Academic literature on the topic 'Touching the void (Motion picture)'

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Journal articles on the topic "Touching the void (Motion picture)"

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Bhargav, Pulipati, Uppalapati Dhanush, and Sb Mohammad Ansar. "Motion Based Computer Mouse Control." International Journal of Innovative Technology and Exploring Engineering 11, no. 5 (April 30, 2022): 37–39. http://dx.doi.org/10.35940/ijitee.e9836.0411522.

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This work provides us an efficient way of developing a motion controlled interaction with a computer or laptop without touching it. This is achieved by capturing motion using an external source and processing it to perform the action needed. This work can help a lot of people to save time as they don’t need to come over to perform the task and it can also help people who are physically challenged to use the computer as it is all about making hand moments and interacting with the computer. Our work is based on continuous hand picture acknowledgement framework.
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Trotto, Paul A., and Robert J. Tracy. "The Effect of Implied Motion on the Recall of Interactive Pictures." Imagination, Cognition and Personality 13, no. 3 (March 1994): 249–58. http://dx.doi.org/10.2190/xmb4-47dd-ceth-xuh9.

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The literature has customarily defined interaction between pictured objects in two ways. First, interaction has been defined as simply a conjoined union or physical touching of objects within a given picture scene. The second definition portrays interaction as predetermined action or implied motion between the pictured objects. Researchers typically assume these two modes of defining interaction as essentially equivalent. Generally stated, the purpose of this study was to uncover the effect that implied motion has on the processing of visual information. A factorial design was conducted with dependent variables being imageability, nameability, and recall of pictured objects. Independent variables were implied motion and viewing time. Results showed that implied motion pictures presented at a short viewing time were more nameable and better recalled than stationary pictures presented at a short viewing time. But when subjects were given more time to view visual information, implied motion and stationary pictures were equally nameable and recalled. The results indicate that when visual information is presented for a sufficiently short time, implied motion heightens the availability of a verbal code.
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Deiniatur, Much. "PEMBELAJARAN BAHASA PADA ANAK USIA DINI MELALUI CERITA BERGAMBAR." Elementary: Jurnal Ilmiah Pendidikan Dasar 3, no. 2 (December 31, 2017): 190. http://dx.doi.org/10.32332/elementary.v3i2.882.

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Language Skill consists of four components of speaking, writing, listening and reading. The most important thing for children is speaking, because it provides enormous benefits, one of which so that children can interact with peers and others around them and add new knowledge. Storytelling is a popular communication medium for children, training their ability to focus attention for some time on certain objects. Children are able to express themselves through a process that makes them happy and fosters a sense of satisfaction that makes them more confident. Tale or story telling is something human, that is, fairy tale or story using eye, hearing, motion, and touching heart. The benefits of storytelling activities are: 1.) Storytelling can develop children's imagination, 2.) Increasing experience, 3.) Train concentration power, 4.) Increasing the vocabulary, 5.) Creating a familiar atmosphere, 6.) comprehending, 7.) Developing social feelings, 8.) Developing children's emotions, 9.) Practicing listening, 10.) Knowing positive and negative values. 11.) Adding knowledge Keywords: language, early childhood, story, picture
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Oren, Ersin Emre, and Tarik Omer Ogurtani. "The Effect of Initial Void Configuration on the Morphological Evolution Under the Action of Normalized Electron Wind Forces." MRS Proceedings 714 (2001). http://dx.doi.org/10.1557/proc-714-l9.2.1.

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ABSTRACTIn these studies a comprehensive picture of void shape evolution dynamics and its strong dependence on the initial configuration has been thoroughly investigated by utilizing hypocycloid algebra to generate four different shapes of main interest. Our mathematical model on the isotropic diffusion and mass accumulation on void surfaces, under the action of applied electrostatic potential and capillary effects, follows a novel irreversible but discrete thermodynamic formalism of interphases and surfaces.As a result during the intragranual motion, in addition to the crescent-like slit formation, very rich and also unusual void morphological variations such as fragmentations into the daughter voids or inner island generation have been observed under the severe (normalized) electron wind intensities or very long exposure times. In these numerical experiments, the Euler's method of finite differences with an automatic time step self-adjustment has been utilized in combination with a rather powerful and fast indirect boundary element method (IBEM) for the solution of the Laplace equation.
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Beccaro, Lisa, Matteo Albano, Cristiano Tolomei, Claudia Spinetti, Giuseppe Pezzo, Mimmo Palano, and Claudio Chiarabba. "Insights into post-emplacement lava flow dynamics at Mt. Etna volcano from 2016 to 2021 by synthetic aperture radar and multispectral satellite data." Frontiers in Earth Science 11 (September 15, 2023). http://dx.doi.org/10.3389/feart.2023.1211450.

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Post-emplacement dynamics of lava flows is governed by several factors such as poroelastic deformation of the substrate; gravity-induced repacking and rearrangement of the vesicle-bearing fluid lava and other void spaces by superposed flows; lava densification processes; viscoelastic strain relaxation of the ground caused by the lava load; thermal cooling and contraction of the solid lava; and discrete motion of surface blocks. Here we investigate post-emplacement lava flow dynamics at the Mt. Etna volcano, and we infer on the possible causes by exploiting optical and radar satellite data. Synthetic aperture radar data from Sentinel-1 satellite mission provided high-resolution horizontal and vertical displacement rates and displacement time series of the lava flows emplaced on the Mt. Etna volcano summit from January 2016 to July 2021. Sentinel-2 multispectral data allowed to identify the lava flows boundaries emplaced during the December 2018 and May 2019 paroxysms. Finally, high resolution COSMO-SkyMed radar data allowed to account for the topographic changes generated by the lava emplacement by means of stereo radargrammetry technique. Such an unprecedented dataset provided a full picture of the lava flow dynamics, whose kinematics is governed lava cooling, which in turn produce thermal contraction of the lava body and viscous compaction of the underlying substrate. Both phenomena act at different periods, being the thermal contraction predominant for recent lava flows. Downslope sliding is also invoked, especially for recent lava flows emplaced on high slope areas.
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Abrahamsson, Sebastian. "Between Motion and Rest: Encountering Bodies in/on Display." M/C Journal 12, no. 1 (January 19, 2009). http://dx.doi.org/10.5204/mcj.109.

