019): 167-184. Eins, P. Podcasts im Journalismus: Eine Einführung für die Praxis. Springer Fachmedien, 2022. Fromm, A. "Recherche-Podcast ‘Wer ist Joni?’: Das einsame Mädchen." Die Tageszeitung, 22 Jan. 2023. <https://taz.de/!5907468/>. Kelleter, F. Populäre Serialität: Eine Einführung. Transcript Verlag, 2012. Krause, T., and K. Uhrig. "Journalismus zum Bingen: Potenziale und Funktionen serieller Podcasts für das digitale Storytelling." In Podcasts, eds. V. Katzenberger, J. Keil, and M. Wild. Wiesbaden: Springer Fachmedien, 2022. 445-460. Kulkarni, S., et al. "Innovating Online Journalism: New Ways of Storytelling." Journalism Practice 17.9 (2023): 845-1863. Lindgren, M. "Intimacy and Emotions in Podcast Journalism: A Study of Award-Winning Australian and British Podcasts." Journalism Practice 17.4 (2023): 704-719. Nee, R.C., and A.D. Santana. "Podcasting the Pandemic: Exploring Storytelling Formats and Shifting Journalistic Norms in News Podcasts Related to the Coronavirus." Journalism Practice 16.8 (2022) 1559-1577. Newman, N. "News Podcasts: Who Is Listening and What Formats Are Working?" In Reuters Institute Digital News Report 2023, eds. N. Newman et al. Oxford: Reuters Institute for the Study of Journalism, 2023. 48-52. Planer, R., and A. Godulla. "Storytelling in Podcasts deutscher Medienhäuser: Echte Interaktion, geplante Spontanität." In Podcasts, eds. V. Katzenberger, J. Keil, and M. Wild. Wiesbaden: Springer Fachmedien, 2022. 101-118. Preger, S. Geschichten erzählen: Storytelling für Radio und Podcast. Wiesbaden: Springer Fachmedien, 2019. Schlütz, D. "Auditive ‘Deep Dives’: Podcasts als narrativer Journalismus." Kommunikation@gesellschaft 21.2 (2020). Tobin, S.J., and R.E. Guadagno. "Why People Listen: Motivations and Outcomes of Podcast Listening." PLOS ONE 17.4 (2022). Wild, M., and T. Wild. "Vermessung der Podcastlandschaft: Eine explorative Analyse der Podcastangebote der Lokal- und Regionalzeitungen in Deutschland." In Podcasts: Perspektiven und Potenziale eines digitalen Mediums, eds. V. Katzenberger, J. Keil, and M. Wild. Wiesbaden: Springer Fachmedien, 2022. 153-179.
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Caines, Rebecca, Rachelle Viader Knowles, and Judy Anderson. "QR Codes and Traditional Beadwork: Augmented Communities Improvising Together." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.734.

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Images 1-6: Photographs by Rachelle Viader Knowles (2012)This article discusses the cross-cultural, augmented artwork Parallel Worlds, Intersecting Moments (2012) by Rachelle Viader Knowles and Judy Anderson, that premiered at the First Nations University of Canada Gallery in Regina, on 2 March 2012, as part of a group exhibition entitled Critical Faculties. The work consists of two elements: wall pieces with black and white Quick Response (QR) codes created using traditional beading and framed within red Stroud cloth; and a series of videos, accessible via scanning the beaded QR codes. The videos feature Aboriginal and non-Aboriginal people from Saskatchewan, Canada telling stories about their own personal experiences with new technologies. A QR code is a matrix barcode made up of black square modules on a white square in a grid pattern that is optically machine-readable. Performance artist and scholar Rebecca Caines was invited by the artists to participate in the work as a subject in one of the videos. She attended the opening and observed how audiences improvised and interacted with the work. Caines then went on to initiate this collaborative writing project. Like the artwork it analyzes, this writing documents a series of curated experiences and conversations. This article includes excerpts of artist statements, descriptions of artists’s process and audience observation, and new sections of collaborative critical writing, woven together to explore the different augmented elements of the artwork and the results of this augmentation. These conversations and responses explore the cross-cultural processes that led to the work’s creation, and describe the results of the technological and social disruptions and slippages that occurred in the development phase and in the gallery as observers and artists improvised with the augmentation technology, and with each other. The article includes detail on the augmented art practices of storytelling, augmented reality (AR), and traditional beading, that collided and mutated during this project, exploring the tension and opportunity inherent in the human impulse to augment. Storytelling through Augmented Art Practices: The Creation of the WorkJUDY ANDERSON: I am a Plains Cree artist from the Gordon’s First Nation, which is located in Saskatchewan, Canada. As a Professor of Indian Fine Arts at the First Nations University of Canada, I research and continue to learn about traditional art making using traditional materials creating primarily beaded pieces such as medicine bags and drum sticks. Of particular interest to me, however, is how such traditional practices manifest in contemporary Aboriginal art. In this regard I have been greatly influenced by my colleague and friend, artist Ruth Cuthand, and specifically her Trading series, which reframed my thinking about beadwork (Art Placement), and later by the work of artists like Nadia Myer, and KC Adams (Myer; KC Adams). Cuthand’s incredibly successful series taught me that beadwork does not only beautify and “augment” our world, but it has the power to bring to the forefront important issues regarding Aboriginal people. As a result, I began to work on my own ideas on how to create beadworks that spoke to both traditional and contemporary thoughts.RACHELLE VIADER KNOWLES: At the time we started developing this project, we were both working in leadership roles in our respective Departments; Judy as Coordinator of Indian Fine Arts at First Nations University, and myself as Head of Visual Arts at the University of Regina. We began discussing ways that we could create more interconnection between our faculty members and students. At the centre of both our practices was a dialogic method of back and forth negotiation and compromise. JA: Rachelle had the idea that