Artículos de revistas sobre el tema "Motion pictures - Aesthetics"

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1

Khrenov, Nikolai Andreyevich. "S.M. Eisenstein’s Aesthetics in Semiotic Perspective". Journal of Flm Arts and Film Studies 7, n.º 1 (15 de marzo de 2015): 8–25. http://dx.doi.org/10.17816/vgik718-25.

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The article is devoted to the semiotic interpretation of the theoretical heritage of S.M. Eisenstein, the film maker who anticipated the structuralist approach which has been so popular from the 1960s. Back in the 1960s, Eisensteins heritage attracted the attention of Academician Vyacheslav Ivanov because he found there he found a trend for understanding cinema as a language or, to be more precise, as a semiotic system. Vyacheslav Ivanov could not but notice it, as the formation of semiotics methodology in Russia is associated with his name. No wonder that he would reflect on the background of art semiotics which in the sphere of motion pictures is associating with the name of S.M. Eisenstein. While trying to appreciate the significance of Vyacheslav Ivanovs research of Eisensteins aesthetics, the author is contemplates on the application of semiotics methodology to the cinema as a semiotic system. In this regard the article is reproducing the aura of devotion to semiotics of domestic film scholars. When explaining the meaning of the title of Ivanovs book on S. Eisenstein, the author argues that the concept of semiotics was initially developed on the stage of the formation of aesthetics as a philosophical science.
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2

Khorob, S. I. "THE CREATION OF A CINEMA WORLD AS A FICTIONAL PROCESS (ON THE MATERIAL OF FILMS OF UKRAINIAN “POETIC CINEMA”)". PRECARPATHIAN BULLETIN OF THE SHEVCHENKO SCIENTIFIC SOCIETY Word, n.º 2(54) (22 de enero de 2019): 288–97. http://dx.doi.org/10.31471/2304-7402-2019-2(54)-288-297.

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The article considers some aspects of a creative process over the film. On the example of motion pictures of the representatives of the Ukrainian “poetic cinema”, as well as of the creative work of their producers the attempt is made to single out peculiarities of psychology of creative work, its phases and stages. It is proved that such movies as “Tini zabutykh predkiv”, “Propala hramota”, “Vechir na Ivana Kupala”, “Kaminnyi khrest”, “Vavylon XX” and their creators substantially renewed the aesthetics of the cinematographic art of Ukraine.
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3

ADAMS, BRETT, CHITRA DORAI y SVETHA VENKATESH. "FINDING THE BEAT: AN ANALYSIS OF THE RHYTHMIC ELEMENTS OF MOTION PICTURES". International Journal of Image and Graphics 02, n.º 02 (abril de 2002): 215–45. http://dx.doi.org/10.1142/s0219467802000573.

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This paper presents a new study on the application of the framework of Computational Media Aesthetics to the problem of automated understanding of film. Leveraging Film Grammar as the means to closing the "semantic gap" in media analysis, we examine film rhythm, a powerful narrative concept used to endow structure and form to the film compositionally and enhance its lyrical quality experientially. The novelty of this paper lies in the specification and investigation of the rhythmic elements that are present in two cinematic devices; namely motion and editing patterns, and their potential usefulness to automated content annotation and management systems. In our rhythm model, motion behavior is classified as being either nonexistent, fluid or staccato for a given shot. Shot neighborhoods in movies are then grouped by proportional makeup of these motion behavioral classes to yield seven high-level rhythmic arrangements that prove to be adept at indicating likely scene content (e.g. dialogue or chase sequence) in our experiments. The second part of our investigation presents a computational model to detect editing patterns as either metric, accelerated, decelerated or free. Details of the algorithm for the extraction of these classes are presented, along with experimental results on real movie data. We show with an investigation of combined rhythmic patterns that, while detailed content identification via rhythm types alone is not possible by virtue of the fact that film is not codified to this level in terms of rhythmic elements, analysis of the combined motion/editing rhythms can allow us to determine that the content has changed and hypothesize as to why this is so. We present three such categories of change and demonstrate their efficacy for capturing useful film elements (e.g. scene change precipitated by plot event), by providing data support from five motion pictures.
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4

Viernes, Noah Keone. "Restricted vision: Censorship and cinematic resistance in Thailand". Journal of Southeast Asian Studies 52, n.º 4 (diciembre de 2021): 634–57. http://dx.doi.org/10.1017/s0022463421000990.

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Film censorship screens the nation as a ‘way of seeing’ that is both fundamental to the art of governance and vulnerable to the flexibility of contemporary global images. In Thailand, this historically-conditioned regime arose in the geopolitics of the 1930 Film Act, the Motion Pictures and Video Act of 2008, and a coterminous regulation of visuality as a form of cultural governance. I pursue a close reading of two banned films by Apichatpong Weerasethakul and Nontawat Numbenchapol, respectively, to illustrate the aesthetics of film censorship in light of the development of a national cinema, especially to consider the strategies that film-makers use to negotiate the governance of vision.
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5

Oliveira Lopes, Rui. "A New Light on the Shadows of Heavenly Bodies". Religion and the Arts 20, n.º 1-2 (2016): 160–96. http://dx.doi.org/10.1163/15685292-02001008.

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The distinct tradition of Indian shadow puppetry has been the subject of much interest among scholars, focusing mainly on its origin, the mutual exchange between different regions across Asia, and the relationship between theater performance and popular culture. This study discusses the similarities of shadow puppets with temple mural painting and loose-leaf paintings, and shows how puppets may have shifted technically from narrative paintings on loose-leaf folios toward motion pictures, in order to create a more interactive link between the audience and the storyteller. The first part of this paper explores the archetypal and psychological meanings of shadow in Indian culture and religion, as well as its relationship with the origins of painting. The main issues include archetypal references to the shadow of Hindu gods described in Vedic, epic, and Purāņic sources, the use of prototypes to transmit knowledge to humankind, and the analysis of shadow puppets as moving pictures. Secondly, the paper analyzes the materiality of puppets and their consistency with Indian aesthetics and art criticism in the form of theoretical principles found in classical texts and art treatises such as the Nāțyaśāstra, the Viṣṇudhārmottāra, and the Śilpaśāstra.
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6

Wu, Hui. "Shakespeare in Chinese Cinema". Multicultural Shakespeare: Translation, Appropriation and Performance 10, n.º 25 (31 de diciembre de 2013): 71–81. http://dx.doi.org/10.2478/mstap-2013-0006.

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Shakespeare’s plays were first adapted in the Chinese cinema in the era of silent motion pictures, such as A Woman Lawyer (from The Merchant of Venice, 1927), and A Spray of Plum Blossoms (from The Two Gentlemen of Verona, 1931). The most recent Chinese adaptations/spinoffs include two 2006 films based on Hamlet. After a brief review of Shakespeare’s history in the Chinese cinema, this study compares the two Chinese Hamlets released in 2006—Feng Xiaogang’s Banquet and Hu Xuehua’s Prince of the Himalayas to illustrate how Chinese filmmakers approach Shakespeare. Both re-invent Shakespeare’s Hamlet story and transfer it to a specific time, culture and landscape. The story of The Banquet takes place in a warring state in China of the 10th century while The Prince is set in pre-Buddhist Tibet. The former as a blockbuster movie in China has gained a financial success albeit being criticised for its commercial aesthetics. The latter, on the other hand, has raised attention amongst academics and critics and won several prizes though not as successful on the movie market. This study examines how the two Chinese Hamlet movies treat Shakespeare’s story in using different filmic strategies of story, character, picture, music and style.
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7

Hasan, Haris. "The Depiction Of Rape Scenes In Popular Hindi Cinema : A Critical Examination Of Representation Of Gender In Media". Journal of Women Empowerment and Studies, n.º 12 (27 de octubre de 2021): 42–46. http://dx.doi.org/10.55529/jwes.12.42.46.

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The portrayal of female gender in performing arts has been a product of constant societal change. From the days when Female parts were acted upon by male counterparts to the advent of motion pictures and the role of women in making the medium their own , the journey has been long. This can be also studied under the context of anthropology, gender issues, and women emancipation. The female characters have been always fixed into the narrative by the virtue of a certain appeal they exhibit. From Laura Mulvey’s male gaze theory in cinema to the aesthetics of violence in cinema , both have been depicted in experimental ways in films. The portrayal of rape scenes dishonoring the basic existential being of any women have been shot in a number of ways to make a case in point in the film narrative. The shooting of such sequences and the psychological impact of this on the female casts is a critical study within cinema studies. Much to the women empowerment and vocal voices there has been a critical debate on how to film the female body and more so traumatic sequences such as the depiction of rape in the narrative.
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8

Braiko, Oleksandr. "Cinematographic coloring of open space in Volodymyr Drozd’s short prose from 1960s". Слово і Час, n.º 3 (26 de mayo de 2020): 28–47. http://dx.doi.org/10.33608/0236-1477.2020.03.28-47.

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The paper considers the style manner of V. Drozd’s prose from his early writing period with a focus on cinematographic aesthetics of color and possibilities of the screen design of plein air as the most free spatial environment for visual development of the image. The writer’s literary means have their analogues in the well-known contemporary films (“October”, “Poem about Sea”, “Red Desert”). The dynamic plein air compositions have certain screen potential. The images of open-space are related to freedom in dynamic and successive change of a scene, and alternation of verbal pictures. They are rather close to the specifc cinematographic representation of action, as their color markers may be associated with an imaginary film. The first V. Drozd’s attempts of designing the color and light of plein air are marked with an accent on the hues of the represented objects, the dynamism of objects in the imaginary shots, and expressive motion, increased with spectral indicators. A growth of the writer’s mastery is related to development of successive color ‘melody’, based on nuances of the visual impressions, and harmonized with internal action progress. Plastic imaginal markers with limited color range also remind the technique of cinematographic rush, adding emotional and psychological mood connotations to the narration and stimulating positive (nostalgic, elegiac) associations. Although they may seem random, the light and color signals acquire cinematographic expressiveness due to integration into the plot and its internal action, and to the dynamics of the character’s point of view. Abandoning a picturesque fixed nature, the author acquires possibility to decode wider associative meanings with color and light markers, search for deeper semantics of visual image complexes, and construct deterministic relations of a character and environment. Even minimal visual signals contribute to the color structure of a verbal shot. Such terseness and obscurity of objects in the prospect of a narrative camera, and a rapid change of plein air sections are similar to the features of cinematographic aesthetics and poetics.
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9

Menshikov, Leonid A. "DECONSTRUCTION OF CINEMA IN THE NEO-DADA PROJECT: THE FLUXFILM ANTHOLOGY IN THE ANTI-AESTHETICS CONTEXT". Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, n.º 39 (2020): 79–92. http://dx.doi.org/10.17223/22220836/39/8.

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Fluxus, a neodadaist group of artists, poets, and musicians is known by its multiples namely cardboard boxes containing surprising objects, editions, scores and other similar works of art. One of such works was the Fluxfilm Anthology through which the Fluxus artists were able to express their ideas. Principles of game, irony and art deconstruction were realized in that project as the main aes-thetic principles of Fluxus art. The Fluxfilm Anthology as a project involved a lot of Fluxus artists who in turn created more than 70 films. A common search for stylistic forms of avant-garde cinema was expressed in the Fluxfilms when the filmmakers refused of to shoot and to edit the film for the sake of ready-mades and assemblages. The Fluxus works in cinema are very diverse. They can be subdivided into many purpose types. The first type of films makes a deconstruction of cinema as an art form of because its authors abandon principal expressive means of cinema. The second one is represented by the films with a broken narra-tive but recreated sign structures. The third group of films includes an anthropological discourse made of a series of similar items and actions. The fourth group consists of assemblages and ready-made films which are focused on elements of human environments. More precisely, the film-assemblage is a special technique of filming any performed materials and objects. The ready-made is a mode of film-ing or showing previously used film loops. The most famous and important Fluxus films can be assigned to the first of the above types. Zen for Film by Nam June Paik is among them. The peculiarity of the film is the way of its creating at the time of the show, coinciding with the passage (and simultaneous deformation by scratching) of the film loop through the film projector. It is an example of ‘undetermined’ film as well as Paik’s thinking about the nature of the motion pictures. Another example of image experiment is Blink directed by J. Cavanaugh. It consists of white and black alternating frames whose flicker postulates the moving image as the basic principle of cinema. G. Brecht’s Entrance to exit is conceptually identical to the film mentioned before. A smooth linear transition from white, through greys to black is used for making image in it. Maciunas’s experimental films were made without camera. He upgraded the shooting process when replaced the work with the camera to work in the laboratory. It can also be said that he has turned a film into design with a film. W. Vostell’s films are illustrations to his original concept of De-collage according to which an image captured by TV should be disassembled into component parts by camera. Another representative of the Fluxus, namely J. Cale, practiced shooting flickering lights, unusually spectacular when viewed. P. Kennedy’s and M. Parr’s films are indicative for Fluxus for technical experiments with the format of a rectangular frame and its transparency. In such ways, in accordance with aesthetic views of Fluxus artists, a consistent destruction of the ‘language’ of cinema-tography carries out in the The first type of Fluxfilms.
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10

김지은. "Aesthetic Extension of Motion Picture via Digital Multi-channel Sound". journal of the moving image technology associon of korea 1, n.º 19 (diciembre de 2013): 5–22. http://dx.doi.org/10.34269/mitak.2013.1.19.001.

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11

Hirschman, Elizabeth C. "Resource Exchange in the Production and Distribution of a Motion Picture". Empirical Studies of the Arts 8, n.º 1 (enero de 1990): 31–51. http://dx.doi.org/10.2190/ahpj-p6fc-y9b5-9dty.

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An independently produced motion picture was used as a case study of the resource exchange pattern underlying project-based aesthetic production systems. Several exploratory propositions resulted concerning 1) sources of processual conflict, 2) the nature of resource criticality during the production process, 3) the timing of returns on invested resources, and 4) the commercialization of aesthetic products.
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12

Aubert, Michelle. "Materials Issues in Film Archiving: A French Experience". MRS Bulletin 28, n.º 7 (julio de 2003): 506–10. http://dx.doi.org/10.1557/mrs2003.147.

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AbstractThe following article is based on a presentation given as part of Symposium X—Frontiers of Materials Research on December 4, 2002, at the 2002 Materials Research Society Fall Meeting. The cinema is just over 100 years old. From the beginning of motion pictures in the mid-1890s, the materials used for films have been at the heart of cinema technology. The material first used was cellulose nitrate film—unrivaled in its mechanical, physical, and aesthetic qualities, and also dangerously flammable. In the 1950s, cellulose nitrate was replaced, for safety reasons, by cellulose triacetate. Today, polyester film is widely used; nevertheless, the fact remains that the majority of the world's film heritage exists on two main material formats, cellulose nitrate and cellulose triacetate, both of which decay over time. Film archivists are engaged in a race to save historic film footage from being lost forever. Digital technology, now widely used in cinema, does not resolve the issue of the long-term preservation of films because digital formats are still evolving. This article discusses the materials used in motion-picture technology over the years, the mechanisms active in film decomposition, and international efforts to preserve and restore historic films.
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13

Figueiredo, Vera Lúcia Follain de. "A grande arte: palavra e imagem". Aletria: Revista de Estudos de Literatura 8 (2 de marzo de 2018): 42–49. http://dx.doi.org/10.17851/2317-2096.8..42-49.

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Resumo: No romance A grande arte, de Rubem Fonseca, a tensão entre as exigências do mercado editorial e a autonomia da arte resolve-se pela adoção de uma estética ambígua. No filme A grande arte, de Walter Salles Junior, a tentativa de preservar esta ambigüidade, realizada de maneira superficial, desequilibra a obra.Palavras-chave: romance policial; cinema brasileiro; mercado.Absctract: In the novel A grande arte, by Rubem Fonseca, the tension between the demands of the editorial market and the autonomy of art is resolved by the adoption of ambiguous aesthetics. In Walter Salles Junior’s motion picture, A grande arte, the rather superficial attempt to maintain that ambiguity jeopardizes the balance of the work. Keywords: detective novel; Brazilian motion picture; market.
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14

Gerstner, David A. "Past the Post?: Screening Progress and Fascism's Return". tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 15, n.º 1 (23 de enero de 2017): 73–81. http://dx.doi.org/10.31269/triplec.v15i1.838.

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The 2016 presidential election triggers many unanticipated responses. Emotions run high. Political activists discover newfound energy. One’s place in the world has been unfixed, troubled, and unsettled. Philosophers and artists, stunned, rethink the terms for their critical positions and the formal aesthetics that shape their work. The moment is thus rife with anxiety in search of a response. As a film scholar, I find myself driven to script a response. Ironically, as I write I feel paused in time and space. My unfixedness in the shadow of the election put in motion what can best be described as quivering stasis. From my troubled place, an intellectual processing unfolded. I conjured ideas and images that invariably failed to yield a satisfactory response to what had come to pass. What had I seen? Felt? My psychical and physical response to current events might be likened to what Adorno refers to as “the capacity to shudder, as if goose bumps were the first aesthetic image” (437). It’s not a pretty picture. But we’ve known this all along.
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15

Wright, Damien y Marco Bertamini. "Aesthetic Judgements of Abstract Dynamic Configurations". Art & Perception 3, n.º 3 (2015): 283–301. http://dx.doi.org/10.1163/22134913-00002037.

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To date, aesthetic preference for abstract patterns has mainly been examined in the relation to static stimuli. However, dynamic art forms (e.g., motion pictures, kinetic art) are arguably more powerful in producing emotional responses. To start the exploration of aesthetic preferences for dynamic stimuli (stripped of meaning and context) we conducted three experiments. Symmetrical or random configurations were created. Each line element had a local rotation, and the whole configuration also underwent a global transformation (horizontal translation, rotation, expansion, horizontal shear). Participants provided explicit preference ratings for these patterns. As expected results showed a preference for dynamic symmetrical patterns over random. When global transformations were compared, expansion was the preferred dynamic transformation whilst participants liked the horizontal shear transformation the least. Overall, these results show that preference for symmetry persists and is enhanced for dynamic stimuli, and that there are systematic preferences for global transformations.
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16

Luiz, Tiago Marques. "Romeo and Juliet’s Rewriting in the Walt Disney Animated Movie Pocahontas: Adaptation Studies, Comparative Literature and Theory of Intertextuality". Cadernos de Tradução 43, n.º 1 (24 de enero de 2023): 1–23. http://dx.doi.org/10.5007/2175-7968.2023.e87714.

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Intertextuality has been a driving force for Adaptation Studies, but few scholars have highlighted its relevance, rather prioritizing issues such as audience reception, cinematographic technique or aesthetics and, occasionally, fidelity. However, the starting point for any audiovisual production (be it film, television or theater) is the written matter, the text. Inserted within the field of Adaptation Studies in dialogue with Comparative Literature and Theory of Intertextuality, the present papers assesses the extent to which there are points of contact between William Shakespeare’s tragedy Romeo And Juliet the Walt Disney animated motion picture Pocahontas. The paper initially discusses the adaptation of Shakespeare’s text as a starting point for film productions, proceeding to theoretical reflections between Comparative Literature, Adaptation Theory, intertextuality and rewriting, and to the comparative analysis between the tragedy and the motion picture, which leads to the conclusion of a retroversive movement between source and adapted texts, which invites to the question of intertextual rewriting in Adaptation Studies
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17

Chapman, Alison Georgina. "ORNAMENT AND DISTRACTION: PERIPHERAL AESTHETICS IN THE NINETEENTH CENTURY". Victorian Literature and Culture 45, n.º 2 (5 de mayo de 2017): 233–55. http://dx.doi.org/10.1017/s1060150316000590.

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In the section devoted to “Attention”inThe Principles of Psychology(1890), William James describes how the “‘adaptation of the attention’” can alter our perception of an image so as to permit multiple visual formulations (417). In his example of a two-dimensional drawing of a cube, we can see the three-dimensional body only once our attention has been primed by “preperception”: the image formed by the combination of lines has “no connection with what the picture ostensibly represents” (419, 418). In a footnote to this passage, however, James uses an example from Hermann Lotze'sMedicinische Psychologie(1852), to show how a related phenomenon can occur involuntarily, and in states of distraction rather than attention:In quietly lying and contemplating a wall-paper pattern, sometimes it is the ground, sometimes the design, which is clearer and consequently comes nearer. . .all without any intention on our part. . . .Often it happens in reverie that when we stare at a picture, suddenly some of its features will be lit up with especial clearness, although neither its optical character nor its meaning discloses any motive for such an arousal of the attention. (419)James uses the formal illogicality of the wallpaper (its lack of compositional center prevents it from dictating the trajectory for our attention according to intrinsic aesthetic laws) to demonstrate the volatility of our ideational centers, particularly in moments of reverie or inattention. Without the intervention of the will, James says, our cognitive faculties are always in undirected motion, which occurs below the strata of our mental apprehension. Momentary instances of focus or attunement are generated only by the imperceptible and purely random “irradiations of brain-tracts” (420). Attention, for James, is the artistic power of the mind; it applies “emphasis,” “intelligible perspective,” and “clear and vivid form” to the objects apprehended by the faculties of perception, it “makesexperience more than it is made by it” (381). Reverie, a moment when attention has been reduced to a minimum, thus demands an alternative aesthetic analog, where composition is reduced to a minimum too.
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Nepiypov, Vladyslav V. "HYPERREALISM IN DIGITAL CINEMA (BASED ON THE ANALYSIS OF LOVE, DEATH & ROBOTS ANTHOLOGY SERIES)". Art and Science of Television 17, n.º 3 (2021): 73–94. http://dx.doi.org/10.30628/1994-9529-2021-17.3-73-94.

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The article is devoted to the aesthetic features of digital cinematography. Due to the widespread use of computer graphics in films, traditional methods of analyzing cinema are no longer enough. The fusion of graphic and photographic elements and the use of photorealistic graphics enable researchers to take a fresh look at the nature of film. Digital cinema, based on contemporary technologies, no longer builds on the photographic principles of filmmaking and presents a new form of realism and representation of reality on the screen. Objects created with the help of computer graphics can transform and go beyond the simulated real objects, while remaining photorealistic, unable to exist outside the framework of the screen and the particular film. Using classical film studies and philosophical works of Jean Baudrillard, Siegfried Krakauer, André Bazin, Christian Metz and the works of modern researchers of digital cinema such as Lev Manovich, Thomas Elsaesser and Malthe Hagener, the author analyzes the process of transition of digital objects from photorealistic to hyperrealistic ones, which today can be identified as real, while not existing in reality. This phenomenon is of undoubted interest for the academic study of new forms of realism in digital cinema. Based on the analysis of the Snow in the Desert episode from the Love, Death & Robots anthology series, the author traces the development of hyperrealism in digital cinema. Through state-of-the-art digital filmmaking technologies combining both graphic and photographic techniques—motion capture, digital cloning of actors, real-time fluid and environment modelling—we have a new kind of cinematography that is not limited to classical methods of filmmaking, but goes beyond cinema itself, merging with animation and video games. All these processes affect the film aesthetics and make it more malleable, free and less restricted by the classical understanding of motion picture.
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McGrath, Jason. "Suppositionality, Virtuality, and Chinese Cinema". boundary 2 49, n.º 1 (1 de febrero de 2022): 263–92. http://dx.doi.org/10.1215/01903659-9615487.