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The German anatomist and artist Gunther von Hagens’s exhibition Body Worlds has toured Europe, Asia and the US several times, provoking both interest and dismay, fascination and disgust. This “original exhibition of real human bodies” features whole cadavers as well as specific body parts and it is organized thematically around specific bodily functions such as the respiratory system, blood circulation, skeletal materials and brain and nervous system. In each segment of the exhibition these themes are illustrated using parts of the body, presented in glass cases that are associated with each function. Next to these cases are the full body cadavers—the so-called “plastinates”. The Body Worlds exhibition is all about perception-in-motion: it is about circumnavigating bodies, stopping in front of a plastinate and in-corporating it, leaning over an arm or reaching towards a face, pointing towards a discrete blood vessel, drawing an abstract line between two organs. Experiencing here is above all a matter of reaching-towards and incorporeally touching bodies (Manning, Politics of Touch). These bodies are dead, still, motionless, “frozen in time between death and decay” (von Hagens, Body Worlds). Dead and still eerily animate, just as the surface of a freeze-frame photograph would seem to capture spatially a movement in its unfolding becoming, plastinates do not simply appear as dead matter used to represent vitality, but rather [...] as persons who managed to survive together with their bodies. What “inner quality” makes them appear alive? In what way is someone present, when what is conserved is not opinions (in writing), actions (in stories) or voice (on tape) but the body? (Hirschauer 41—42) Through the corporeal transformation—the plastination process—that these bodies have gone through, and the designed space of the exhibition—a space that makes possible both innovative and restrictive movements—these seemingly dead bodies come alive. There is a movement within these bodies, a movement that resonates with-in the exhibition space and mobilises visitors.Two ways of thinking movement in relation to stillness come out of this. The first one is concerned with the ordering and designing of space by means of visual cues, things or texts. This relates to stillness and slowness as suggestive, imposed and enforced upon bodies so that the possibilities of movement are reduced due to the way an environment is designed. Think for example of the way that an escalator moulds movements and speeds, or how signs such as “No walking on the grass” suggest a given pattern of walking. The second one is concerned with how movement is linked up with and implies continuous change. If a body’s movement and exaltation is reduced or slowed down, does the body then become immobile and still? Take ice, water and steam: these states give expression to three different attributes or conditions of what is considered to be one and the same chemical body. But in the transformation from one to the other, there is also an incorporeal transformation related to the possibilities of movement and change—between motion and rest—of what a body can do (Deleuze, Spinoza).Slowing Down Ever since the first exhibition Body Worlds has been under attack from critics, ethicists, journalists and religious groups, who claim that the public exhibition of dead bodies should, for various reasons, be banned. In 2004, in response to such criticism, the Californian Science Centre commissioned an ethical review of the exhibition before taking the decision on whether and how to host Body Worlds. One of the more interesting points in this review was the proposition that “the exhibition is powerful, and guests need time to acclimate themselves” (6). As a consequence, it was suggested that the Science Center arrange an entrance that would “slow people down and foster a reverential and respectful mood” (5). The exhibition space was to be organized in such a way that skeletons, historical contexts and images would be placed in the beginning of the exhibition, the whole body plastinates should only be introduced later in the exhibition. Before my first visit to the exhibition, I wasn’t sure how I would react when confronted with these dead bodies. To be perfectly honest, the moments before entering, I panicked. Crossing the asphalt between the Manchester Museum of Science and the exhibition hall, I felt dizzy; heart pounding in my chest and a sensation of nausea spreading throughout my body. Ascending a staircase that would take me to the entrance, located on the third floor in the exhibition hall, I thought I had detected an odour—rotten flesh or foul meat mixed with chemicals. Upon entering I was greeted by a young man to whom I presented my ticket. Without knowing in advance that this first room had been structured in such a way as to “slow people down”, I immediately felt relieved as I realized that the previously detected smell must have been psychosomatic: the room was perfectly odourless and the atmosphere was calm and tempered. Dimmed lights and pointed spotlights filled the space with an inviting and warm ambience. Images and texts on death and anatomical art were spread over the walls and in the back corners of the room two skeletons had been placed. Two glass cases containing bones and tendons had been placed in the middle of the room and next to these a case with a whole body, positioned upright in ‘anatomically correct’ position with arms, hands and legs down. There was nothing gruesome or spectacular about this room; I had visited anatomical collections, such as that of the Hunterian Museum in London or Medical Museion in Copenhagen, which in comparison far surpassed the alleged gruesomeness and voyeurism. And so I realized that the room had effectively slowed me down as my initial state of exaltation had been altered and stalled by the relative familiarity of images, texts and bare bones, all presented in a tempered and respectful way.Visitors are slowed down, but they are not still. There is no degree zero of movement, only different relations of speeds and slowness. Here I think it is useful to think of movement and change as it is expressed in Henri Bergson’s writings on temporality. Bergson frequently argued that the problem of Western metaphysics had been to spatialise movement, as in the famous example with Zeno’s arrow that—given that we think of movement as spatial—never reaches the tree towards which it has been shot. Bergson however did not refute the importance and practical dimensions of thinking through immobility; rather, immobility is the “prerequisite for our action” (Creative Mind 120). The problem occurs when we think away movement on behalf of that which we think of as still or immobile.We need immobility, and the more we succeed in imagining movement as coinciding with the immobilities of the points of space through which it passes, the better we think we understand it. To tell the truth, there never is real immobility, if we understand by that an absence of movement. Movement is reality itself (Bergson, Creative Mind 119).This notion of movement as primary, and immobility as secondary, gives expression to the proposition that immobility, solids and stillness are not given but have to be achieved. This can be done in several ways: external forces that act upon a body and transform it, as when water crystallizes into ice; certain therapeutic practices—yoga or relaxation exercises—that focus and concentrate attention and perception; spatial and architectural designs such as museums, art galleries or churches that induce and invoke certain moods and slow people down. Obviously there are other kinds of situations when bodies become excited and start moving more rapidly. Such situations could be, to name a few, when water starts to boil; when people use drugs like nicotine or caffeine in order to heighten alertness; or when bodies occupy spaces where movement is amplified by means of increased sensual stimuli, for example in the extreme conditions that characterize a natural catastrophe or a war.Speeding Up After the Body Worlds visitor had been slowed down and acclimatised in and through the first room, the full body plastinates were introduced. These bodies laid bare muscles, tissues, nerves, brain, heart, kidneys, and lungs. Some of these were “exploded views” of the body—in these, the body and its parts have been separated and drawn out from the position that they occupy in the living body, in some cases resulting in two discrete plastinates—e.g. one skeleton and one muscle-plastinate—that come from the same anatomical body. Congruent with the renaissance anatomical art of Vesalius, all plastinates are positioned in lifelike poses (Benthien, Skin). Some are placed inside a protective glass case while others are either standing, lying on the ground or hanging from the ceiling.As the exhibition unfolds, the plastinates themselves wipe away the calmness and stillness intended with the spatial design. Whereas a skeleton seems mute and dumb these plastinates come alive as visitors circle and navigate between them. Most visitors would merely point and whisper, some would reach towards and lean over a plastinate. Others however noticed that jumping up and down created a resonating effect in the plastinates so that a plastinate’s hand, leg or arm moved. At times the rooms were literally filled with hordes of excited and energized school children. Then the exhibition space was overtaken with laughter, loud voices, running feet, comments about the gruesome von Hagens and repeated remarks on the plastinates’ genitalia. The former mood of respectfulness and reverence has been replaced by the fascinating and idiosyncratic presence of animated and still, plastinated bodies. Animated and still? So what is a plastinate?Movement and Form Through plastination, the body undergoes a radical and irreversible transformation which turns the organic body into an “inorganic organism”, a hybrid of plastic and flesh (Hirschauer 36). Before this happens however the living body has to face another phase of transition by which it turns into a dead cadaver. From the point of view of an individual body that lives, breathes and evolves, this transformation implies