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Rassenfoss, Stephen. "Mountains in Oman Can Store Huge Amounts of CO2 if a Way Can Be Found Into the Tight Rock". Journal of Petroleum Technology 75, nr 05 (1.05.2023): 28–33. http://dx.doi.org/10.2118/0523-0028-jpt.

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Every year, the unusual mix of minerals in the Hajar Mountains near the coast of Oman traps 100,000 tons of carbon in the rock. That estimate is a tiny fraction of the potential of the mountain range and a few others like it in the world. Based on decades of work by geologists studying this unique formation—known as the Samail Ophiolite—the highly reactive rocks called peridotites can theoretically trap one-half ton of CO2 per ton of that rock in the Hajar Mountains, which extend into the UAE. A leading voice among the researchers who made the 100,000-ton estimate and developed ideas for removing trillions of tons of carbon from the atmosphere is Peter Kelemen, a professor at Columbia University in New York City. In a 2019 story in Scientific American, Kelemen said that if it is possible to speed the pace of mineralization “by a factor of a million”—something he thinks is doable with a bit of engineering—“then you end up with a billion tons of CO2 per cubic kilometer of rock per year.” That potential inspired an Omani entrepreneur, Talal Hasan, to start a company based on the work of Kelemen and colleagues including Juerg Matter, a geochemist now working at the University of Southampton in England. The result was startup 44.01, named for the molecular mass of carbon, where Kelemen serves as an advisor and Matter works part time. The company’s website describes its plan: “Carbon mineralization in peridotite is happening all the time—we simply speed up the natural process.” It is a simple-sounding goal. But what it will take to realize the vast potential is anything but simple. In an interview, Kelemen identified why: “The main concern is that the rocks are not very porous.” Or very permeable, which helps explain why large amounts of highly reactive elements have remained untouched over the 96 million years these reactive minerals have been on land. The hard rocks in this formation, particularly magnesium-rich olivine, were produced when magma flowed up from the mantle to a mid-ocean ridge where it cooled and the thick layer of rock spread out toward what is now Oman and the UAE, and something extraordinary happened. When it reached the boundary between two plates, it normally would have returned to the depths of the earth. Instead, it collided with another ophioplite and was ultimately thrust up onto land. When the theory of plate tectonics transformed geological thinking during the second half of the 20th century, this giant anomaly became a destination for geologists eager to study a rare outcrop of rock from the mantle, including Kelemen. They also could have gone to New Guinea to look at a similar display of mantle rock or scattered sites in the western US, among other places, where ophiolites are present. But the Hajar Mountains comprise the biggest ophiolite of them all. Speeding carbon mineralization from geological rates to the pace needed to help stop global warming poses a fundamental problem common to unconventional oil and gas—creating flow paths in tight rock on a limited budget.
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Koh, Wilson. ""Gently Caress Me, I Love Chris Jericho": Pro Wrestling Fans "Marking Out"". M/C Journal 12, nr 2 (13.05.2009). http://dx.doi.org/10.5204/mcj.143.

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“A bunch of faggots for watching men hug each other in tights.”For the past five Marches, World Wrestling Entertainment (WWE) has produced an awards show which honours its aged former performers, such as Jimmy “Superfly” Snuka and Ricky “The Dragon” Steamboat, as pro-wrestling Legends. This awards show, according to WWE, is ‘an elegant, emotional, star-studded event that recognizes the in-ring achievements of the inductees and offers historical insights into this century-old sports-entertainment attraction’ (WWE.com, n.p.). In an episodic storyline leading up to the 2009 awards, however, the real-life personal shortcomings of these Legends have been brought to light, and subsequently mocked in one-on-one interview segments with WWE’s Superstar of the Year 2008, the dastardly Chris Jericho. Jericho caps off these tirades by physically assaulting the Legends with handy stage props. Significantly, the performances of Jericho and his victims have garnered positive attention not only from mass audiences unaware of backstage happenings in WWE, but also from the informed community of pro-wrestling fans over at the nihilistic humour website SomethingAwful. During Jericho’s assault on the Legend Jimmy “Superfly” Snuka at the March 02 WWE Raw event, a WWE-themed forum thread on SomethingAwful logged over sixty posts all reiterating variations of ‘gently caress me Jericho is amazing’ (Jerusalem, n.p.). This is despite the community’s passive-aggressive and ironically jaded official line that they indeed are ‘a bunch of faggots for watching men hug each other in tights. Thank you for not telling us this several times’ (HulkaMatt, n.p.). Why were these normally cynical fans of WWE enthusiastically expressing their love for the Jericho-Legends feud? In order to answer this question, this paper argues that the feud articulates not only the ideal of the “giving wrestler”, but also Roland Barthes’s version of jouissance. Consuming and commenting on WWE texts within the SomethingAwful community is further argued to be a performative ritual in which informed wrestling fans distance themselves from audiences they perceive as uncritical and ill-informed cultural dupes. The feud, then, allows the SomethingAwful fans to perform enthusiasm on two interconnected levels: they are not only able to ironically cheer on Jericho’s morally reprehensible actions, but also to genuinely appreciate the present-day in-ring efforts of the Legends. The Passion of the SuperflyTo properly contextualise this paper, though, the fact that “pro wrestling is fake” needs to be reiterated. Each match is a choreographed sequence of moves. Victory does not result from landing more damaging bodyslams than one's opponent, but is instead predetermined by scriptwriters—among whom wrestlers are typically not numbered—backstage. In