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In Chinese performance arts, one thing that was largely abandoned in the shift from traditional drama to motion pictures was the suppositionality of Chinese operatic performance, and the transition to digital cinema, particularly in the case of big-budget blockbusters that compete for mass audiences in greater China as well as abroad, raises the question of if and how an aesthetic of suppositionality is related to the emerging virtual realism enabled by computer-generated imagery (CGI). The concept of suppositionality not only helps us to evaluate how contemporary Chinese animation and CGI blockbusters remediate premodern cultural narratives but also provides an analytical measure for approaching the growing phenomenon of motion capture and composited performances. The “virtual realism” of CGI frees Chinese filmmakers to reject the ontological realism of photography and instead favor an aggressively animated style of visual effects while returning actors to a reprise of the suppositional performance style of traditional opera.
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20

Ananeva, S. V. "RUSSIAN PROSE OF KAZAKHSTAN: EURASIANITY AND DIALOGUE OF CULTURES". EurasianUnionScientists 7, n.º 5(74) (14 de junio de 2020): 6–9. http://dx.doi.org/10.31618/esu.2413-9335.2020.7.74.773.

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The poetry of the large genre form –the story and the novel includes «openness» as a fundamental opportunity that is endowed with the author and the reader. The poetics of works «in motion» creates a new mechanism of aesthetic perception, expanding the national picture of the writer's world. The concept as a focus of knowledge about the world expands the boundaries of the study of prose by I. Schegolikhin, T. Frolovskaya and K. Keshin. The concepts of the Motherland, memory, oblivion in the literary texts of Russian writers of Kazakhstan are extremely important. A literary work enters into complex non-textual relations with the surrounding reality, expanding the spiritual horizon of society, while preserving traditions and continuity
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21

CHO, Kang Sok. "A STUDY ON THE ASPECTS OF EUROCENTRISM AND DIFFUSIONISM REPRESENTED IN FOREIGNERS’ TRAVEL RECORDS ON KOREA IN EARLY 1900s". International Journal of Korean Humanities and Social Sciences 3 (8 de julio de 2017): 117–26. http://dx.doi.org/10.14746/kr.2017.03.07.

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This paper deals with three different perspectives appeared in foreign visitors’ records on Korea in 1900s. Jack London was a writer who wrote novels highly critical of American society based on progressivism. However, when his progressive perspective was adopted to report the political situation of Korea in 1904, he revealed a typical perspective of orientalism. He regarded Korea and ways of living in Korea as disgusting and ‘uncivilized.’Compared with Jack London’s perspective, French poet Georges Ducrocq’s book was rather favorable. He visited Korea in 1901 and he showed affectionate attitude toward Korea and its people. However, his travel report, Pauvre et Douce Coree, can be defined as representing aesthetic orientalism. He tried to make all the ‘Korean things’ seem beautiful and nice, but it is true that this kind of view can also conceal something concrete and specific. This perspective at once beautifies Korea and also conceals the reality about Korea.E. Burton Holmes was a traveler and he often used his ‘motion-picture’ machine to record things he witnessed while travelling around worldwide countries. So, his report (travelogue) and motion picture film on Korea written and made in 1901 was based on close observation and rather objective point of view. Nonetheless, he couldn’t avoid the perspective of the colonizer’s model of the world, in other words, geographical diffusionism of western culture.
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22

Alazawi, Muhammed y Bushra Alrawi. "Denotation of Narrative Features in Television Advertising (A Semiotic Approach to Mr. President's Declaration)". Dirasat: Human and Social Sciences 49, n.º 1 (2 de agosto de 2022): 144–71. http://dx.doi.org/10.35516/hum.v49i1.1651.

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The research summarizes the knowledge of the dimensions and denotations of T.V advertisement; and its constituents for building it through the semiotic approach of an ad sample represented by the announcement of Zain Kuwait Telecom Company which carries the title "Mr. President" using Roland Barth's approach, starting with the designation, implicit, and linguistic reading to reach the narrative features and their denotations. That makes television advertising as a semiotic and pragmatic discourse in view of the still and motion picture with its efficiency and strength to inform and communicate. And what lies in it of aesthetic, artistic elements; informational and effective power in influencing the recipients by focusing on narratives and anecdotes; narrative structure; and TV advertising with an attempt to present an applied model.
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23

Saul, Gerald y Chrystene Ells. "Shadows Illuminated. Understanding German Expressionist Cinema through the Lens of Contemporary Filmmaking Practices". Acta Universitatis Sapientiae, Film and Media Studies 16, n.º 1 (1 de agosto de 2019): 103–26. http://dx.doi.org/10.2478/ausfm-2019-0006.

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Abstract The article looks at German Expressionist cinema through the eyes of contemporary, non-commercial filmmakers, to attempt to discover what aspects of this 1920s approach may guide filmmakers today. By drawing parallels between the outsider nature of Weimar artist-driven approaches to collaborative filmmaking and twenty-first-century non-mainstream independent filmmaking outside of major motion picture producing centres, the writers have attempted to find ways to strengthen their own filmmaking practices as well as to investigate methods of re-invigorating other independent or national cinemas. Putting their academic observations of the thematic, technical, and aesthetic aspects of Expressionist cinema into practice, Ells and Saul illustrate and discuss the uses, strengths, and pitfalls, within the realm of low-budget art cinema today.
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24

Galak, Eduardo. "Argentina y España: representaciones de la juventud y la cultura física argentinas en imágenes del NO-DO español". Historia y Memoria de la Educación, n.º 13 (14 de diciembre de 2020): 579. http://dx.doi.org/10.5944/hme.13.2021.27839.

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The aim of this article is to analyze the uses of documentary informative cinema as a cultural artifact which was employed as a pedagogical device. To do so, we studied motion pictures filmed in Argentina and shown in Spain in the second quarter of the 20th century, in an attempt to understand how a symmetrical aesthetic is shaped to narrate the bodily practices of youth. Informative documentary cinema, especially newsreels, constituted a resource for mass communications. A familiarity can be observed between the Argentinean images analyzed between 1938-1955 in Sucesos Argentinos, with others made in the second quarter of the 20th century in Spain, through No-Do. In addition to economic, political and cultural influences, Argentina imported into Spain ways of narrating state-organized physical culture. Sheltered in a nationalist rhetoric characteristic of the interwar period and the Second World War, it can be affirmed that there was a transnational aesthetic of how to narrate correct corporal and cultural comportment. Through images that were projected in theaters in these countries, newsreel broadcasts simultaneously and homogeneously transmitted the same discourse –everything, to everyone, at the same time–, resulting in a true transnational pedagogy. In short, a pedagogy outside the school walls is studied through informative documentary film images from the second quarter of the 20th century that aimed to form bodies and sensibilities.
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25

Malina, Frank J. "Kinetic Painting: The Lumidyne System". Leonardo 40, n.º 1 (febrero de 2007): 81–90. http://dx.doi.org/10.1162/leon.2007.40.1.81.

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The paper discusses briefly kinetic painting systems that have been devised for producing a pictorial composition on a transluscent flat surface that changes with time without resorting to the projection of light through film in a darkened room. The Lumidyne system developed by the author in 1956 is described in detail. Basic principles of its design, together with variations of the system, are given as well as the method of painting used by the author. Examples of several works are shown. The picture produced by the system is considered from the point of view of real motion and of change of transparent colour with time. The need for aesthetic guide lines for the kinetic painter is stressed. The author concludes that the Lumidyne system, after ten years of experience with it, as a practical, controllable and economical artistic medium.
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26

Ridene, Faten. "The Black magic: An aesthetic analysis of its illustration in the sociohorteur film: Dachra". CINEJ Cinema Journal 10, n.º 1 (19 de diciembre de 2022): 124–49. http://dx.doi.org/10.5195/cinej.2022.464.

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Throughout the history of the humanity, and not withstanding of the humankind; the black magic has always been, and is still, an ugly and frightening human folklore in many cultures, whatever would be their religions and beliefs ; and from which, they are still suffering until nowadays, due to its distinction with mysterious and suspicious practices that have been imprinted in the identity of mankind, as a point of contention that transcends different sects and races. Discussing such issue is deeply hated by most of the populations, due to the huge rate of horror and frightens it may push the interlocutors to feel: what if such an internationally suffering from problematic is treated through a motion picture? Would its receiving and comprehension be better and easier? And how would a horror movie be a film d’auteur, horror and social one at the same time? Will there be a difference in the way of receiving it by the audience? And would the fact of being predecessor and identificatory at the same time, positively influence its distribution? We will try to answer all those questions through our article that we baptise: The Black magic: an intangible cultural heritage in defiance of the human will-An aesthetic and analytical lecture of its illustration in the sociohorteur movie: Dachra made by Abdelhamid Bouchnak
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27

Sulaiman, Annas Marzuki. "Kajian Bentuk Visual Iklan (Studi Kasus Iklan Oreo Versi Bayangkan Kuberi Oreo Saat Ramadhan)". ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 2, n.º 02 (31 de agosto de 2016): 137–50. http://dx.doi.org/10.33633/andharupa.v2i02.1182.

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AbstrakTujuan dari penelitian ini adalah untuk mengetahui dan menganalisis bentuk visual dalam iklan Oreo versi “Bayangkan Kuberi Oreo Saat Ramadhan” di televisi dengan menggunakan pendekatan Estetika Media Terapan. Dari analisis yang telah dilakukan berdasarkan kontekstual visual iklan yang membagi elemen gambar menjadi lima elemen yaitu: cahaya dan warna, ruang dua-dimensi, ruang tiga-dimensi, waktu/gerakan, dan suara. Iklan Oreo “Versi Bayangkan Ku Beri Oreo Saat Ramadhan” menggambarkan bahwa Oreo sebagai brand yang sangat akrab dengan konsumen, menghadirkan momen Ramadhan yang istimewa dengan saling berbagi menikmati keajaiban dan membangkitkan kembali jiwa kanak-kanak. Pada akhir iklan terdapat adegan yang menunjukkan bahwa iklan Oreo versi ramadhan bagian dari kampanye iklan global yang sudah ada yaitu "Berbagi Keajaiban". Selain itu, Iklan Oreo Versi Ramadhan ini merupakan jenis pengingat (reminder advertising), tujuannya untuk memberitahu pelanggan tentang keberadaan merek oreo yang menawarkan karakteristik dan penggunaan yang sama. Kata Kunci: iklan, televisi, Oreo, Estetika, Ramadhan AbstractThe purpose of this study was to determine and analyze the visual form in the Oreo ads version “Imagine Me Give Oreo During Ramadhan" on television by using the approach of Applied Media Aesthetics. From the analysis has been done based on contextual visual ads that divides the picture elements of video ads in five elements namely: light and color, the space of two-dimensional, three-dimensional space, time/motion and sound. The Oreo ads version "Imagine Me Give Oreo During Ramadhan" illustrates that the Oreo as a brand is very familiar with the consumers, presenting the moment of Ramadan special by sharing experience the magic and rekindle the spirit of childhood. At the end of the ads is contained scenes show that this Ramadhan version Oreo ads is part of a global advertising campaign that already exists is "Sharing Miracles". In addition, this Ramadhan version Oreo ads is a kind reminder (reminders advertising), aim to inform customers about the existence of Oreo brand still offers characteristics, and the same usage. Keywords: advertising, television, Oreo, Aesthetic, Ramadhan
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Labuznaya, V. Yu. "Comparative Study of Daphne du Maurier’s Rebecca Film Adaptations. Chronotope of a “Castle”". Art & Culture Studies, n.º 4 (diciembre de 2021): 332–61. http://dx.doi.org/10.51678/2226-0072-2021-4-332-361.

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The article performs the comparative study of Daphne du Maurier’s Rebecca film adaptations. It investigates motion pictures by A. Hitchcock (1940), R. Milani (2008) and B. Wheatley (2020). The analysis of the narrative-discursive techniques used by these authors aims to consider the problem of screen representation of the Rebecca’s specific spacetime model. The main investigated subject is the screen image of Manderley estate, its impact on diegesis, plot and symbolism in these movies. Manderley as an aesthetic complex corresponds to the chronotope of the “castle” in the interpretation of M. Bakhtin. Accordingly, the comparative study of the operations performed with it reveals the most important characteristics and traits of this spacetime model and shows how it applies with the detective genre or plots with a detective component. The “castle” as a spacetime structure that outlines the external boundaries and sets the internal laws of diegesis; its role in the “mystery” logics and the development of detective intrigue; “castle” as a plot-forming principle and metacharacter — all these questions concerned in terms of screen arts.
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29

Mitroiu, Simona. "Challenging the Roma Structural Discrimination: Deterritorialization Practices in Romanian Cinema". Metacritic Journal for Comparative Studies and Theory 7, n.º 2 (17 de diciembre de 2021): 46–68. http://dx.doi.org/10.24193/mjcst.2021.12.03.

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This paper examines the cinematographic reworking of memory spaces associated with power relations and structural injustice. The way in which space is represented and used as a medium that reflects power relations allows to question the space itself in cultural productions from Central-Eastern Europe when associated with Romani people (space and power relations, memory of slavery and discrimination, space and freedom, territoriality, space and its inhabitants, non-belonging, segregation, etc.). The paper focuses on motion pictures produced in the last decade in Romania, a prolific period due to the increasing interest for memory activism and to the multiplication of the cultural exploration of challenging topics. It aims to identify narrative, visual, and aesthetic expressions used as deterritorialization practices to stimulate relational remembrance and engagement with ongoing social inequality and structural injustice. Two short films – Alina Șerban’ s Bilet de iertare (Letter of forgiveness) and Adrian Silișteanu’s Scris/Nescris (Written/Unwritten) – and a western type film – Radu Jude’s Aferim!, winner of the Silver Bear for Best director at Berlinale in 2015, are analysed here.
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30

Miller, Gavin. "“Science fiction without gadgets” and the normalization of cognitive impairment". Science Fiction Film & Television 15, n.º 2 (1 de junio de 2022): 145–68. http://dx.doi.org/10.3828/sfftv.2022.13.

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The motion picture Charly (1968) stars Cliff Robertson as a cognitively impaired bakery worker who undergoes an experimental intelligence-enhancing neurosurgical procedure that temporarily grants him superhuman intelligence. Although Charly may seem merely to endorse the dominant sf trope of cure for disability, it offers a complex and equivocal engagement with the growing “normalization” agenda in the 1960s US, by which cognitively impaired persons were moved out of institutions in order to lead lives as close to culturally normative as possible. The movie partly affirms normalization and its social critique through the narrative continuity between Charly before and after his neurosurgery, and by the inclusion of cognitively impaired children within the cast. Robertson’s performance also conveys Charly’s deliberate performance as an object of ridicule within his workplace. However, Charly also gestures to ongoing anxieties about the sexuality of cognitively impaired persons, and it questions the normative valorization of intelligence in modern society. Although the movie’s plural visual style was criticized by contemporary reviews, its aesthetic offers a dialogic model of the self, and resists the centripetal tendency to filmmaking within a single authoritative or neutral style.
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Кривошей [Krivosheĭ], Димитрий [Dimitriĭ] А. [A ]. "Частный сектор культуры Республики Беларуси: становление и развитие (1991–2008)". Acta Baltico-Slavica 34 (31 de agosto de 2015): 289–300. http://dx.doi.org/10.11649/abs.2010.016.

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Private sector of culture of the Republic of Belarus: formation and development (1991–2008)In the given research the author on the basis of the historical and genetic analysis, methods of typology and deduction represents the basic segments of sphere of culture of the Belarus in which private subjects of culture have arisen and developed. The analysis of achievements and lacks of the given phenomenon is carried out, the factors influencing development are marked.The private sector in sphere of culture of Belarus in 1991–2008 could not create appreciable enough competition to official bodies. In cultural aspect only some projects became really platforms for experiment. First of all it concerns theatrical creativity, motion picture arts and painting.Development of a competition was not promoted by a state policy creating unequal conditions for development (tax privileges, rent decrease, etc.). Negative influence on formation of private noncommercial sector has rendered absence of the developed legislation on sponsorship and patronage of arts.Private establishments in culture sphere were created both the commercial organizations and individual businessmen, and the private persons far from business. The aspiration to profit not always was the main thing for businessmen. Private theatre in Gomel, a museum‑drugstore in Grodno, picture galleries were created by businessmen for the purposes more likely aesthetic, for confirmation of the status. The satisfaction of personal ambitions, the aspiration to be more available to public was the main thing for noncommercial projects. Most brightly it is appreciable in museum business (A. Bely, J. Gil’s museum).The projects arisen and developing on a wave of political disagreements in the country are present at a private sector of culture of the Belarus (cinéma vérité, museums).It is necessary to ascertain full absence in the country of private cinemas and film studios of game cinema, the organizations of national crafts, circuses.
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32

Poznin, Vitaly F. "Color in the System of Artistic Means of Cinema". Vestnik of Saint Petersburg University. Arts 11, n.º 3 (2021): 410–36. http://dx.doi.org/10.21638/spbu15.2021.304.

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Although the main visual information in film is carried out by the shape of objects, their position in space and their correlation with other objects, color in the motion picture also plays a significant role because the color scale has a strong aesthetic and emotional impact on the viewer. Color is often an organic part of the dramaturgy of film. The exact coloristic solution of a frame, episode or film is able to create the desired atmosphere of action. Different screen chronotopes are often indicated with the help of color — it could be an artistic space of reality, memories, fantasies or a movie character’s dreams. Color helps to convey the subjective perception of reality by the film’s heroes. In a certain context, the color scheme of a film, shot or an individual object, can acquire a metaphorical or symbolic sound. Cinematography initially adopted many of the techniques related to compositional and light-color solutions from painting, which is especially noticeable in the works of directors who pay great attention to the plastic solution of the frame. Today with the introduction into filmmaking of digital technologies, work on the visual solution and color harmonization of the screen image is becoming in many ways similar to the art of an artist. The article analyzes and summarizes the creative experience accumulated by cinema in working with color images and investigates the functional role of color in film, the psychophysiological and emotional impact of color on the viewer, the symbolism of color, and various methods of color solutions in modern films.
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Ringle, Carter. "Mind, Music, and Motion Pictures: The Making and Remaking of the Sensuous Consumer - Joshua Yumibe. Moving Color: Early Film, Mass Culture, Modernism. New Brunswick, NJ: Rutgers University Press, 2012. 230 pp. ISBN 9780813552965, $72.00 (cloth). - Lauren Rabinovitz. Electric Dreamland: Amusement Parks, Movies, and American Modernity. New York: Columbia University Press, 2012. 256 pp. ISBN 9780231156608, $82.50 (cloth). - Neil Verma. Theater of the Mind: Imagination, Aesthetics, and American Radio Drama. Chicago: University of Chicago Press, 2012. 296 pp. ISBN 9780226853505, $90.00 (cloth). - Timothy D. Taylor. The Sounds of Capitalism: Advertising, Music, and the Conquest of Culture. Chicago: University of Chicago Press, 2012. 368 pp. ISBN 9780226791159, $40.00 (cloth)." Enterprise & Society 16, n.º 2 (16 de abril de 2015): 446–63. http://dx.doi.org/10.1017/eso.2015.1.

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Şahin Çeken, Kübra. "EXAMINATION OF TENTH VILLAGE WORKS IN THE CONTEXT OF SOCIAL AND REALISTIC ART". Social Science Development Journal 7, n.º 29 (15 de enero de 2022): 26–37. http://dx.doi.org/10.31567/ssd.543.

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In this study, in the context of Social Realism, two different works of art, the novel Fakir Baykurt and the painting by Nedim Günsür, named "The Tenth Village" will be examined. In the study, “How is the social realist art in the works of the novel Fakir Baykurt and the painting of Nedim Günsür, Tenth Village?” The research question was answered and the study was carried out with content analysis method on the basis of qualitative approach. For the study object, the harmony and separations in the works, which are handled in an inter-artistic dimension and constitute the aesthetic link between the two art disciplines, are focused on. In line with the purpose of the research, the works, their lives and education, as well as their understanding of art, are discussed in order to get to know the artists better. Then, the novel written by Baykurt in the social realist style was emphasized, and the features and meanings in the literary text were mentioned. At the same time, Günsür's artistic orientation; The relationship between figure and environment has been examined in terms of internal motion and depth applications. The literary and picture elements in the novel were determined and the elements of appropriation were determined in the table. Obtained findings are presented by interpreting. In the study, while the real plot and the author's shaping were seen in the formation of the literary text, the painter remained faithful to the text in the composition he created and presented the quotation he received directly to the receiver, without dividing the subject in both of his works. Based on these results, it can be stated that branches of art branching out within themselves come together with inter-arts and feed each other. In addition, since the other works of the two social realist artists reflect the same period and society in terms of subject, they can be examined in different studies in the context of interartism.
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35

Sretić, Stefan. "Program content in relation with compositional and technical solutions found in piano pieces by Modest Mussorgsky". Artefact 7, n.º 1 (2021): 33–49. http://dx.doi.org/10.5937/artefact2101033s.