turning into a decomposing and rotting piece of flesh, tissue and bones. Any corpse will sooner or later turn into something else, ashes, dust or earth. This process can be slowed down using various techniques and chemicals such as mummification or formaldehyde, but this will merely slow down the process of decomposition, and not terminate it.The plastination technique is rather different in several respects. Firstly the specimen is soaked in acetone and the liquids in the corpse—water and fat—are displaced. This displacement prepares the specimen for the next step in the process which is the forced vacuum impregnation. Here the specimen is placed in a polymer mixture with silicone rubber or epoxy resin. This process is undertaken in vacuum which allows for the plastic to enter each and every cell of the specimen, thus replacing the acetone (von Hagens, Body Worlds). Later on, when this transformation has finished, the specimen is modelled according to a concept, a “gestalt plastinate”, such as “the runner”, “the badminton player” or “the skin man”. The concept expresses a dynamic and life-like pose—referred to as the gestalt—that exceeds the individual parts of which it is formed. This would suggest that form is in itself immobility and that perception is what is needed to make form mobile; as gestalt the plastinated body is spatially immobilised, yet it gives birth to a body that comes alive in perception-movement. Once again I think that Bergson could help us to think through this relation, a relation that is conceived here as a difference between form-as-stillness and formation-as-movement:Life is an evolution. We concentrate a period of this evolution in a stable view which we call a form, and, when the change has become considerable enough to overcome the fortunate inertia of our perception, we say that the body has changed its form. But in reality the body is changing form at every moment; or rather, there is no form, since form is immobile and the reality is movement. What is real is the continual change of form; form is only a snapshot view of a transition (Bergson, Creative Evolution 328, emphasis in original).In other words there is a form that is relative to human perception, but there is “underneath” this form nothing but a continuous formation or becoming as Bergson would have it. For our purposes the formation of the gestalt plastinate is an achievement that makes perceptible the possibility of divergent or co-existent durations; the plastinate belongs to a temporal rhythm that even though it coincides with ours is not identical to it.Movement and Trans-formation So what kind of a strange entity is it that emerges out of this transformation, through which organic materials are partly replaced with plastic? Compared with a living body or a mourned cadaver, it is first and foremost an entity that no longer is subject to the continuous evolution of time. In this sense the plastinate is similar to cryogenetical bodies (Doyle, Wetwares), or to Ötzi the ice man (Spindler, Man in the ice)—bodies that resist the temporal logic according to which things are in constant motion. The processes of composition and decomposition that every living organism undergoes at every instant have been radically interrupted.However, plastinates are not forever fixed, motionless and eternally enduring objects. As Walter points out, plastinated cadavers are expected to “remain stable” for approximately 4000 years (606). Thus, the plastinate has become solidified and stabilized according to a different pattern of duration than that of the decaying human body. There is a tension here between permanence and change, between bodies that endure and a body that decomposes. Maybe as when summer, which is full of life and energy, turns into winter, which is still and seemingly without life. It reminds us of Nietzsche's Zarathustra and the winter doctrine: When the water is spanned by planks, when bridges and railings leap over the river, verily those are believed who say, “everything is in flux. . .” But when the winter comes . . . , then verily, not only the blockheads say, “Does not everything stand still?” “At bottom everything stands still.”—that is truly a winter doctrine (Bennett and Connolly 150). So we encounter the paradox of how to accommodate motion within stillness and stillness within motion: if everything is in continuous movement, how can there be stillness and regularity (and vice versa)? An interesting example of such temporal interruption is described by Giorgio Agamben who invokes an example with a tick that was kept alive, in a state of hibernation, for 18 years without nourishment (47). During those years this tick had ceased to exist in time, it existed only in extended space. There are of course differences between the tick and von Hagens’s plastinates—one difference being that the plastinates are not only dead but also plastic and inorganic—but the analogy points us to the idea of producing the conditions of possibility for eternal, timeless (and, by implication, motionless) bodies. If movement and change are thought of as spatial, as in Zeno’s paradox, here they have become temporal: movement happens in and because of time and not in space. The technique of plastination and the plastinates themselves emerge as processes of a-temporalisation and re-spatialisation of the body. The body is displaced—pulled out of time and history—and becomes a Cartesian body located entirely in the coordinates of extended space. As Ian Hacking suggests, plastinates are “Cartesian, extended, occupying space. Plastinated organs and corpses are odourless: like the Cartesian body, they can be seen but not smelt” (15).Interestingly, Body Worlds purports to show the inner workings of the human body. However, what visitors experience is not the working but the being. They do not see what the body does, its activities over time; rather, they see what it is, in space. Conversely, von Hagens wishes to “make us aware of our physical nature, our nature within us” (Kuppers 127), but the nature that we become aware of is not the messy, smelly and fluid nature of bodily interiors. Rather we encounter the still nature of Zarathustra’s winter landscape, a landscape in which the passage of time has come to a halt. As Walter concludes “the Body Worlds experience is primarily visual, spatial, static and odourless” (619).Still in Constant MotionAnd yet...Body Worlds moves us. If not for the fact that these plastinates and their creator strike us as gruesome, horrific and controversial, then because these bodies that we encounter touch us and we them. The sensation of movement, in and through the exhibition, is about this tension between being struck, touched or moved by a body that is radically foreign and yet strangely familiar to us. The resonant and reverberating movement that connects us with it is expressed through that (in)ability to accommodate motion in stillness, and stillness in motion. For whereas the plastinates are immobilised in space, they move in time and in experience. As Nigel Thrift puts it The body is in constant motion. Even at rest, the body is never still. As bodies move they trace out a path from one location to another. These paths constantly intersect with those of others in a complex web of biographies. These others are not just human bodies but also all other objects that can be described as trajectories in time-space: animals, machines, trees, dwellings, and so on (Thrift 8).This understanding of the body as being in constant motion stretches beyond the idea of a body that literally moves in physical space; it stresses the processual intertwining of subjects and objects through space-times that are enduring and evolving. The paradoxical nature of the relation between bodies in motion and bodies at rest is obviously far from exhausted through the brief exemplification that I have tried to provide here. Therefore I must end here and let someone else, better suited for this task, explain what it is that I wish to have said. We are hardly conscious of anything metaphorical when we say of one picture or of a story that it is dead, and of another that it has life. To explain just what we mean when we say this, is not easy. Yet the consciousness that one thing is limp, that another one has the heavy inertness of inanimate things, while another seems to move from within arises spontaneously. There must be something in the object that instigates it (Dewey 182). References Agamben, Giorgio. The Open. Trans. Kevin Attell. Stanford: Stanford U P, 2004.Bennett, Jane, and William Connolly. “Contesting Nature/Culture.” Journal of Nietzsche Studies 24 (2002) 148-163.Benthien, Claudia. Skin: On the Cultural Border Between Self and the World. Trans. Thomas Dunlap. New York: Columbia U P, 2002. California Science Center. “Summary of Ethical Review.” 10 Jan. 2009.Bergson, Henri. The Creative Mind. Trans. Mabelle Andison. Mineola: Dover, 2007. –––. Creative Evolution. Trans. Arthur Mitchell. New York: Cosimo Classics, 2005Deleuze, Gilles. Spinoza: Practical Philosophy. Trans. Robert Hurley. San Francisco: City Lights, 1988.Dewey, John. Art as Experience. New York: Perigee, 2005.Doyle, Richard. Wetwares. Minnesota: Minnesota U P, 2003.Hacking, Ian. “The Cartesian Body.” Biosocieties 1 (2006) 13-15.Hirschauer, Stefan. “Animated Corpses: Communicating with Post Mortals in an Anatomical Exhibition.” Body & Society 12.4 (2006) 25-52.Kuppers, Petra. “Visions of Anatomy: Exhibitions and Dense Bodies.” differences 15.3 (2004) 123-156.Manning, Erin. Politics of Touch: Sense, Movement, Sovereignty. Minnesota: Minnesota UP, 2007. Spindler, Konrad. The Man in the Ice. London: Weidenfeld and Nicolson, 1994.Thrift, Nigel. Spatial Formations. London: Sage, 1996.Von Hagens, Gunther, and Angelina Whalley. Body Worlds: The Original Exhibition of Real Human Bodies. Heidelberg: Institute for Plastination, 2008.Walter, Tony. “Plastination for Display: A New Way to Dispose of the Dead.” Journal of the Royal Anthropological Institute 10.3 (2004) 603-627.
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Timur, Sebnem, and Melike Turkan Bagli. "A Bodily Sign of “Doing Nothing”: Loitering or the Silence before the Storm." M/C Journal 9, no. 3 (July 1, 2006). http://dx.doi.org/10.5204/mcj.2634.