we should bead QR codes and make videos for the upcoming First Nations and University of Regina joint faculty exhibition. Over the 2011 Christmas holiday we visited each other’s homes, beaded together, and found out about each other’s lives by telling stories of the things we’ve experienced. I felt it was very important that our QR codes were not beaded in the exact same manner; Rachelle built up hers through a series of straight lines, whereas mine was beaded with a circle around the square QR code, which reflected the importance of the circle in my Cree belief system. It was important for me to show that even though we, Aboriginal and non-Aboriginal people, have similar experiences, we often have a different approach or way of thinking about similar things. I also suggested we frame the black and white beaded QR codes with bright red Stroud cloth, a heavy wool cloth originating in the UK that has been used in North America as trade cloth since the 1680s, and has become a significant part of First Nations fabric traditions.Since we were approaching this piece as a cross-cultural one, I chose the number seven for the amount of stories we would create because it is a sacred number in my own Plains Cree spiritual teachings. As such, we brought together seven pairs of people, including ourselves. The participants were drawn from family and friends from reserves and communities around Saskatchewan, including the city of Regina, as well as colleagues and students from the two university campuses. There were a number of different age ranges and socioeconomic backgrounds represented. We came together to tell stories about our experiences with technology, a common cross-cultural experience that seemed appropriate to the work.RVK: As the process of making the beadworks unfolded however, what became apparent to me was the sheer amount of hours it takes to create a piece of “augmentation” through beading, and the deeply social nature of the activity. We also worked together on the videos for the AR part of the artwork. Each participant in the videos was asked to write a short text about some aspect of their relationship to technology and communications. We took the short stories, arranged them into pairs, and used them to write short scripts. We then invited each pair to perform the scripts together on camera in my studio. The stories were really broad ranging. My own was a reflection of the profound discomfort of finding a blog where a man I was dating was publishing the story of our relationship as it unfolded. Other stories covered the loss of no longer being able to play the computer games from teenage years, first encounters with new technologies and social networks, secret admirers, and crank calls to emergency services. The storytelling and dialogue between us as we shared our practices became an important, but unseen layer of this “dialogical” work (Kester).REBECCA CAINES: I came along to Rachelle’s studio at the university to be a participant in a video for the piece. My co-performer was a young woman called Nova Lee. We laughed and chatted and talked and sat knee-to-knee together to film our stories about technology, both of us focusing on different types of Internet relationships. We were asked to read one line of our story at a time, interweaving together our poem of experience. Afterwards I asked her where her name was from. She told me it was from a song. She found the song on YouTube on Rachelle’s computer in the studio and played it for us. Here is a sample of the lyrics: I told my daddy I'd found a girlWho meant the world to meAnd tomorrow I'd ask the Indian chiefFor the hand of Nova LeeDad's trembling lips spoke softlyAs he told me of my life twangs then he said I could never takeThis maiden for my wifeSon, the white man and Indians were fighting when you were bornAnd a brave called Yellow Sun scalped my little boySo I stole you to get even for what he'd doneThough you're a full-blooded Indian, son I love you as much as my own little fellow that's deadAnd, son, Nova Lee is your sisterAnd that's why I've always saidSon, don't go near the IndiansPlease stay awaySon, don't go near the IndiansPlease do what I say— Rex Allen. “Don’t Go Near the Indians.” 1962. Judy explained to Rachelle and I that this was a common history of displacement in Canada, people taken away, falling in love with their relatives without knowing, perhaps sensing a connection, always longing for a home (Campbell). I thought, “What a weight for this young woman to bear, this name, this history.” Other participants also learnt about each other this way through the sharing of stories. Many had come to Canada from other places, each with different cultural and colonial resonances. Through these moments of working together, new understandings formed that deeply affected the participants. In this way, layers of storytelling form the heart of this work.JA: Storytelling holds an incredibly special place in Aboriginal people’s lives; through them we learned the laws, rules, and regulations that governed our behaviour as individuals, within our family, our communities, and our nations. These stories included histories (personal and communal), sacred teachings, the way the world used to be, creation stories, medicine stories, stories regarding the seasons and animals, and stories that defined our relationship with the environment, etc. The stories we asked for not only showed that we as Aboriginal and non-Aboriginal people have the same experiences, but also work in the way that a traditional story would. For example, Rachelle’s story taught a good lesson about how it is important to learn about the individual you are dating—had she not, her whole life could have been laid out to any who may have come across that man’s blog. My story spoke to the need to look up and observe what is around you instead of being engrossed in your own little world, because you don’t know who could be lifting your information. They all showed a common interest in sharing information, and laughing at mistakes and life lessons.Augmented Storytelling and Augmented RealityRC: This work relies on the augmented reality (AR) qualities of the QR code. Pavlik and Bridges suggest AR, even through