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The thesis focuses on the analysis of three program pieces - Catacombs, The Hut on Hen's Legs (Baba Yaga) and The Great Gate of Kiev from the Modest Mussorgsky's piano suite Pictures at an Exhibition. A starting point is the analysis of the wider context out of which the mentioned pieces originated which throws light on the stylistic characteristics of Romanticism, and provides grounds for a detailed pondering on the artistic creations of the iconic composer. The study can be valuable for the pianists and musical pedagogists, as the analysis in its essence explores the ways of interpretation of the mentioned compositions. The article PROGRAM CONTENT IN RELATION WITH COMPOSITIONAL AND TECHNICAL SOLUTIONS FOUND IN PIANO PIECES BY MODEST MUSSORGSKY consists of the following chapters: Introduction, Modest Mussorgsky - Features of Artistic Oeuvre and Musical Language, Pictures at an Exhibition: Catacombs, The Hut on Hen's Legs (Baba Yaga) and The Great Gate of Kiev - Analysis of the Contents and Performance Aspects, Conclusion and References. The introductory part offers an explanation of the research framework, presents the research methods and objectives and gives a short review of the literature used for the study. The following chapters are drafted in such a way as to offer to the reader the important information on the characteristics of Mussorgsky's oeuvre in order to provide for a well-founded introspection of the selected compositions. The central part of the thesis is reserved for the analysis of the compositions, first by presenting their program content, and then by focusing on its bonds with compositional and technical solutions found in each piece. In order to come up with fuller consideration of the employed means of expression and their role in evoking the specific contents, the work offers the author's own solutions, all backed up by notational examples and explanations. The piano suite Pictures at an Exhibition by Mussorgsky is a work of exceptional value, very inspiring for the performer. Pieces contrast with each other in tempo, character, as well as harmonic and expressive means. In addition to achieving it's unity, it is important that each piece is well conceived, that the main points are singled out and that the narrative of each piece is recognized and complied in the interpretation. Taking into account the atmosphere of the piece Catacombs, the performer should keep the chords long enough and move from one to the other without haste. Another important element of the performance is the acoustic connection of the chords without interruption and being out of context, so it is important to listen well to each chord, with a special focus on the sound level just before the next one. Baba Jaga's flight in a large attic is characterized by a constant vertical in the texture, largely composed of octaves and massive chords, frequent leaps and rapid changes of the register along the entire keyboard. In order to evoke the fierce and evil nature of the character, the composer establishes a characteristic rhythmic scheme. The witch's impatient and angry steps are represented by accents on the weak parts of the beat. The invoice is composed of unison, doubled or tripled octaves. With its sumptuous sound, in full piano capacity, the piece The great gate of Kiev completes the work in an imposing way. Inspired by folklore and church motifs, the composer pays tribute to the Russian people, historical heritage, tradition and cultural values. The grand fi nale opens with the long chords of E-flat major, a key that has often been associated with heroism and fame in the history of music. The massive sonority and triumphant character of this theme, which also closes the cycle, can be connected with the sound of a Russian folk melody sung by large masses of people, in a way that symbolizes the vitality of the national spirit. Mussorgsky's melodic line is characterized by a wide range of expressions, in accordance with the aesthetic and psychological principles of individual paintings; it less often contains "long breath" or longer motion in one direction. Of the selected pieces in this work, except in The great gate of Kiev, the melodic lines are mostly comprised of short motifs. The rhythmic component is extremely important for certain pieces of the cycle (among which is certainly baba yaga). Harmony includes unusual and frequent changes of tonal centers, as well as the appearance of modality. Particularly expressive properties of harmony can be observed in the Catacombs, where dissonances are supported by sharp dynamic extremes, with the aim of evoking the psychological state of the observer in the eclipse of ancient Christian hiding places and tombs. The fi nal considerations, which are focused on the contribution of the research, offer possible perspectives for further studies of pianistic poetics as a means of interpretation of program compositions. I believe that my research has contributed to the elucidation of possible perspectives for further reflections on pianistic poetics in the service of interpreting and evoking compositions of a programmatic character. Also, I hope that this work will be useful to all pianists who are looking for their own solutions and personal path to achieving high creative and artistic achievements.
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Fragoso e Castro, João, Paulo Bernardino Bastos y Heitor Alvelos. "Emotions on pictures in motion". AVANCA | CINEMA, 26 de febrero de 2021. http://dx.doi.org/10.37390/avancacinema.2020.a195.

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Movies are stories that convey the viewer to intensely experiment deep-rooted emotional messages. Film contents are predominantly delivered through vision and audition perceptive channel senses, with a wide gamma of colour sets and sound atmospheres managed to create moods, able as well to generate equilibrium awareness effects, as motion pictures glide through our attention. They can trigger emotions, thoughts and memories, derived of personal ecosystem attention structures. Distinct behaviours at the message interpretation are predisposed by cultural antecedents, validation associations and a reflection of individual emotions. Communication is a process of interaction, that leads the individual to establish perceptual and cognitive relationships with the transmitted message, such as: sensing, selecting and signifying. Therefore, meanings generated by the movie scene unravelling can be enhanced by detailed scenic cinema photography composition, as well through electing specific hue palette, saturation and brightness on image implementation, features that drive to conform an involving narrative, modulating the communication space mediation on movie creation. The semiotic field understanding, at cinema photography aesthetics and color-grading, bring about new insights of how to achieve meaningful messages, that can produce enjoyment and connection between people, within the cinematic masterpiece.
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37

Kochetkov, Maksim V., Olga G. Smolyaninova, Alevtina N. Speranskaya y Ekaterina M. Chebotareva. "Activity-Related and Sociocultural Grounds for Foreign Language Education of Adults who Lack Expressed Motivation for Cognitive Activity". Journal of Siberian Federal University. Humanities & Social Sciences, marzo de 2021, 341–50. http://dx.doi.org/10.17516/1997-1370-0725.

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The paper considers the problem of forced rather than self-actualized teaching of a foreign language to students, educators and representatives of other practical fields of activity. Theoretical and methodological backgrounds for solving this problem are revealed on the basis of the humanistic and activity-based traditions of psychological and pedagogical knowledge. Activity-related traditions are analyzed in regard with the potentialities of appropriate approaches to learning to stir cognitive interest while educational process. Humanistic traditions designed to individualize education are explored in the context of psycho-corrective capabilities of educational activity, its conformity to the world outlook, cultural needs and psychological characteristics of a learner. The practical side of this study consists of methodological recommendations on the application of Baitukalov’s method of teaching foreign languages. Within the framework of Baitukalov’s methodology, the activity-related aspect of sociocultural foreign-language immersion is actualized through feature films. Fragments from feature films are used for the humanization of education as well. In the paper it is also substantiated that the fragments of motion pictures recommended for memorization through role playing not only contribute to the development of the communicative competence, but also make the psycho-correcting effect on the learner’s consciousness. The paper makes emphasis on fairy-tale stories, positive situations from films, where heroes overcome external circumstances successfully and change and grow personally. Besides, a characterization of a number of feature films is given. The criteria for the selection of feature films should be based on the individual characteristics of a person. It is recommended to unite the efforts of specialists for the experience exchange of using the feature films potential. The provision of «ecological safety» (that concerns ethics, moral, etc.) and aesthetics while selecting the certain fragments of film production for education purposes is asserted as the essential problem of the noted experience exchange. Further development of Baitukalov’s methodology is suggested in the aspect of the teaching potential of feature films, as well as in increasing the efficiency of cognitive activity at the expense of equal time intervals between key semantic units (words, images, etc.) with at least threefold repetition of key information
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38

Panek, Elliot. "Creative Communities after Television: The Collective Authorship of Channel 101". M/C Journal 9, n.º 2 (1 de mayo de 2006). http://dx.doi.org/10.5204/mcj.2615.

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The recent proliferation of the video shorts on the Internet may provide a glimpse of the future of production and distribution of motion pictures. One such short, Lazy Sunday, was produced by cast members of the long-running network television program Saturday Night Live. Cast member Andy Samberg had come to the attention of network producers when they saw several comedy sketches he produced and starred in on the Internet. The popularity of Samberg’s original online-distributed videos did not occur strictly as the result of the virus-like linking and e-mailing distribution pattern that is quickly becoming more common. Rather, these videos achieved exposure on Channel101.com, a Website that functions as a forum and distribution outlet for short video makers. Channel 101 is an interesting example of a hybrid mode of production and distribution of motion pictures, borrowing elements of a film festival and a Website to showcase five-minute videos created by members of the general public. It is the brainchild of two freelance television writers, Dan Harmon and Rob Schrab. There are two key components to Channel 101: a monthly competitive screening of short videos held in Los Angeles and a Website that features downloadable short videos as well as a forum for discussing the creation and content of those videos. When a short video is submitted to Channel 101 by a member of the general public, the selection committee will reject it immediately or pick it up as a “pilot.” If chosen as a pilot, it is then screened in front of a live audience of roughly 300 at Cinespace, a screening room-cum-bar in Los Angeles. The members of the audience are shown ten videos, five pilots and five ongoing series, and are asked to vote for their five favourites. At this point, the audience can elect to reject the pilot, thereby “cancelling” the show. If the audience decides that the video is one of the best five of the ten, the show is “renewed,” and the creators of the video make a new episode for the next month’s screening, resulting in a video series with ongoing characters. These shows are referred to as “prime time” shows and their creators are referred to as “Prime Timers.” These Prime Timers become the selection committee that screens initial submissions. The inception of Channel 101 in the spring of 2003 coincided with the rapid proliferation of broadband Internet access that has made downloading short video clips possible for a growing number of people. The popularity of the site, as well as the rhetoric used by Channel 101’s creators in forums, articles, and other elements of the Website’s discourse, indicate a demand for media that is not a product of the increasingly consolidated media production and distribution infrastructure. It is gaining popularity at a time when two popular modes of regulated production and distribution of motion pictures—film and television—have developed massive infrastructures and standardised labour that, by virtue of their size, are resistant to rapid change. The Channel 101 enterprise presents an alternative arrangement of creators, distributors, and audience members by shortening the time period that any single individual may occupy any of these roles and by increasing the accountability of the creators and distributors to the audience. As a result, the short videos produced and distributed by Channel 101 are products of a creative community, rather than creations of individuals with discrete artistic sensibilities. The creators of Channel 101 claim their unique mode of production and distribution of serialised entertainment constitutes an improvement on the network television system because it prevents creative control from residing in an individual or a small group of individuals for a sustained period of time. However, upon closer examination, it may have much more in common with the television mode of production and distribution than the haphazard home-video quality of viral videos, as well as the ephemeral paths they take to reach viewers online. In this analysis, I aim to discover the ways in which Channel 101 actually differs from that traditional television model and the ways in which it duplicates the consolidation of creative power that exists in the corporate creation and distribution of serialised entertainment. If one examines the aesthetics of the videos on the site, one finds that they are as homogeneous as those of any cable or network television prime time line-up, if not more so. This is not the result of a single, powerful individual controlling the content of the enterprise, but rather a product of a unique power structure that encourages a consistent tone, style, and content by promoting collective authorship. Though the occupiers of the creative roles may change, the individuals who occupy those positions are all equally obliged to indulge the relatively stable and homogeneous desires of the entire community. In “Unconventional Programs on Commercial Television,” Joseph Turow makes connections between personnel shifts at the network executive level and changes in the content and style of programming. By accounting for the implicit social aspect of production and distribution, including friendships and working relationships, Turow sheds light on processes that have an impact on programming but may not necessarily show up in official documentation of the producer/distributor’s day to day affairs (Turow 126). While the programs Turow studied exhibited properties that set them apart from most network television fare, they were often produced or written by members of a single social network. There was an internal implicit norm that members of this creative community adhered to. This “web of relationships” reduced the risk for network executives and producers by guaranteeing some regularity in the product (Turow 126). Even in a system where there is no financial risk to creators or gatekeepers, such as the Channel 101 system, which is vehemently not-for-profit, the need for programming that is both unconventional yet predictable in terms of its perceived quality persists. Social networks have always been a part of the tightly knit community of television writers and producers. The rise of social networking sites on the Internet has made these connections visible, and arguably increased the size of such networks, as well as the speed with which they change. As much as the variations in visibility, size and rate of change of the social connections impact the end product, its worth keeping in mind that Channel 101, like so many online entertainment collectives, draws together groups of people who have pre-established social bonds from the offline world. Several of the video makers who contribute to Channel 101 have worked in the television industry. The importance of existing social networks to the collaborative creative process cannot be overestimated. Message boards play an integral role in conveying what shows are popular with the Channel 101 audience, as well as providing a way for video makers to organise collaborations. In these ways, Channel 101 is as much a social enterprise as it as an entertainment enterprise. As more and more structural functionalist analyses of the culture industry reveal its increasingly Byzantine inner workings, the romantic twentieth-century notion of the individual author appears to be not long for this world. Collective authorship may well be the paradigm for studying a society in which Internet use is constantly gaining ground on more traditional forms of recreation such as film and television. However, something is misleading about the term “collective authorship.” The term implies that members of this creative collective contribute equally to the finished product, when this is rarely, if ever, the case. Similarly, there may be the temptation to believe that a collective author is less likely to be out of touch with the desires of the audience than an individual who stubbornly follows his or her muse, oblivious to the preferences of others. In truth, collective authorship, as a practice or an analytical approach, may merely paper over unequal levels of creative power within the cultural production scheme. By scrutinizing creative communities such as Channel 101 from a structural functionalist standpoint, we may move towards a more nuanced view of the collective author. References Channel 101. 25 Nov. 2005 http://www.channel101.com/>. DiMaggio, Paul, and Paul Hirsch. “Production Organizations in the Arts.” American Behavioral Scientist 19.7/8 (1976): 735-752. Lin, Nan. Social Capital: A Theory of Social Structure and Action. Cambridge, MA: Cambridge UP, 2001. Turow, Joseph. “Unconventional Programs on Commercial Television: An Organizational Perspective.” Mass Communication in Context. Ed. Charles D. Whitney and Ettema James. Beverly Hills, CA: Sage, 1982. 107-129. Citation reference for this article MLA Style Panek, Elliot. "Creative Communities after Television: The Collective Authorship of Channel 101." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/12-panek.php>. APA Style Panek, E. (May 2006) "Creative Communities after Television: The Collective Authorship of Channel 101," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/12-panek.php>.
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39

Uhde, Jan. "Lost in Transit". Kinema: A Journal for Film and Audiovisual Media, 10 de abril de 1997. http://dx.doi.org/10.15353/kinema.vi.853.

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A TORTUOUS PATH: FROM THE FILMMAKER TO THE VIEWER MOST discussions and writings on the subject of motion pictures, including those scrutinizing film's structural characteristics, aesthetic qualities, and effects on the audience, have traditionally referred to the film work in a relatively abstract sense, i.e. without considering the actual state of the film print as projected. Their authors tacitly imply the existence of the "perfect print" -- a complete and authorised version presented to the viewer in an immaculate state without distortions, as if just released from the studio's laboratory, released without delay and screened on an adequate projection equipment in an equally appropriate environment. Film is generally understood as a recorded medium which allows each print to be repeatedly screened, thus generating a series of identical performances; this inherent quality makes movies different, for example, from the stage play or a musical interpretation where every single performance is...
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40

Ribeiro, João Pedro, Miguel Carvalhais y Pedro Cardoso. "Sound in the Mise-en-jeu: Conveying Meaning through Videogames’ Mediated Space". AVANCA | CINEMA, 26 de febrero de 2021. http://dx.doi.org/10.37390/avancacinema.2020.a190.

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Mise-en-jeu is the ontological equivalent of film’s mise-en-scène. As such, mise-en-jeu is a cinematographic language through which game designers communicate. It offers designers the ability to create and shape the aesthetics of videogames’ mediated space, the space of the cinematographic presentation.Our prior work on mise-en-jeu focused on the visual aspects of videogames. With that in mind, starting with an analysis of mise-en-scéne, this paper provides an understanding of how sound is relevant for meaning-making through mise-en-jeu. Since videogames make use of some of motion picture’s filming techniques, we first studied practitioners and academics in the history of film, approaching videogames afterwards.The results of this research show that sound in mise-en-jeu allows designers to provoke emotions in players and to assist those players in formulating meaning as intended by the designers. We also found that mise-en-jeu allows for the deconstruction and interpretation of the characteristics of various variables of videogames’ mediated space. Therefore it allows us to understand better the relationship between videogames as audiovisual artefacts and the potential meanings that emerge from playing them.
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41

"Avatar and Nature Spirituality". International Dialogue 4, n.º 1 (noviembre de 2014). http://dx.doi.org/10.32873/uno.dc.id.4.1.1091.

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“To put it mildly, the world is a mess.” Madeleine Albright, former U.S. Secretary of State, 27 July 2014 James Cameron’s Avatar (2009) was the first film to combine stereoscopic imagining and motion-capture animation for a flawless 3-D presentation. It was nominated for nine Academy Awards, including Best Director and Best Picture, and won three, for Cinematography, Art Direction, and Visual Effects. It was also the first box-office hit to gross more than $2 billion, and it remains the highest-grossing film to date. It made cinematic history. But it was more than an aesthetic triumph. Avatar is also a cultural critique and an intellectual provocation. It’s a science-fiction about Earthlings fighting with extraterrestrials—tall, blue humanoids called the Na’vi—on a forest world called Pandora. The conflict is the old battle of good against evil, but with a twist: in Avatar, it is the aliens that are good. The human hero, the soldier Jake Sully (played by Sam Worthington), deserts his unit and switches sides to fight with the Na’vi against his own colony and ultimately against his own civilization.
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42

Flynn, Bernadette. "Towards an Aesthetics of Navigation". M/C Journal 3, n.º 5 (1 de octubre de 2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Watson, Robert. "E-Press and Oppress". M/C Journal 8, n.º 2 (1 de junio de 2005). http://dx.doi.org/10.5204/mcj.2345.