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One of the writers of this paper visited America at the end of the ‘90s and came across a curious translation dilemma as a foreigner. In some of the seemingly inauspicious districts of the city, there were signs saying “No Loitering” on the displays of shops or walls of residencies. These signs were causing anxiety for her, because she did not know the actual meaning of the phrase of “No Loitering”. (Her dictionary was still packed away.) Apart from being curious about the meaning of the phrase, she was rather afraid of performing “the act of loitering” since she had no idea what it meant. When she was settled she looked up to the meaning of the term “loitering”: “waiting, hanging around, lingering, dallying, etc…” (Oxford Encyclopedia). The Oxford Advanced Learner’s Dictionary of Current English defined “to loiter” as “to stand in a public place, usually with no particular or obvious purpose.” Based on this, if a person spends time hanging around or dallying in a public place with no purpose, the act of this person is called “loitering”. In the eyes of the newcomer, we suggest that “loitering” might be equal to more or less “doing nothing”. A person who is acting in the way described is almost inactive. When we view the issue from this framework, the person does not seem to be doing anything dangerous or precarious. In essence, what right or reason does someone have to command another “do not stand here”? Actually, a person who comes across such a warning can comfortably (if ironically) say that they are doing “nothing”. Loitering as a Sign of “Doing Nothing” From a semiological point of view, loitering can be seen as an honest act that reveals its intent of doing nothing by itself, because by definition loitering indicates to a lack of purpose and inactivity. On the other hand, loitering does not conjure up innocence associated with a natural state of inactivity. In fact, it conjures up possible danger, threat and crime. It does not signify doing nothing, but on the contrary it points to the possibility of being able to do “a very bad thing”. Closest to its definition, loitering might seem like an honest act; it can also be considered as the interval between inactivity and possible negative action. In this respect, loitering can be seen as the double-layered mythological sign of Barthes: namely, loitering at a denotative level is coded as innocent and honest – doing nothing signifies doing nothing. However, ideologically at a connotative level, loitering reveals itself as an action by which doing nothing is turned into doing something. Within this setting, if we accept that the subject does loiter with a “bad intention”, we can observe that the seemingly innocent acts of “lingering” and “dallying” can easily turn into proper camouflage instruments that conceal these “bad intentions”. Doing nothing can be considered to function as a curtain that briefly conceals the act of doing something or the possibility of doing something. Within this scope, loitering can also be a direct representation of a slippery possibility. We recall a specific type of postcards which was once quite fashionable. The characteristic of these postcards is to allow us to see two different images on the same surface. When those postcards are viewed from a definite angle you can see a picture of, for example, New York which is taken in daylight, and when viewed from another angle, this time the night vision of the same setting can be observed. When loitering is in question, there is a similar mechanism at work. The idea that we want to point out is that, due to the slippery nature of the category of the term loitering, neither of these pictures – each one depicting one side of the term – can be absolute. This is because of the permeable nature of these pictures. In fact, what is “real” is the very act of changing the angle while viewing the pictures: to be able to see the two pictures/definitions simultaneously. Loitering is a real conjunction point, a transformation point that we can not grasp between the two pictures/definitions: an interval point of innocent acts of dallying, lingering, and a threatening act of crime. In other words, between being a mythological and a denotative sign, loitering is the sign of possibility itself. The dominant paradigm of modern urban life defines “non-functionality” as inauspicious, immobile and therefore risky. Loitering can also be coupled with non-functionality, and this association would have two consequences: firstly the perception of the term alters toward a negative tone; secondly it opens up an area where we can discuss the body, the city and the concept of movement respectively: The loitering human body which is alive but non-functional in the public space brings to mind a series of possibilities that originate from a potential energy which is not in use. This is usually taken to be something “bad”. Namely, a person who loiters is not expected to give money to a beggar, but is often seen as likely to seize money from another person by violence. A city is a system depending on flow. In other words, it is a system depending on the flow of vehicles, people, goods, money and waste. For such a system depending on movement there is no place for stability. Thus, individuals should either take part in this flow or they should not act as a point of resistance that would be an obstacle to the movement. The late capitalist period has a “psychic” effect on urban life and individuals. Recently, this effect has been discussed with other approaches within discussions around the concept of Risk Society. Risk Society starts where the systems of security norms do not function against the threats (Beck). It is located in a new definition of modernity in which risks that are related to economic initiatives, security of employment, health and environment have increased intensively. Abundance of possibilities and uncertainties, and polysemy in Risk Society, create an intensive agenda. Concerning the psychological implications of Risk Society on individuals and their acts, Beck argues that our horizon also darkens due to risks. Hence, risks say what should not be done, but not what should be done. Risk management demands that precaution is taken through avoidance. A person who designs the world as a risk loses their ability to act in the end. The remarkable aspect of this development is that the increase in the intention of control turns this intention into its opposite (Beck). In this context, loitering can be considered as one of the risks in everyday life due to its ambiguous definition and perception. Returning to the earlier quote from Beck, the visuality of the “No Loitering” sign which tells what should be avoided or what should not be done in a commanding tone identifies a “risk zone”. In fact, while this sign functions to warn people concerning the area that the act of loitering can take place, it also embodies, constructs and strengthens the possibility of risk. Is Loitering a Crime? The prejudice supposing that loitering is dangerous reveals itself strikingly in legal matters. The “Chicago Anti-Gang Loitering” law, which was approved in 1992, allowed police to arrest persons who “remain in any one place with no apparent purpose” (“High Court Rejects Chicago Anti-Gang Loitering Law”) in the presence of a suspected gang member and who then fail to disperse satisfactorily when warned by police. Thus, it is possible for perceived loiterers to be arrested under the same law, although it is not proven that these people had been previously convicted of a crime, had committed a crime before their arrest, or were planning to commit an offence. “Before lower courts found the law unconstitutional in 1995, Chicago police issued 89,000 dispersal orders under the ordinance and made 42,000 arrests. The majority of people arrested were black or Latino” (“High Court Rejects Chicago Anti-Gang Loitering Law”). A group of justices considers the freedom to loiter a part of constitutional right. For example, Justice John Paul Stevens said, ‘the freedom to loiter for innocent purposes is part of the liberty’ protected by the U.S. Constitution. People in Chicago who stop to ‘engage in idle conversation or simply enjoy a cool breeze on a warm evening’ should not be subject to police commands. (“High Court Rejects Chicago Anti-Gang Loitering Law”) The second group claims that “Chicago Anti-Gang Loitering” law did not focus on specific criminal conduct and suggests that Chicago city lawyers redrafted this law to make it illegal to loiter, to “establish control over identifiable areas or to intimidate others from entering those areas” (“High Court Rejects Chicago Anti-Gang Loitering Law”). They argue that the lawyers are obliged to bring onto the agenda a better definition of the conduct for it to be accepted as a criminal act. A U.S. Constitutional Court abolished the “Chicago Anti-Gang Loitering” law in 1999, with ongoing discussions over the complicated nature of the issue. The legal uncertainty in the concept of loitering proves that the foreigner who had difficulties in understanding the notion was right in her concerns. All these things strikingly point to the possibility that somebody who is hanging around, chatting or lingering on a beautiful day can be arrested at any moment. The main reason the term “loiter” is obscure to the foreigner is not only because of the definitive meaning of loitering, but because the ambiguity of the term is still preserved after that. Thus, the person still has some hesitations about whether her behavior belongs to this category. The reason for her hesitation is based on the suspicion she has: she only intended to relax, dally and hang around (loiter); however, all those behaviors could be read (perceived) to suggest that she is about to engage in a criminal “bad” act. While the concept of social perception, which refers to the initial stage of evaluating the intentions of others using their body movements, hand gestures, facial expressions, and other biological motion cues (Allison, Puce and McCarthy), would explain the reason behind this reading, it is also possible to suggest that this kind of reading is conveyed by broader social norms. So, the problem which the foreigner experienced is the difficulty to create signs of doing nothing differentiating from the behaviors which are perceived as socially unacceptable. Last Word Nothing is the definition of a void. The aim of this essay is to discuss how loitering makes this void visible and representable. As defined earlier, a sign is a surface of meaning, an interface. Doing nothing, which is an intellectual or philosophical category, is represented in different ways in different cultures by some acts which form interfaces, and sometimes it is made visible. When signs of doing nothing are being discussed, one of the most important problems is related to defining and naming the acts. As congruent with the purpose of doing nothing, loitering would be the best representation of doing nothing. However, even if loitering does not include an intention to harm, it is considered that the state of danger continues since it is rather difficult to make this visible and comprehensible through bodily signs. Loitering is a state of inactivity, incapable of creating the signs that will make its intention obvious. Yet it signifies the storm itself by being perceived as the silence before the storm. References Allison, Truett, Aina Puce, and Gregory McCarthy. “Social Perception from Visual Cues: Roles of the STS region”. Trends in Cognitive Science 4 (2000): 267-278. Barthes, Roland. “Myth Today.” Mythologies. Trans. Annette Lavers. London: Vintage, 1990. Beck, Ulrich. The Reinvention of Politics: Rethinking Modernity in the Global Social Order. Trans. M. Ritter. Cambridge: Polity Press, 1997. “High Court Rejects Chicago Anti-Gang Loitering Law” 17 July 2006. http://www.ndsn.org/summer99/courts3.html>. Oxford Advanced Learner’s Dictionary of Current English. Ed. J. Crowther. Oxford: Oxford University Press, 1995. Oxford Encyclopedia English-Turkish Dictionary. Ä°stanbul: Sabah, 1990. Citation reference for this article MLA Style Timur, Sebnem, and Melike Turkan Bagli. "A Bodily Sign of “Doing Nothing”: Loitering or the Silence before the Storm." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/05-timur-bagli.php>. APA Style Timur, S., and M. Bagli. (Jul. 2006) "A Bodily Sign of “Doing Nothing”: Loitering or the Silence before the Storm," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/05-timur-bagli.php>.
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Ahn, Sungyong. "On That <em>Toy-Being</em> of Generative Art Toys." M/C Journal 26, no. 2 (April 25, 2023). http://dx.doi.org/10.5204/mcj.2947.