the 1950s, Roland Barthes thus commented that pro wrestling ‘is not a sport, it is a spectacle’ (Mythologies 13). Yet, pro wrestling remains popular because this theatricality allows for the display of spectacular excesses of passion—here Barthes not only means “an intensity of emotion”, but refers to the physically tortured heroes of medieval passion plays as well—giving it an advantage over the legitimate sport of amateur wrestling. ‘It is obvious that at such a pitch, it no longer matters whether the passion is genuine or not. What the public wants is the image of passion, not passion itself’ (Mythologies 16). This observation still holds true in today’s WWE. On one hand, the SomethingAwful fans go ‘gently caress Jericho, [Superfly] will MURDER you’ (Jerusalem, n.p.) in disapproval of Jericho’s on-screen actions. In the same thread, though, they simultaneously fret over him being slightly injured from an off-screen real life accident. ‘Jericho looks busted up on his forehead. Dang’ (Carney, n.p.).However, Barthes’s observations, while seminal, are not the be-all and end-all of pro wrestling scholarship. The industry has undergone a significant number of changes since the 1950s. Speeches and interview segments are now seen as essential tools for furthering storylines. Correspondingly, they are given ample TV time. At over ten minutes, the Jericho-“Superfly” confrontation from the March 02 Raw is longer than both the matches following it, and a fifteen minute conversation between two top wrestlers capstones these two matches. Henry Jenkins has thus argued that pro wrestling is a male-targeted melodrama. Its ‘writers emphasize many traits that [legitimate sports such as] football share with melodrama-the clear opposition between characters, the sharp alignment of audience identification, abrupt shifts in fortune, and an emotionally satisfying resolution’ (Jenkins, “Never Trust a Snake” 81). Unlike football, though, the predetermined nature of pro wrestling means that its events can be ‘staged to ensure maximum emotional impact and a satisfying climax’ (Jenkins, “Never Trust a Snake” 81). Further, Jenkins notes that shouting is preferred over tears as an outlet for male affect. It ‘embodies externalised emotion; it is aggressive and noisy. Women cry from a position of emotional (and often social) vulnerability; men shout from a position of physical and social strength (however illusory)’ (Jenkins, “Never Trust a Snake” 80). Pro wrestling is seen to encourage this outlet for affect by offering its viewers spectacles of male physical prowess to either castigate or cheer. Jericho’s assault of the Legends, coupled with his half-screaming, half-shouting taunts of “‘Hall of Famer’? ‘Hall of Famer’ of what? You’re a has-been! Just like all the rest!” could be read to fit within this paradigm as well. Smarts vs. MarksWWE has repeatedly highlighted its scripted nature in recent years. During a 2007 CNN interview, for instance, WWE Chairman Vince McMahon constantly refers to his product as “entertainment” and laughingly agrees that “it’s all story” when discussing his on-screen interactions with his long-lost midget “son” (Griffin, n.p.). These overt acknowledgments that WWE is a highly choreographed melodrama have boosted the growth of a fan demographic referred to the "smart" in pro-wrestling argot. This “smart” fan is a figure for whom the fabricated nature of pro-wrestling necessitates an engagement with the WWE spectacle at a different level from mass audiences. The “smart” not only ‘follow[s] the WWE not just to see the shows, but to keep track of what “the Fed[eration]” is doing’ (McBride and Bird 170) with regards to off-camera events, but also 'has knowledge of the inner-workings of the wrestling business’ (PWTorch, n.p.). One of the few “GOLD”-rated threads on the SomethingAwful smart forums, accordingly, is titled “WWE News and Other Top Stories, The Insider Thread”, and has nearly 400 000 views and over 1000 posts. As a result, the smarts are in a subject position of relative insider-ness. They consume the WWE spectacle at a deeper level—one which functions roughly like an apparatus of capture for the critical/cynical affect mobilised around the binary of ‘real’ and ‘fake’—yet ultimately remain captured by the spectacle through their autodidact enthusiasm for knowledge which uncovers its inner workings.By contrast, there is the category of the “mark” fan. These “marks” are individuals who remain credulous in their reception of WWE programming. As cuteygrl08 writes regarding a recent WWE storyline involving brotherly envy:I LOVE JEFF HARDY!!!! i cried when i heard his brother say all the crap about him!! kinda weird but i love him and this video is soooo good!! JEFF hardy loves his fans and his fans love him no matter what he does i'll always love JEFF HARDY!!!!!!!!!!! (n.p.)This unstinting faith in the on-screen spectacle is understandable insofar as WWE programming trades upon powerful visual markers of authenticity—nearly-bare bodies, sweat, pained facial expressions­—and complements them with the adrenaline-producing beats of thrash metal and hard rock. Yet, smarts look down upon marks like cuteygrl08, seeing them as Frankfurt School-era hypnotised sots for whom the WWE spectacle is ‘the common ground of the deceived gaze and of false consciousness’ (Debord 117), and additionally as victims of a larger media industry which specialises in mass deception (Horkheimer and Adorno 41). As Lawrence McBride and Elizabeth Bird observe:Marks appear to believe in the authenticity of the competition—Smarts see them as the stereotypical dupes imagined by wrestling critics. Smarts approach the genre of wrestling as would-be insiders, while Marks root unreflexively for the most popular faces. Smart fans possess truly incredible amounts of knowledge about the history of wrestling, including wrestler’s real names and career histories, how various promotions began and folded, who won every Wrestlemania ever. Smart fan informants defined a Mark specifically as someone who responds to wrestling in the way intended by the people who write the storylines (the bookers), describing Marks with statements such as “Kids are Marks.” or “We were all Marks when we were kids.” Smarts view Marks with scorn. (169)Perhaps feeding on the antagonistic binaries drawn by WWE programming, there exists an “us vs them” binary in smart fan communities. Previous research has shown