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From elephants to ABBA fans, silicon to hormone, the following discussion uses a new research method to look at printed text, motion pictures and a teenage rebel icon. If by ‘print’ we mean a mechanically reproduced impression of a cultural symbol in a medium, then printing has been with us since before microdot security prints were painted onto cars, before voice prints, laser prints, network servers, record pressings, motion picture prints, photo prints, colour woodblock prints, before books, textile prints, and footprints. If we accept that higher mammals such as elephants have a learnt culture, then it is possible to extend a definition of printing beyond Homo sapiens. Poole reports that elephants mechanically trumpet reproductions of human car horns into the air surrounding their society. If nothing else, this cross-species, cross-cultural reproduction, this ‘ability to mimic’ is ‘another sign of their intelligence’. Observation of child development suggests that the first significant meaningful ‘impression’ made on the human mind is that of the face of the child’s nurturer – usually its mother. The baby’s mind forms an ‘impression’, a mental print, a reproducible memory data set, of the nurturer’s face, voice, smell, touch, etc. That face is itself a cultural construct: hair style, makeup, piercings, tattoos, ornaments, nutrition-influenced skin and smell, perfume, temperature and voice. A mentally reproducible pattern of a unique face is formed in the mind, and we use that pattern to distinguish ‘familiar and strange’ in our expanding social orbit. The social relations of patterned memory – of imprinting – determine the extent to which we explore our world (armed with research aids such as text print) or whether we turn to violence or self-harm (Bretherton). While our cultural artifacts (such as vellum maps or networked voice message servers) bravely extend our significant patterns into the social world and the traversed environment, it is useful to remember that such artifacts, including print, are themselves understood by our original pattern-reproduction and impression system – the human mind, developed in childhood. The ‘print’ is brought to mind differently in different discourses. For a reader, a ‘print’ is a book, a memo or a broadsheet, whether it is the Indian Buddhist Sanskrit texts ordered to be printed in 593 AD by the Chinese emperor Sui Wen-ti (Silk Road) or the US Defense Department memo authorizing lower ranks to torture the prisoners taken by the Bush administration (Sanchez, cited in ABC). Other fields see prints differently. For a musician, a ‘print’ may be the sheet music which spread classical and popular music around the world; it may be a ‘record’ (as in a ‘recording’ session), where sound is impressed to wax, vinyl, charged silicon particles, or the alloys (Smith, “Elpida”) of an mp3 file. For the fine artist, a ‘print’ may be any mechanically reproduced two-dimensional (or embossed) impression of a significant image in media from paper to metal, textile to ceramics. ‘Print’ embraces the Japanese Ukiyo-e colour prints of Utamaro, the company logos that wink from credit card holographs, the early photographs of Talbot, and the textured patterns printed into neolithic ceramics. Computer hardware engineers print computational circuits. Homicide detectives investigate both sweaty finger prints and the repeated, mechanical gaits of suspects, which are imprinted into the earthy medium of a crime scene. For film makers, the ‘print’ may refer to a photochemical polyester reproduction of a motion picture artifact (the reel of ‘celluloid’), or a DVD laser disc impression of the same film. Textualist discourse has borrowed the word ‘print’ to mean ‘text’, so ‘print’ may also refer to the text elements within the vision track of a motion picture: the film’s opening titles, or texts photographed inside the motion picture story such as the sword-cut ‘Z’ in Zorro (Niblo). Before the invention of writing, the main mechanically reproduced impression of a cultural symbol in a medium was the humble footprint in the sand. The footprints of tribes – and neighbouring animals – cut tracks in the vegetation and the soil. Printed tracks led towards food, water, shelter, enemies and friends. Having learnt to pattern certain faces into their mental world, children grew older and were educated in the footprints of family and clan, enemies and food. The continuous impression of significant foot traffic in the medium of the earth produced the lines between significant nodes of prewriting and pre-wheeled cultures. These tracks were married to audio tracks, such as the song lines of the Australian Aborigines, or the ballads of tramping culture everywhere. A typical tramping song has the line, ‘There’s a track winding back to an old-fashion shack along the road to Gundagai,’ (O’Hagan), although this colonial-style song was actually written for radio and became an international hit on the airwaves, rather than the tramping trails. The printed tracks impressed by these cultural flows are highly contested and diverse, and their foot prints are woven into our very language. The names for printed tracks have entered our shared memory from the intersection of many cultures: ‘Track’ is a Germanic word entering English usage comparatively late (1470) and now used mainly in audio visual cultural reproduction, as in ‘soundtrack’. ‘Trek’ is a Dutch word for ‘track’ now used mainly by ecotourists and science fiction fans. ‘Learn’ is a Proto-Indo-European word: the verb ‘learn’ originally meant ‘to find a track’ back in the days when ‘learn’ had a noun form which meant ‘the sole of the foot’. ‘Tract’ and ‘trace’ are Latin words entering English print usage before 1374 and now used mainly in religious, and electronic surveillance, cultural reproduction. ‘Trench’ in 1386 was a French path cut through a forest. ‘Sagacity’ in English print in 1548 was originally the ability to track or hunt, in Proto-Indo-European cultures. ‘Career’ (in English before 1534) was the print made by chariots in ancient Rome. ‘Sleuth’ (1200) was a Norse noun for a track. ‘Investigation’ (1436) was Latin for studying a footprint (Harper). The arrival of symbolic writing scratched on caves, hearth stones, and trees (the original meaning of ‘book’ is tree), brought extremely limited text education close to home. Then, with baked clay tablets, incised boards, slate, bamboo, tortoise shell, cast metal, bark cloth, textiles, vellum, and – later – paper, a portability came to text that allowed any culture to venture away from known ‘foot’ paths with a reduction in the risk of becoming lost and perishing. So began the world of maps, memos, bills of sale, philosophic treatises and epic mythologies. Some of this was printed, such as the mechanical reproduction of coins, but the fine handwriting required of long, extended, portable texts could not be printed until the invention of paper in China about 2000 years ago. Compared to lithic architecture and genes, portable text is a fragile medium, and little survives from the millennia of its innovators. The printing of large non-text designs onto bark-paper and textiles began in neolithic times, but Sui Wen-ti’s imperial memo of 593 AD gives us the earliest written date for printed books, although we can assume they had been published for many years previously. The printed book was a combination of Indian philosophic thought, wood carving, ink chemistry and Chinese paper. The earliest surviving fragment of paper-print technology is ‘Mantras of the Dharani Sutra’, a Buddhist scripture written in the Sanskrit language of the Indian subcontinent, unearthed at an early Tang Dynasty site in Xian, China – making the fragment a veteran piece of printing, in the sense that Sanskrit books had been in print for at least a century by the early Tang Dynasty (Chinese Graphic Arts Net). At first, paper books were printed with page-size carved wooden boards. Five hundred years later, Pi Sheng (c.1041) baked individual reusable ceramic characters in a fire and invented the durable moveable type of modern printing (Silk Road 2000). Abandoning carved wooden tablets, the ‘digitizing’ of Chinese moveable type sped up the production of printed texts. In turn, Pi Sheng’s flexible, rapid, sustainable printing process expanded the political-cultural impact of the literati in Asian society. Digitized block text on paper produced a bureaucratic, literate elite so powerful in Asia that Louis XVI of France copied China’s print-based Confucian system of political authority for his own empire, and so began the rise of the examined public university systems, and the civil service systems, of most European states (Watson, Visions). By reason of its durability, its rapid mechanical reproduction, its culturally agreed signs, literate readership, revered authorship, shared ideology, and distributed portability, a ‘print’ can be a powerful cultural network which builds and expands empires. But print also attacks and destroys empires. A case in point is the Spanish conquest of Aztec America: The Aztecs had immense libraries of American literature on bark-cloth scrolls, a technology which predated paper. These libraries were wiped out by the invading Spanish, who carried a different book before them (Ewins). In the industrial age, the printing press and the gun were seen as the weapons of rebellions everywhere. In 1776, American rebels staffed their ‘Homeland Security’ units with paper makers, knowing that defeating the English would be based on printed and written documents (Hahn). Mao Zedong was a book librarian; Mao said political power came out of the barrel of a gun, but Mao himself came out of a library. With the spread of wireless networked servers, political ferment comes out of the barrel of the cell phone and the internet chat room these days. Witness the cell phone displays of a plane hitting a tower that appear immediately after 9/11 in the Middle East, or witness the show trials of a few US and UK lower ranks who published prints of their torturing activities onto the internet: only lower ranks who published prints were arrested or tried. The control of secure servers and satellites is the new press. These days, we live in a global library of burning books – ‘burning’ in the sense that ‘print’ is now a charged silicon medium (Smith, “Intel”) which is usually made readable by connecting the chip to nuclear reactors and petrochemically-fired power stations. World resources burn as we read our screens. Men, women, children burn too, as we watch our infotainment news in comfort while ‘their’ flickering dead faces are printed in our broadcast hearths. The print we watch is not the living; it is the voodoo of the living in the blackout behind the camera, engaging the blood sacrifice of the tormented and the unfortunate. Internet texts are also ‘on fire’ in the third sense of their fragility and instability as a medium: data bases regularly ‘print’ fail-safe copies in an attempt to postpone the inevitable mechanical, chemical and electrical failure that awaits all electronic media in time. Print defines a moral position for everyone. In reporting conflict, in deciding to go to press or censor, any ‘print’ cannot avoid an ethical context, starting with the fact that there is a difference in power between print maker, armed perpetrators, the weak, the peaceful, the publisher, and the viewer. So many human factors attend a text, video or voice ‘print’: its very existence as an aesthetic object, even before publication and reception, speaks of unbalanced, and therefore dynamic, power relationships. For example, Graham Greene departed unscathed from all the highly dangerous battlefields he entered as a novelist: Riot-torn Germany, London Blitz, Belgian Congo, Voodoo Haiti, Vietnam, Panama, Reagan’s Washington, and mafia Europe. His texts are peopled with the injustices of the less fortunate of the twentieth century, while he himself was a member of the fortunate (if not happy) elite, as is anyone today who has the luxury of time to read Greene’s works for pleasure. Ethically a member of London and Paris’ colonizers, Greene’s best writing still electrifies, perhaps partly because he was in the same line of fire as the victims he shared bread with. In fact, Greene hoped daily that he would escape from the dreadful conflicts he fictionalized via a body bag or an urn of ashes (see Sherry). In reading an author’s biography we have one window on the ethical dimensions of authority and print. If a print’s aesthetics are sometimes enduring, its ethical relationships are always mutable. Take the stylized logo of a running athlete: four limbs bent in a rotation of action. This dynamic icon has symbolized ‘good health’ in Hindu and Buddhist culture, from Madras to Tokyo, for thousands of years. The cross of bent limbs was borrowed for the militarized health programs of 1930s Germany, and, because of what was only a brief, recent, isolated yet monstrously horrific segment of its history in print, the bent-limbed swastika is now a vilified symbol in the West. The sign remains ‘impressed’ differently on traditional Eastern culture, and without the taint of Nazism. Dramatic prints are emotionally charged because, in depicting Homo sapiens in danger, or passionately in love, they elicit a hormonal reaction from the reader, the viewer, or the audience. The type of emotions triggered by a print vary across the whole gamut of human chemistry. A recent study of three genres of motion picture prints shows a marked differences in the hormonal responses of men compared to women when viewing a romance, an actioner, and a documentary (see Schultheiss, Wirth, and Stanton). Society is biochemically diverse in its engagement with printed culture, which raises questions about equality in the arts. Motion picture prints probably comprise around one third of internet traffic, in the form of stolen digitized movie files pirated across the globe via peer-to-peer file transfer networks (p2p), and burnt as DVD laser prints (BBC). There is also a US 40 billion dollar per annum legitimate commerce in DVD laser pressings (Grassl), which would suggest an US 80 billion per annum world total in legitimate laser disc print culture. The actively screen literate, or the ‘sliterati’ as I prefer to call them, research this world of motion picture prints via their peers, their internet information channels, their television programming, and their web forums. Most of this activity occurs outside the ambit of universities and schools. One large site of sliterate (screen literate) practice outside most schooling and official research is the net of online forums at imdb.com (International Movie Data Base). Imdb.com ‘prints’ about 25,000,000 top pages per month to client browsers. Hundreds of sliterati forums are located at imdb, including a forum for the Australian movie, Muriel’s Wedding (Hogan). Ten years after the release of Muriel’s Wedding, young people who are concerned with victimization and bullying still log on to http://us.imdb.com/title/tt0110598/board/> and put their thoughts into print: I still feel so bad for Muriel in the beginning of the movie, when the girls ‘dump’ her, and how much the poor girl cried and cried! Those girls were such biartches…I love how they got their comeuppance! bunniesormaybemidgets’s comment is typical of the current discussion. Muriel’s Wedding was a very popular film in its first cinema edition in Australia and elsewhere. About 30% of the entire over-14 Australian population went to see this photochemical polyester print in the cinemas on its first release. A decade on, the distributors printed a DVD laser disc edition. The story concerns Muriel (played by Toni Collette), the unemployed daughter of a corrupt, ‘police state’ politician. Muriel is bullied by her peers and she withdraws into a fantasy world, deluding herself that a white wedding will rescue her from the torments of her blighted life. Through theft and deceit (the modus operandi of her father) Muriel escapes to the entertainment industry and finds a ‘wicked’ girlfriend mentor. From a rebellious position of stubborn independence, Muriel plays out her fantasy. She gets her white wedding, before seeing both her father and her new married life as hollow shams which have goaded her abandoned mother to suicide. Redefining her life as a ‘game’ and assuming responsibility for her independence, Muriel turns her back on the mainstream, image-conscious, female gang of her oppressed youth. Muriel leaves the story, having rekindled her friendship with her rebel mentor. My methodological approach to viewing the laser disc print was to first make a more accessible, coded record of the entire movie. I was able to code and record the print in real time, using a new metalanguage (Watson, “Eyes”). The advantage of Coding is that ‘thinks’ the same way as film making, it does not sidetrack the analyst into prose. The Code splits the movie print into Vision Action [vision graphic elements, including text] (sound) The Coding splits the vision track into normal action and graphic elements, such as text, so this Coding is an ideal method for extracting all the text elements of a film in real time. After playing the film once, I had four and a half tightly packed pages of the coded story, including all its text elements in square brackets. Being a unique, indexed hard copy, the Coded copy allowed me immediate access to any point of the Muriel’s Wedding saga without having to search the DVD laser print. How are ‘print’ elements used in Muriel’s Wedding? Firstly, a rose-coloured monoprint of Muriel Heslop’s smiling face stares enigmatically from the plastic surface of the DVD picture disc. The print is a still photo captured from her smile as she walked down the aisle of her white wedding. In this print, Toni Collette is the Mona Lisa of Australian culture, except that fans of Muriel’s Wedding know the meaning of that smile is a magical combination of the actor’s art: the smile is both the flush of dreams come true and the frightening self deception that will kill her mother. Inserting and playing the disc, the text-dominant menu appears, and the film commences with the text-dominant opening titles. Text and titles confer a legitimacy on a work, whether it is a trade mark of the laser print owners, or the household names of stars. Text titles confer status relationships on both the presenters of the cultural artifact and the viewer who has entered into a legal license agreement with the owners of the movie. A title makes us comfortable, because the mind always seeks to name the unfamiliar, and a set of text titles does that job for us so that we can navigate the ‘tracks’ and settle into our engagement with the unfamiliar. The apparent ‘truth’ and ‘stability’ of printed text calms our fears and beguiles our uncertainties. Muriel attends the white wedding of a school bully bride, wearing a leopard print dress she has stolen. Muriel’s spotted wild animal print contrasts with the pure white handmade dress of the bride. In Muriel’s leopard textile print, we have the wild, rebellious, impoverished, inappropriate intrusion into the social ritual and fantasy of her high-status tormentor. An off-duty store detective recognizes the printed dress and calls the police. The police are themselves distinguished by their blue-and-white checked prints and other mechanically reproduced impressions of cultural symbols: in steel, brass, embroidery, leather and plastics. Muriel is driven in the police car past the stenciled town sign (‘Welcome To Porpoise Spit’ heads a paragraph of small print). She is delivered to her father, a politician who presides over the policing of his town. In a state where the judiciary, police and executive are hijacked by the same tyrant, Muriel’s father, Bill, pays off the police constables with a carton of legal drugs (beer) and Muriel must face her father’s wrath, which he proceeds to transfer to his detested wife. Like his daughter, the father also wears a spotted brown print costume, but his is a batik print from neighbouring Indonesia (incidentally, in a nation that takes the political status of its batik prints very seriously). Bill demands that Muriel find the receipt for the leopard print dress she claims she has purchased. The legitimate ownership of the object is enmeshed with a printed receipt, the printed evidence of trade. The law (and the paramilitary power behind the law) are legitimized, or contested, by the presence or absence of printed text. Muriel hides in her bedroom, surround by poster prints of the pop group ABBA. Torn-out prints of other people’s weddings adorn her mirror. Her face is embossed with the clown-like primary colours of the marionette as she lifts a bouquet to her chin and stares into the real time ‘print’ of her mirror image. Bill takes the opportunity of a business meeting with Japanese investors to feed his entire family at ‘Charlie Chan’’s restaurant. Muriel’s middle sister sloppily wears her father’s state election tee shirt, printed with the text: ‘Vote 1, Bill Heslop. You can’t stop progress.’ The text sets up two ironic gags that are paid off on the dialogue track: “He lost,’ we are told. ‘Progress’ turns out to be funding the concreting of a beach. Bill berates his daughter Muriel: she has no chance of becoming a printer’s apprentice and she has failed a typing course. Her dysfunction in printed text has been covered up by Bill: he has bribed the typing teacher to issue a printed diploma to his daughter. In the gambling saloon of the club, under the arrays of mechanically repeated cultural symbols lit above the poker machines (‘A’ for ace, ‘Q’ for queen, etc.), Bill’s secret girlfriend Diedre risks giving Muriel a cosmetics job. Another text icon in lights announces the surf nightclub ‘Breakers’. Tania, the newly married queen bitch who has made Muriel’s teenage years a living hell, breaks up with her husband, deciding to cash in his negotiable text documents – his Bali honeymoon tickets – and go on an island holiday with her girlfriends instead. Text documents are the enduring site of agreements between people and also the site of mutations to those agreements. Tania dumps Muriel, who sobs and sobs. Sobs are a mechanical, percussive reproduction impressed on the sound track. Returning home, we discover that Muriel’s older brother has failed a printed test and been rejected for police recruitment. There is a high incidence of print illiteracy in the Heslop family. Mrs Heslop (Jeannie Drynan), for instance, regularly has trouble at the post office. Muriel sees a chance to escape the oppression of her family by tricking her mother into giving her a blank cheque. Here is the confluence of the legitimacy of a bank’s printed negotiable document with the risk and freedom of a blank space for rebel Muriel’s handwriting. Unable to type, her handwriting has the power to steal every cent of her father’s savings. She leaves home and spends the family’s savings at an island resort. On the island, the text print-challenged Muriel dances to a recording (sound print) of ABBA, her hand gestures emphasizing her bewigged face, which is made up in an impression of her pop idol. Her imitation of her goddesses – the ABBA women, her only hope in a real world of people who hate or avoid her – is accompanied by her goddesses’ voices singing: ‘the mystery book on the shelf is always repeating itself.’ Before jpeg and gif image downloads, we had postcard prints and snail mail. Muriel sends a postcard to her family, lying about her ‘success’ in the cosmetics business. The printed missal is clutched by her father Bill (Bill Hunter), who proclaims about his daughter, ‘you can’t type but you really impress me’. Meanwhile, on Hibiscus Island, Muriel lies under a moonlit palm tree with her newly found mentor, ‘bad girl’ Ronda (Rachel Griffiths). In this critical scene, where foolish Muriel opens her heart’s yearnings to a confidante she can finally trust, the director and DP have chosen to shoot a flat, high contrast blue filtered image. The visual result is very much like the semiabstract Japanese Ukiyo-e woodblock prints by Utamaro. This Japanese printing style informed the rise of European modern painting (Monet, Van Gogh, Picasso, etc., were all important collectors and students of Ukiyo-e prints). The above print and text elements in Muriel’s Wedding take us 27 minutes into her story, as recorded on a single page of real-time handwritten Coding. Although not discussed here, the Coding recorded the complete film – a total of 106 minutes of text elements and main graphic elements – as four pages of Code. Referring to this Coding some weeks after it was made, I looked up the final code on page four: taxi [food of the sea] bq. Translation: a shop sign whizzes past in the film’s background, as Muriel and Ronda leave Porpoise Spit in a taxi. Over their heads the text ‘Food Of The Sea’ flashes. We are reminded that Muriel and Ronda are mermaids, fantastic creatures sprung from the brow of author PJ Hogan, and illuminated even today in the pantheon of women’s coming-of-age art works. That the movie is relevant ten years on is evidenced by the current usage of the Muriel’s Wedding online forum, an intersection of wider discussions by sliterate women on imdb.com who, like Muriel, are observers (and in some cases victims) of horrific pressure from ambitious female gangs and bullies. Text is always a minor element in a motion picture (unless it is a subtitled foreign film) and text usually whizzes by subliminally while viewing a film. By Coding the work for [text], all the text nuances made by the film makers come to light. While I have viewed Muriel’s Wedding on many occasions, it has only been in Coding it specifically for text that I have noticed that Muriel is a representative of that vast class of talented youth who are discriminated against by print (as in text) educators who cannot offer her a life-affirming identity in the English classroom. Severely depressed at school, and failing to type or get a printer’s apprenticeship, Muriel finds paid work (and hence, freedom, life, identity, independence) working in her audio visual printed medium of choice: a video store in a new city. Muriel found a sliterate admirer at the video store but she later dumped him for her fantasy man, before leaving him too. One of the points of conjecture on the imdb Muriel’s Wedding site is, did Muriel (in the unwritten future) get back together with admirer Brice Nobes? That we will never know. While a print forms a track that tells us where culture has been, a print cannot be the future, a print is never animate reality. At the end of any trail of prints, one must lift one’s head from the last impression, and negotiate satisfaction in the happening world. References Australian Broadcasting Corporation. “Memo Shows US General Approved Interrogations.” 30 Mar. 2005 http://www.abc.net.au>. British Broadcasting Commission. “Films ‘Fuel Online File-Sharing’.’’ 22 Feb. 2005 http://news.bbc.co.uk/1/hi/technology/3890527.stm>. Bretherton, I. “The Origins of Attachment Theory: John Bowlby and Mary Ainsworth.” 1994. 23 Jan. 2005 http://www.psy.med.br/livros/autores/bowlby/bowlby.pdf>. Bunniesormaybemidgets. Chat Room Comment. “What Did Those Girls Do to Rhonda?” 28 Mar. 2005 http://us.imdb.com/title/tt0110598/board/>. Chinese Graphic Arts Net. Mantras of the Dharani Sutra. 20 Feb. 2005 http://www.cgan.com/english/english/cpg/engcp10.htm>. Ewins, R. Barkcloth and the Origins of Paper. 1991. 20 Feb. 2005 http://www.justpacific.com/pacific/papers/barkcloth~paper.html>. Grassl K.R. The DVD Statistical Report. 14 Mar. 2005 http://www.corbell.com>. Hahn, C. M. The Topic Is Paper. 20 Feb. 2005 http://www.nystamp.org/Topic_is_paper.html>. Harper, D. Online Etymology Dictionary. 14 Mar. 2005 http://www.etymonline.com/>. Mask of Zorro, The. Screenplay by J McCulley. UA, 1920. Muriel’s Wedding. Dir. PJ Hogan. Perf. Toni Collette, Rachel Griffiths, Bill Hunter, and Jeannie Drynan. Village Roadshow, 1994. O’Hagan, Jack. On The Road to Gundagai. 1922. 2 Apr. 2005 http://ingeb.org/songs/roadtogu.html>. Poole, J.H., P.L. Tyack, A.S. Stoeger-Horwath, and S. Watwood. “Animal Behaviour: Elephants Are Capable of Vocal Learning.” Nature 24 Mar. 2005. Sanchez, R. “Interrogation and Counter-Resistance Policy.” 14 Sept. 2003. 30 Mar. 2005 http://www.abc.net.au>. Schultheiss, O.C., M.M. Wirth, and S.J. Stanton. “Effects of Affiliation and Power Motivation Arousal on Salivary Progesterone and Testosterone.” Hormones and Behavior 46 (2005). Sherry, N. The Life of Graham Greene. 3 vols. London: Jonathan Cape 2004, 1994, 1989. Silk Road. Printing. 2000. 20 Feb. 2005 http://www.silk-road.com/artl/printing.shtml>. Smith, T. “Elpida Licenses ‘DVD on a Chip’ Memory Tech.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. —. “Intel Boffins Build First Continuous Beam Silicon Laser.” The Register 20 Feb. 2005 http://www.theregister.co.uk/2005/02>. Watson, R. S. “Eyes And Ears: Dramatic Memory Slicing and Salable Media Content.” Innovation and Speculation, ed. Brad Haseman. Brisbane: QUT. [in press] Watson, R. S. Visions. Melbourne: Curriculum Corporation, 1994. Citation reference for this article MLA Style Watson, Robert. "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion." M/C Journal 8.2 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0506/08-watson.php>. APA Style Watson, R. (Jun. 2005) "E-Press and Oppress: Audio Visual Print Drama, Identity, Text and Motion Picture Rebellion," M/C Journal, 8(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0506/08-watson.php>.
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Fitriani, Fitriani. "NELAYAN SEBAGAI IDE PENCIPTAAN TARI TAREK PUKAT DALAM KAJIAN INTERAKSI SIMBOLIK". Imaji 15, n.º 2 (12 de marzo de 2018). http://dx.doi.org/10.21831/imaji.v15i2.18294.

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Tarek Pukat merupakan salah satu dari bentuk kesenian yang merupakan wujud kebudayaan hasil olah pikir, gagasan masyarakat pesisir Aceh. Tarek Pukat adalah gambaran aktivitas masyarakat pesisir yang memiliki rasa keindahan (estetika) yang ditimbulkan dari gerak, syair, dan musik. Setiap komponen terdapat kearifan lokal yang memiliki makna, isi pesan tentang norma-norma sosial, nilai-nilai budaya, dan sebagai wujud kebudayaan yang mengatur sistem sosial dalam menata aktivitas kehidupan sosial masyarakatnya. Interaksi simbolik lebih menekankan studinya tentang perilaku manusia pada hubungan interpersonal, bukan pada keseluruhan kelompok atau masyarakat. Proporsi paling mendasar dari interaksi simbolik adalah perilaku dan interaksi manusia itu dapat dibedakan, karena ditampilkan lewat simbol dan maknanya. Mencari makna dibalik yang sensual menjadi penting didalam interaksi simbolis. Tari Tarek Pukat ini difungsikan sebagai bentuk apresiasi terhadap budaya dan tradisi masyarakat Aceh pesisir, khususnya saat menangkap ikan di laut. Tarian ini dimaknai sebagai gambaran sikap gotong royong. Kata Kunci: Tarek Pukat, Interaksi Simbolik FISHERMAN AS THE IDEA OF CREATION OF TAREK PUKAT DANCE IN SYMBOLIC INTERACTION STUDYAbstractTarek Pukat is one of arts which is formed of cultural thoughts, or ideas of coastal communities of Aceh. Tarek Pukat describes coastal community activities that have a sense of beauty (aesthetics) arising from motion, poetry, and music. Each component has a local wisdom that has a meaning, a message content about social norms, cultural values, and cultural forms that regulate the social life of the community. Symbolic interaction focuses more on the study of human behavior on interpersonal relationships, not on the whole group or society. The most fundamental proportion of symbolic interaction is that human behavior and interaction can be distinguished, because of events through symbols and their meaning. Seeking the meaning behind the sensuality becomes important in symbolic interaction. Tarek Pukat dance is functioned as a form of appreciation of the culture and traditions of coastal communities, especially when fishing in the sea. This dance is interpreted as a picture of mutual cooperation.Keywords: Tarek Pukat, Symbolic Interaction
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Laskara, Gede Windu, Ngakan Ketut Acwin Dwijendra, Ni Luh Putu Eka Pebriyanti y Putu Mayda Devianita Jaya. "Planning Principles of Permanent Outdoor Advertising (POA) in Arterial and Collector Road Corridors in Denpasar City, Bali, Indonesia". Journal of Social and Political Sciences 3, n.º 4 (30 de diciembre de 2020). http://dx.doi.org/10.31014/aior.1991.03.04.229.

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Permanent Outdoor Advertising (POA) is one of the media for providing public space information to impact the viewer with words, with or without photographs. That details to the public on programs, goods, lifestyles, dreams, and values. Advertising is an important and very important tool in economic and business terms because it is direct communication with the audience. POA also generates the image and visual quality of public spaces as an urban physical feature in terms of urban planning. A important location for information dissemination is the high speed of motion in arterial and collector roads. The POA is something that draws attention and can enhance the region's picture. Advertisers, however, frequently disregard the detrimental impact of RRLs on the physical condition of urban space for the sole purpose of offering economic benefits. In Denpasar, POA is divided into 1) electronic billboards and 2) billboards, and POA typology can be divided into a) independent structure (free-standing POA) centered on technological installation; b) related to another structure (attached POA). The main issues of POA implementation in Denpasar City are: 1) security, 2) beauty/aesthetic, and 3) legibility are the key issues of the POA implementation in Denpasar City. These questions emerged from several aspects, namely: 1) land use; 2) structure and construction; 3) placement; 4) form, scale, and quantity; 5) orientation; 6) lighting; 7) material. The planning principles of the POA in Denpasar should be evaluated on the basis of contextual problems and the arterial and collector roads surrounding them. The POA identification is carried out in Denpasar City on twenty-nine main roads, including all three arterial roads, and on twenty-six collector roads. Two functions representing both arterial and collector roads in Denpasar were chosen for the study position on the main road with primary arterial function, collector-one, and collector. Post-occupancy evaluation (POE) was the research approach used in this study with a qualitative analysis methodology that observes and analyzes the POA conditions that occurred on selected roads in Denpasar Area, which are used as a basis for structuring the principles and aspects of POA planning.
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Eubanks, Kevin P. "Becoming-Samurai". M/C Journal 10, n.º 2 (1 de mayo de 2007). http://dx.doi.org/10.5204/mcj.2643.