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Exhibiting Procedural Generation Generative art toys are software applications that create aesthetically pleasing visual patterns in response to the users toying with various input devices, from keyboard and mouse to more intuitive and tactile devices for motion tracking. The “art” part of these toy objects might relate to the fact that they are often installed in art galleries or festivals as a spectacle for non-players that exhibits the unlimited generation of new patterns from a limited source code. However, the features that used to characterise generative arts as a new meditative genre, such as the autonomy of the algorithmic system and its self-organisation (Galanter 151), do not explain the pleasure of fiddling with these playthings, which feel sticky like their toy relatives, slime, rather than meditative, like mathematical sublime. Generative algorithms are more than software tools to serve human purposes now. While humans are still responsible for the algorithmically generated content, this is either to the extent of the simple generation rules the artists design for their artworks or only to the extent that our everyday conversations and behaviours serve as raw material to train machine learning-powered generation algorithms, such as ChatGPT, to interpret the world they explore stochastically, extrapolating it in an equivalently statistical way. Yet, as the algorithms become more responsive to the contingency of human behaviours, and so the trained generation rules become too complex, it becomes almost impossible for humans to understand how they translate all contingencies in the real world into machine-learnable correlations. In turn, the way we are entangled with the generated content comes to far exceed our responsibility. One disturbing future scenario of this hyper-responsiveness of the algorithms, for which we could never be fully responsible, is when machine-generated content replaces the ground truth sampled from the real world, leading to the other machine learning-powered software tools that govern human behaviour being trained on these “synthetic data” (Steinhoff). The multiplicities of human worlds are substituted for their algorithmically generated proxies, and the AIs trained instead on the proxies’ stochastic complexities would tell us how to design our future behaviours. As one aesthetic way to demonstrate the creativity of the machines, generative arts have exhibited generative algorithms in a somewhat decontextualised and thus less threatening manner by “emphasizing the circularity of autopoietic processes” of content generation (Hayles 156). Their current toy conversion playfully re-contextualises how these algorithms in real life, incarnated into toy-like gadgets, both enact and are enacted by human users. These interactions not only form random seeds for content generation but also constantly re-entangle generated contents with contingent human behaviors. The toy-being of generative algorithms I conceptualise here is illustrative of this changed mode of their exhibition. They move from displaying generative algorithms as speculative objects at a distance to sticky toy objects up close and personal: from emphasising their autopoietic closure to “more open-ended and transformative” engagement with their surroundings (Hayles 156). (Katherine Hayles says this changed focus in the research of artificial life/intelligence from the systems’ auto-poietic self-closure to their active engagement with environments characterises “the transition from the second to the third wave” of cybernetics; 17.) Their toy-being also reflects how the current software industry repurposes these algorithms, once developed for automation of content creation with no human intervention, as machines that enact commercially promising entanglements between contingent human behaviors and a mixed-reality that is algorithmically generated. Tool-Being and Toy-Being of Generative Algorithms What I mean by toy-being is a certain mode of existence in which a thing appears when our habitual sensorimotor relations with it are temporarily suspended. It is comparable to what Graham Harman calls a thing’s tool-being in his object-oriented rereading of Heidegger’s tool analysis. In that case, this thing’s becoming either a toy or tool pertains to how our hands are entangled with its ungraspable aspects. According to Heidegger a hammer, for instance, is ready-to-hand when its reactions to our grip, and swinging, and to the response from the nail, are fully integrated into our habitual action of hammering to the extent that its stand-alone existence is almost unnoticeable (Tool-Being). On the other hand, it is when the hammer breaks down, or slips out of our grasp, that it begins to feel present-at-hand. For Harman, this is the moment the hammer reveals its own way to be in the world, outside of our instrumentalist concern. It is the hint of the hammer’s “subterranean reality”, which is inexhaustible by any practical and theoretical concerns we have of it (“Well-Wrought” 186). It is unconstrained by the pragmatic maxim that any conception of an object should be grounded in the consequences of what it does or what can be done with it (Peirce). In Harman’s object-oriented ontology, neither the hammer’s being ready to serve any purpose of human and nonhuman others – nor its being present as an object with its own social, economic, and material histories – explicate its tool-being exhaustively. Instead, it always preserves more than the sum of the relations it has ever built with others throughout its lifetime. So, the mode of existence that describes best this elusive tool-being for him is withdrawing-from-hand. Generative art toys are noteworthy regarding this ever-switching and withdrawing mode of things on which Harman and other speculative realists focus. In the Procedural Content Generation (PCG) community, the current epicentre of generative art toys, which consists of videogame developers and researchers, these software applications are repurposed from the development tools they aim to popularise through this toy conversion. More importantly, procedural algorithms are not ordinary tools ready to be an extension of a developer’s hands, just as traditional level design tools follow Ivan Suntherland’s 1963 Sketchpad archetype. Rather, procedural generation is an autopoietic process through which the algorithm organises its own representation of the world from recursively generated geographies, characters, events, and other stuff. And this representation does not need to be a truthful interpretation of its environments, which are no other than generation parameters and other input data from the developer. Indeed, they “have only a triggering role in the release of the internally-determined activity” of content generation. The representation it generates suffices to be just “structurally coupled” with these developer-generated data (Hayles 136, 138). In other words, procedural algorithms do not break down to be felt present-at-hand because they always feel as though their operations are closed against their environments-developers. Furthermore, considered as the solution to the ever-increasing demand for the more expansive and interactive sandbox design of videogames, they not only promise developers unlimited regeneration of content for another project but promise players a virtual reality, which constantly changes its shape while always appearing perfectly coupled with different decisions made by avatars, and thus promise unlimited replayability of the videogame. So, it is a common feeling of playing a videogame with procedurally generated content or a story that evolves in real time that something is constantly withdrawing from the things the player just grasped. (The most vicious way to exploit this gamer feeling would be the in-game sale of procedurally generated items, such as weapons with many re-combinable parts, instead of the notorious loot-box that sells a random item from the box, but with the same effect of leading gamers to a gambling addiction by letting them believe there is still something more.) In this respect, it is not surprising that Harman terms his object-oriented ontology after object-oriented programming in computer science. Both look for an inexhaustible resource for the creative generation of the universe and algorithmic systems from the objects infinitely relatable to one another thanks ironically to the secret inner realities they enclose against each other. Fig. 1: Kate Compton, Idle Hands. http://galaxykate.com/apps/idlehands/ However, the toy-being of the algorithms, which I rediscover from the PCG community’s playful conversion of their development tools and which Harman could not pay due attention to while holding on to the self-identical tool-being, is another mode of existence that all tools, or all things before they were instrumentalised, including even the hammer, had used to be in children’s hands. For instance, in Kate Compton’s generative art toy Idle Hands (fig. 1), what a player experiences is her hand avatar, every finger and joint of which is infinitely extended into the space, even as they also serve as lines into which the space is infinitely folded. So, as the player clenches and unclenches her physical hands, scanned in real-time by the motion tracking device Leapmotion, and interpreted into linear input for the generation algorithm, the space is constantly folded and refolded everywhere even by the tiniest movement of a single joint. There is nothing for her hands to grasp onto because nothing is ready to respond consistently to her repeated hand gestures. It is almost impossible to replicate the exact same gesture but, even if she does, the way the surrounding area is folded by this would be always unpredictable. Put differently, in this generative art toy, the player cannot functionally close her sensorimotor activity. This is not so much because of the lack of response, but because it is Compton’s intention to render the whole “fields of the performer” as hyperresponsive to “a body in motion” as if “the dancer wades through water or smoke or tall grass, if they disturb [the] curtain as they move” (Compton and Mateas). At the same time, the constant re-generation of the space as a manifold is no longer felt like an autonomous self-creation of the machine but arouses the feeling that “all of these phenomena ‘listen’ to the movement of the [hands] and respond in some way” (Compton and Mateas). Let me call this fourth mode of things, neither ready-to-hand nor present-at-hand, nor withdrawing-from-hand, but sticky-to-hand: describing a thing’s toy-being. This is so entangled with the hands that its response to our grasp is felt immediately, on every surface and joint, so that it is impossible to anticipate exactly how it would respond to further grasping or releasing. It is a typical feeling of the hand toying with a chunk of clay or slime. It characterises the hypersensitivity of the autistic perception that some neurodiverse people may have, even to ordinary tools, not because they have closed their minds against the world as the common misunderstanding says, but because even the tiniest pulsations that things exert to their moving bodies are too overwhelming to be functionally integrated into their habitual sensorimotor activities let alone to be unentangled as present-at-hand (Manning). In other words, whereas Heideggerian tool-being, for Harman, draws our attention to the things outside of our instrumentalist concern, their toyfication puts the things that were once under our grip back into our somewhat animistic interests of childhood. If