relatively limited tools like a QR code, can have a significant impact on storytelling practices: “AR enriches an individual’s experience with the real world … Stories are put in a local context and act as a supplement to a citizen’s direct experience with the world” (Pavlik and Bridges 21). Their research shows that AR technologies like QR codes brings the story to life in a three dimensional and interactive form that allows the user a level of participation impossible in traditional, analogue media. They emphasize the different viewing possible in AR storytelling as: The new media storytelling model is nonlinear. The storyteller conceptualizes the audience member not as a consumer of the story engaged in a third-person narrative, but rather as a participant engaged in a first-person narrative. The storyteller invites the participant to explore the story in a variety of ways, perhaps beginning in the middle, moving across time, or space, or by topic. (Pavlik and Bridges 22) In their case studies, Pavlik and Bridges show AR has the “potential to become a viable storytelling format with a diverse range of options that engage citizens through sight, sound, or haptic experiences… to produce participatory, immersive, and community-based stories” (Pavlik and Bridges 39). The personal stories in this artwork were remediated a number of different ways. They were written down, then separated into one-line fragments, interwoven with our partners, and re-read again and again for the camera, before being edited and processed. Marked by the artists clearly as ‘Aboriginal’ and ‘non Aboriginal’ and placed alongside works featuring traditional beading, these stories were marked and re-inscribed by complex and fragmented histories of indigenous and non-indigenous relations in Canada. This history was emphasized as the QR codes were also physically located in the First Nations University of Canada, a unique indigenous space.To view this artwork in its entirety, therefore, two camera-enabled and internet-capable mobile devices were required to be used simultaneously. Due to the way they were accessed and played back through augmented reality technologies, stories in the gallery were experienced in nonlinear fashions, started part way through, left before completion, or not in sync with the partner they were designed to work with. The audience experimented with the video content, stopping and starting it to produce new combinations of words and images. This experience was also affected by chance as the video files online were on a cycle, after a set period of time, the scan would suddenly produce a new story. These augmented stories were recreated and reshaped by participants in dialogue with the space, and with each other. Augmented Stories and Improvised CommunitiesRC: In her 1997 study of the reception of new media art in galleries, Beryl Graham surveys the types of audience interaction common to new media art practices like AR art. She “reveals patterns of use of interactive artworks including the relation of use-time to gender, aspects of intimidation, and social interaction.” In particular, she observes “a high frequency of collective use of artworks, even when the artworks are designed to be used by one person” (Graham 2). What Graham describes as “collective” and “social,” I see as a type of improvisation engaging with difference, differences between audience members, and differences between human participants and the alien nature of sophisticated, interactive technologies. Improvisation “embodies real-time creative decision-making, risk-taking, and collaboration” (Heble). In the improvisatory act, participants participate in active listening in order to work with different voices, experiences, and practices, but share a common focus in the creative endeavour. Notions such as “the unexpected” or “the mistake” are constantly reconfigured into productive material. However, as leading improvisation studies scholar Ajay Heble suggests, “improvisation must be considered not simply as a musical or creative form, but as a complex social phenomenon that mediates transcultural inter-artistic exchanges that produce new conceptions of identity, community, history, and the body” (Heble). I watched at the opening as audience members in Parallel Worlds, Intersecting Moments paired up, successfully or unsuccessfully attempted to scan the code and download the video, and physically wrapped themselves around their partner (often a stranger) in order to hear the quiet audio in the loud gallery. The audience began to help each other through the process, to improvise together. The QR code was not always a familiar or comfortable object. The audience often had to install a QR code reader application onto their own device first, and then proceed to try to get the reader to work. Underfunded university Wi-Fi connections dropped, Apple ID logins failed, devices stalled. There were sudden loud cries when somebody successfully scanned their half of the work, and then rushes and scrambles as small groups of people attempted to sync their videos to start at the same time. The louder the gallery got, the closer the pairs had to stand to each other to hear the video through the device’s tiny speakers. Many people looked over someone else’s shoulder without their knowledge. Sometimes people were too close for comfort and behavior was negotiated and adapted. Sometimes, the pairs gave up trying; sometimes they borrowed each other’s devices, sometimes their phone or tablet was incompatible. Difference created new improvisations, or introduced sudden stops or diversions in the activities taking place. The theme of the work was strengthened every time an improvised negotiation took place, every time the technology faltered or succeeded, every time a digital or physical interaction was attempted. Through the combination of augmented bead practices used in an innovative way, and augmented technology with new audiences, new types of improvisatory responses could take place.Initially I found it difficult to not simplify and stereotype the processes taking place, to read it as a metaphor of the differing access to resources and training in Aboriginal and non-Aboriginal communities, a