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Samurai and Chinese martial arts themes inspire and permeate the uniquely philosophical lyrics and beats of Wu-Tang Clan, a New York-based hip-hop collective made popular in the mid-nineties with their debut album Enter the Wu-Tang: Return of the 36 Chambers. Original founder RZA (“Rizza”) scored his first full-length motion-picture soundtrack and made his feature film debut with Ghost Dog: The Way of the Samurai (Jim Jarmusch, 2000). Through a critical exploration of the film’s musical filter, it will be argued that RZA’s aesthetic vision effectively deterritorialises the figure of the samurai, according to which the samurai “change[s] in nature and connect[s] with other multiplicities” (Deleuze and Guattari, 9). The soundtrack consequently emancipates and redistributes the idea of the samurai from within the dynamic context of a fundamentally different aesthetic intensity, which the Wu-Tang has always hoped to communicate, that is to say, an aesthetics of adaptation or of what is called in hip-hop music more generally: an aesthetics of flow. At the center of Jarmusch’s film is a fundamental opposition between the sober asceticism and deeply coded lifestyle of Ghost Dog and the supple, revolutionary, itinerant hip-hop beats that flow behind it and beneath it, and which serve at once as philosophical foil and as alternate foundation to the film’s themes and message. Ghost Dog: The Way of the Samurai tells the story of Ghost Dog (Forest Whitaker), a deadly and flawlessly precise contract killer for a small-time contemporary New York organised crime family. He lives his life in a late 20th-century urban America according to the strict tenets of the 18th century text Hagakure, which relates the principles of the Japanese Bushido (literally, the “way of the warrior,” but more often defined and translated as the “code of the samurai”). Others have noted the way in which Ghost Dog not only fails as an adaptation of the samurai genre but thematises this very failure insofar as the film depicts a samurai’s unsuccessful struggle to adapt in a corrupt and fractured postmodern, post-industrial reality (Lanzagorta, par. 4, 9; Otomo, 35-8). If there is any hope at all for these adaptations (Ghost Dog is himself an example), it lies, according to some, in the singular, outmoded integrity of his nostalgia, which despite the abstract jouissance or satisfaction it makes available, is nevertheless blank and empty (Otomo, 36-7). Interestingly, in his groundbreaking book Spectacular Vernaculars, and with specific reference to hip-hop, Russell Potter suggests that where a Eurocentric postmodernism posits a lack of meaning and collapse of value and authority, a black postmodernism that is neither singular nor nostalgic is prepared to emerge (6-9). And as I will argue there are more concrete adaptive strategies at work in the film, strategies that point well beyond the film to popular culture more generally. These are anti-nostalgic strategies of possibility and escape that have everything to do with the way in which hip-hop as soundtrack enables Ghost Dog in his becoming-samurai, a process by which a deterritorialised subject and musical flow fuse to produce a hybrid adaptation and identity. But hip-hip not only makes possible such a becoming, it also constitutes a potentially liberating adaptation of the past and of otherness that infuses the film with a very different but still concrete jouissance. At the root of Ghost Dog is a conflict between what Deleuze and Guattari call state and nomad authority, between the code that prohibits adaptation and its willful betrayer. The state apparatus, according to Deleuze and Guattari, is the quintessential form of interiority. The state nourishes itself through the appropriation, the bringing into its interior, of all that over which it exerts its control, and especially over those nomadic elements that constantly threaten to escape (Deleuze and Guattari, 380-7). In Ghost Dog, the code or state-form functions throughout the film as an omnipresent source of centralisation, authorisation and organisation. It is attested to in the intensely stratified urban environment in which Ghost Dog lives, a complicated and forbidding network of streets, tracks, rails, alleys, cemeteries, tenement blocks, freeways, and shipping yards, all of which serve to hem Ghost Dog in. And as race is highlighted in the film, it, too, must be included among the many ways in which characters are always already contained. What encounters with racism in the film suggest is the operative presence of a plurality of racial and cultural codes; the strict segregation of races and cultures in the film and the animosity which binds them in opposition reflect a racial stratification that mirrors the stratified topography of the cityscape. Most important, perhaps, is the way in which Bushido itself functions, at least in part, as code, as well as the way in which the form of the historical samurai in legend and reality circumscribes not only Ghost Dog’s existence but the very possibility of the samurai and the samurai film as such. On the one hand, Bushido attests to the absolute of religion, or as Deleuze and Guattari describe it: “a center that repels the obscure … essentially a horizon that encompasses” and which forms a “bond”, “pact”, or “alliance” between subject/culture and the all-encompassing embrace of its deity: in this case, the state-form which sanctions samurai existence (382-3). On the other hand, but in the same vein, the advent of Bushido, and in particular the Hagakure text to which Ghost Dog turns for meaning and guidance, coincides historically with the emergence of the modern Japanese state, or put another way, with the eclipse of the very culture it sponsors. In fact, samurai history as a whole can be viewed to some extent as a process of historical containment by which the state-form gradually encompassed those nomadic warring elements at the heart of early samurai existence. This is the socio-historical context of Bushido, insofar as it represents the codification of the samurai subject and the stratification of samurai culture under the pressures of modernisation and the spread of global capitalism. It is a social and historical context marked by the power of a bourgeoning military, political and economic organisation, and by policies of restraint, centralisation and sedentariness. Moreover, the local and contemporary manifestations of this social and historical context are revealed in many of the elements that permeate not only the traditional samurai films of Kurosawa, Mizoguchi or Kobayashi, but modern adaptations of the genre as well, which tend to convey a nostalgic mourning for this loss, or more precisely, for this failure to adapt. Thus the filmic atmosphere of Ghost Dog is dominated by the negative qualities of inaction, nonviolence and sobriety, and whether these are taken to express the sterility and impotence of postmodern existence or the emptiness of a nostalgia for an unbroken and heroic past, these qualities point squarely towards the transience of culture and towards the impossibility of adaptation and survival. Ghost Dog is a reluctant assassin, and the inherently violent nature of his task is always deflected. In the same way, most of Ghost Dog’s speech in the film is delivered through his soundless readings of the Hagakure, silent and austere moments that mirror as well the creeping, sterile atmosphere in which most of the film’s action takes place. It is an atmosphere of interiority that points not only towards the stratified environment which restricts possibility and expressivity but also squarely towards the meaning of Bushido as code. But this atmosphere meets resistance. For the samurai is above all a man of war, and, as Deleuze and Guattari suggest, “the man of war [that is to say, the nomad] is always committing an offence against” the State (383). In Ghost Dog, for all the ways in which Ghost Dog’s experience is stratified by the Bushido as code and by the post-industrial urban reality in which he lives and moves, the film shows equally the extent to which these strata or codes are undermined by nomadic forces that trace “lines of flight” and escape (Deleuze and Guattari, 423). Clearly it is the film’s soundtrack, and thus, too, the aesthetic intensities of the flow in hip-hop music, which both constitute and facilitate this escape: We have an APB on an MC killer Looks like the work of a master … Merciless like a terrorist Hard to capture the flow Changes like a chameleon (“Da Mystery of Chessboxin,” Enter) Herein lies the significance of (and difference between) the meaning of Bushido as code and as way, a problem of adaptation and translation which clearly reflects the central conflict of the film. A way is always a way out, the very essence of escape, and it always facilitates the breaking away from a code. Deleuze and Guattari describe the nomad as problematic, hydraulic, inseparable from flow and heterogeneity; nomad elements, as those elements which the State is incapable of drawing into its interior, are said to remain exterior and excessive to it (361-2). It is thus significant that the interiority of Ghost Dog’s readings from the Hagakure and the ferocious exteriority of the soundtrack, which along with the Japanese text helps narrate the tale, reflect the same relationship that frames the state and nomad models. The Hagakure is not only read in silence by the protagonist throughout the film, but the Hagakure also figures prominently inside the diegetic world of the film as a visual element, whereas the soundtrack, whether it is functioning diegetically or non-diegetically, is by its very nature outside the narrative space of the film, effectively escaping it. For Deleuze and Guattari, musical expression is inseparable from a process of becoming, and, in fact, it is fair to say that the jouissance of the film is supplied wholly by the soundtrack insofar as it deterritorialises the conventional language of the genre, takes it outside of itself, and then reinvests it through updated musical flows that facilitate Ghost Dog’s becoming-samurai. In this way, too, the soundtrack expresses the violence and action that the plot carefully avoids and thus intimately relates the extreme interiority of the protagonist to an outside, a nomadic exterior that forecloses any possibility of nostalgia but which suggests rather a tactics of metamorphosis and immediacy, a sublime deterritorialisation that involves music becoming-world and world becoming-music. Throughout the film, the appearance of the nomad is accompanied, even announced, by the onset of a hip-hop musical flow, always cinematically represented by Ghost Dog’s traversing the city streets or by lengthy tracking shots of a passenger pigeon in flight, both of which, to take just two examples, testify to purely nomadic concepts: not only to the sheer smoothness of open sky-space and flight with its techno-spiritual connotations, but also to invisible, inherited pathways that cross the stratified heart of the city undetected and untraceable. Embodied as it is in the Ghost Dog soundtrack, and grounded in what I have chosen to call an aesthetics of flow, hip-hop is no arbitrary force in the film; it is rather both the adaptive medium through which Ghost Dog and the samurai genre are redeemed and the very expression of this adaptation. Deleuze and Guattari write: The necessity of not having control over language, of being a foreigner in one’s own tongue, in order to draw speech to oneself and ‘bring something incomprehensible into the world.’ Such is the form of exteriority … that forms a war machine. (378) Nowhere else do Deleuze and Guattari more clearly outline the affinities that bind their notion of the nomad and the form of exteriority that is essential to it with the politics of language, cultural difference and authenticity which so color theories of race and critical analyses of hip-hop music and culture. And thus the key to hip-hop’s adaptive power lies in its spontaneity and in its bringing into the world of something incomprehensible and unanticipated. If the code in Ghost Dog is depicted as nonviolent, striated, interior, singular, austere and measured, then the flow in hip-hop and in the music of the Wu-Tang that informs Ghost Dog’s soundtrack is violent, fluid, exterior, variable, plural, playful and incalculable. The flow in hip-hop, as well as in Deleuze and Guattari’s work, is grounded in a kinetic linguistic spontaneity, variation and multiplicity. Its lyrical flow is a cascade of accelerating rhymes, the very speed and implausibility of which often creates a sort of catharsis in performers and spectators: I bomb atomically, Socrates’ philosophies and hypotheses can’t define how I be droppin’ these mockeries, lyrically perform armed robberies Flee with the lottery, possibly they spotted me Battle-scarred shogun, explosion. … (“Triumph”, Forever) Over and against the paradigm of the samurai, which as I have shown is connected with relations of content and interiority, the flow is attested to even more explicitly in the Wu-Tang’s embrace of the martial arts, kung-fu and Chinese cinematic traditions. And any understanding of the figure of the samurai in the contemporary hip-hop imagination must contend with the relationship of this figure to both the kung-fu fighting traditions and to kung-fu cinema, despite the fact that they constitute very different cultural and historical forms. I would, of course, argue that it is precisely this playful adaptation or literal deterritorialisation of otherwise geographically and culturally distinct realities that comprises the adaptive potential of hip-hop. Kung-fu, like hip-hop, is predicated on the exteriority of style. It is also a form of action based on precision and immediacy, on the fluid movements of the body itself deterritorialised as weapon, and thus it reiterates that blend of violence, speed and fluidity that grounds the hip-hop aesthetic: “I’ll defeat your rhyme in just four lines / Yeh, I’ll wax you and tax you and plus save time” (RZA and Norris, 211). Kung-fu lends itself to improvisation and to adaptability, essential qualities of combat and of lyrical flows in hip-hop music. For example, just as in kung-fu combat a fighter’s success is fundamentally determined by his ability to intuit and adapt to the style and skill and detailed movements of his adversary, the victory of a hip-hop MC engaged in, say, a freestyle battle will be determined by his capacity for improvising and adapting his own lyrical flow to counter and overcome his opponent’s. David Bordwell not only draws critical lines of difference between the Hong Kong and Hollywood action film but also hints at the striking differences between the “delirious kinetic exhilaration” of Hong Kong cinema and the “sober, attenuated, and grotesque expressivity” of the traditional Japanese samurai film (91-2). Moreover, Bordwell emphasises what the Wu-Tang Clan has always known and demonstrated: the sympathetic bond between kung-fu action or hand-to-hand martial arts combat and the flow in hip-hop music. Bordwell calls his kung-fu aesthetic “expressive amplification”, which communicates with the viewer through both a visual and physical intelligibility and which is described by Bordwell in terms of beats, exaggerations, and the “exchange and rhyming of gestures” (87). What is pointed to here are precisely those aspects of Hong Kong cinema that share essential similarities with hip-hop music as such and which permeate the Wu-Tang aesthetic and thus, too, challenge or redistribute the codified stillness and negativity that define the filmic atmosphere of Ghost Dog. Bordwell argues that Hong Kong cinema constitutes an aesthetics in action that “pushes beyond Western norms of restraint and plausibility,” and in light of my thesis, I would argue that it pushes beyond these same conventions in traditional Japanese cinema as well (86). Bruce Lee, too, in describing the difference between Chinese kung-fu and Japanese fighting forms in A Warrior’s Journey (Bruce Little, 2000) points to the latter’s regulatory principles of hesitation and segmentarity and to the former’s formlessness and shapelessness, describing kung-fu when properly practiced as “like water, it can flow or it can crash,” qualities which echo not only Bordwell’s description of the pause-burst-pause pattern of kung-fu cinema’s combat sequences but also the Wu-Tang Clan’s own self-conception as described by GZA (“Jizza”), a close relative of RZA and co-founder of the Wu-Tang Clan, when he is asked to explain the inspiration for the title of his album Liquid Swords: Actually, ‘Liquid Swords’ comes from a kung-fu flick. … But the title was just … perfect. I was like, ‘Legend of a Liquid Sword.’ Damn, this is my rhymes. This is how I’m spittin’ it. We say the tongue is symbolic of the sword anyway, you know, and when in motion it produces wind. That’s how you hear ‘wu’. … That’s the wind swinging from the sword. The ‘Tang’, that’s when it hits an object. Tang! That’s how it is with words. (RZA and Norris, 67) Thus do two competing styles animate the aesthetic dynamics of the film Ghost Dog: The Way of the Samurai: an aesthetic of codified arrest and restraint versus an aesthetic of nomadic resistance and escape. The former finds expression in the film in the form of the cultural and historical meanings of the samurai tradition, defined by negation and attenuated sobriety, and in the “blank parody” (Otomo, 35) of a postmodern nostalgia for an empty historical past exemplified in the appropriation of the Samurai theme and in the post-industrial prohibitions and stratifications of contemporary life and experience; the latter is attested to in the affirmative kinetic exhilaration of kung-fu style, immediacy and expressivity, and in the corresponding adaptive potential of a hip-hop musical flow, a distributive, productive, and anti-nostalgic becoming, the nomadic essence of which redeems the rhetoric of postmodern loss described by the film. References Bordwell, David. “Aesthetics in Action: Kungfu, Gunplay, and Cinematic Expressivity.” At Full Speed: Hong Kong Cinema in a Borderless World. Ed. and Trans. Esther Yau. Minneapolis: Minnesota UP, 2004. Bruce Lee: A Warrior’s Journey. Dir./Filmmaker John Little. Netflix DVD. Warner Home Video, 2000. Daidjo, Yuzan. Code of the Samurai. Trans. Thomas Cleary. Tuttle Martial Arts. Boston: Tuttle, 1999. Deleuze, Gilles, and Félix Guattari. A Thousand Plateaus. Trans. Brian Massumi. Minneapolis: Minnesota UP,1987. Forman, Murray, and Mark Anthony Neal, eds. That’s the Joint!: The Hip-Hop Studies Reader. New York: Routledge, 2004. Ghost Dog: The Way of the Samurai. Dir. Jim Jarmusch. Netflix DVD. Artisan, 2000. Hurst, G. Cameron III. Armed Martial Arts of Japan. New Haven: Yale UP,1998. Ikegami, Eiko. The Taming of the Samurai. Cambridge: Harvard UP, 1995. Jansen, Marius, ed. Warrior Rule in Japan. Cambridge: Cambridge UP, 1995. Kurosawa, Akira. Seven Samurai and Other Screenplays. Trans. Donald Richie. London: Faber and Faber, 1992. Lanzagorta, Marco. “Ghost Dog: The Way of the Samurai.” Senses of Cinema. Sept-Oct 2002. http://www.sensesofcinema.com/contents/cteq/02/22/ghost_dog.htm>. Mol, Serge. Classical Fighting Arts of Japan. Tokyo/New York: Kodansha Int., 2001. Otomo, Ryoko. “‘The Way of the Samurai’: Ghost Dog, Mishima, and Modernity’s Other.” Japanese Studies 21.1 (May 2001) 31-43. Potter, Russell. Spectacular Vernaculars. Albany: SUNY P, 1995. RZA, The, and Chris Norris. The Wu-Tang Manual. New York: Penguin, 2005. Silver, Alain. The Samurai Film. Woodstock, New York: Overlook, 1983. Smith, Christopher Holmes. “Method in the Madness: Exploring the Boundaries of Identity in Hip-Hop Performativity.” Social Identities 3.3 (Oct 1997): 345-75. Watkins, Craig S. Representing: Hip Hop Culture and the Production of Black Cinema. Chicago: Chicago UP, 1998. Wu-Tang Clan. Enter the Wu-Tang: 36 Chambers. CD. RCA/Loud Records, 1993. ———. Wu-Tang Forever. CD. RCA/Loud Records, 1997. Xing, Yan, ed. Shaolin Kungfu. Trans. Zhang Zongzhi and Zhu Chengyao. Beijing: China Pictorial, 1996. Citation reference for this article MLA Style Eubanks, Kevin P. "Becoming-Samurai: Samurai (Films), Kung-Fu (Flicks) and Hip-Hop (Soundtracks)." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/11-eubanks.php>. APA Style Eubanks, K. (May 2007) "Becoming-Samurai: Samurai (Films), Kung-Fu (Flicks) and Hip-Hop (Soundtracks)," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/11-eubanks.php>.
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Rutherford, Leonie Margaret. "Re-imagining the Literary Brand". M/C Journal 18, n.º 6 (7 de marzo de 2016). http://dx.doi.org/10.5204/mcj.1037.