that fan communities often rigidly police the boundaries of “good taste”, and use negatively constructed differences as a means of identity construction (Fiske 448; Jenkins, “Get a Life!” 432; Theodoropoulou 321). This ritual Othering is especially important when supporting the WWE. Smarts are aware that they are fans of a product denigrated by non-fans as ‘trash TV’ (McKinley, n.p.). As Matt Hills finds, fandom is a mode of performative consumption. It is ‘an identity which is (dis)claimed, and which performs cultural work’ (Hills xi). Belonging to the SomethingAwful smart community, thus, exerts its own pressures on the individual smart. There, the smart must perform ‘audiencehood, knowing that other fans will act as a readership for speculation, observation, and commentaries’ (Hills 177). Wrestling, then, is not just to be watched passively. It must be analysed, and critically dissected with reference to the encyclopaedic knowledge treasured by the smart community. Mark commentary has to be pilloried, for despite all the ironic disaffection characterising their posts, the smarts display mark-like behaviour by watching and purchasing WWE programming under their own volition. A near-existential dread is hence articulated when smarts become aware of points where the boundaries between smart and mark overlap, that ‘the creatures that lurk the internet ...carry some of the same interests that we do’ (rottingtrashcan, n.p.). Any commonalities between smarts and marks must thus be disavowed as a surface resemblance: afterall, creatures are simply unthinking appetites, not smart epicures. We’re better than those plebs; in fact, we’re nothing like them any more. Yet, in one of the few forms of direct address in the glossary of smart newsletter PWTorch, to “mark out” is ‘to enthusiastically be into [a storyline] or match as if you [emphasis added] were “a mark”; to suspend one's disbelief for the sake of enjoying to a greater extent a match or [a storyline]’ (PWTorch, n.p.). The existence of the term “marking out” in a smart glossary points to an enjoyably liminal privileged position between that of defensively ironic critic and that of credulous dupe, one where smarts can stop their performance of cooler-than-thou fatigue and enthusiastically believe that there is nothing more to WWE than spontaneous alarms and excursions. The bodily reactions of the Legends in response to Jericho's physical assault helps foster this willing naiveté. These reactions are a distressing break from the generic visual conventions set forth by preceding decades of professional wrestling. As Barthes argues, wrestling is as much concerned with images of spectacular suffering as with narratives of amazing triumphs:the wrestler who suffers in a hold which is reputedly cruel (an arm- lock, a twisted leg) offers an excessive portrayal of Suffering; like a primitive Pieta, he exhibits for all to see his face, exaggeratedly contorted by an intolerable affliction. It is obvious, of course, that in wrestling reserve would be out of place, since it is opposed to the voluntary ostentation of the spectacle, to this Exhibition of Suffering which is the very aim of the fight. (17)Barthes was writing of the primitively filmed wrestling matches of the 1950s notable for their static camera shots. However, WWE wrestlers yet follow this theatrical aesthetic. In the match immediately following Jericho’s bullying of Superfly, Kane considerately jumps the last two feet into a ringside turnbuckle after Mike Knox pushes him into its general vicinity. Kane grunts at the impact while the camera cuts to a low-angled shot of his back—all the better to magnify the visual of the 150 kg Knox now using his bulk to squash Kane. Whenever Jericho himself traps his opponent in his “Walls of Jericho” submission manoeuvre, both their faces are rictuses of passion. His opponent clutches for the safety of the ring ropes, shaking his head in heroic determination. Audiences see Jericho tighten his grip, his own head shaking in villainous purpose. But the Legends do not gyrate around the set when hit. Instead, they invariably slump to the ground, motionless except for weakly spasming to the rhythm of Jericho’s subsequent attacks. This atypical reaction forces audiences—smart and mark alike—to re-evaluate any assumptions that the event constitutes a typical WWE beatdown. Overblown theatricality gives way to a scene which seems more related to everyday experiences with pain: Here's an old man being beaten and whipped by a strong, young man. He's not moving. Not like other wrestlers do. I wonder... The battered bodies of these Legends are then framed in high angle camera shots, making them look ever so much more vulnerable than they were prior to Jericho’s assault. Hence the smart statements gushing that ‘gently caress me Jericho is amazing’ (Jerusalem, n.p.) and that Jericho’s actions have garnered a ‘rear end in a top hat chant [from the crowd]. It has been FOREVER since I heard one of those. I love Chris Jericho’ (Burrito, n.p.).Jouissance and “Marking Out”This uninhibited “marking out” by normally cynical smarts brings to mind Barthes's observation that texts are able to provoke two different kinds of enjoyment in their readers. On one hand, there is the text which provides pleasure born from familiarity. It ‘contents, fills, grants euphoria; [it is] the text that comes from culture and does not break with it, is linked to a comfortable practice of reading’ (Barthes, Image-Music-Text 14). The Knox-Kane match engendered such a been-there-done-that-it's-ok-I-guess overall reaction from smarts. For every ‘Mike Knox throwing Mysterio at Kane was fantastic’ (Burrito, n.p.), there is an ‘Ahahaha jesus Knox [sic] that was the shittiest Hurracanrana sell ever’ (Axisillian, n.p.), and a ‘Hit the beard [sic] it is Knox's weakpoint’ (Eurotrash, n.p.). The pleasant genericity of the match enables and necessitates that these smarts maintain their tactic of ironic posturing. They are able to armchair critique Knox for making his opponent's spinning Hurracanrana throw look painless. Yet they are also allowed to reiterate their camp affection for Knox's large and bushy beard, which remains grotesque even when divorced from a WWE universe that celebrates sculpted physiques.By contrast, Barthes praises the text of rapturous jouissance. It is one where an orgasmic intensity of pleasure is born from the unravelling of its audience’s assumptions, moving them away from their comfort zone. It is a text which ‘imposes a stage of loss, [a] text that discomforts (perhaps to the point of boredom), unsettles the reader's historical, cultural, psychological assumptions, the consistency of his tastes, values, memories, brings to crisis his relation with language’ (Barthes, Image-Music-Text 14). In addition to the atypical physical reactions of the Legends, WWE cynically positions the Jericho-Legends segments during Raw events which also feature slick video montages highlighting the accomplishments of individual Legends. These montages—complete with an erudite and enthusiastic Voice-of-God narrator— introduce the long-retired Legends to marks unfamiliar with WWE's narrative continuity: “Ladies and gentlemen! Rrriiiicky “The Draaagon” Steeeeamboat!”