clear example of the ways technology-use marks wealth and status. As I moved through the space, caught up in dialogic, improvisatory encounters, cross-cultural experiences broke down, but did not completely erase, these initial markers of difference. Instead, layers of interaction and information began to be placed over the Aboriginal and non-Aboriginal identities in the gallery. My own assumptions were placed under pressure as I interacted with the artists and the other participants in the space. My identity as a relative newcomer to Saskatchewan was slowly augmented by the stories and experiences I shared and heard, and the audience members shifted back and forth between being experts in the aspects of the stories and technologies that were familiar, and asking for help to translate and activate the stories and processes that were alien.Augmented Art PracticesJA: There is an old saying, “if it doesn’t move, bead it.” I think that this desire to augment with the decorative is handed down through traditional thoughts and beliefs regarding clothing. Once nomadic we did not accumulate many goods, as a result, the goods we did keep were beautified though artistic practices including quilling and eventually beadwork (painting too). And our clothing was thought of as spiritual because it did the important act of protecting us from the elements, therefore it was thought of as sacred. To beautify the clothing was to honour your spirit while at the same time it honoured the animal that had given its life to protect you (Berlo and Phillips). I think that this belief naturally grew to include any item, after all, there is nothing like an object or piece of clothing that is beaded well—no one can resist it. There is, however, a belief that humans should not try to mimic perfection, which is reserved for the Creator and in many cases a beader will deliberately put a bead out of place.RC: When new media produces unexpected results, or as Rachelle says, when pixels “go out of place”, it can be seen as a sign that humans are (deliberately or accidently) failing to use the digital technology in the way it was intended. In Parallel Worlds, Intersecting Moments the theme of cross cultural encounters and technological communication was only enhanced by these moments of displacement and slippage and the improvisatory responses that took place. The artists could not predict the degree of slippage that would occur, but from their catalogue texts and the conversations above, it is clear that collective negotiation was a desired outcome. By creating a QR code based artwork that utilized augmented art practices to create new types of storytelling, the artists allowed augmented identities to develop, slip, falter, and be reconfigured. Through the dialogic art practices of traditional beading and participatory video work, Anderson and Knowles began to build new modes of communication and knowledge sharing. I believe there could be productive relationships to be further explored between what Judy calls the First Nations “desire to bead” whilst acknowledging human fallibility; and the ways Rachelle aims to technologically-augment conversation and storytelling through contemporary AR and video practices despite, or perhaps because of the possibility of risk and disruptions when bodies and code interact. What kind of trust and reciprocity becomes possible across cultural divides when this can be acknowledged as a common human quality? How could beads and/or pixels being “out of place” expose fault lines and opportunities in these kinds of cross-cultural knowledge transfer? As Judy suggested in our conversations, such work requires active engagement from the audience in the process that does not always occur. “In those instances, does the piece fail or people fail the piece? I'm not sure.” In crossing back and forth between these different types of augmentation impulses, and by creating improvisatory, dialogic encounters in the gallery, these artists began the tentative, complex, and vital process of cultural exchange, and invited participants and audience to take this step with them and to work “across traditional and contemporary modes of production” to “use the language and process of art to speak, listen, teach and learn” (Knowles and Anderson).ReferencesAdams, K.C. “Cyborg Hybrid \'cy·borg 'hi·brid\ n.” KC Adams, n.d. 16 Nov. 2013 ‹http://www.kcadams.net/art/arttotal.html›. Allen, Rex. “Don't Go Near the Indians.” Rex Allen Sings and Tells Tales of the Golden West. Mercury, 1962. LP and CD.Anderson, Judy, and Rachelle Viader Knowles. Parallel Worlds, Intersecting Moments. First Nations University of Canada Gallery; Slate Gallery, Regina, Saskatchewan, 2012. Art Placement. “Ruth Cuthand”. Artists. Art Placement, n.d. 16 Nov. 2013 ‹http://www.artplacement.com/gallery/artists.php›.Berlo, Janet Catherine, and Ruth B. Phillips. Native North American Art. Oxford: Oxford University Press, 1998. Campbell, Maria. Stories of the Road Allowance People. Penticton, B.C.: Theytus Books, 1995. Critical Faculties. Regina: University of Regina and First Nations University of Canada, 2012. Graham, Beryl C.E. “A Study of Audience Relationships with Interactive Computer-Based Visual Artworks in Gallery Settings, through Observation, Art Practice, and Curation”. Dissertation. University of Sunderland, 1997. Heble, Ajay. “About ICASP.” Improvisation, Community, and Social Practice. University of Guelph; Social Sciences Humanities Research Council of Canada, n.d. 16 Nov. 2011 ‹http://www.improvcommunity.ca/›.Kester, Grant. Conversation Pieces: Community and Communication in Modern Art. Berkeley: University of California Press, 2004. Knowles, Rachelle Viader. Rachelle Viader Knowles, n.d. 16 Nov. 2013 ‹http://uregina.ca/rvk›.Myre, Nadia. Nadia Myre. 16 Nov. 2013 ‹http://nadiamyre.com/NadiaMyre/home.html›. Pavlik, John G., and Frank Bridges. “The Emergence of Augmented Reality (AR) as a Storytelling Medium in Journalism.” Journalism & Communication Monographs 15.4 (2013): 4-59.
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37

Haller, Beth. "Switched at Birth: A Game Changer for All Audiences." M/C Journal 20, no. 3 (June 21, 2017). http://dx.doi.org/10.5204/mcj.1266.