Texto completo
Resumen
IntroductionThis paper argues that the industrial contexts of re-imagining, or transforming, literary icons deploy the promotional strategies that are associated with what are usually seen as lesser, or purely commercial, genres. Promotional paratexts (Genette Paratexts; Gray; Hills) reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. This interpretation leverages Matt Hills’ argument that certain kinds of “quality” screened drama are discursively framed as possessing the cultural capital associated with auterist cinema, despite their participation in the marketing logics of media franchising (Johnson). Adaptation theorist Linda Hutcheon proposes that when audiences receive literary adaptations, their pleasure inheres in a mixture of “repetition and difference”, “familiarity and novelty” (114). The difference can take many forms, but may be framed as guaranteed by the “distinction”, or—in Bourdieu’s terms—the cultural capital, of talented individuals and companies. Gerard Genette (Palimpsests) argued that “proximations” or updatings of classic literature involve acknowledging historical shifts in ideological norms as well as aesthetic techniques and tastes. When literary brands are made over using different media, there are economic lures to participation in currently fashionable technologies, as well as current political values. Linda Hutcheon also underlines the pragmatic constraints on the re-imagining of literary brands. “Expensive collaborative art forms” (87) such as films and large stage productions look for safe bets, seeking properties that have the potential to increase the audience for their franchise. Thus the marketplace influences both production and the experience of audiences. While this paper does not attempt a thoroughgoing analysis of audience reception appropriate to a fan studies approach, it borrows concepts from Matt Hills’s theorisation of marketing communication associated with screen “makeovers”. It shows that literary fiction and cinematic texts associated with celebrated authors or auteurist producer-directors share branding discourses characteristic of contemporary consumer culture. Strategies include marketing “reveals” of transformed content (Hills 319). Transformed content is presented not only as demonstrating originality and novelty; these promotional paratexts also perform displays of cultural capital on the part of production teams or of auteurist creatives (321). Case Study 1: Steven Spielberg, The Adventures of Tintin (2011) The Adventures of Tintin: The Secret of the Unicorn is itself an adaptation of a literary brand that reimagines earlier transmedia genres. According to Spielberg’s biographer, the Tintin series of bandes dessinée (comics or graphic novels) by Belgian artist Hergé (Georges Remi), has affinities with “boys’ adventure yarns” referencing and paying homage to the “silent filmmaking and the movie serials of the 1930s and ‘40s” (McBride 530). The three comics adapted by Spielberg belong to the more escapist and less “political” phase of Hergé’s career (531). As a fast-paced action movie, building to a dramatic and spectacular closure, the major plot lines of Spielberg’s film centre on Tintin’s search for clues to the secret of a model ship he buys at a street market. Teaming up with an alcoholic sea captain, Tintin solves the mystery while bullying Captain Haddock into regaining his sobriety, his family seat, and his eagerness to partner in further heroic adventures. Spielberg’s industry stature allowed him the autonomy to combine the commercial motivations of contemporary “tentpole” cinema adaptations with aspirations towards personal reputation as an auteurist director. Many of the promotional paratexts associated with the film stress the aesthetic distinction of the director’s practice alongside the blockbuster spectacle of an action film. Reinventing the Literary Brand as FranchiseComic books constitute the “mother lode of franchises” (Balio 26) in a industry that has become increasingly global and risk-adverse (see also Burke). The fan base for comic book movies is substantial and studios pre-promote their investments at events such as the four-day Comic-Con festival held annually in San Diego (Balio 26). Described as “tentpole” films, these adaptations—often of superhero genres—are considered conservative investments by the Hollywood studios because they “constitute media events; […] lend themselves to promotional tie-ins”; are “easy sells in world markets and […] have the ability to spin off sequels to create a franchise” (Balio 26). However, Spielberg chose to adapt a brand little known in the primary market (the US), thus lacking the huge fan-based to which pre-release promotional paratexts might normally be targeted. While this might seem a risky undertaking, it does reflect “changed industry realities” that seek to leverage important international markets (McBride 531). As a producer Spielberg pursued his own strategies to minimise economic risk while allowing him creative choices. This facilitated the pursuit of professional reputation alongside commercial success. The dual release of both War Horse and Tintin exemplify the director-producer’s career practice of bracketing an “entertainment” film with a “more serious work” (McBride 530). The Adventures of Tintin was promoted largely as technical tour de force and spectacle. Conversely War Horse—also adapted from a children’s text—was conceived as a heritage/nostalgia film, marked with the attention to period detail and lyric cinematography of what Matt Hills describes as “aestheticized fiction”. Nevertheless, promotional paratexts stress the discourse of auteurist transformation even in the case of the designedly more commercial Tintin film, as I discuss further below. These pre-release promotions emphasise Spielberg’s “painterly” directorial hand, as well as the professional partnership with Peter Jackson that enabled cutting edge innovation in animation. As McBride explains, the “dual release of the two films in the US was an unusual marketing move” seemingly designed to “showcase Spielberg’s artistic versatility” (McBride 530).Promotional Paratexts and Pre-Recruitment of FansAs Jonathan Gray and Jason Mittell have explained, marketing paratexts predate screen adaptations (Gray; Mittell). As part of the commercial logic of franchise development, selective release of information about a literary brand’s transformation are designed to bring fans of the “original,” or of genre communities such as fantasy or comics audiences, on board with the adaptation. Analysing Steven Moffat’s revelations about the process of adapting and creating a modern TV series from Conan Doyle’s canon (Sherlock), Matt Hills draws attention to the focus on the literary, rather than the many screen reinventions. Moffat’s focus on his childhood passion for the Holmes stories thus grounds the team’s adaptation in a period prior to any “knowledge of rival adaptations […] and any detailed awareness of canon” (326). Spielberg (unlike Jackson) denied any such childhood affective investment, claiming to have been unaware of the similarities between Raiders of the Lost Ark (1981) and the Tintin series until alerted by a French reviewer of Raiders (McBride 530). In discussing the paradoxical fidelity of his and Jackson’s reimagining of Tintin, Spielberg performed homage to the literary brand while emphasising the aesthetic limitations within the canon of prior adaptations:‘We want Tintin’s adventures to have the reality of a live-action film’, Spielberg explained during preproduction, ‘and yet Peter and I felt that shooting them in a traditional live-action format would simply not honor the distinctive look of the characters and world that Hergé created. Hergé’s characters have been reborn as living beings, expressing emotion and a soul that goes far beyond anything we’ve been able to create with computer-animated characters.’ (McBride 531)In these “reveals”, the discourse positions Spielberg and Jackson as both fans and auteurs, demonstrating affective investment in Hergé’s concepts and world-building while displaying the ingenuity of the partners as cinematic innovators.The Branded Reveal of Transformed ContentAccording to Hills, “quality TV drama” no less than “makeover TV,” is subject to branding practices such as the “reveal” of innovations attributed to creative professionals. Marketing paratexts discursively frame the “professional and creative distinction” of the teams that share and expand the narrative universe of the show’s screen or literary precursors (319–20). Distinction here refers to the cultural capital of the creative teams, as well as to the essential differences between what adaptation theorists refer to as the “hypotext” (source/original) and “hypertext” (adaptation) (Genette Paratexts; Hutcheon). The adaptation’s individualism is fore-grounded, as are the rights of creative teams to inherit, transform, and add richness to the textual universe of the precursor texts. Spielberg denied the “anxiety of influence” (Bloom) linking Tintin and Raiders, though he is reported to have enthusiastically acknowledged the similarities once alerted to them. Nevertheless, Spielberg first optioned Hergé’s series only two years later (1983). Paratexts “reveal” Hergé’s passing of the mantle from author to director, quoting his: “ ‘Yes, I think this guy can make this film. Of course it will not be my Tintin, but it can be a great Tintin’” (McBride 531).Promotional reveals in preproduction show both Spielberg and Jackson performing mutually admiring displays of distinction. Much of this is focused on the choice of motion capture animation, involving attachment of motion sensors to an actor’s body during performance, permitting mapping of realistic motion onto the animated figure. While Spielberg paid tribute to Jackson’s industry pre-eminence in this technical field, the discourse also underlines Spielberg’s own status as auteur. He claimed that Tintin allowed him to feel more like a painter than any prior film. Jackson also underlines the theme of direct imaginative control:The process of operating the small motion-capture virtual camera […] enabled Spielberg to return to the simplicity and fluidity of his 8mm amateur films […] [The small motion-capture camera] enabled Spielberg to put himself literally in the spaces occupied by the actors […] He could walk around with them […] and improvise movements for a film Jackson said they decided should have a handheld feel as much as possible […] All the production was from the imagination right to the computer. (McBride 532)Along with cinematic innovation, pre-release promotions thus rehearse the imaginative pre-eminence of Spielberg’s vision, alongside Jackson and his WETA company’s fantasy credentials, their reputation for meticulous detail, and their innovation in the use of performance capture in live-action features. This rehearsal of professional capital showcases the difference and superiority of The Adventures of Tintin to previous animated adaptations.Case Study 2: Andrew Motion: Silver, Return to Treasure Island (2012)At first glance, literary fiction would seem to be a far-cry from the commercial logics of tentpole cinema. The first work of pure fiction by a former Poet Laureate of Great Britain, updating a children’s classic, Silver: Return to Treasure Island signals itself as an exemplar of quality fiction. Yet the commercial logics of the publishing industry, no less than other media franchises, routinise practices such as author interviews at bookshop visits and festivals, generating paratexts that serve its promotional cycle. Motion’s choice of this classic for adaptation is a step further towards a popular readership than his poetry—or the memoirs, literary criticism, or creative non-fiction (“fabricated” or speculative biographies) (see Mars-Jones)—that constitute his earlier prose output. Treasure Island’s cultural status as boy’s adventure, its exotic setting, its dramatic characters long available in the public domain through earlier screen adaptations, make it a shrewd choice for appropriation in the niche market of literary fiction. Michael Cathcart’s introduction to his ABC Radio National interview with the author hones in on this:Treasure Island is one of those books that you feel as if you’ve read, event if you haven’t. Long John Silver, young Jim Hawkins, Blind Pew, Israel Hands […], these are people who stalk our collective unconscious, and they’re back. (Cathcart)Motion agrees with Cathcart that Treasure Island constitutes literary and common cultural heritage. In both interviews I analyse in the discussion here, Motion states that he “absorbed” the book, “almost by osmosis” as a child, yet returned to it with the mature, critical, evaluative appreciation of the young adult and budding poet (Darragh 27). Stevenson’s original is a “bloody good book”; the implication is that it would not otherwise have met the standards of a literary doyen, possessing a deep knowledge of, and affect for, the canon of English literature. Commercial Logic and Cultural UpdatingSilver is an unauthorised sequel—in Genette’s taxonomy, a “continuation”. However, in promotional interviews on the book and broadcast circuit, Motion claimed a kind of license from the practice of Stevenson, a fellow writer. Stevenson himself notes that a significant portion of the “bar silver” remained on the island, leaving room for a sequel to be generated. In Silver, Jim, the son of Stevenson’s Jim Hawkins, and Natty, daughter of Long John Silver and the “woman of colour”, take off to complete and confront the consequences of their parents’ adventures. In interviews, Motion identifies structural gaps in the precursor text that are discursively positioned to demand completion from, in effect, Stevenson’s literary heir: [Stevenson] was a person who was interested in sequels himself, indeed he wrote a sequel to Kidnapped [which is] proof he was interested in these things. (Cathcart)He does leave lots of doors and windows open at the end of Treasure Island […] perhaps most bewitchingly for me, as the Hispaniola sails away, they leave behind three maroons. So what happened to them? (Darragh)These promotional paratexts drop references to Great Expectations, Heart of Darkness, Lord of the Flies, Wild Sargasso Sea, the plays of Shakespeare and Tom Stoppard, the poetry of Auden and John Clare, and Stevenson’s own “self-conscious” sources: Defoe, Marryat. Discursively, they evidence “double coding” (Hills) as both homage for the canon and the literary “brand” of Stevenson’s popular original, while implicated in the commercial logic of the book industry’s marketing practices.Displays of DistinctionMotion’s interview with Sarah Darragh, for the National Association of Teachers of English, performs the role of man of letters; Motion “professes” and embodies the expertise to speak authoritatively on literature, its criticism, and its teaching. Literature in general, and Silver in particular, he claims, is not “just polemic”, that is “not how it works”, but it does has the ability to recruit readers to moral perspectives, to convey “ new ideas[s] of the self.” Silver’s distinction from Treasure Island lies in its ability to position “deep” readers to develop what is often labelled “theory of mind” (Wolf and Barzillai): “what good literature does, whether you know it or not, is to allow you to be someone else for a bit,” giving us “imaginative projection into another person’s experience” (Darragh 29). A discourse of difference and superiority is also associated with the transformed “brand.” Motion is emphatic that Silver is not a children’s book—“I wouldn’t know how to do that” (Darragh 28)—a “lesser” genre in canonical hierarchies. It is a writerly and morally purposeful fiction, “haunted” by greats of the canon and grounded in expertise in philosophical and literary heritage. In addition, he stresses the embedded seriousness of his reinvention: it is “about how to be a modern person and about greed and imperialism” (Darragh 27), as well as a deliberatively transformed artefact:The road to literary damnation is […] paved with bad sequels and prequels, and the reason that they fail […] is that they take the original on at its own game too precisely […] so I thought, casting my mind around those that work [such as] Tom Stoppard’s play Rosencrantz and Guildenstern are Dead […] or Jean Rhys’ wonderful novel Wide Sargasso Sea which is about the first Mrs Rochester in Jane Eyre […] that if I took a big step away from the original book I would solve this problem of competing with something I was likely to lose in competition with and to create something that was a sort of homage […] towards it, but that stood at a significant distance from it […]. (Cathcart) Motion thus rehearses homage and humility, while implicitly defending the transformative imagination of his “sequel” against the practice of lesser, failed, clonings.Motion’s narrative expansion of Stevenson’s fictional universe is an example of “overwriting continuity” established by his predecessor, and thus allowing him to make “meaningful claims to creative and professional distinction” while demonstrating his own “creative viewpoint” (Hills 320). The novel boldly recapitulates incidental details, settings, and dramatic embedded character-narrations from Treasure Island. Distinctively, though, its opening sequence is a paean to romantic sensibility in the tradition of Wordsworth’s The Prelude (1799–1850).The Branded Reveal of Transformed ContentSilver’s paratexts discursively construct its transformation and, by implication, improvement, from Stevenson’s original. Motion reveals the sequel’s change of zeitgeist, its ideological complexity and proximity to contemporary environmental and postcolonial values. These are represented through the superior perspective of romanticism and the scientific lens on the natural world:Treasure Island is a pre-Enlightenment story, it is pre-French Revolution, it’s the bad old world […] where people have a different ideas of democracy […] Also […] Jim is beginning to be aware of nature in a new way […] [The romantic poet, John Clare] was publishing in the 1820s but a child in the early 1800s, I rather had him in mind for Jim as somebody who was seeing the world in the same sort of way […] paying attention to the little things in nature, and feeling a sort of kinship with the natural world that we of course want to put an environmental spin on these days, but [at] the beginning of the 1800s was a new and important thing, a romantic preoccupation. (Cathcart)Motion’s allusion to Wild Sargasso Sea discursively appropriates Rhys’s feminist and postcolonial reimagination of Rochester’s creole wife, to validate his portrayal of Long John Silver’s wife, the “woman of colour.” As Christian Moraru has shown, this rewriting of race is part of a book industry trend in contemporary American adaptations of nineteenth-century texts. Interviews position readers of Silver to receive the novel in terms of increased moral complexity, sharing its awareness of the evils of slavery and violence silenced in prior adaptations.Two streams of influence [come] out of Treasure Island […] one is Pirates of the Caribbean and all that jolly jape type stuff, pirates who are essentially comic [or pantomime] characters […] And the other stream, which is the other face of Long John Silver in the original is a real menace […] What we are talking about is Somalia. Piracy is essentially a profoundly serious and repellent thing […]. (Cathcart)Motion’s transformation of Treasure Island, thus, improves on Stevenson by taking some of the menace that is “latent in the original”, yet downplayed by the genre reinvented as “jolly jape” or “gorefest.” In contrast, Silver is “a book about serious things” (Cathcart), about “greed and imperialism” and “how to be a modern person,” ideologically reconstructed as “philosophical history” by a consummate man of letters (Darragh).ConclusionWhen iconic literary brands are reimagined across media, genres and modes, creative professionals frequently need to balance various affective and commercial investments in the precursor text or property. Updatings of classic texts require interpretation and the negotiation of subtle changes in values that have occurred since the creation of the “original.” Producers in risk-averse industries such as screen and publishing media practice a certain pragmatism to ensure that fans’ nostalgia for a popular brand is not too violently scandalised, while taking care to reproduce currently popular technologies and generic conventions in the interest of maximising audience. As my analysis shows, promotional circuits associated with “quality” fiction and cinema mirror the commercial logics associated with less valorised genres. Promotional paratexts reveal transformations of content that position audiences to receive them as creative innovations, superior in many senses to their literary precursors due to the distinctive expertise of creative professionals. Paying lip-service the sophisticated reading practices of contemporary fans of both cinema and literary fiction, their discourse shows the conflicting impulses to homage, critique, originality, and recruitment of audiences.ReferencesBalio, Tino. Hollywood in the New Millennium. London: Palgrave Macmillan/British Film Institute, 2013.Bloom, Harold. The Anxiety of Influence: A Theory of Poetry. 2nd ed. Oxford: Oxford UP, 1997.Bourdieu, Pierre. Distinction: A Social Critique of the Judgement of Taste. Trans. Richard Nice. Cambridge, MA: Harvard UP, 1987. Burke, Liam. The Comic Book Film Adaptation: Exploring Modern Hollywood's Leading Genre. Jackson, MS: UP of Mississippi, 2015. Cathcart, Michael (Interviewer). Andrew Motion's Silver: Return to Treasure Island. 2013. Transcript of Radio Interview. Prod. Kate Evans. 26 Jan. 2013. 10 Apr. 2013 ‹http://www.abc.net.au/radionational/booksplus/silver/4293244#transcript›.Darragh, Sarah. "In Conversation with Andrew Motion." NATE Classroom 17 (2012): 27–30.Genette, Gérard. Palimpsests: Literature in the Second Degree. Lincoln, NE: U of Nebraska P, 1997. ———. Paratexts: Thresholds of Interpretation. Cambridge: Cambridge UP, 1997. Gray, Jonathan. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New York: New York UP, 2010.Hills, Matt. "Rebranding Dr Who and Reimagining Sherlock: 'Quality' Television as 'Makeover TV Drama'." International Journal of Cultural Studies 18.3 (2015): 317–31.Johnson, Derek. Media Franchising: Creative License and Collaboration in the Culture Industries. Postmillennial Pop. New York: New York UP, 2013.Mars-Jones, Adam. "A Thin Slice of Cake." The Guardian, 16 Feb. 2003. 5 Oct. 2015 ‹http://www.theguardian.com/books/2003/feb/16/andrewmotion.fiction›.McBride, Joseph. Steven Spielberg: A Biography. 3rd ed. London: Faber & Faber, 2012.Mittell, Jason. Complex TV: The Poetics of Contemporary Television Storytelling. New York: New York UP, 2015.Moraru, Christian. Rewriting: Postmodern Narrative and Cultural Critique in the Age of Cloning. Herndon, VA: State U of New York P, 2001. Motion, Andrew. Silver: Return to Treasure Island. London: Jonathan Cape, 2012.Raiders of the Lost Ark. Dir. Steven Spielberg. Paramount/Columbia Pictures, 1981.Wolf, Maryanne, and Mirit Barzillai. "The Importance of Deep Reading." Educational Leadership. March (2009): 32–36.Wordsworth, William. The Prelude, or, Growth of a Poet's Mind: An Autobiographical Poem. London: Edward Moxon, 1850.
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Cham, Karen y Jeffrey Johnson. "Complexity Theory". M/C Journal 10, n.º 3 (1 de junio de 2007). http://dx.doi.org/10.5204/mcj.2672.