. At the same time, they serve as a visually and aurally impressive highlight-reel-cum-nostalgic-celebration of each Legend's career accomplishments. Their authoritative narration is spliced to clips of past matches, and informs audiences that, for instance, Steamboat was ‘one of the first Superstars to combine technical skills with astounding aerial agility ... in a match widely regarded as one of the best in history, he captured the Intercontinental title from Randy Savage in front of a record-breaking 93 173 fans’ (“Raw #636”, WWE). Following the unassailably authentic video footage of past matches, other retired wrestlers speak candidly in non-WWE stages such as outdoor parks and their own homes about the Legend's strengths and contributions to the industry.The interesting thing about these didactic montages is not so much what they show —Legends mythologised into triumphant Titans — but rather, what they elide. While the Steamboat-centred package does reflect the smart consensus that his Intercontinental bout ‘was a technical classic, and to this day, is still considered one of the greatest matches of all-time’ (NPP, n.p.), it does not mention how Steamboat was treated poorly in the WWE. Despite coming to it as the widely-known World Champion of [the NWA] rival promotion, WWE producers ‘dressed Steamboat up as a dragon and even made him blow fire. ...To boot, he was never acknowledged as a World Champion and [kept losing] to the stars’ (NPP, n.p.). The montages, overtly endorsed by the gigantic WWE logo as they are, are ultimately pleasant illusions which rewrite inconvenient truths while glamorising pleasant memories.Jericho’s speeches, however, sharply break from this celebratory mode. He references Steamboat’s previous success in the NWA, ‘an organisation that according to this company never even existed’(“Raw #636”, WWE). He then castigates Steamboat for being a real-life sellout and alludes to Steamboat having personal problems unmentioned in the montage:It wasn't until you came to the WWE that you sold your soul to all of these parasites [everyone watching] that you became “The Dragon”. A glorified Karate Kid selling headbands and making poses. Feeding into stereotypes. And then you eventually came to the ring with a Komodo Dragon. Literally spitting fire like the circus freak you'd become. It was pathetic. But hey, it's all right as long as you're making a paycheck, right Steamboat? And then when you decided to retire, you ended up like all the rest. Down and out. Broken. Beaten down. Dysfunctional family ...You applied for a job working for the WWE, you got one working backstage, and now here you are. You see, Steamboat, you are a life-long sellout. And now, with the Hall of Fame induction, the loyal dog gets his bone. (WWE)Here, Jericho demonstrates an apparent unwillingness to follow the company line by not only acknowledging the NWA, but also by disrespecting a current WWE backstage authority. Yet, wrestlers having onscreen tangles with their bosses is the norm for WWE. The most famous storyline of the 1990s had “Stone Cold” Steve Austin and the WWE Chairman brutalising each other for months on end, and the fifteen minute verbal exchange mentioned earlier concerns one wrestler previously attacking the Raw General Manager. Rather, it is Jericho’s reinterpretation of Steamboat’s career trajectory which gives the storyline the intensely pleasurable uncertainty of jouissance. His confrontational speeches rupture the celebratory nostalgia of the montages, forcing smarts to apply extra-textual knowledge to them. This is especially relevant in Steamboat’s case. His montage was shown just prior to his meeting with Jericho, ensuring that his iconic status was fresh in the audience’s memory. Vera Dika’s findings on the conflict between memory and history in revisionist nostalgia films are important to remember here. The tension ‘that comes from the juxtaposition of the coded material against the historical context of the film itself ...encourages a new set of meanings to arise’ (Dika 91). Jericho cynically views the seemingly virtuous and heroic Steamboat as a corporate sycophant preying on fan goodwill to enrich his own selfish ends. This viewpoint, troublingly enough for smarts, is supported by their non-WWE-produced extra-textual knowledge, allowing for a meta-level melodrama to be played out. The speeches thus speak directly to smarts, simultaneously confounding and exceeding their expectations. The comfortingly pleasant memories of Steamboat’s “amazing aerial prowess” are de-emphasised, and he is further linked to the stereotypical juvenilia of the once-popular The Karate Kid. They articulate and capitalise upon whatever misgivings smarts may have regarding Steamboat’s real-life actions. Thus, to paraphrase Dika, ‘seen in this clash, [the Jericho-Legends feud] has the structure of irony, producing a feeling of nostalgia, but also of pathos, and registering the historical events as the cause of an irretrievable loss [of a Legend’s dignity]’ (91). “C’mon Legend! Live in the past!” taunts Jericho as he stuffs Superfly’s mouth with bananas and beats him amidst the wreckage of the exactingly reproduced cheap wooden set in the same way that “Rowdy” Roddy Piper did years ago (“RAW #637”, WWE). This literal dismantling of cherished memories results from WWE producers second-guessing the smarts, and providing these fans with an enjoyably uncomfortable jouissance that cleverly confounds the performance of a smart disaffection. “Marking out” —or its performance at least—results.The Giving WrestlerLastly, the general physical passivity