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Abstract:
The American Broadcasting Company (ABC) Family Network show Switched at Birth tells two stories—one which follows the unique plot of the show, and one about the new openness of television executives toward integrating more people with a variety of visible and invisible physical embodiments, such as hearing loss, into television content. It first aired in 2011 and in 2017 aired its fifth and final season.The show focuses on two teen girls in Kansas City who find out they were switched due to a hospital error on the day of their birth and who grew up with parents who were not biologically related to them. One, Bay Kennish (Vanessa Marano), lives with her wealthy parents—a stay-at-home mom Kathryn (Lea Thompson) and a former professional baseball player, now businessman, father John (D.W. Moffett). She has an older brother Toby (Lucas Grabeel) who is into music. In her high school science class, Bay learns about blood types and discovers her parents’ blood types could not have produced her. The family has professional genetic tests done and discovers the switch (ABC Family, “This Is Not a Pipe”).In the pilot episode, Bay’s parents find out that deaf teen, Daphne Vasquez (Katie Leclerc), is actually their daughter. She lives in a working class Hispanic neighbourhood with her hairdresser single mother Regina (Constance Marie) and grandmother Adrianna (Ivonne Coll), both of whom are of Puerto Rican ancestry. Daphne is deaf due to a case of meningitis when she was three, which the rich Kennishes feel happened because of inadequate healthcare provided by working class Regina. Daphne attends an all-deaf school, Carlton.The man who was thought to be her biological father, Angelo Sorrento (Gilles Marini), doesn’t appear in the show until episode 10 but becomes a series regular in season 2. It becomes apparent that Daphne believes her father left because of her deafness; however, as the first season progresses, the real reasons begin to emerge. From the pilot onwards, the show dives into clashes of language, culture, ethnicity, class, and even physical appearance—in one scene in the pilot, the waspy Kennishes ask Regina if she is “Mexican.” As later episodes reveal, many of these physical appearance issues are revealed to have fractured the Vasquez family early on—Daphne is a freckled, strawberry blonde, and her father (who is French and Italian) suspected infidelity.The two families merge when the Kennishes ask Daphne and her mother to move into their guest house in order get to know their daughter better. That forces the Kennishes into the world of deafness, and throughout the show this hearing family therefore becomes a surrogate for a hearing audience’s immersion into Deaf culture.Cultural Inclusivity: The Way ForwardShow creator Lizzy Weiss explained that it was actually the ABC Family network that “suggested making one of the kids disabled” (Academy of Television Arts & Sciences). Weiss was familiar with American Sign Language (ASL) because she had a “classical theatre of the Deaf” course in college. She said, “I had in the back of my head a little bit of background at least about how beautiful the language was. So I said, ‘What if one of the girls is deaf?’” The network thought it was wonderful idea, so she began researching the Deaf community, including spending time at a deaf high school in Los Angeles called Marlton, on which she modelled the Switched at Birth school, Carlton. Weiss (Academy of Television Arts & Sciences) says of the school visit experience:I learned so much that day and spoke to dozens of deaf teenagers about their lives and their experiences. And so, this is, of course, in the middle of writing the pilot, and I said to the network, you know, deaf kids wouldn’t voice orally. We would have to have those scenes only in ASL, and no sound and they said, ‘Great. Let’s do it.’ And frankly, we just kind of grew and grew from there.To accommodate the narrative structure of a television drama, Weiss said it became clear from the beginning that the show would need to use SimCom (simultaneous communication or sign supported speech) for the hearing or deaf characters who were signing so they could speak and sign at the same time. She knew this wasn’t the norm for two actual people communicating in ASL, but the production team worried about having a show that was heavily captioned as this might distance its key—overwhelmingly hearing—teen audience who would have to pay attention to the screen during captioned scenes. However, this did not appear to be the case—instead, viewers were drawn to the show because of its unique sign language-influenced television narrative structure. The show became popular very quickly and, with 3.3 million viewers, became the highest-rated premiere ever on the ABC Family network (Barney).Switched at Birth also received much praise from the media for allowing its deaf actors to communicate using sign language. The Huffington Post television critic Maureen Ryan said, “Allowing deaf characters to talk to each other directly—without a hearing person or a translator present—is a savvy strategy that allows the show to dig deeper into deaf culture and also to treat deaf characters as it would anyone else”. Importantly, it allowed the show to be unique in a way that was found nowhere else on television. “It’s practically avant-garde for television, despite the conventional teen-soap look of the show,” said Ryan.Usually a show’s success is garnered by audience numbers and media critique—by this measure Switched at Birth was a hit. However, programs that portray a disability—in any form—are often the target of criticism, particularly from the communities they attempting to represent. It should be noted that, while actress Katie Leclerc, who plays Daphne, has a condition, Meniere’s disease, which causes hearing loss and vertigo on an intermittent basis, she does not identify as a deaf actress and must use a deaf accent to portray Daphne. However, she is ASL fluent, learning it in high school (Orangejack). This meant her qualifications met the original casting call which said “actress