our agency as tool-users presupposes our body’s optimal grip on the world that Hubert Dreyfus defines as “the body’s tendency to refine its responses so as to bring the current situation closer to an optimal gestalt” (367), our becoming toy-players is when we feel everything is responsive to each other until that responsiveness is trivialised as the functional inputs for habitual activities. We all once felt things like these animistic others, before we were trained to be tool-users, and we may consequently recall a forgotten genealogy of toy-being in the humanities. This genealogy may begin with a cotton reel in Freud’s fort-da game, while also including such things as jubilant mirror doubles and their toy projections in Lacanian psychoanalysis, various playthings in Piaget’s development theory, and all non-tool-beings in Merleau-Ponty’s phenomenology. To trace this genealogy is not this article’s goal but the family resemblance that groups these things under the term toy-being is noteworthy. First, they all pertain to a person’s individuation processes at different stages, whether it be for the symbolic and tactile re-staging of a baby’s separation from her mother, her formation of a unified self-image from the movements of different body parts, the child’s organisation of object concepts from tactile and visual feedbacks of touching and manipulating hands, the subsequent “projection of such ‘symbolic schemas’” as social norms, as Barbie’s and Ken’s, onto these objects (Piaget 165-166), or a re-doing of all these developmental processes through aesthetic assimilation of objects as the flesh of the worlds (Merleau-Ponty). And these individuations through toys seem to approach the zero-degree of human cognition in which a body (either human or nonhuman) is no other than a set of loosely interconnected sensors and motors. In this zero-degree, the body’s perception or optimal grip on things is achieved as the ways each thing responds to the body’s motor activities are registered on its sensors as something retraceable, repeatable, and thus graspable. In other words, there is no predefined subject/object boundary here but just multiplicities of actions and sensations until a group of sensors and motors are folded together to assemble a reflex arc, or what Merleau-Ponty calls intention arc (Dreyfus), or what I term sensor-actuator arc in current smart spaces (Ahn). And it is when some groups of sensations are distinguished as those consistently correlated with and thus retraceable by certain operations of the body that this fold creates an optimal grip on the rest of the field. Let me call this enfolding of the multiplicities whereby “the marking of the ‘measuring agencies’ by the ‘measured object’” emerges prior to the interaction between two, following Karen Barad, intra-action (177). Contrary to the experience of tool-being present-at-hand as no longer consistently contributing to our habitually formed reflex arc of hammering or to any socially constructed measuring agencies for normative behaviors of things, what we experience with this toy-being sticky-to-hand is our bodies’ folding into the multiplicities of actions and sensations, to discover yet unexplored boundaries and grasping between our bodies and the flesh of the world. Generative Art Toys as the Machine Learning’s Daydream Then, can I say even the feeling I have on my hands while I am folding and refolding the slime is intra-action? I truly think so, but the multiplicities in this case are so sticky. They join to every surface of my hands whereas the motility under my conscious control is restricted only to several joints of my fingers. The real-life multiplicities unfolded from toying with the slime are too overwhelming to be relatable to my actions with the restricted degree of freedom. On the other hand, in Compton’s Idle Hands, thanks to the manifold generated procedurally in virtual reality, a player experiences these multiplicities so neatly entangled with all the joints on the avatar hands. Rather than simulating a meaty body enfolded within “water or smoke or tall grass,” or the flesh of the world, the physical hands scanned by Leapmotion and abstracted into “3D vector positions for all finger joints” are embedded in the paper-like virtual space of Idle Hands (Compton and Mateas). And rather than delineating a boundary of the controlling hands, they are just the joints on this immanent plane, through which it is folded into itself in so many fantastic ways impossible on a sheet of paper in Euclidean geometry. Another toy relative which Idle Hands reminds us of is, in this respect, Cat’s Cradle (fig. 2). This play of folding a string entangled around the fingers into itself over and over again to unfold each new pattern is, for Donna Haraway, a metaphor for our creative cohabitation of the world with nonhuman others. Feeling the tension the fingers exchange with each other across the string is thus, for her, compared to “our task” in the Anthropocene “to make trouble, to stir up potent response to devastating events, as well as to settle troubled waters and rebuild quiet places” (Haraway 1). Fig. 2: Nasser Mufti, Multispecies Cat's Cradle, 2011. https://www.kit.ntnu.no/sites/www.kit.ntnu.no/files/39a8af529d52b3c35ded2aa1b5b0cb0013806720.jpg In the alternative, in Idle Hands, each new pattern is easily unfolded even from idle and careless finger movements without any troubled feeling, because its procedural generation is to guarantee that every second of the player’s engagement is productive and wasteless relation-making. In Compton’s terms, the pleasure of generative art toys is relevant to the players’ decision to trade the control they once enjoyed as tool users for power. And this tricky kind of power that the players are supposed to experience is not because of their strong grip, but because they give up this strong grip. It is explicable as the experience of being re-embedded as a fold within this intra-active field of procedural generation: the feeling that even seemingly purposeless activities can make new agential cuts as the triggers for some artistic creations (“Generative Art Toys” 164-165), even though none of these creations are graspable or traceable by the players. The procedural algorithm as the new toy-being is, therefore, distinguishable from its non-digital toy relatives by this easy feeling of engagement that all generated patterns are wastelessly correlated with the players’ sensorimotor activities in some ungraspable ways. And given the machine learning community’s current interest in procedural generation as the method to “create more training data or training situations” and “to facilitate the transfer of policies trained in a simulator to the real world” (Risi and Togelius 428, 430), the pleasure of generative art toys can be interpreted as revealing the ideal picture of the mixed-reality dreamed of by machine learning algorithms. As the solution to circumvent the issue of data privacy in surveillance capitalism, and to augment the lack of diversity in existing training data, the procedurally generated synthetic data are now considered as the new benchmarks for machine learning instead of those sampled from the real world. This is not just about a game-like object for a robot to handle, or geographies of fictional terrains for a smart vehicle to navigate (Risi and Togelius), but is more about “little procedural people” (“Little Procedural People”), “synthetic data for banking, insurance, and telecommunications companies” (Steinhoff 8). In the near future, as the AIs trained solely on these synthetic data begin to guide our everyday decision-making, the mixed-reality will thus be more than just a virtual layer of the Internet superimposed on the real world but haunted by so many procedurally generated places, things, and people. Compared to the real world, still too sticky like slime, machine learning could achieve an optimal grip on this virtual layer because things are already generated there under the assumption that they are all entangled with one another by some as yet unknown correlations that machine learning is supposed to unfold. Then the question recalled by this future scenario of machine learning would be again Philip K. Dick’s: Do the machines dream of (procedurally generated) electronic sheep? Do they rather dream of this easy wish fulfillment in place of playing an arduous Cat’s Cradle with humans to discover more patterns to commodify between what our eyes attend to and what our fingers drag and click? Incarnated into toy-like gadgets on mobile devices, machine learning algorithms relocate their users to the zero-degree of social profiles, which is no other than yet-unstructured personal data supposedly responsive to (and responsible for regenerating) invisible arcs, or correlations, between things they watch and things they click. In the meanwhile, what the generative art toys really generate might be the self-fulfilling hope of the software industry that machines could generate their mixed-reality, so neatly and wastelessly engaged with the idle hands of human users, the dream of electronic sheep under the maximal grip of Android (as well as iOS). References Ahn, Sungyong. “Stream Your Brain! Speculative Economy of the IoT and Its Pan-Kinetic Dataveillance.” Big Data & Society 8.2 (2021). Barad, Karen. Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning. Durham: Duke UP, 2007. Compton, Kate. “Generative Art Toys.” Procedural Generation in Game Design, eds. Tanya Short and Tarn Adams. New York: CRC Press, 2017. 161-173. Compton, Kate. “Little Procedural People: Playing Politics with Generators.” Proceedings of the 12th International Conference on the Foundations of Digital Games, eds. Alessandro Canossa, Casper Harteveld, Jichen Zhu, Miguel Sicart, and Sebastian Deterding. New York: ACM, 2017. Compton, Kate, and Michael Mateas. “Freedom of Movement: Generative Responses to Motion Control.” CEUR Workshop Proceedings, 2282, ed. Jichen Zhu. Aachen: CEUR-WS, 2018. Dreyfus, Hubert L. “Intelligence without Representation: Merleau-Ponty’s Critique of Mental Representation.” Phenomenology and the Cognitive Sciences 1 (2002): 367-383. Galanter, Philip. “Generative Art Theory.” A Companion to Digital Art, ed. Christiane Paul. Hoboken, NJ: Wiley-Blackwell, 2016. 146-180. Haraway, Donna J. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke UP, 2016. Harman, Graham. Tool-Being: Heidegger and the Metaphysics of Objects. Chicago: Open Court, 2002. ———. “The Well-Wrought Broken Hammer: Object-Oriented Literary Criticism.” New Literary History 43 (2012): 183-203. Hayles, Katherine N. How We Become Posthuman: Virtual Bodies in Cybernetics, Literatures, and Informatics. Chicago: U of Chicago P, 1999. Manning, Erin. The Minor Gesture. Durham: Duke UP, 2016. Merleau-Ponty, Maurice. The Visible and the Invisible. Ed. Claude Lefort. Trans. Alphonso Lingis. Evanston, IL: Northwestern UP, 1968. Peirce, Charles S. “How to Make Our Ideas Clear.” Popular Science Monthly 12 (1878): 286-302. Piaget, Jean. Play, Dreams and Imitation in Childhood. Trans. C. Gattegno and F.M. Hodgson. New York: W.W. Norton, 1962. Risi, Sebastian, and Julian Togelius. “Increasing Generality in Machine Learning through Procedural Content Generation.” Nature Machine Intelligence 2 (2020): 428-436. Steinhoff, James. “Toward a Political Economy of Synthetic Data: A Data-Intensive Capitalism That Is Not a Surveillance Capitalism?” New Media and Society, 2022.
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Williams, Kathleen. "Never Coming to a Theatre near You: Recut Film Trailers." M/C Journal 12, no. 2 (May 13, 2009). http://dx.doi.org/10.5204/mcj.139.