of the Legends also ties into the ethos of the “giving wrestler” when combined with the celebratory montages. In a business where performed passion is integral to fan enjoyment, the “giving wrestler” is an important figure who, when hit by a high-risk move, will make his co-worker’s offense look convincing (McBride and Bird 173). He ‘will give his all in a performance to ensure a dual outcome: the match will be spectacular, benefiting the fans, and each wrestler will make his “opponent” look good, helping him “get over with the fans” (McBride and Bird 172). Unsurprisingly, this figure is appreciated by smarts, who ‘often form strong emotional attachments to those wrestlers who go to the greatest lengths to bear the burden of the performance’ (McBride and Bird 173). As described earlier, the understated reactions of the Legends make Jericho’s attacks paradoxically look as though they cause extreme pain. Yet, when this pathetic image of the Legends is combined with the hypermasculine images of them in their heyday, a tragedy with real-life referents is played out on-stage. In one of Jenkins’s ‘abrupt shifts of fortune’ (“Never Trust a Snake” 81), age has grounded these Legends. They can now believably be assaulted with impunity by someone that Steamboat dismisses as ‘a snotty brat wrestler of a kid[sic] ...a hypocrite’ (“Raw #636”, WWE), and even in this, they apparently give their all to make Jericho look viciously “good”, thus exceeding the high expectations of smarts. As an appreciative thread title on SomethingAwful states, ‘WWE Discussion is the RICKY STEAMBOAT OWN [wins] ZONE for 02/23/09’ (HulkaMatt, n.p.) ConclusionThe Jericho-Legends feud culminated the day after the Hall of Fame ceremony, at the WWE’s flagship Wrestlemania event. Actor Mickey Rourke humiliated Jericho for the honour of the Legends, flattening the cocky braggart with a single punch. The maximum degree of moral order possible was thus temporarily restored to an episodic narrative centred around unprovoked acts of violence. Ultimately though, it is important to note the three strategies that WWE used The Legends were scripted to respond feebly to Jericho’s physical assault, slick recap montages were copiously deployed, and Jericho himself was allowed candid metatextual references to incidents that WWE producers normally like to pretend have “never even existed”. All these strategies were impressive in their own right, and they eventually served to reinforce each other. They shocked the SomethingAwful smart community, celebrated its autodidact tendencies, and forced it to re-evaluate pleasant memories. Such producer strategies enabled these smarts to re-discover jouissance and perform a rapturously regressive “marking out”. References Axisillian. “WWE RAW is IN SOVIET RUSSIA, HEART BREAKS YOU for 3/2/09.” SomethingAwful 3 Mar. 2009. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=3089910&userid=0&perpage=40&pagenumber=14 >. Barthes, Roland. “The World of Wrestling.” Mythologies. Trans. Annette Lavers. London: Noonday, 1991. 13-23.Barthes, Roland. Image-Music-Text. Trans. Stephen Heath. 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England: Blackwell 2001. 117-21. Eurotrash. “WWE RAW is IN SOVIET RUSSIA, HEART BREAKS YOU for 3/2/09.” SomethingAwful 3 Mar. 2009. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=3089910&userid=0&perpage=40&pagenumber=13 >.Fiske, John. “The Cultural Economy of Fandom.” The Cult Film Reader. Eds. Ernest Mathijs and Xavier Mendik. England: Open UP, 2008. 446-55.Griffin, Drew. “McMahons: WWE not to blame for Benoit's actions.” CNN 7 Nov. 2007. 8 Mar. 2009 < http://edition.cnn.com/2007/US/11/07/mcmahons.transcript/index.html?iref=newssearch >.Horkheimer, Max, and Theodor W. Adorno. “The Culture Industry: Enlightenment as Mass Deception.” Media and Cultural Studies: Keyworks. Eds. Meenakishi Gigi Durham and Douglas M. Kellner. England: Blackwell 2001. 41-72. HulkaMatt. “Wrestlehut 2000 Rules and FAQ - Last Update: 2/13/2009 - FRANK MIR FEARS BROCK LESNAR.” SomethingAwful 5 Aug. 2008. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=2922167 >.HulkaMatt. “WWE Discussion is the RICKY STEAMBOAT OWN ZONE for 02/23/09.” SomethingAwful 24 Feb. 2009. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=3085277 >.Jenkins, Henry. “'Get a Life!': Fans, Poachers, Nomads.” The Cult Film Reader. Eds. Ernest Mathijs and Xavier Mendik. England: Open UP, 2008. 430-43.Jenkins, Henry. “Never Trust a Snake: WWF Wrestling as Masculine Melodrama.” The Wow Climax. New York: New York UP 2007. 75-101.Jerusalem. “WWE RAW is IN SOVIET RUSSIA, HEART BREAKS YOU for 3/2/09.” SomethingAwful 3 Mar. 2009. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=3089910&userid=0&perpage=40&pagenumber=6 >.McBride, Lawrence B., and S. Elizabeth Bird. “From Smart Fan to Backyard Wrestler: Performance, Context, and Aesthetic Violence.” Fandom: Identities and Communities in a Mediated World. Eds. Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington. New York: New York UP. 165-76.McKinley, Shane. “THE ABSURDITY OF IT ALL - ECW & IMPACT & SMACKDOWN: Sarah Palin vs. Rod Blagojevich at TNA PPV, Worst Catchphrase Feud, WWE Fake News Report 101.” PWTorch 13 Dec. 2008. 7 Mar. 2009 < http://pwtorch.com/artman2/publish/The_Specialists_34/article_28554.shtml >.nyratk1. “WWE RAW is IN SOVIET RUSSIA, HEART BREAKS YOU for 3/2/09.” SomethingAwful 3 Mar. 2009. 5 Mar. 2009 < http://forums.somethingawful.com/showthread.php?threadid=3089910&userid=0&perpage=40&pagenumber=43 >.RAW #636. WWE 23 Feb. 2009. 7 Mar. 2009 < http://www.youtube.com/watch?v=8Dyq9nKr8KI&feature=related >.RAW #637. WWE 2 Mar. 2009. 7 Mar. 2009 < http://www.youtube.com/watch?v=pMQEuNVdjfk&feature=related >.Theodoropoulou, Vivi. “The Anti-Fan within the Fan: Awe and Envy in Sport Fandom.” Fandom: Identities and Communities in a Mediated World. Eds. Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington. New York: New York UP. 316-27.“Top 50 Wrestlers List - #15 - Ricky Steamboat.” NPP 15 July 2008. 6 Mar. 2009 < http://www.nopantsprovided.com/top-50-wrestlers-list-15-ricky-steamboat/ >.“Torch Glossary of Insider Terms.” PWTorch 7 Mar. 2009. < http://www.pwtorch.com/insiderglossary.shtml >.
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Allwardt, Ava. "An Exploration of the Effects of Gene-Editing Technology on Human Identity". Voices in Bioethics 9 (19.09.2023). http://dx.doi.org/10.52214/vib.v9i.11794.