must be deaf or hard of hearing and must speak English well, American Sign Language preferred” (Paz, 2010) Leclerc likens her role to that of any actor to who has to affect body and vocal changes for a role—she gives the example of Hugh Laurie in House, who is British with no limp, but was an American who uses a cane in that show (Bibel).As such, initially, some in the Deaf community complained about her casting though an online petition with 140 signatures (Nielson). Yet many in the Deaf community softened any criticism of the show when they saw the production’s ongoing attention to Deaf cultural details (Grushkin). Finally, any lingering criticisms from the Deaf community were quieted by the many deaf actors hired for the show who perform using ASL. This includes Sean Berdy, who plays Daphne’s best friend Emmett, his onscreen mother, played by actress Marlee Matlin, and Anthony Natale who plays his father; their characters both sign and vocalize in the show. The Emmett character only communicates in ASL and does not vocalise until he falls in love with the hearing character Bay—even then he rarely uses his voice.This seemingly all-round “acceptance” of the show gave the production team more freedom to be innovative—by season 3 the audience was deemed to be so comfortable with captions that the shows began to feature less SimCom and more all-captioned scenes. This lead to the full episode in ASL, a first on American mainstream television.For an Hour, Welcome to Our WorldSwitched at Birth writer Chad Fiveash explained that when the production team came up with the idea for a captioned all-ASL episode, they “didn’t want to do the ASL episode as a gimmick. It needed to be thematically resonant”. As a result, they decided to link the episode to the most significant event in American Deaf history, an event that solidified its status as a cultural community—the 1988 Deaf President Now (DPN) protest at Gallaudet University in Washington. This protest inspired the March 2013 episode for Switched at Birth and aired 25 years to the week that the actual DPN protest happened. This episode makes it clear the show is trying to completely embrace Deaf culture and wants its audience to better understand Deaf identity.DPN was a pivotal moment for Deaf people—it truly solidified members of a global Deaf community who felt more empowered to fight for their rights. Students demanded that Gallaudet—as the premier university for deaf and hard-of-hearing students—no longer have a hearing person as its president. The Gallaudet board of trustees, the majority of whom were hearing, tried to force students and faculty to accept a hearing president; their attitude was that they knew what was best for the deaf persons there. For eight days, deaf people across America and the world rallied around the student protestors, refusing to give in until a deaf president was appointed. Their success came in the form of I. King Jordan, a deaf man who had served as dean of the College of Arts & Sciences at the time of the protest.The event was covered by media around the world, giving the American Deaf community international attention. Indeed, Gallaudet University says the DPN protest symbolized more than just the hiring of a Deaf president; it brought Deaf issues before the public and “raised the nation’s consciousness of the rights and abilities of deaf and hard of hearing people” (Gallaudet University).The activities of the students and their supporters showed dramatically that in the 1980s deaf people could be galvanized to unite around a common issue, particularly one of great symbolic meaning, such as the Gallaudet presidency. Gallaudet University represents the pinnacle of education for deaf people, not only in the United States but throughout the world. The assumption of its presidency by a person himself deaf announced to the world that deaf Americans were now a mature minority (Van Cleve and Crouch, 172).Deaf people were throwing off the oppression of the hearing world by demanding that their university have someone from their community at its helm. Jankowski (Deaf Empowerment; A Metaphorical Analysis of Conflict) studied the Gallaudet protest within the framework of a metaphor. She found a recurring theme during the DPN protest to be Gallaudet as “plantation”—which metaphorically refers to deaf persons as slaves trying to break free from the grip of the dominant mastery of the hearing world—and she parallels the civil rights movement of African Americans in the 1960s. As an example, Gallaudet was referred to as the “Selma of the Deaf” during the protest, and protest signs used the language of Martin Luther King such as “we still have a dream.” For deaf Americans, the presidency of Gallaudet became a symbol of hope for the future. As Jankowski attests:deaf people perceived themselves as possessing the ability to manage their own kind, pointing to black-managed organization, women-managed organizations, etc., struggling for that same right. They argued that it was a fight for their basic human rights, a struggle to free themselves, to release the hold their ‘masters’ held on them. (“A Metaphorical Analysis”)The creators of the Switched at Birth episode wanted to ensure of these emotions, as well as historical and cultural references, were prevalent in the modern-day, all-ASL episode, titled Uprising. That show therefore wanted to represent both the 1988 DPN protest as well as a current issue in the US—the closing of deaf schools (Anderson). The storyline focuses on the deaf students at the fictitious Carlton School for the Deaf seizing one of the school buildings to stage a protest because the school board has decided to shut down the school and mainstream the deaf students into hearing schools. When the deaf students try to come up with a list of demands, conflicts arise about what the demands should be and whether a pilot program—allowing hearing kids who sign to attend the deaf school—should remain.This show accomplished multiple things with its reach into Deaf history and identity, but it also did something technologically unique for the modern world—it made people pay attention. Because