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IntroductionRecut trailers typically mix footage from one or more films to create a preview for a feature that will never exist. Challenging the trailer’s assumed function as existing merely to gain an audience for a main attraction, the recut trailer suggests that the trailer can exist separately from a film. This paper will ask if recut trailers are evidence of fan enthusiasm and question precisely where this enthusiasm is directed. Do recut trailers demonstrate there are fans for the feature film that is recut, or does this enthusiasm extend beyond an appreciation and anticipation for a feature film? It will be ascertained if the recut trailer – as a site for homage, parody and fandom – transcends the advertising imperatives of box office success. This paper will demonstrate how fan-made trailers are symptomatic of the need for a new critical approach to trailers, one that does not situate the trailer as the low advertisement to the high cultural text of the film. It will be proposed that trailers form a network, of which the feature films and other trailers that are invoked form only a part.Recut trailers, while challenging the norms of what is considered an advertisement, function within a strict frame of reference: in their length, use of credits, text, voiceover in direct address to the audience, and editing techniques. Consequently, the recut trailer parodies and challenges the tools of promotion by utilising the very methods that sell to a prospective audience, to create an advertisement that is stripped of its traditional function by promoting a film that cannot exist and cannot be consumed. The promotion seems to end at the site of the advertisement, while still calling upon a complex series of interconnected references and collective knowledge in order for the parody to be effective. This paper will examine the network of Brokeback Mountain parodies, which were created before, during and after the feature film’s release, suggesting that the temporal imperative usually present in trailers is irrelevant for their appreciation. A playlist of the trailers discussed is available here.The Shift from Public to PrivateThe limited scholarship available situates the trailer as a promotional tool and a “brief film text” (Kernan 1), which is a “limited sample of the product” of the feature film (Kerr and Flynn 103), one that directly markets to demographics in order to draw an audience to see the feature. The traditional distribution methods for the trailer – as pre-packaged coming attractions in a cinema, and as television advertisements – work by building a desire to see a film in the future. For the trailer to be commercially successful within this framework, there is an imperative to differentiate itself from other trailers through creating an appeal to stars, genre or narrative (Kernan 14), or to be recognised as a trailer in amongst the stream of other advertisements on television. As new media forms have emerged, the trailer’s spatial and temporal bounds have shifted: the trailer is now included as a special feature on DVD packages, is sent to mobile devices on demand, and is viewed on video-sharing websites such as YouTube. In this move from the communal, collective and directed consumption of the trailer in the public sphere to the individualised, domesticated and on-demand consumption in the private sphere – the trailer has shown itself to be a successful “cross-media text” (Johnston 145). While choosing to watch a trailer – potentially long after the theatrical release of the film it promotes – suggests a growing “interactive relationship between film studio and audience” (Johnston 145), it also marks the beginning of increasing interactivity between the trailer and the audience, a relationship that has altered the function and purpose of the trailer beyond the studio’s control. Yet, the form of the trailer as it was traditionally distributed has been retained for recut trailers in order to parody and strip the trailer of its original meaning and purpose, and removes any commercial capital attached to it. Rather than simply being released at the control of a studio, the trailer is now actively shared, appropriated and altered. Demand for the trailer has not diminished since the introduction of new media, suggesting that there is an enthusiasm not only for coming feature films, but also for the act of watching, producing and altering trailers that may not translate into box office takings. This calls into question the role of the trailer in new media sites, in which the recut trailers form a significant part by embodying the larger changes to the consumption and distribution of trailers.TrailerTubeThis study analyses recut trailers released on YouTube only. This is, arguably, the most common way that these trailers are watched and newly created trailers are shared and interacted with, with some clips reaching several million views. The purpose of this paper is to analyse the network that is created surrounding the recut trailer through addressing its specific qualities. YouTube is the only site consulted in this study for the release for fan-made trailers as YouTube forms a formidable part of the network of recut trailers and studio released trailers, and currently, serves as a common way for Internet users to search for videos.YouTube was launched in December 2005, and in the following 1-2 years, the majority of popular recut trailers emerged. The correlation between these two dates is not arbitrary; the technology and culture promoted and fostered by the unique specificities of YouTube has in turn developed the recut trailer as “one of the most popular forms of fan subversion in the age of digital video” (Hilderband 52). It is also the role of audiences and producers that has ensured that the trailer has moved beyond its original spatial and temporal bounds – to be consumed in the home or on mobile devices, and at any stage past any promotional urgency. The Brokeback Mountain parodies, to be later discussed, surfaced mainly in 2006, demonstrative of an early acceptance of the possibilities that YouTube and mass broadcasting presented, and the possibilities that the trailer could offer to YouTube’s “clip” culture (Hilderbrand 49).The specificities of YouTube as a channel for dissemination have allowed for fan-made trailers to exist alongside trailers released by studios. Rather than the trailer being consumed and then becoming irretrievable, perpetually tied to the feature film it promotes, the online distribution and storing of trailers allows a constant revisiting of the advertisement – this act alone demonstrating an enthusiasm for the form of the trailer. Hilderbrand argues that YouTube “offers[s] new and remediating relationships to texts that indicate changes and acceleration of spectatorial consumption” (49). Specifically, Hilderbrand proposes that YouTube functions as a collection of memories, which in turn present a “portal of cultural memory” (54) – amplified by the ability to create playlists and channels. The tagging of trailers to the films from which they drive, the official trailers released for a film referenced, or other recut trailers ensures that there is a physical trace of the network the trailer creates. Recut trailers demand for knowledge and capital to be shared amongst viewers, the technical attributes of YouTube allow for much of this knowledge to be available on demand, and to be hyperlinked or suggested to the viewer. In order for the parody present in recut trailers to function at the level intended, the films that are drawn upon would presumably need to be identified and some basic elements of the plot understood in order for the capital imbued in the trailer to be completely realised. If the user is unaware of the film, however, clips of the film or the original trailer can be reached either through the “related videos” menu which populates according to the didactic information for the clip watched, or by searching. As the majority of recut trailers seek to displace the original genre of the film parodied – such as, for example, Ten Things I Hate about Commandments which presents the story of The Ten Commandments as a teen film in which Moses will both part the sea and get the girl – the original genre of the film must be known by the viewer in order to acknowledge the site for parody in the fan-made trailer. Further to this, the network deployed suggests that there must be some knowledge of the conventions of the genre that is being applied to the original film’s promotional qualities. The parody functions by effectively sharing the knowledge between two genres, in conjunction with an awareness of the role and capital of the trailer. Tagging, playlists and channels facilitate the sharing of knowledge and dispersing of capital. As the recut trailer tends to derive from more than one source, the network alters the viewer’s relationship to the original feature film and cultivates a series of clips and knowledge. However, this also indicates that intimate fan knowledge can be bypassed – which places this particular relationship to the trailer and the invoked films as existing outside the realms of the archetypal cult fan. This challenges prior conceptions of fan culture by resisting a prolonged engagement normally attributed to cultivating fan status (Hills), as typically only one trailer will be made, rather than exhibiting a concentrated adulation of one text. The recut trailer is placed as the nexus in a series of links, in which the studio system is subverted while also being directly engaged with and utilised. The tools that have traditionally been used to sell to an audience through pre-packaged coming attractions are now used to promote a film that cannot be consumed that holds no commercial significance for film studios. These tools also work to reinforce the aesthetic and cinematic norms in the trailer, which provide a contract of audience expectations – such as the use of the approval by the American Motion Picture Association screen and classification at the beginning of the majority of recut trailers. The recut trailer assimilates to the nature of video sharing on YouTube in which the trailer is part of a network of narratives all of which are accessible on demand, can be fast-forwarded, replayed, and embedded on numerous social networking sites for further dissemination and accompanying editorial comment. The trailer thus becomes a social text that involves a community and is wide-reaching in its aims and consumption, despite being physically consumed in the private sphere. The feature which enables the user to “favourite” a video, add it to their playlist and embed it in another site, demonstrates that the trailer is considered as its own cohesive form, subject to scrutiny and favoured or dismissed. Constant statistics reflecting its popularity reinforce the success of a recut trailer, and popularity will generally lead to the trailer becoming more accessible. Hilderbrand argues that YouTube has nutured a “new temporality of immediate gratification for audiences” which has in turn contributed to the “culture of the clip” (49), which the trailer seems to exemplify – and in the absence of feature films being legally readily accessible on sites such as YouTube, the trailer seeks to fill the void for immediate gratification.Brokeback MountainsWhile fan-made trailers can generate enthusiasm about the release of an upcoming film they may be linked to – as was recently the case with fan-made trailers for teen vampire film, Twilight – there is also a general enthusiasm to play with the form of the trailer and all that it signifies, while in the process, stripping the trailer of its traditional function. Following the release of the trailer for feature film Brokeback Mountain, numerous recut trailers emerged on YouTube which took the romantic and sexual relationship of the two male leads in the film, and applied this narrative to films depicting two male leads in a non-romantic friendship. In effect, new films were created that used the basis of Brokeback Mountain to shift plots in existing films, creating a new narrative in the process. The many Brokeback… parodies vary in popularity, and have been uploaded to YouTube continuously since 2006. The titles include Brokeback to the Future, Saved by the Bell: Brokeback Style, Brokeback of the Ring, The Brokeback Redemption, Broke Trek, Harry Potter and Brokeback Goblet and Star Wars: The Emperor Brokeback. The trailers use footage from a variety of film and television sources that show a friendship between two men and introduce it to the “style” of Brokeback Mountain. There are several techniques which are used uniformly across all of the trailers in order to convey this new plot: the original score used in the Brokeback Mountain trailer begins each recut trailer; the use of typically white text on a black screen based on the original trailer’s text, or a slight variant of it which is specific to the film which is being recut; and the pace of shots altered to focus on lingering looks, or to splice scenes together in order to imply sexual contact. Consequently, there is a consciousness of the effects used in the original trailer to sell a particular narrative to the audience as something that an audience would want to view. The narrative is constructed as being universal, as any story with two men as the leads and their friendship can be altered to show an underlying homoerotic story, and the form of the trailer allows these storylines to be promoted and shared. The insider knowledge of the fan that has noticed these interactions is able to make their knowledge communal. Hills argues that “fans participate in communal activities” (ix), which here takes the form of creating a network of collective stories which form Brokeback – it is a story extended to several sites, and a story which is promoted and sold. Through the use of tagging, playlists and suggested videos, once one recut trailer is viewed, several others are made instantly available. The availability of the original Brokeback Mountain trailer then serves to reinforce the authenticity and professionalism of the clips, by providing a template in which existing footage from other films is moulded to fit within.The instant identifier of a Brokeback… trailer is the music that was used in the original trailer. This signals that the trailer for Brokeback Mountain was itself so iconic that the use of its soundtrack would be instantly recognisable, and the re-use of music and text suggests that the recut trailers reinforce this iconography and its capital by visually reinforcing what signifies Brokeback Mountain. The network these trailers create includes the film Brokeback Mountain itself, but the recut trailer begins to open a new trajectory for the narrative to mould and shift, identifiable by techniques present in the trailer but not the feature film itself. The fan appreciation is evident in several ways: namely, there is an enthusiasm to conflate a feature film into Brokeback Mountain’s general narrative; that there has been enough of an engagement with a feature in order to retrieve clips to be edited into a new montage, and consequently, a condensed narrative with a direct mode of address; and also the eagerness to see a feature film in trailer form, employing trailer-specific cinematic techniques to enhance parody and displacement. Recut trailers are also subject to commenting, which generally reflect on either the insider fan knowledge of the text that is being initiated to the world of Brokeback Mountain, or take the place of comments that reflect on the success of the editing. In this respect, critique is a part of the communal fan interaction with the creator and uploader in the recut trailer’s network. As such, there is a focus on quality for the creator of the fan video, and rating occurs in order to rank the recut trailers. This focus on quality and professionalism elevates the creator of the recut trailer to the status of a director, despite not having filmed the scenes themselves. Demonstrating the enthusiasm for the role of the trailer, the internal promotion on YouTube of the most successful trailers – designated as such by the YouTube community – signals an active engagement with the role of the trailer, and its social properties, even though it is consumed individually.ConclusionWhile the recut trailer extends the fan gaze toward one object or more, it is typically presented as a parody, and consequently, could also be seen as rejecting elements of a genre or feature film. However, the parody typically occurs at the site of displacement: such as the relationship between the two male leads in Brokeback to the Future having a romantic relationship whilst coming to terms with time-travel; the burning bush in Ten Things I Hate about Commandments being played by Samuel L. Jackson as “Principal Firebush”, complete with audio from Pulp Fiction; or recutting romantic comedy Sleepless in Seattle to become a horror film. The parody relies on knowledge that can be found easily, aided by YouTube’s features, while requiring the creator to intimately engage with a feature film. The role of the trailer in this network is to provide the tools and the boundaries for the new narrative to exist within, and create a system of referents for the fan to identify, through parodies of star appeal, genre, or narrative, as Kernan proposes are the three ways in which a trailer often relies upon to sell itself to an audience (14).As this paper has argued toward, the recut trailer can also be released from the feature films it invokes by being considered as its own coherent form, which draws upon numerous sites of knowledge and capital in order to form a network. While traditionally trailers have worked to gain an audience for an impending feature release, the recut trailer only seeks to create an audience for itself. Through the use of cult texts or a particularly successful form of parody, as demonstrated in Scary Mary Poppins, the recut trailer is widely consumed and shared across multiple avenues. The recut trailer then seeks to promote only itself through providing a condensed narrative, speaking directly to audiences, and cleverly engaging with the use of editing to leave traces of authorship. Fan culture may be seen as the adoration of one creator to the film they recut, but the network that the recut trailer creates demonstrates that there is an enthusiasm in both creators and viewers for the form of the trailer itself, to exist beyond the feature film and advertising imperatives.ReferencesBrokeback of the Ring. 27 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=tgt-BiFiBek›.Brokeback to the Future. 1 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=8uwuLxrv8jY›.Brokeback Mountain. Dir. Ang Lee. Film. Paramount Pictures, 2005. The Brokeback Redemption Trailer. 28 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=FtRi42DEdTE›.Broke Trek – A Star Trek Brokeback Mountain Parody. 27 May 2007. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=7xSOuLky3n0›.Harry Potter and the Brokeback Goblet. 8 March 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=e9D0veHTxh0›. Hilderbrand, Lucas. "Youtube: Where Cultural Memory and Copyright Converge." Film Quarterly 61 (2007): 48-57. Hills, Matthew. Fan Cultures. New York: Routledge, 2002. Johnston, Keith M. "'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age." Convergence: The International Journal of Research into New Media Technologies 14 (2008): 145-60. Kernan, Lisa. Coming Attractions: Reading American Movie Trailers. Austin: U of Texas P, 2004. Kerr, Aphra, and Roddy Flynn. "Rethinking Globalisation through the Movie and Games Industries." Convergence: The International Journal of Research Into New Media Technologies 9 (2003): 91-113. The Original Scary ‘Mary Poppins’ Recut Trailer. 8 Oct. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=2T5_0AGdFic›.Saved by the Bell: Brokeback Style. 4 April 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=yHLr5AYl5f4›.Sleepless in Seattle. Dir. Nora Ephron. Film. Tristar Pictures, 1993. Sleepless in Seattle: Recut as a Horror Movie. 30 Jan. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=frUPnZMxr08›.Star Wars: The Emperor Brokeback. 14 Feb. 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=omB18oRsBYg›.The Ten Commandments. Dir. Cecil B. DeMille. Film. Paramount Pictures, 1956. Ten Things I Hate about Commandments. 14 May 2006. YouTube. Video. 2 March 2009 ‹http://www.youtube.com/watch?v=u1kqqMXWEFs›.
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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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Abstract:
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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Books on the topic "Touching the void (Motion picture)"