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Photo by ANIRUDH on Unsplash INTRODUCTION Genes are the most foundational physical unit of a human, coding for every phenotypic characteristic that a human exhibits.[1] Thus, some view the editing of genes as the alteration of one’s physical nature. The extent to which gene-editing, using technology such as CRISPR, alters one's identity is an open issue. Answering this question requires exploring what constitutes human identity (physical or mental forms, or both) and the role DNA plays. This philosophical question concerns the role of the body in the conception of oneself and how fundamental changes to one’s body alter that conception. As gene-editing technologies continue to be refined and implemented in humans, this question is especially relevant. Its answer can alter the decisions society makes about the use of gene-editing technology in humans. Alterations to one’s physical form through gene-editing change one’s physical makeup. Gene-editing causes modifications that span both realms of one’s sense of self because physical identity can affect mental identity. This paper explores philosophical approaches to identity and the relationship between body and mind, arguing that physical changes have significant capacity to alter emotions and mental status in ways that may shape identity. I. CRISPR and Gene-Editing Capability Scientists can use gene-editing to rectify the genetic flaws that cause genetic disorders. Trisomy 21, or Down Syndrome, for example, is caused by an additional 21st chromosome in a person’s genome. Deletion of this extra chromosome through gene-editing would erase the disease, changing the person’s genomic foundation and life. They would no longer need to manage the effects of trisomy 21. Gene-editing in the case of trisomy 21 impacts identity. An analysis of perspectives on the link between trisomy gene-editing and identity revealed a split between those who viewed trisomy as separate from identity and those who viewed it as fundamental. Participants favoring a connection between trisomy and identity were more likely to oppose gene-editing, as they believed it would bring fundamental changes to who the person is.[2] Discussion of the extent to which gene-editing impacts identity is important in informing these opinions and, in turn, the policies society implements on the use of gene-editing. Somatic gene-editing, performed in existing people rather than an embryo, proposes a unique case. Many view somatic editing as “similar to other medical treatments” rather than a complete alteration to one’s identity because it is only used in cells in specific tissues to fix symptoms, not the entire disease. For trisomy 21, somatic gene-editing will only be possible in specific tissues and cells of the body, such as in the nerve cells that cause muscle weakness in Down Syndrome patients, since it is not yet possible to change every cell carrying the genetic flaw.[3] Researchers can treat other diseases more completely with gene-editing. To fix the single nucleotide mutation that causes sickle cell disease, for example, researchers can edit the red bone marrow cells extracted from patients, edit them using CRISPR, and reintroduce them into the patient.[4] Gene-editing enables a more comprehensive solution for sickle cell disease in existing people, but it entails the same genome editing as with trisomy. Regardless of the disease or somatic or germline cell targeting, gene-editing alters the DNA a human carries. By exploring the most basic implications of that alteration on human identity, this paper will define the relationship between gene-editing and identity. II. Views on Physical Identity Some may view a human’s physical nature as their only nature and thus the sole component of identity. Reductive physicalism proposes that the world is made of only physical components.[5] Reductive physicalists challenge the existence of the mind or a higher power by arguing that all processes can be broken down into their physical components. By this reasoning, humans are a collection of atoms and molecules compartmentalized into cells that perform all human functions. By suggesting that humans are entirely physical in nature, this theory proposes that one’s physicality must constitute identity. In A Treatise of Human Nature, David Hume alludes to the essential role of physicality in identity. Although Hume also discusses the role of a non-physical mind in the processing of perceptions, Hume states that “after the dissolution of my body, I should be entirely annihilated.”[6] The destruction of one’s being, one’s identity, when one ceases to physically exist reinforces the idea that humans are solely physical in nature. Applying reductive physicalism, the dependence of identity on physicality supports that changing one’s physicality through gene-editing will change one’s identity. In Being and Nothingness, Jean-Paul Sartre argues that a human confirms his existence when he sees “the other” looking at him, becoming an object rather than a subject. Describing one’s sudden self-consciousness and resulting shame, Sartre poses “the look” as essential in one’s formation of a sense of self.[7] Since the body is recognized by “the other,” the pre-reflective cogito suggests that, without the body, one would not be able to recognize their own existence. Under Sartre’s argument, a physical body is a precursor to identity. However, gene-editing by altering the physical characteristics of a human, such as the shape of red blood cells in sickle cell disease patients, generally leaves the body intact. One would still be perceived by “the other” after gene-editing and have their identity confirmed. Sartre’s “the look” reinforces the importance of the body. Yet gene-editing would not impact one’s being an object of another. III. Mind and Body Combine in Human Identity In philosophy, mind-body dualism means that humans are composed of mental and physical substances. These forms of an individual are distinct yet inextricably interconnected.[8] René Descartes introduced mind-body dualism to argue the existence of a mind without disputing the existence of a body. In his Cogito Theory, Descartes states, “I think, therefore I am.” According to Descartes, the mind is an indivisible substance that coexists with but is distinct from the body because it lacks shape and physicality.[9] Descartes confirms his existence by the fact that his mind is a “thinking thing” rather than by the other’s recognition of one’s body, as Sartre does. The idea of a non-physical aspect to humans challenges reductive physicalism and provides the space for something more than the body to define a human. The mind confirms existence and thereby grants identity, suggesting not only that the mind exists, but also that it is more central to identity than the body. This view aligns with current views about identity. Since Descartes regards the mind and body as two distinct substances, in his view, the physical changes caused by gene-editing do not directly influence the mind. Gene-editing alters the molecules in genes, but according to dualism, the mind is not composed of atoms like the body is. A genetic change would not penetrate the mind. The distinction between the mental and physical aspects of identity demonstrates how gene-editing may not have substantial power over one’s identity. Since Descartes prioritizes the mental aspect of identity over the physical, gene-editing’s effect on identity appears even more limited. IV. Mind-Body Philosophies Other philosophical viewpoints further support a mental aspect of human identity. In De Anima, Aristotle delineates that the body is a manifestation of the mind, which is a manifestation of the soul.[10] Although the mind and body are two essential, coexistent aspects of a human, the body comes from, and thus relies on, the mind. The mind, as the origin of the body, frames it as more central to human existence. This postulates that the changes to physical identity induced by gene-editing technologies may not directly influence the mental aspect of identity because the mind does not stem from, and thus is not dependent on, the body. The mind’s more direct connection to the soul cements its larger role in identity because non-secular philosophy views the soul as the core, eternal aspect of a human. The superiority of the mind over the body regarding identity demonstrates gene-editing’s limited influence on identity. In A Treatise of Human Nature, Hume suggests that identity is formed based on perceptions, reinforcing the role of the mind. Perceptions, which originate as a physical sensation, inspire feelings and thoughts, an aspect of one’s mind. Hume gives the example of feeling the warmth of a fire.