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Complex systems are an invention of the universe. It is not at all clear that science has an a priori primacy claim to the study of complex systems. (Galanter 5) Introduction In popular dialogues, describing a system as “complex” is often the point of resignation, inferring that the system cannot be sufficiently described, predicted nor managed. Transport networks, management infrastructure and supply chain logistics are all often described in this way. In socio-cultural terms “complex” is used to describe those humanistic systems that are “intricate, involved, complicated, dynamic, multi-dimensional, interconnected systems [such as] transnational citizenship, communities, identities, multiple belongings, overlapping geographies and competing histories” (Cahir & James). Academic dialogues have begun to explore the collective behaviors of complex systems to define a complex system specifically as an adaptive one; i.e. a system that demonstrates ‘self organising’ principles and ‘emergent’ properties. Based upon the key principles of interaction and emergence in relation to adaptive and self organising systems in cultural artifacts and processes, this paper will argue that complex systems are cultural systems. By introducing generic principles of complex systems, and looking at the exploration of such principles in art, design and media research, this paper argues that a science of cultural systems as part of complex systems theory is the post modern science for the digital age. Furthermore, that such a science was predicated by post structuralism and has been manifest in art, design and media practice since the late 1960s. Complex Systems Theory Complexity theory grew out of systems theory, an holistic approach to analysis that views whole systems based upon the links and interactions between the component parts and their relationship to each other and the environment within they exists. This stands in stark contrast to conventional science which is based upon Descartes’s reductionism, where the aim is to analyse systems by reducing something to its component parts (Wilson 3). As systems thinking is concerned with relationships more than elements, it proposes that in complex systems, small catalysts can cause large changes and that a change in one area of a system can adversely affect another area of the system. As is apparent, systems theory is a way of thinking rather than a specific set of rules, and similarly there is no single unified Theory of Complexity, but several different theories have arisen from the natural sciences, mathematics and computing. As such, the study of complex systems is very interdisciplinary and encompasses more than one theoretical framework. Whilst key ideas of complexity theory developed through artificial intelligence and robotics research, other important contributions came from thermodynamics, biology, sociology, physics, economics and law. In her volume for the Elsevier Advanced Management Series, “Complex Systems and Evolutionary Perspectives on Organisations”, Eve Mitleton-Kelly describes a comprehensive overview of this evolution as five main areas of research: complex adaptive systems dissipative structures autopoiesis (non-equilibrium) social systems chaos theory path dependence Here, Mitleton-Kelly points out that relatively little work has been done on developing a specific theory of complex social systems, despite much interest in complexity and its application to management (Mitleton-Kelly 4). To this end, she goes on to define the term “complex evolving system” as more appropriate to the field than ‘complex adaptive system’ and suggests that the term “complex behaviour” is thus more useful in social contexts (Mitleton-Kelly). For our purpose here, “complex systems” will be the general term used to describe those systems that are diverse and made up of multiple interdependent elements, that are often ‘adaptive’, in that they have the capacity to change and learn from events. This is in itself both ‘evolutionary’ and ‘behavioural’ and can be understood as emerging from the interaction of autonomous agents – especially people. Some generic principles of complex systems defined by Mitleton Kelly that are of concern here are: self-organisation emergence interdependence feedback space of possibilities co-evolving creation of new order Whilst the behaviours of complex systems clearly do not fall into our conventional top down perception of management and production, anticipating such behaviours is becoming more and more essential for products, processes and policies. For example, compare the traditional top down model of news generation, distribution and consumption to the “emerging media eco-system” (Bowman and Willis 14). Figure 1 (Bowman & Willis 10) Figure 2 (Bowman & Willis 12) To the traditional news organisations, such a “democratization of production” (McLuhan 230) has been a huge cause for concern. The agencies once solely responsible for the representation of reality are now lost in a global miasma of competing perspectives. Can we anticipate and account for complex behaviours? Eve Mitleton Kelly states that “if organisations are understood as complex evolving systems co-evolving as part of a social ‘ecosystem’, then that changed perspective changes ways of acting and relating which lead to a different way of working. Thus, management strategy changes, and our organizational design paradigms evolve as new types of relationships and ways of working provide the conditions for the emergence of new organisational forms” (Mitleton-Kelly 6). Complexity in Design It is thus through design practice and processes that discovering methods for anticipating complex systems behaviours seem most possible. The Embracing Complexity in Design (ECiD) research programme, is a contemporary interdisciplinary research cluster consisting of academics and designers from architectural engineering, robotics, geography, digital media, sustainable design, and computing aiming to explore the possibility of trans disciplinary principles of complexity in design. Over arching this work is the conviction that design can be seen as model for complex systems researchers motivated by applying complexity science in particular domains. Key areas in which design and complexity interact have been established by this research cluster. Most immediately, many designed products and systems are inherently complex to design in the ordinary sense. For example, when designing vehicles, architecture, microchips designers need to understand complex dynamic processes used to fabricate and manufacture products and systems. The social and economic context of design is also complex, from market economics and legal regulation to social trends and mass culture. The process of designing can also involve complex social dynamics, with many people processing and exchanging complex heterogeneous information over complex human and communication networks, in the context of many changing constraints. Current key research questions are: how can the methods of complex systems science inform designers? how can design inform research into complex systems? Whilst ECiD acknowledges that to answer such questions effectively the theoretical and methodological relations between complexity science and design need further exploration and enquiry, there are no reliable precedents for such an activity across the sciences and the arts in general. Indeed, even in areas where a convergence of humanities methodology with scientific practice might seem to be most pertinent, most examples are few and far between. In his paper “Post Structuralism, Hypertext & the World Wide Web”, Luke Tredennick states that “despite the concentration of post-structuralism on text and texts, the study of information has largely failed to exploit post-structuralist theory” (Tredennick 5). Yet it is surely in the convergence of art and design with computation and the media that a search for practical trans-metadisciplinary methodologies might be most fruitful. It is in design for interactive media, where algorithms meet graphics, where the user can interact, adapt and amend, that self-organisation, emergence, interdependence, feedback, the space of possibilities, co-evolution and the creation of new order are embraced on a day to day basis by designers. A digitally interactive environment such as the World Wide Web, clearly demonstrates all the key aspects of a complex system. Indeed, it has already been described as a ‘complexity machine’ (Qvortup 9). It is important to remember that this ‘complexity machine’ has been designed. It is an intentional facility. It may display all the characteristics of complexity but, whilst some of its attributes are most demonstrative of self organisation and emergence, the Internet itself has not emerged spontaneously. For example, Tredinnick details the evolution of the World Wide Web through the Memex machine of Vannevar Bush, through Ted Nelsons hypertext system Xanadu to Tim Berners-Lee’s Enquire (Tredennick 3). The Internet was engineered. So, whilst we may not be able to entirely predict complex behavior, we can, and do, quite clearly design for it. When designing digitally interactive artifacts we design parameters or co ordinates to define the space within which a conceptual process will take place. We can never begin to predict precisely what those processes might become through interaction, emergence and self organisation, but we can establish conceptual parameters that guide and delineate the space of possibilities. Indeed this fact is so transparently obvious that many commentators in the humanities have been pushed to remark that interaction is merely interpretation, and so called new media is not new at all; that one interacts with a book in much the same way as a digital artifact. After all, post-structuralist theory had established the “death of the author” in the 1970s – the a priori that all cultural artifacts are open to interpretation, where all meanings must be completed by the reader. The concept of the “open work” (Eco 6) has been an established post modern concept for over 30 years and is commonly recognised as a feature of surrealist montage, poetry, the writings of James Joyce, even advertising design, where a purposive space for engagement and interpretation of a message is designated, without which the communication does not “work”. However, this concept is also most successfully employed in relation to installation art and, more recently, interactive art as a reflection of the artist’s conscious decision to leave part of a work open to interpretation and/or interaction. Art & Complex Systems One of the key projects of Embracing Complexity in Design has been to look at the relationship between art and complex systems. There is a relatively well established history of exploring art objects as complex systems in themselves that finds its origins in the systems art movement of the 1970s. In his paper “Observing ‘Systems Art’ from a Systems-Theroretical Perspective”, Francis Halsall defines systems art as “emerging in the 1960s and 1970s as a new paradigm in artistic practice … displaying an interest in the aesthetics of networks, the exploitation of new technology and New Media, unstable or de-materialised physicality, the prioritising of non-visual aspects, and an engagement (often politicised) with the institutional systems of support (such as the gallery, discourse, or the market) within which it occurs” (Halsall 7). More contemporarily, “Open Systems: Rethinking Art c.1970”, at Tate Modern, London, focuses upon systems artists “rejection of art’s traditional focus on the object, to wide-ranging experiments al focus on the object, to wide-ranging experiments with media that included dance, performance and…film & video” (De Salvo 3). Artists include Andy Warhol, Richard Long, Gilbert & George, Sol Lewitt, Eva Hesse and Bruce Nauman. In 2002, the Samuel Dorsky Museum of Art, New York, held an international exhibition entitled “Complexity; Art & Complex Systems”, that was concerned with “art as a distinct discipline offer[ing] its own unique approache[s] and epistemic standards in the consideration of complexity” (Galanter and Levy 5), and the organisers go on to describe four ways in which artists engage the realm of complexity: presentations of natural complex phenomena that transcend conventional scientific visualisation descriptive systems which describe complex systems in an innovative and often idiosyncratic way commentary on complexity science itself technical applications of genetic algorithms, neural networks and a-life ECiD artist Julian Burton makes work that visualises how companies operate in specific relation to their approach to change and innovation. He is a strategic artist and facilitator who makes “pictures of problems to help people talk about them” (Burton). Clients include public and private sector organisations such as Barclays, Shell, Prudential, KPMG and the NHS. He is quoted as saying “Pictures are a powerful way to engage and focus a group’s attention on crucial issues and challenges, and enable them to grasp complex situations quickly. I try and create visual catalysts that capture the major themes of a workshop, meeting or strategy and re-present them in an engaging way to provoke lively conversations” (Burton). This is a simple and direct method of using art as a knowledge elicitation tool that falls into the first and second categories above. The third category is demonstrated by the ground breaking TechnoSphere, that was specifically inspired by complexity theory, landscape and artificial life. Launched in 1995 as an Arts Council funded online digital environment it was created by Jane Prophet and Gordon Selley. TechnoSphere is a virtual world, populated by artificial life forms created by users of the World Wide Web. The digital ecology of the 3D world, housed on a server, depends on the participation of an on-line public who accesses the world via the Internet. At the time of writing it has attracted over a 100,000 users who have created over a million creatures. The artistic exploration of technical applications is by default a key field for researching the convergence of trans-metadisciplinary methodologies. Troy Innocent’s lifeSigns evolves multiple digital media languages “expressed as a virtual world – through form, structure, colour, sound, motion, surface and behaviour” (Innocent). The work explores the idea of “emergent language through play – the idea that new meanings may be generated through interaction between human and digital agents”. Thus this artwork combines three areas of converging research – artificial life; computational semiotics and digital games. In his paper “What Is Generative Art? Complexity Theory as a Context for Art Theory”, Philip Galanter describes all art as generative on the basis that it is created from the application of rules. Yet, as demonstrated above, what is significantly different and important about digital interactivity, as opposed to its predecessor, interpretation, is its provision of a graphical user interface (GUI) to component parts of a text such as symbol, metaphor, narrative, etc for the multiple “authors” and the multiple “readers” in a digitally interactive space of possibility. This offers us tangible, instantaneous reproduction and dissemination of interpretations of an artwork. Conclusion: Digital Interactivity – A Complex Medium Digital interaction of any sort is thus a graphic model of the complex process of communication. Here, complexity does not need deconstructing, representing nor modelling, as the aesthetics (as in apprehended by the senses) of the graphical user interface conveniently come first. Design for digital interactive media is thus design for complex adaptive systems. The theoretical and methodological relations between complexity science and design can clearly be expounded especially well through post-structuralism. The work of Barthes, Derrida & Foucault offers us the notion of all cultural artefacts as texts or systems of signs, whose meanings are not fixed but rather sustained by networks of relationships. Implemented in a digital environment post-structuralist theory is tangible complexity. Strangely, whilst Philip Galanter states that science has no necessary over reaching claim to the study of complexity, he then argues conversely that “contemporary art theory rooted in skeptical continental philosophy [reduces] art to social construction [as] postmodernism, deconstruction and critical theory [are] notoriously elusive, slippery, and overlapping terms and ideas…that in fact [are] in the business of destabilising apparently clear and universal propositions” (4). This seems to imply that for Galanter, post modern rejections of grand narratives necessarily will exclude the “new scientific paradigm” of complexity, a paradigm that he himself is looking to be universal. Whilst he cites Lyotard (6) describing both political and linguistic reasons why postmodern art celebrates plurality, denying any progress towards singular totalising views, he fails to appreciate what happens if that singular totalising view incorporates interactivity? Surely complexity is pluralistic by its very nature? In the same vein, if language for Derrida is “an unfixed system of traces and differences … regardless of the intent of the authored texts … with multiple equally legitimate meanings” (Galanter 7) then I have heard no better description of the signifiers, signifieds, connotations and denotations of digital culture. Complexity in its entirety can also be conversely understood as the impact of digital interactivity upon culture per se which has a complex causal relation in itself; Qvortups notion of a “communications event” (9) such as the Danish publication of the Mohammed cartoons falls into this category. Yet a complex causality could be traced further into cultural processes enlightening media theory; from the relationship between advertising campaigns and brand development; to the exposure and trajectory of the celebrity; describing the evolution of visual language in media cultures and informing the relationship between exposure to representation and behaviour. In digital interaction the terms art, design and media converge into a process driven, performative event that demonstrates emergence through autopoietic processes within a designated space of possibility. By insisting that all artwork is generative Galanter, like many other writers, negates the medium entirely which allows him to insist that generative art is “ideologically neutral” (Galanter 10). Generative art, like all digitally interactive artifacts are not neutral but rather ideologically plural. Thus, if one integrates Qvortups (8) delineation of medium theory and complexity theory we may have what we need; a first theory of a complex medium. Through interactive media complexity theory is the first post modern science; the first science of culture. References Bowman, Shane, and Chris Willis. We Media. 21 Sep. 2003. 9 March 2007 http://www.hypergene.net/wemedia/weblog.php>. Burton, Julian. “Hedron People.” 9 March 2007 http://www.hedron.com/network/assoc.php4?associate_id=14>. Cahir, Jayde, and Sarah James. “Complex: Call for Papers.” M/C Journal 9 Sep. 2006. 7 March 2007 http://journal.media-culture.org.au/journal/upcoming.php>. De Salvo, Donna, ed. Open Systems: Rethinking Art c. 1970. London: Tate Gallery Press, 2005. Eco, Umberto. The Open Work. Cambridge, Mass.: Harvard UP, 1989. Galanter, Phillip, and Ellen K. Levy. Complexity: Art & Complex Systems. SDMA Gallery Guide, 2002. Galanter, Phillip. “Against Reductionism: Science, Complexity, Art & Complexity Studies.” 2003. 9 March 2007 http://isce.edu/ISCE_Group_Site/web-content/ISCE_Events/ Norwood_2002/Norwood_2002_Papers/Galanter.pdf>. Halsall, Francis. “Observing ‘Systems-Art’ from a Systems-Theoretical Perspective”. CHArt 2005. 9 March 2007 http://www.chart.ac.uk/chart2005/abstracts/halsall.htm>. Innocent, Troy. “Life Signs.” 9 March 2007 http://www.iconica.org/main.htm>. Johnson, Jeffrey. “Embracing Complexity in Design (ECiD).” 2007. 9 March 2007 http://www.complexityanddesign.net/>. Lyotard, Jean-Francois. The Postmodern Condition. Manchester: Manchester UP, 1984. McLuhan, Marshall. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: U of Toronto P, 1962. Mitleton-Kelly, Eve, ed. Complex Systems and Evolutionary Perspectives on Organisations. Elsevier Advanced Management Series, 2003. Prophet, Jane. “Jane Prophet.” 9 March 2007 http://www.janeprophet.co.uk/>. Qvortup, Lars. “Understanding New Digital Media.” European Journal of Communication 21.3 (2006): 345-356. Tedinnick, Luke. “Post Structuralism, Hypertext & the World Wide Web.” Aslib 59.2 (2007): 169-186. Wilson, Edward Osborne. Consilience: The Unity of Knowledge. New York: A.A. Knoff, 1998. Citation reference for this article MLA Style Cham, Karen, and Jeffrey Johnson. "Complexity Theory: A Science of Cultural Systems?." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/08-cham-johnson.php>. APA Style Cham, K., and J. Johnson. (Jun. 2007) "Complexity Theory: A Science of Cultural Systems?," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/08-cham-johnson.php>.
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Anaya, Ananya. "Minimalist Design in the Age of Archive Fever". M/C Journal 24, n.º 4 (24 de agosto de 2021). http://dx.doi.org/10.5204/mcj.2794.

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In a listicle on becomingminimalist.com, Joshua Becker argues that advances in personal computing have contributed to the growing popularity of the minimalist lifestyle. Becker explains that computational media can efficiently absorb physical artefacts like books, photo albums, newspapers, clocks, calendars, and more. In Nawapol Thamrongrattanarit’s Happy Old Year (2019, ฮาวทูทิ้ง ทิ้งอย่างไร..ไม่ให้เหลือเธอ) the protagonist Jean also argues that material possessions are wasteful and unnecessary in the era of cloud storage. In the film, she redesigns her old-fashioned and messy childhood home to create a minimalist home office. In decluttering their material possessions through a partial reliance on computational storage, Jean and Becker conveniently dispense with the materiality of informational infrastructures and digital archives. Informational technology’s ever-growing capacity for storage and circulation also intensify anxieties about clutter. During our online interactions, we inadvertently leave an amassing trail of metadata behind that allows algorithms to “personalise” our interfaces. Consequently, our interfaces are “cluttered” with recommendations that range from toothpaste to news, movies, clothes, and more, based on a narrow and homophilic comparison of datasets. Notably, this hypertrophic trail of digital clutter threatens to overrepresent and blur personal identities. By mindfully reducing excessive consumption and discarding wasteful possessions, our personal spaces can become tidy and coherent. On the other hand, there is little that individuals can do to control nonhuman forms of digital accumulation and the datafied archives that meticulously record and store our activities on a micro-temporal scale. In this essay, I explore archive fever as the prosthetic externalisation of memory across physical and digital spaces. Paying close attention to Sianne Ngai’s work on vernacular aesthetic categories and Susanna Paasonen’s exploration of equivocal affective sensations, I study how advocates of minimalist design seek to recuperate our fraught capacities for affective experience in the digital era. In particular, I examine how Thamrongrattanarit problematises minimalist design, prosthetic memory, and the precarious materiality of digital media in Happy Old Year and Mary Is Happy, Mary Is Happy (2013, แมรี่ อีส แฮปปี้, แมรี่ อีส แฮปปี้). Transmedial Minimalist Networks and Empty Spaces Marie Kondo famously teaches us how to segregate objects that spark joy from material possessions that can be discarded (Kondo). The KonMari method has a strong transmedial presence with Kondo’s bestselling books, her blog and online store, a Netflix series, and sticky memes that feature her talking about objects that do not spark joy. It is interesting to note the rising popularity of prescriptive minimalist lifestyle blogs that utilise podcasts, video essays, tutorials, apps, and more to guide the mindful selection of essential material possessions from waste. Personal minimalism is presented as an antidote to late capitalist clutter as self-help gurus appear across our computational devices teach us how we can curb our carbon footprints and reduce consumerist excess. Yet, as noted by Katherine Hayles, maximal networked media demands a form of hyper-attention that implicates us in multiple information streams at once. There is a tension between the overwhelming simultaneity in the viewing experience of transmedial minimalist lifestyle networks and the rhetoric of therapeutic selection espoused in their content. In their ethnographic work with minimalists, Eun Jeong Cheon and Norman Makoto Su explore how mindfully constructed empty spaces can serve as a resource for technological design (Cheon and Su). Cheon and Su note how empty spaces possess a symbolic and functional value for their respondents. Decluttered empty spaces offer a sensuous experience for minimalists in coherently representing their identity and serve as a respite from congested and busy cities. Furthermore, empty spaces transform the home into a meaningful site of reflection about people’s objects and values as minimalists actively work to reduce their ownership of physical artefacts and the space that material possessions occupy in their homes and minds: the notion of gazing upon empty spaces is not simply about reading or processing information for minimalists. Rather, gazing gives minimalists, a visual indicator of their identity, progress, and values. (Cheon and Su 10) Instead of seeking to fill and augment empty space, Cheon and Su ask what it might mean to design technology that appreciates the absence of information and the limitation of space. The Interestingness of “Total Design and Internet Plenitude” Sianne Ngai argues that in a world where we are constantly hailed as aesthetic subjects, our aesthetic experiences grow increasingly fragile and ineffectual (Ngai 2015). Ngai further contends that late capitalism makes the elite exaggeration of the autonomy of art (at auction houses, mega-exhibitions, biennales, and more) concurrently possible with the hyper-aestheticisation of everyday life. The increase in inconsequential aesthetic experiences mirrors a larger habituation to aesthetic novelty along with the loss of the traditional friction between art and the commodity form: in tandem with these seismic changes to longstanding ideas of art’s vocation, weaker aesthetic categories crop up everywhere, testifying in their very proliferation to how, in a world of “total design and Internet plenitude”, aesthetic experience while less rarefied also becomes less intense. (Ngai 21) Ngai offers us the cute, interesting, and zany as the key vernacular categories that describe aesthetic experience in “the hyper-commodified, information-saturated, and performance-driven conditions of late-capitalist culture” (1). Aesthetic experience no longer subscribes to an exceptionally single feeling but is located at the ambiguous mixture of mundane affect. Susanna Paasonen notes how Ngai’s analysis of an everyday aesthetic experience that is complex and equivocal helps explain how seemingly contradictory and irreconcilable affective tensions might in fact be mutually co-dependent with each other (Paasonen). By critiquing the broad and binary generalisations about addiction and networked technologies, Paasonen emphasises the ambivalent and fleeting nature of affective formation in the era of networked media. Significantly, Paasonen explores how ubiquitous networked infrastructures bind us in dynamic sensations of attention and distraction, control and helplessness, and boredom and interest. For Ngai, the interesting is a “low, often hard-to-register flicker of affect accompanying our recognition of minor differences from a norm” (18). There is a discord between knowledge and feeling (and cognition and perception) at the heart of the interesting. We are drawn to the interesting object after noticing something peculiar about it and yet, we are simultaneously at a loss of knowledge about the exact contents of that peculiarity. The "interesting" is embodied in the seriality of constant circulation and a temporal experience of in-betweenness and anticipation in a paradoxical era of routinised novelty. Ngai notes how in the 1960s, many minimalist conceptual artists were preoccupied with tracking the movement of objects and information by transport and communication technologies. In offering a representation of networks of circulation, “merely interesting” conceptual art disseminates information about itself and makes technologies of distribution central to its process of production. The interesting is a pervasive aesthetic judgment that also explains our affectively complex rapport with information in the context of networked technologies. Acclimatised to the repetitive tempos of internet browsing and circular refreshing, Paasonen notes we often oscillate between boredom and interest during our usage of networked media. As Ngai explains, the interesting is “a discursive aesthetic about difference in the form of information and the pathways of its movement and exchange” (1). It is then “interesting” to explore how Thamrongrattanarit tracks the circulation of information and the pathways of transmedial exchange across Twitter and cinema in Mary Is Happy, Mary Is Happy. Digital Memory in MIHMIH Mary Is Happy, Mary Is Happy is adapted from a set of 410 consecutive tweets by Twitter user @marymaloney. The film instantiates the phatic, ephemeral flow of a Twitter feed through its deadpan and episodic narrative. The titular protagonist Mary is a fickle-headed high-school senior trying to design a minimalist yearbook for her school to preserve their important memories. Yet, the sudden entry of an autocratic principal forces her to follow the school administration’s arbitrary demands and curtail her artistic instincts. Ultimately, Mary produces a thick yearbook that is filled with hagiographic information about the anonymous principal. Thamrongrattanarit offers cheeky commentary about Thailand’s authoritarian royalist democracy where the combination of sudden coups and unquestioning obedience has fostered a peculiar environment of political amnesia. Hagiographic and bureaucratic informational overload is presented as an important means to sustain this combination of veneration and paranoia. @marymaloney’s haphazard tweets are superimposed in the film as intertitles and every scene also draws inspiration from the tweet displayed in an offhand manner. We see Mary swiftly do several random and unexplained things like purchase jellyfishes, sleep through a sudden trip to Paris, rob a restaurant, and more in rapid succession. The viewer is overwhelmed because of a synchronised engagement with two different informational currents. We simultaneously read the tweet and watch the scene. The durational tension between knowing and feeling draws our attention to the friction between conceptual interpretation and sensory perception. Like the conceptual artists of the 1960s, Thamrongrattanarit also shows “information in the act of being circulated” (Ngai 157). Throughout the film, we see Mary and her best friend Suri walk along emptied railway tracks that figuratively represent the routes of informational circulation across networked technologies. With its quirky vignettes and episodic narrative progression, MIHMIH closely mirrors Paasonen’s description of microevents and microflow-like movement on social media. The film also features several abrupt and spectacular “microshocks” that interrupt the narrative’s linear flow. For example, there is a running gag about Mary’s cheap and malfunctioning phone frequently exploding in the film while she is on a call. The repetitive explosions provide sudden jolts of deadpan humour. Notably, Mary also mentions how she uses bills of past purchases to document her daily thoughts rather than a notebook to save paper. The tweets are visually represented through the overwhelming accumulation of tiny bills that Mary often struggles to arrange in a coherent pattern. Thamrongrattanarit draws our attention to the fraught materiality of digital memory and microblogging that does not align with neat and orderly narrativisation. By encouraging a constant expression of thoughts within its distinctive character limit, Twitter promotes minimal writing and maximal fragmentation. Paasonen argues that our networked technologies take on a prosthetic function by externalising memory in their databases. This prosthetic reserve of datafied memory is utilised by the algorithmic unconscious of networked media for data mining. Our capacities for simultaneous multichannel attention and distraction are increasingly subsumed by capital’s novel forms of value extraction. Mary’s use of bills to document her diary takes on another “interesting” valence here as Thamrongrattanarit connects the circulation of information on social media with monetary transactions and the accumulation of debt. While memory in common parlance is normally associated with acts of remembrance and commemoration, digital memory refers to an address for storage and retrieval. Wendy Chun argues that software conflates storage with memory as the computer stores files in its memory (Chun). Furthermore, digital memory only endures through ephemeral processes of regeneration and degeneration. Even as our computational devices move towards planned obsolescence, digital memory paradoxically promises perpetual storage. The images of dusty and obsolete computers in MIHMIH recall the materiality of the devices whose databases formerly stored many prosthetic memories. For Wolfgang Ernst, digital archives displace cultural memory from a literary-based narrativised framework to a calculative and mathematical one as digital media environments increasingly control how a culture remembers. As Jussi Parikka notes “we are miniarchivists ourselves in this information society, which could be more aptly called an information management society” (2). While traditional archives required the prudent selection and curation of important objects that will be preserved for future use on a macro temporal scale, the Internet is an agglomerative storage and retrieval database that records information on a micro temporal scale. The proliferation of agglomerative mini archives also create anxieties about clutter where the miniarchivists of the “information-management society” must contend with the effects of our ever-expanding digital trail. It is useful to note how processes of selection and curation that remain central to minimalist decluttering can be connected with the design of a personal archive. Ernst further argues that digital memory cannot be visualised as a place where objects lay in static rest but is better understood as a collection of mini archives in motion that become perceptible because of dynamic signal-based processing. In MIHMIH, memory inscription is associated with the “minimalist” yearbook that Mary was trying to create along with the bills where she documents her tweets/thoughts. At one point, Mary tries to carefully arrange her overflowing bills across her wall in a pattern to make sense of her growing emotional crisis. Yet, she is overwhelmed by the impossibility of this task. Networked media’s storage of prosthetic memory also makes self-representation ambiguous and messy. As a result, Mary’s story does align with cathartic and linear narrativisation but a messy agglomerative database. Happy Old Year: Decluttering to Mend Prosthetic Memories Kylie Cardell argues that the KonMari method connects tidiness to the self-conscious design of a curated personal archive. Marie Kondo associates decluttering with self-representation. "As Kondo is acutely aware, making memories is not simply about recuperating and preserving symbolic objects of the past, but is a future-oriented process that positions subjects in a peculiar way" (Cardell 2). This narrative formation of personal identity involves carefully storing a limited number of physical artefacts that will spark joy for the future self. Yet, we must segregate these affectively charged objects from clutter. Kondo encourages us to make intuitive judgments of conviction by overcoming ambivalent feelings and attachments about the past that are distributed over a wide set of material possessions. Notably, this form of decluttering involves archiving the prosthetic memories that dwell in our (analogue) material possessions. In Happy Old Year, Jean struggles to curate her personal archive as she becomes painfully aware of the memories that reside in her belongings. Interestingly, the film’s Thai title loosely translates as “How to Dump”. Jean has an urgent deadline to declutter her home so that it can be designed into a minimalist home office. Nevertheless, she gradually realises that she cannot coldly “dump” all her things and decides to return some of the borrowed objects to her estranged friends. This form of decluttering helps assuage her guilt about letting go of the past and allows her to (awkwardly and) elegantly honour her prosthetic memories. HOY reverses the clichéd before-after progression of events since we begin with the minimalist home and go back in flashbacks to observe its inundated and messy state. HOY’s after-before narrative along with its peculiar title that substitutes ‘new’ with ‘old’ alludes to the clashing temporalities that Jean is caught up within. She is conflicted between deceptive nostalgic remembrance and her desire to start over with a minimalist-blank slate that is purged of her past regrets. In many remarkable moments, HOY instantiates movement on computational screens to mirror digital media’s dizzying speeds of circulation and storage. Significantly, the film begins with the machinic perspective of a phone screen capturing a set of minimalist designs from a book. Jean refuses to purchase (and store) the whole book since she only requires a few images that can be preserved in her phone’s memory. As noted in the introduction, minimalist organisation can effectively draw on computational storage to declutter physical spaces. In another subplot, Jean is forced to retrieve a photo that she took years ago for a friend. She grudgingly searches through a box of CDs (a cumbersome storage device in the era of clouds) but ultimately finds the image in her ex-boyfriend Aim’s hard disk. As she browses through a folder titled 2013, her hesitant clicks display a montage of happy and intimate moments that the couple shared together. Aim notes how the computer often behaves like a time machine. Unlike Aim, Jean did not carefully organise and store her prosthetic memories and was even willing to discard the box of CDs that were emblematic of defunct and wasteful accumulation. Speaking about how memory is externalised in digital storage, Thamrongrattanarit notes: for me, in the digital era, we just changed the medium, but human relationships stay the same. … It’s just more complicated because we can communicate from a distance, we can store a ton of memories, which couldn’t have ever happened in the past. (emphasis added) When Jean “dumped” Aim to move to Sweden, she blocked him across channels of networked communicational media to avoid any sense of ambient intimacy between them. In digitising our prosthetic memories and maintaining a sense of “connected presence” across social media, micro temporal databases have made it nearly impossible to erase and forget our past actions. Minimalist organisation might help us craft a coherent and stable representation of personal identity through meticulous decluttering. Yet, late-capitalist clutter takes on a different character in our digital archives where the algorithmic unconscious of networked media capitalises on prosthetic storage to make personal identity ambiguous and untidy. It is interesting to note that Jean initially gets in touch with Aim to return his old camera and apologise for their sudden breakup. The camera can record events to “freeze” them in time and space. Later in the film, Jean discovers a happy family photo that makes her reconsider whether she has been too harsh on her father because of how he “dumped” her family. Yet, Jean bitterly finds that her re-evaluation of her material possessions and their dated prosthetic memories is deceptive. In overidentifying with the frozen images and her affectively charged material possessions, she is misled by the overwhelming plenitude of nostalgic remembrance. Ultimately, Jean must “dump” all her things instead of trying to tidy up the jumbled temporal frictions. In the final sequence of HOY, Jean lies to her friend Pink about her relationship with Aim. She states that they are on good terms. Jean then unfriends Aim on Facebook, yet again rupturing any possibility of phatic and ambient intimacy between them. As they sit before her newly emptied house, Pink notes how Jean can do a lot with this expanded space. In a tight close-up, Jean gazes at her empty space with an ambiguous yet pained expression. Her plan to cathartically purge her regrets and fraught memories by recuperating her prosthetic memories failed. With the remnants of her past self expunged as clutter, Jean is left with a set of empty spaces that will eventually resemble the blank slate that we see at the beginning of the film. The new year and blank slate signify a fresh beginning for her future self. However, this reverse transition from a minimalist blank slate to her chaotically inundated childhood home frames a set of deeply equivocal affective sensations. Nonetheless, Jean must mislead Pink to sustain the notion of tidy and narrativised coherence that equivocally masks her fragmented sense of an indefinable loss. Conclusion MIHMIH and HOY explore the unresolvable and conflicting affective tensions that arise in an ecosystem of all-pervasive networked media. Paasonen argues that our ability to control networked technologies concurrently fosters our mundane and prosthetic dependency on them. Both Jean and Mary seek refuge in the simplicity of minimalist design to wrestle control over their overstimulating spaces and to tidy up their personal narratives. It is important to examine contemporary minimalist networks in conjunction with affective formation and aesthetic experience in the era of “total design and internet plenitude”. In an information-management society where prosthetic memories haunt our physical and digital spaces, minimalist decluttering becomes a form of personal archiving that simultaneously empowers unambiguous aesthetic feeling and linear and stable autobiographical representation. The neatness of minimalist decluttering conjugates with an ideal self that can resolve ambivalent affective attachments about the past and have a coherent vision for the future. Yet, we cannot sort the clutter that resides in digital memory’s micro temporal archives and drastically complicates our personal narratives. Significantly, the digital self is not compatible with neat and orderly narrativisation but instead resembles an unstable and agglomerative database. References Cardell, Kylie. “Modern Memory-Making: Marie Kondo, Online Journaling, and the Excavation, Curation, and Control of Personal Digital Data.” a/b: Auto/Biography Studies 32.3 (2017): 499–517. DOI: 10.1080/08989575.2017.1337993. Cheon, Eun Jeong, and Norman Makoto Su. “The Value of Empty Space for Design.” Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018. DOI: 10.1145/3173574.3173623. Ernst, Wolfgang, and Jussi Parikka. Digital Memory and the Archive. U of Minnesota P, 2013. Happy Old Year. Dir. Nawapol Thamrongrattanarit. Happy Ending Film, 2019. Hayles, N. Katherine. “How We Read: Close, Hyper, Machine.” ADE Bulletin (2010): 62-79. DOI: 10.1632/ade.150.62. Kondo, Marie. The Life-Changing Magic of Tidying Up. Ten Speed Press, 2010. Kyong, Chun Wendy Hui. Programmed Visions: Software and Memory. MIT P, 2013. Mankowski, Lukasz. “Interview with Nawapol Thamrongrattanarit: Happy Old Year Is Me in 100% for the First Time.” Asian Movie Pulse, 9 Feb. 2020. <http://asianmoviepulse.com/2020/02/interview-with-nawapol-thamrongrattanarit-2/>. Mary Is Happy, Mary Is Happy. Dir. Nawapol Thamrongrattanarit. Pop Pictures, 2013. Ngai, Sianne. Our Aesthetic Categories: Zany, Cute, Interesting. Harvard UP, 2015. Paasonen, Susanna. Dependent, Distracted, Bored: Affective Formations in Networked Media. MIT P, 2021. Stephens, Paul. The Poetics of Information Overload: From Gertrude Stein to Conceptual Writing. U of Minnesota P, 2015.
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Lawrence, Robert. "Locate, Combine, Contradict, Iterate: Serial Strategies for PostInternet Art". M/C Journal 21, n.º 1 (14 de marzo de 2018). http://dx.doi.org/10.5204/mcj.1374.