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Miller, Logan. Either You're in or You're in the Way. New York: HarperCollins, 2009.

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Miller, Logan. Either you're in or you're in the way: Two brothers, twelve months, and one filmmaking hell-ride to keep a promise to their father. New York: HarperCollins, 2009.

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Calver, Nicolas. Exploring the Void: A Lent Course. Darton Longman & Todd, 2008.

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Miller, Logan, and Noah Miller. Either You're in or You're in the Way: Two Brothers, Twelve Months, and One Filmmaking Hell-Ride to Keep a Promise to Their Father. HarperCollins Publishers, 2009.

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Miller, Logan, and Noah Miller. Either You're in or You're in the Way: Two Brothers, Twelve Months, and One Filmmaking Hell-Ride to Keep a Promise to Their Father. HarperCollins Publishers, 2009.

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Miller, Logan, and Noah Miller. Either You're in or You're in the Way: Two Brothers, Twelve Months, and One Filmmaking Hell-Ride to Keep a Promise to Their Father. HarperCollins Publishers, 2010.

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Miller, Logan, and Noah Miller. Either You're in or You're in the Way: Two Brothers, Twelve Months, and One Filmmaking Hell-Ride to Keep a Promise to Their Father. HarperCollins Publishers, 2009.

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Miller, Logan, and Noah Miller. Either You're in or You're in the Way: Two Brothers, Twelve Months, and One Filmmaking Hell-Ride to Keep a Promise to Their Father. HarperCollins Publishers, 2009.

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Select Editions Volume 3: Blackout, Angel Falls, Void Moon, The Kinsley House. Reader's Digest, 2000.

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Book chapters on the topic "Touching the void (Motion picture)"

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Gautreau, Justin. "Introduction." In The Last Word, 1–8. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190944551.003.0001.

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The book’s introduction traces the emergence of so-called motion picture fiction in the pages of industry fan magazines. Such novels as Robert Carlton Brown’s My Experience as a Film Favorite (published in Photoplay in 1913 and 1914) and, later, Edward J. Clode’s My Strange Life: The Intimate Life Story of a Moving Picture Actress (published in 1915 as a standalone book) positioned readers to imagine themselves as stars at a time when the film industry was promoting itself as a place of romance and opportunity. The function of motion picture fiction, however, took a swift turn following a string of celebrity scandals in the 1920s. After laying out the structure for the rest of the book and touching on other studies on the Hollywood novel, the introduction highlights the Hollywood novel’s relevance to and resonance with film theory and more contemporary scandal in the entertainment industry.
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Conference papers on the topic "Touching the void (Motion picture)"

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Yang, Kuan, Xiaxin Cao, Changqi Yan, Yongyong Yang, Chunping Tian, and Jianjun Xu. "Visualization Study of Bubble Sliding Characteristics in a Subcooled Flow Boiling Narrow Rectangular Channel Under Natural Circulation Condition." In 2017 25th International Conference on Nuclear Engineering. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/icone25-66843.

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Heat transfer enhancement by the motion of the bubbles sliding along the heating surface are wildly reported by many researchers, thus it is of great importance to quantitatively investigate the characteristics of sliding bubbles. A visualization study of subcooled flow boiling of water in a vertical single face-heated narrow rectangular channel under a series of natural circulation working conditions was conducted. Pictures of the bubble sliding behaviors were captured by a high speed camera simultaneously with thermal data. A sequence of digital image processing algorithms were applied to the original picture to extract bubble shape and location information, which post-processing methods were adopted to obtain characteristic sliding parameters (including the distribution of the equivalent sliding bubble diameter and velocity, number density of the sliding bubbles). It is found that bubbles can be able to nucleate and grow while sliding on the heating plate after the ONB point; the bubble number density, average bubble sliding velocity and the average sliding diameter continue to increase along the test section; heat transfer in the flow channel are significantly enhanced along flow direction with relatively low local void fraction. The average bubble sliding velocity near the inlet is significantly smaller than the sectional average velocity of single-phase fluid of the flow channel, and then it exceeded near the outlet of the test section. The average bubble sliding velocity and diameter increase with increasing heat flux and decreeing local subcooling degree. The equivalent diameter of sliding bubbles and the bubble sliding velocity approximately follow normal distribution. The distribution of the bubble diameter and velocity both cover a wild range. The standard deviations of the probability density function of the sliding bubble diameter and velocity increase with increasing heat flux and decreasing subcooling degree.
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