captioning translated the sign language for viewers, Lizzy Weiss, the creator of the series, said, “Every single viewer—deaf or hearing—was forced to put away their phones and iPads and anything else distracting … and focus … you had to read … you couldn’t do anything else. And that made you get into it more. It drew you in” (Stelter). The point, Weiss said, “was about revealing something new to the viewer—what does it feel like to be an outsider? What does it feel like to have to read and focus for an entire episode, like deaf viewers do all the time?” (Stelter). As one deaf reviewer of the Uprising episode said, “For an hour, welcome to our world! A world that’s inconvenient, but one most of us wouldn’t leave if offered a magic pill” (DR_Staff).This episode, more than any other, afforded hearing television viewers an experience perhaps similar to deaf viewers. The New York Times reported that “Deaf and hard-of-hearing viewers commented by the thousands after the show, with many saying in effect, “Yes! That’s what it feels like” (Stelter).Continued ResonancesWhat is also unique about the episode is that in teaching the hearing viewers more about the Deaf community, it also reinforced Deaf community pride and even taught young deaf people a bit of their own history. The Deaf community and Gallaudet were very pleased with their history showing up on a television show—the university produced a 30-second commercial which aired within the episode, and held viewing parties. Gallaudet also forwarded the 35 pages of Facebook comments they’d received about the episode to ABC Family and Gallaudet President T. Alan Hurwitz said of the episode (Yahr), “Over the past 25 years, [DPN] has symbolised self-determination and empowerment for deaf and hard of hearing people around the world”. The National Association of the Deaf (NAD) also lauded the episode, describing it as “phenomenal and groundbreaking, saying the situation is very real to us” (Stelter)—NAD had been vocally against budget cuts and closings of US deaf schools.Deaf individuals all over the Internet and social media also spoke out about the episode, with overwhelmingly favourable opinions. Deaf blogger Amy Cohen Efron, who participated in 1988′s DPN movement, said that DPN was “a turning point of my life, forcing me to re-examine my own personal identity, and develop self-determinism as a Deaf person” and led to her becoming an activist.When she watched the Uprising episode, she said the symbolic and historical representations in the show resonated with her. In the episode, a huge sign is unfurled on the side of the Carlton School for the Deaf with a girl with a fist in the air under the slogan “Take Back Carlton.” During the DPN protest, the deaf student protesters unfurled a sign that said “Deaf President Now” with the US Capitol in the background; this image has become an iconic symbol of modern Deaf culture. Efron says the image in the television episode was much more militant than the actual DPN sign. However, it could be argued that society now sees the Deaf community as much more militant because of the DPN protest, and that the imagery in the Uprising episode played into that connection. Efron also acknowledged the episode’s strong nod to the Gallaudet student protestors who defied the hearing community’s expectations by practising civil disobedience. As Efron explained, “Society expected that the Deaf people are submissive and accept to whatever decision done by the majority without any of our input and/or participation in the process.”She also argues that the episode educated more than just the hearing community. In addition to DPN, Uprising was filled with other references to Deaf history. For example a glass door to the room at Carlton was covered with posters about people like Helen Keller and Jean-Ferdinand Berthier, a deaf educator in 19th century France who promoted the concept of deaf identity and culture—Efron says most people in the Deaf community have never heard of him. She also claims that the younger Deaf community may also not be aware of the 1988 DPN protest—“It was not in high school textbooks available for students. Many deaf and hard of hearing students are mainstreamed and they have not the slightest idea about the DPN movement, even about the Deaf Community’s ongoing fight against discrimination, prejudice and oppression, along with our victories”.Long before the Uprising episode aired, the Deaf community had been watching Switched at Birth carefully to make sure Deaf culture was accurately represented. Throughout season 3 David Martin created weekly videos in sign language that were an ASL/Deaf cultural analysis of Switched at Birth. He highlighted content he liked and signs that were incorrect, a kind of a Deaf culture/ASL fact checker. From the Uprising episode, he said he thought this quote from Marlee Matlin’s character said it all, “Until hearing people walk a day in our shoes they will never understand” (Martin). That succinctly states what the all-ASL episode was trying to capture—creating an awareness of Deaf people’s cultural experience and their oppression in hearing society.Even a deaf person who was an early critic of Switched at Birth because of the hiring of Katie Leclerc and the use of SimCom admitted he was impressed with the all-ASL episode (Grushkin):all too often, we see media accounts of Deaf people which play into our society’s perceptions of Deaf people: as helpless, handicapped individuals who are in need of fixes such as cochlear implants in order to “restore” us to society. Almost never do we see accounts of Deaf people as healthy, capable individuals who live ordinary, successful lives without necessarily conforming to the Hearing ‘script’ for how we should be. And important issues such as language rights or school closings are too often virtually ignored by the general media.In addition to the episode being widely discussed within the Deaf community, the mainstream news media also covered Uprising intensely, seeing it as a meaningful cultural moment, not just for the Deaf community but for popular culture in general. Lacob wrote that he realises that hearing