[11] The emotions that arise are processed and stored in the mind. The accumulation of perceptions from different experiences shapes one’s identity. A traumatic event or significant accomplishment often becomes part of one’s sense of self because of the perceptions one acquires. Hume’s proposition that successive perceptions forms the mind, which are important to identity, further demonstrates that the mind is an aspect of identity. Under such a viewpoint, gene-editing would appear restricted in its ability to change identity, as it alters the body but not the mind. DNA cannot change the experiences and thoughts encoded in one’s mind. One may argue that scars on one’s body, rather than thoughts in one’s mind, are the marks of one’s perceptions, like a burn mark from touching a hot stove. However, the memories and emotions of an experience that a scar represents are deeper than the scar itself. A scar on a person has more meaning than a scar on a wax figure, a purely physical being, because of the mental associations with the scar in the person’s mind. Thoughts residing in the mind contribute to one’s identity, highlighting the role of the mind in a human's sense of self. Although gene-editing in non-neuronal cells cannot directly alter one’s thoughts, the processing of perceptions to form mental identity depends on the physical aspect of humans. Hume proposes that the body mediates the outside world and the mind, detecting stimuli and relaying information to the mind. This communicative relationship between the mind and the body, expressed in mind-body dualism, proposes that physical changes caused by gene-editing could affect how and when external stimuli are detected. This indirect consequence that gene-editing can have on the mind opens the discussion of how physical genetic changes could affect mental identity despite the immaterial nature of the mind. V. Current Scientific Understanding of the Mind-Body Relationship There is significant medical research on the relationship between the physical body and emotions like happiness, anger, and depression. Modern science sees many emotions as linked to the physical. Although gene-editing does not directly change the mind, it can be affected by those physical changes. It is well-known that there is a “functionally integrated relationship between mind and body.”[12] This “relationship” suggests that the mind and body do not function separately but rather influence each other. For example, replacing bad gut bacteria with good gut bacteria in animals and humans can “significantly alter mood and emotional functions.”[13] Gut bacteria is a purely physical component of the body, while mood and emotion are more mental. The influence of the physical on the mental illustrates the effect of the body’s state on the mind. The two-way communication that the mind and body exhibit have important consequences for the role of DNA in identity. Genetic alterations caused by CRISPR, for example, may affect the mental aspect of identity. Researchers can use CRISPR to cure a sickle cell disease patient by changing just one nucleotide in a human’s genome.[14] The editing of the patient’s genome changes their physical identity because genes are a physical component of humans, but mental changes can also result. No longer suffering from the debilitating pain of a chronic disease, the patient’s mood and outlook on life may shift. The integrated mind-body relationship suggests that gene-editing may have a broader impact on identity than anticipated, affecting both the body and, indirectly, the mind. VI. Mind and Brain Philosophy The effects of gene-editing on the mind can be more direct when the genes edited are associated with the brain. One theory explaining this phenomenon is the Mind-Brain Identity Theory. This theory postulates that “states and processes of the mind are identical to states and processes of the brain” even though the mind is non-physical.[15] Therefore, changes to the brain will correlate with changes to the mind and, in turn, affect mental identity. Using CRISPR to correct the genes that cause Huntington's Disease, for example, would improve the physical conditions in the brain that cause its symptoms. According to the Mind-Brain Identity theory, it would improve one’s mental state as a result. If a mistake occurs and the condition worsens, or researchers edit beyond correcting the disorder, the negative consequences in the brain would correlate with a worsened state of mind. The direct correlation between the mind and brain increases the risks of gene-editing. The Mind-Brain Theory amplifies gene-editing’s effect on identity because it suggests physical changes can have not only indirectly, but also directly, impact on mental identity. CONCLUSION Gene-editing alters the physical body. Due to the integrated mind-body relationship, it can also directly and indirectly modify mental identity. Mind-body dualism, as opposed to reductive physicalism, yields an understanding of identity that parallels the way mind-body connections are currently understood. Current science suggests that mood and emotion may be more squarely tied to the physical. Identity likely depends on some combination of the physical and mental. Framing mental aspects, including emotions, personality, and thoughts, as immaterial and genes as physical could lead to the overuse of gene-editing technology for physical purposes like disease prevention, solutions, or enhancement. Mind-body dualism forms the foundation for gene-editing’s nuanced, far-reaching impact on one’s sense of self. Identity defines an individual, both to themselves and others. The potential for unknown or undesired effects of gene-editing on identity calls for balancing the technology’s benefit to human health with its potentially negative impact on identity. The philosophical and ethical underpinnings should help inform public policy and scientific engagement as gene-editing becomes more influential in medicine. - [1] “The predominant current day meaning of genotype is some relevant part of the DNA passed to the organism by its parents. The phenotype is the physical and behavioral traits of the organism, for example, size and shape, metabolic activities, and patterns of movement.” Taylor, Peter and Richard Lewontin, "The Genotype/Phenotype Distinction", The Stanford Encyclopedia of Philosophy (Summer 2021 Edition), Edward N. Zalta (ed.), URL = <https://plato.stanford.edu/archives/sum2021/entries/genotype-phenotype/>. [2] Elliott, Kathryn, et al. “‘I Wouldn’t Want Anything That Would Change Who He Is.’ the Relationship between Perceptions of Identity and Attitudes towards Hypothetical Gene-Editing in Parents of Children with Autosomal Aneuploidies.” SSM - Qualitative Research in Health, Elsevier, Dec. 2022, www.sciencedirect.com/science/article/pii/S2667321522001135. [3] Watson-Scales, Sheona et al. “Analysis of motor dysfunction in Down Syndrome reveals motor neuron degeneration.” PLoS genetics vol. 14,5 e1007383. 10 May. 2018, doi:10.1371/journal.pgen.1007383 [4] Cross, Ryan. “CRISPR edits sickle cell mutation” C&EN Global Enterprise 94 (41), 5-5, October 17, 2016. https://pubs.acs.org/doi/10.1021/cen-09441-notw1 [5] Stoljar, Daniel. “Physicalism.” Stanford Encyclopedia of Philosophy. Stanford University, May 25, 2021. https://plato.stanford.edu/entries/physicalism/. [6] Hume, David. “Of Personal Identity.” Essay. In A Treatise of Human Nature. Project Gutenberg, n.d. [7] Sartre, Jean-Paul. Being and Nothingness, n.d. [8] Descartes, René. Meditations on First Philosophy. Yale University, n.d. [9] Descartes, René. Meditations on First Philosophy. Yale University, n.d. [10] Aristotle. “The Internet Classics Archive: De Anima (On the Soul) by Aristotle.” The Internet Classics Archive | On the Soul by Aristotle, n.d. http://classics.mit.edu/Aristotle/soul.html. [11] Hume, David. “Of Personal Identity.” Essay. In A Treatise of Human Nature. Project Gutenberg, n.d. [12] News. “A Neurosurgeon and a Philosopher Debate Mind vs. Body.” Mind Matters, February 28, 2022. https://mindmatters.ai/2022/02/a-neurosurgeon-and-a-philosopher-debate-mind-vs-body/. [13] Jasanoff, Alan. The Biological Mind How Brain, Body, and Environment Collaborate to Make Us Who We Are. Cambridge: Basic Books, 2018. [14] Frangoul, Haydar et al. “CRISPR-Cas9 Gene Editing for Sickle Cell Disease and β-Thalassemia.” The New England journal of medicine vol. 384,3 (2021): 252-260. doi:10.1056/NEJMoa2031054 [15] Smart, J. J. C. “The Mind/Brain Identity Theory.” Stanford Encyclopedia of Philosophy. Stanford University, May 18, 2007. https://plato.stanford.edu/entries/mind-identity/.