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We (I, Robert Lawrence and, in a rare display of unity, all my online avatars and agents)hereby render and proclaim thisMANIFESTO OF PIECES AND BITS IN SERVICE OF CONTRADICTIONAL AESTHETICSWe start with the simple premise that art has the job of telling us who we are, and that through the modern age doing this job while KEEPING UP with accelerating cultural change has necessitated the invention of something we might call the avant-garde. Along the way there has been an on-again-off-again affair between said avant-garde and technology. We are now in a new phase of the new and the technology under consideration is the Internet.The recent hyperventilating about the term postInternet reflects the artworld’s overdue recognition of the effect of the Internet on the culture at large, and on art as a cultural practice, a market, and a historical process.I propose that we cannot fully understand what the Internet is doing to us through a consideration of what happens on the screen, nor by considering what happens in the physical space we occupy either before or behind the screen. Rather we must critically and creatively fathom the flow of cultural practice between and across these realms. This requires Hybrid art combining both physical and Internet forms.I do not mean to imply that single discipline-based art cannot communicate complexity, but I believe that Internet culture introduces complexities that can only be approached through hybrid practices. And this is especially critical for an art that, in doing the job of “telling us who we are”, wants to address the contradictory ways we now form and promote, or conceal and revise, our multiple identities through online social media profiles inconsistent with our fleshly selves.We need a different way of talking about identity. A history of identity:In the ancient world, individual identity as we understand it did not exist.The renaissance invented the individual.Modernism prioritized and alienated him (sic).Post-Modernism fragmented him/her.The Internet hyper-circulates and amplifies all these modalities, exploding the possibilities of identity.While reducing us to demographic market targets, the Web facilitates mass indulgence in perversely individual interests. The now common act of creating an “online profile” is a regular reiteration of the simple fact that identity is an open-ended hypothesis. We can now live double, or extravagantly multiple, virtual lives. The “me meme” is a ceaseless morph. This is a profound change in how identity was understood just a decade ago. Other historical transformations of identity happened over centuries. This latest and most radical change has occurred in the click of a mouse. Selfhood is now imbued with new complexity, fluidity and amplified contradictions.To fully understand what is actually happening to us, we need an art that engages the variant contracts of the physical and the virtual. We need a Hybrid art that addresses variant temporal and spatial modes of the physical and virtual. We need an art that offers articulations through the ubiquitous web in concert with the distinct perspectives that a physical gallery experience uniquely offers: engagement and removal, reflection and transference. Art that tells us who we are today calls for an aesthetics of contradiction. — Ro Lawrence (and all avatars) 2011, revised 2013, 2015, 2018. The manifesto above grew from an artistic practice beginning in 1998 as I started producing a website for every project that I made in traditional media. The Internet work does not just document or promote the project, nor is it “Netart” in the common sense of creative work restricted to a browser window. All of my efforts with the Internet are directly linked to my projects in traditional media and the web components offer parallel aesthetic voices that augment or overtly contradict the reading suggested by the traditional visual components of each project.This hybrid work grew out of a previous decade of transmedia work in video installation and sculpture, where I would create physical contexts for silent video as a way to remove the video image from the seamless flow of broadcast culture. A video image can signify very differently in a physical context that separates it from the flow of mass media and rather reconnects it to lived physical culture. A significant part of the aesthetic pleasure of this kind of work comes from nuances of dissonance arising from contradictory ways viewers had learned to read the object world and the ways we were then still learning to read the electronic image world. This video installation work was about “relocating” the electronic image, but I was also “locating” the electronic image in another sense, within the boundaries of geographic and cultural location. Linking all my projects to specific geographic locations set up contrasts with the spatial ubiquity of electronic media. In 1998 I amplified this contrast with my addition of extensive Internet components with each installation I made.The Way Things Grow (1998) began as an installation of sculptures combining video with segments of birch trees. Each piece in the gallery was linked to a specific geographic location within driving distance of the gallery exhibiting the work. In the years just before this piece I had moved from a practice of text-augmented video installations to the point where I had reduced the text to small printed handouts that featured absurd Scripts for Performance. These text handouts that viewers could take with them suggested that the work was to be completed by the viewer later outside the gallery. This to-be-continued dynamic was the genesis of a serial form in work going forward from then on. Thematic and narrative elements in the work were serialized via possible actions viewers would perform after leaving the gallery. In the installation for The Way Things Grow, there was no text in the gallery at all to suggest interpretations of this series of video sculptures. Even the titles offered no direct textual help. Rather than telling the viewers something about the work before them in the gallery, the title of each piece led the viewer away from the gallery toward serial actions in the specific geographic locations the works referred to. Each piece was titled with an Internet address.Figure 1: Lawrence, Robert, The Way Things Grow, video Installation with web components at http://www.h-e-r-e.com/grow.html, 1998.When people went to the web site for each piece they found only a black page referencing a physical horizon with a long line of text that they could scroll to right for meters. Unlike the determinedly embodied work in the gallery, the web components were disembodied texts floating in a black void, but texts about very specific physical locations.Figure 2: Lawrence, Robert, The Way Things Grow, partial view of webpage at http://www.h-e-r-e.com/growth_variant4.html, 1998.The texts began with the exact longitude and latitude of a geographical site in some way related to birch trees. ... A particularly old or large tree... a factory that turned birch trees into popsicle sticks and medical tongue depressors... etc. The website texts included directions to the site, and absurd scripts for performance. In this way the Internet component transformed the suite of sculptures in the gallery to a series of virtual, and possibly actual, events beyond the gallery. These potential narratives that viewers were invited into comprised an open-ended serial structure. The gallery work was formal, minimal, essentialist. On the web it was social, locative, deconstructive. In both locations, it was located. Here follows an excerpt from the website. GROWTH VARIANT #25: North 44:57:58 by West 93:15:56. On the south side of the Hennepin County Government Center is a park with 9 birch trees. These are urban birches, and they display random scratchings, as well as proclamations of affection expressed with pairs of initials and a “+” –both with and without encircling heart symbols. RECOMMENDED PERFORMANCE: Visit these urban birches once each month. Photograph all changes in their bark made by humans. After 20 years compile a document entitled, "Human Mark Making on Urban Birches, a Visual Study of Specific Universalities". Bring it into the Hennepin County Government Center and ask that it be placed in the archives.An Acre of Art (2000) was a collaborative project with sculptor Mark Knierim. Like The Way Things Grow, this new work, commissioned by the Minneapolis Art Institute, played out in the gallery, in a specific geographic location, and online. In the Art Institute was a gallery installation combining sculptures with absurd combinations of physical rural culture fitting contradictorily into an urban "high art" context. One of the pieces, entitled Landscape (2000), was an 18’ chicken coop faced with a gold picture frame. Inside were two bard rock hens and an iMac. The computer was programmed to stream to the Internet live video from the coop, the world’s first video chicken cam. As a work unfolding across a long stretch of time, the web cam video was a serial narrative without determined division into episodes. The gallery works also referenced a specific acre of agricultural land an hour from the Institute. Here we planted a row of dwarf corn at a diagonal to the mid-western American rural geometric grid of farmland. Visitors to the rural site could sit on “rural art furniture,” contemplate the corn growing, and occasionally witness absurd performances. The third stream of the piece was an extensive website, which playfully theorized the rural/urban/art trialectic. Each of the three locations of the work was exploited to provide a richer transmedia interpretation of the project’s themes than any one venue or medium could. Location Sequence is a serial installation begun in 1999. Each installation has completely different physical elements. The only consistent physical element is 72 segments of a 72” collapsible carpenter's ruler evenly spaced to wrap around the gallery walls. Each of the 72 segments of the ruler displays an Internet web address. Reversing the notion of the Internet as a place of rapid change compared to a more enduring physical world, in this case the Internet components do not change with each new episode of the work, while the physical components transform with each new installation. Thematically, all aspects of the work deal with various shades of meaning of the term "location." Beginning/Middle/End is a 30-year conceptual serial begun in 2002, presenting a series of site-specific actions, objects, or interventions combined with corresponding web pages that collectively negotiate concepts related to time, location, and narrative. Realizing a 30-year project via the web in this manner is a self-conscious contradiction of the culture of the instantaneous that the Internet manifests and propagates.The installation documented here was completed for a one-night event in 2002 with Szilage Gallery in St Petersburg, Florida. Bricks moulded with the URLs for three web sites were placed in a historic brick road with the intention that they would remain there through a historical time frame. The URLs were also projected in light on a creek parallel to the brick road and seen only for several hours. The corresponding web site components speculate on temporal/narrative structures crossing with geographic features, natural and manufactured.Figure 3: Lawrence, Robert, Beginning/Middle/End, site-specific installation with website in conjunction with 30-year series, http://www.h-e-r-e.com/beginning.html, 2002-32.The most recent instalment was done as part of Conflux Festival in 2014 in collaboration with painter Ld Lawrence. White shapes appeared in various public spaces in downtown Manhattan. Upon closer inspection people realized that they were not painted tags or stickers, but magnetic sheets that could be moved or removed. An optical scan tag hidden on the back of each shape directed to a website which encouraged people to move the objects to other locations and send a geo-located photo to the web site to trace the shape's motion through the world. The work online could trace the serial narrative of the physical installation components following the installation during Conflux Festival. Figure 4: Lawrence, Robert w/Lawrence, Ld, Gravity Ace on the Move, site-specific installation with geo-tracking website at http://www.h-e-r-e.com/gravityace/. Completed for Conflux Festival NYC, 2014, as part of Beginning/Middle/End.Dad's Boots (2003) was a multi-sited sculpture/performance. Three different physical manifestations of the work were installed at the same time in three locations: Shirakawa-go Art Festival in Japan; the Phipps Art Center in Hudson, Wisconsin; and at the Tampa Museum of Art in Florida. Physical components of the work included silent video projection, digital photography, computer key caps, and my father's boots. Each of these three different installations referred back to one web site. Because all these shows were up at the same time, the work was a distributed synchronous serial. In each installation space the title of the work was displayed as an Internet address. At the website was a series of popup texts suggesting performances focused, however absurdly, on reassessing paternal relationships.Figure 5: Lawrence, Robert, Dad’s Boots, simultaneous gallery installation in Florida, Wisconsin and Japan, with website, 2003. Coincidently, beginning the same time as my transmedia physical/Internet art practice, since 1998 I have had a secret other-life as a tango dancer. I came to this practice drawn by the music and the attraction of an after-dark subculture that ran by different rules than the rest of life. While my life as a tanguero was most certainly an escape strategy, I quickly began to see that although tango was different from the rest of the world, it was indeed a part of this world. It had a place and a time and a history. Further, it was a fascinating history about the interplays of power, class, wealth, race, and desire. Figure 6: Lawrence, Robert, Tango Intervention, site-specific dance interventions with extensive web components, 2007-12.As Marta Savigliano points out in Tango and the Political Economy of Passion, “Tango is a practice already ready for struggle. It knows about taking sides, positions, risks. It has the experience of domination/resistance from within. …Tango is a language of decolonization. So pick and choose. Improvise... let your feet do the thinking. Be comfortable in your restlessness. Tango” (17). The realization that tango, my sensual escape from critical thought, was actually political came just about the time I was beginning to understand the essential dynamic of contradiction between the physical and Internet streams of my work. Tango Intervention began in 2007. I have now, as of 2018, done tango interventions in over 40 cities. Overall, the project can be seen as a serial performance of contradictions. In each case the physical dance interventions are manifestations of sensual fantasy in public space, and the Internet components recontextualize the public actions as site-specific performances with a political edge, revealing a hidden history or current social situation related to the political economy of tango. These themes are further developed in a series of related digital prints and videos shown here in various formats and contexts.In Tango Panopticon (2009), a “spin off” from the Tango Intervention series, the hidden social issue was the growing video surveillance of public space. The first Tango Panopticon production was Mayday 2009 with people dancing tango under public video surveillance in 15 cities. Mayday 2010 was Tango Panopticon 2.0, with tangointervention.org streaming live cell phone video from 16 simultaneous dance interventions on 4 continents. The public encountered the interventions as a sensual reclaiming of public space. Contradictorily, on the web Tango Panopticon 2.0 became a distributed worldwide action against the growing spectre of video surveillance and the increasing control of public commons. Each intervention team was automatically located on an online map when they started streaming video. Visitors to the website could choose an action from the list of cities or click on the map pins to choose which live video to load into the grid of 6 streaming signals. Visitors to the physical intervention sites could download our free open source software and stream their own videos to tangointervention.org.Figure 7: Lawrence, Robert, Tango Panopticon 2.0, worldwide synchronous dance intervention with live streaming video and extensive web components, 2010.Tango Panopticon also has a life as a serial installation, initially installed as part of the annual conference of “Digital Resources for Humanities and the Arts” at Brunel University, London. All shots in the grid of videos are swish pans from close-ups of surveillance cameras to tango interveners dancing under their gaze. Each ongoing installation in the series physically adapts to the site, and with each installation more lines of video frames are added until the images become too small to read.Figure 8: Lawrence, Robert, Tango Panopticon 2.0 (For Osvaldo), video installation based on worldwide dance intervention series with live streaming video, 2011.My new work Equivalence (in development) is quite didactic in its contradictions between the online and gallery components. A series of square prints of clouds in a gallery are titled with web addresses that open with other cloud images and then fade into randomly loading excerpts from the CIA torture manual used at Guantanamo Bay Detention Center.Figure 9: Lawrence, Robert, Eauivalence, digital prints, excerpts from CIA Guantanamo Detention Center torture manual, work-in-progress.The gallery images recall Stieglitz’s Equivalents photographs from the early 20th century. Made in the 1920s to 30s, the Equivalents comprise a pivotal change in photographic history, from the early pictorial movement in which photography tried to imitate painting, and a new artistic approach that embraced features distinct to the photographic medium. Stieglitz’s Equivalents merged photographic realism with abstraction and symbolist undertones of transcendent spirituality. Many of the 20th century masters of photography, from Ansel Adams to Minor White, acknowledged the profound influence these photographs had on them. Several images from the Equivalents series were the first photographic art to be acquired by a major art museum in the US, the Boston Museum of Fine Arts.My series Equivalence serves as the latest episode in a serial art history narrative. Since the “Pictures Generation” movement in the 1970s, photography has cannibalized its history, but perhaps no photographic body of work has been as quoted as Stieglitz’s Equivalents. A partial list includes: John Baldessari’s series Blowing Cigar Smoke to Match Clouds That Are the Same(1973), William Eggleston’s series Wedgwood Blue (1979), John Pfahl’s smoke stack series (1982-89), George Legrady’s Equivalents II(1993), Vik Muniz’sEquivalents(1997), Lisa Oppenheim (2012), and most recently, Berndnaut Smilde’s Nimbus Series, begun in 2012. Over the course of more than four decades each of these series has presented a unique vision, but all rest on Stieglitz’s shoulders. From that position they make choices about how to operate relative the original Equivalents, ranging from Baldessari and Muniz’s phenomenological playfulness to Eggleston and Smilde’s neo-essentialist approach.My series Equivalence follows along in this serial modernist image franchise. What distinguishes it is that it does not take a single position relative to other Equivalents tribute works. Rather, it exploits its gallery/Internet transmediality to simultaneously assume two contradictory positions. The dissonance of this positioning is one of my main points with the work, and it is in some ways resonant with the contradictions concerning photographic abstraction and representation that Stieglitz engaged in the original Equivalents series almost a century ago.While hanging on the walls of a gallery, Equivalence suggests the same metaphysical intentions as Stieglitz’s Equivalents. Simultaneously, in its manifestation on the Internet, my Equivalence series transcends its implied transcendence and claims a very specific time and place –a small brutal encampment on the island of Cuba where the United States abandoned any remaining claim to moral authority. In this illegal prison, forgotten lives drag on invisibly, outside of time, like untold serial narratives without resolution and without justice.Partially to balance the political insistence of Equivalence, I am also working on another series that operates with very different modalities. Following up on the live streaming technology that I developed for my Tango Panopticon public intervention series, I have started Horizon (In Development).Figure 10: Lawrence, Robert, Horizon, worldwide synchronous horizon interventions with live streaming video to Internet, work-in-progress.In Horizon I again use live cell phone video, this time streamed to an infinitely wide web page from live actions around the world done in direct engagement with the horizon line. The performances will begin and automatically come online live at noon in their respective time zone, each added to the growing horizontal line of moving images. As the actions complete, the streamed footage will begin endlessly looping. The project will also stream live during the event to galleries, and then HD footage from the events will be edited and incorporated into video installations. Leading up to this major event day, I will have a series of smaller instalments of the piece, with either live or recorded video. The first of these preliminary versions was completed during the Live Performers Workshop in Rome. Horizon continues to develop, leading to the worldwide synchronous event in 2020.Certainly, artists have always worked in series. However, exploiting the unique temporal dimensions of the Internet, a series of works can develop episodically as a serial work. If that work unfolds with contradictory thematics in its embodied and online forms, it reaches further toward an understanding of the complexities of postInternet culture and identity. ReferencesSaviligliano, Marta. Tango and the Political Economy of Passion. Boulder: Westview Press, 1995.
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