viewers probably won’t understand what it means to be a deaf person in modern America, but he believes that the episodeposits that there are moments of understanding, commonalities, and potential bridge-building between these two communities. And the desire for understanding is the first step toward a more inclusive and broad-minded future.He continues:the significance of this moment can’t be undervalued, nor can the show’s rich embrace of deaf history, manifested here in the form of Gallaudet and the historical figures whose photographs and stories are papered on the windows of Carlton during the student protest. What we’re seeing on screen—within the confines of a teen drama, no less—is an engaged exploration of a culture and a civil rights movement brought to life with all of the color and passion it deserves. It may be 25 years since Gallaudet, but the dreams of those protesters haven’t faded. And they—and the ideals of identity and equality that they express—are most definitely being heard.Lacob’s analysis was praised by several Deaf people—by a Deaf graduate student who teaches a Disability in Popular Culture course and by a Gallaudet student who said, “From someone who is deaf, and not ashamed of it either, let me say right here and now: that was the most eloquent piece of writing by someone hearing I have ever seen” (Emma72). The power of the Uprising episode illustrated a political space where “groups actively fuse and blend their culture with the mainstream culture” (Foley 119, as cited in Chang 3). Switched at Birth—specifically the Uprising episode—has indeed fused Deaf culture and ASL into a place in mainstream television culture.ReferencesABC Family. “Switched at Birth Deaf Actor Search.” Facebook (2010). <https://www.facebook.com/SwitchedSearch>.———. “This Is Not a Pipe.” Switched at Birth. Pilot episode. 6 June 2011. <http://freeform.go.com/shows/switched-at-birth>.———. “Not Hearing Loss, Deaf Gain.” Switched at Birth. YouTube video, 11 Feb. 2013. <https://www.youtube.com/watch?v=F5W604uSkrk>.Academy of Television Arts & Sciences. “Talking Diversity: ABC Family’s Switched at Birth.” Emmys.com (Feb. 2012). <http://www.emmys.com/content/webcast-talking-diversity-abc-familys-switched-birth>.Anderson, G. “‘Switched at Birth’ Celebrates 25th Anniversary of ‘Deaf President Now’.” Pop-topia (5 Mar. 2013). <http://www.pop-topia.com/switched-at-birth-celebrates-25th-anniversary-of-deaf-president-now/>.Barney, C. “’Switched at Birth’ Another Winner for ABC Family.” Contra Costa News (29 June 2011). <http://www.mercurynews.com/tv/ci_18369762>.Bibel, S. “‘Switched at Birth’s Katie LeClerc Is Proud to Represent the Deaf Community.” Xfinity TV blog (20 June 2011). <http://xfinity.comcast.net/blogs/tv/2011/06/20/switched-at-births-katie-leclerc-is-proud-to-represent-the-deaf-community/>.Chang, H. “Re-Examining the Rhetoric of the ‘Cultural Border’.” Essay presented at the American Anthropological Association Annual Meeting, Philadelphia, Dec. 1988.DR_Staff. “Switched at Birth: How #TakeBackCarlton Made History.” deafReview (6 Mar. 2013). <http://deafreview.com/deafreview-news/switched-at-birth-how-takebackcarlton-made-history/>.Efron, Amy Cohen. “Switched At Birth: Uprising – Deaf Adult’s Commentary.” Deaf World as I See It (Mar. 2013). <http://www.deafeyeseeit.com/2013/03/05/sabcommentary/>.Emma72. “ABC Family’s ‘Switched at Birth’ ASL Episode Recalls Gallaudet Protest.” Comment. The Daily Beast (28 Feb. 2013). <http://www.thedailybeast.com/articles/2013/02/28/abc-family-s-switched-at-birth-asl-episode-recalls-gallaudet-protest.html>.Fiveash, Chad. Personal interview. 17 Jan. 2014.Gallaudet University. “The Issues.” Deaf President Now (2013). <http://www.gallaudet.edu/dpn_home/issues.html>.Grushkin, D. “A Cultural Review. ASL Challenged.” Switched at Birth Facebook page. Facebook (2013). <https://www.facebook.com/SwitchedatBirth/posts/508748905835658>.Jankowski, K.A. Deaf Empowerment: Emergence, Struggle, and Rhetoric. Washington: Gallaudet UP, 1997.———. “A Metaphorical Analysis of Conflict at the Gallaudet Protest.” Unpublished seminar paper presented at the University of Maryland, 1990.Lacob, J. “ABC Family’s ‘Switched at Birth’ ASL Episode Recalls Gallaudet Protest.” The Daily Beast 28 Feb. 2013. <http://www.thedailybeast.com/articles/2013/02/28/abc-family-s-switched-at-birth-asl-episode-recalls-gallaudet-protest.html>.Martin, D. “Switched at Birth Season 2 Episode 9 ‘Uprising’ ASL/Deaf Cultural Analysis.” David Martin YouTube channel (6 Mar. 2013). <http://www.youtube.com/watch?v=JA0vqCysoVU>.Nielson, R. “Petitioned ABC Family and the ‘Switched at Birth’ Series, Create Responsible, Accurate, and Family-Oriented TV Programming.” Change.org (2011). <http://www.change.org/p/abc-family-and-the-switched-at-birth-series-create-responsible-accurate-and-family-oriented-tv-programming>.Orangejack. “Details about Katie Leclerc’s Hearing Loss.” My ASL Journey Blog (29 June 2011). <http://asl.orangejack.com/details-about-katie-leclercs-hearing-loss>.Paz, G. “Casting Call: Open Auditions for Switched at Birth by ABC Family.” Series & TV (3 Oct. 2010). <http://seriesandtv.com/casting-call-open-auditions-for-switched-at-birth-by-abc-family/4034>.Ryan, Maureen. “‘Switched at Birth’ Season 1.5 Has More Drama and Subversive Soapiness.” The Huffington Post (31 Aug. 2012). <http://www.huffingtonpost.com/maureen-ryan/switched-at-birth-season-1_b_1844957.html>.Stelter, B. “Teaching Viewers to Hear with Their Eyes Only.” The New York Times 8 Mar. 2013. <http://www.nytimes.com/2013/03/09/arts/television/teaching-viewers-to-hear-the-tv-with-eyes-only.html>.Van Cleve, J.V., and B.A. Crouch. A Place of Their Own: Creating the Deaf Community in America. DC: Gallaudet University Press, 1989.Yahr, E. “Gallaudet University Uses All-Sign Language Episode of ‘Switched at Birth’ to Air New Commercial.” The Washington Post 3 Mar. 2013 <http://www.washingtonpost.com/blogs/tv-column/post/gallaudet-university-uses-all-sign-language-episode-of-switched-at-birth-to-air-new-commercial/2013/03/04/0017a45a-8508-11e2-9d71-f0feafdd1394_blog.html>.
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