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Brockington, Roy, i Nela Cicmil. "Brutalist Architecture: An Autoethnographic Examination of Structure and Corporeality". M/C Journal 19, nr 1 (6.04.2016). http://dx.doi.org/10.5204/mcj.1060.

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Introduction: Brutal?The word “brutal” has associations with cruelty, inhumanity, and aggression. Within the field of architecture, however, the term “Brutalism” refers to a post-World War II Modernist style, deriving from the French phrase betón brut, which means raw concrete (Clement 18). Core traits of Brutalism include functionalist design, daring geometry, overbearing scale, and the blatant exposure of structural materials, chiefly concrete and steel (Meades 1).The emergence of Brutalism coincided with chronic housing shortages in European countries ravaged by World War II (Power 5) and government-sponsored slum clearance in the UK (Power 190; Baker). Brutalism’s promise to accommodate an astonishing number of civilians within a minimal area through high-rise configurations and elevated walkways was alluring to architects and city planners (High Rise Dreams). Concrete was the material of choice due to its affordability, durability, and versatility; it also allowed buildings to be erected quickly (Allen and Iano 622).The Brutalist style was used for cultural centres, such as the Perth Concert Hall in Western Australia, educational institutions such as the Yale School of Architecture, and government buildings such as the Secretariat Building in Chandigarh, India. However, as pioneering Brutalist architect Alison Smithson explained, the style achieved full expression by “thinking on a much bigger scale somehow than if you only got [sic] one house to do” (Smithson and Smithson, Conversation 40). Brutalism, therefore, lent itself to the design of large residential complexes. It was consequently used worldwide for public housing developments, that is, residences built by a government authority with the aim of providing affordable housing. Notable examples include the Western City Gate in Belgrade, Serbia, and Habitat 67 in Montreal, Canada.Brutalist architecture polarised opinion and continues to do so to this day. On the one hand, protected cultural heritage status has been awarded to some Brutalist buildings (Carter; Glancey) and the style remains extremely influential, for example in the recent award-winning work of architect Zaha Hadid (Niesewand). On the other hand, the public housing projects associated with Brutalism are widely perceived as failures (The Great British Housing Disaster). Many Brutalist objects currently at risk of demolition are social housing estates, such as the Smithsons’ Robin Hood Gardens in London, UK. Whether the blame for the demise of such housing developments lies with architects, inhabitants, or local government has been widely debated. In the UK and USA, local authorities had relocated families of predominantly lower socio-economic status into the newly completed developments, but were unable or unwilling to finance subsequent maintenance and security costs (Hanley 115; R. Carroll; The Pruitt-Igoe Myth). Consequently, the residents became fearful of criminal activity in staircases and corridors that lacked “defensible space” (Newman 9), which undermined a vision of “streets in the sky” (Moran 615).In spite of its later problems, Brutalism’s architects had intended to develop a style that expressed 1950s contemporary living in an authentic manner. To them, this meant exposing building materials in their “raw” state and creating an aesthetic for an age of science, machine mass production, and consumerism (Stadler 264; 267; Smithson and Smithson, But Today 44). Corporeal sensations did not feature in this “machine” aesthetic (Dalrymple). Exceptionally, acclaimed Brutalist architect Ernö Goldfinger discussed how “visual sensation,” “sound and touch with smell,” and “the physical touch of the walls of a narrow passage” contributed to “sensations of space” within architecture (Goldfinger 48). However, the effects of residing within Brutalist objects may not have quite conformed to predictions, since Goldfinger moved out of his Brutalist construction, Balfron Tower, after two months, to live in a terraced house (Hanley 112).An abstract perspective that favours theorisation over subjective experiences characterises discourse on Brutalist social housing developments to this day (Singh). There are limited data on the everyday lived experience of residents of Brutalist social housing estates, both then and now (for exceptions, see Hanley; The Pruitt-Igoe Myth; Cooper et al.).Yet, our bodily interaction with the objects around us shapes our lived experience. On a broader physical scale, this includes the structures within which we live and work. The importance of the interaction between architecture and embodied being is increasingly recognised. Today, architecture is described in corporeal terms—for example, as a “skin” that surrounds and protects its human inhabitants (Manan and Smith 37; Armstrong 77). Biological processes are also inspiring new architectural approaches, such as synthetic building materials with life-like biochemical properties (Armstrong 79), and structures that exhibit emergent behaviour in response to human presence, like a living system (Biloria 76).In this article, we employ an autoethnographic perspective to explore the corporeal effects of Brutalist buildings, thereby revealing a new dimension to the anthropological significance of these controversial structures. We trace how they shape the physicality of the bodies interacting within them. Our approach is one step towards considering the historically under-appreciated subjective, corporeal experience elicited in interaction with Brutalist objects.Method: An Autoethnographic ApproachAutoethnography is a form of self-narrative research that connects the researcher’s personal experience to wider cultural understandings (Ellis 31; Johnson). It can be analytical (Anderson 374) or emotionally evocative (Denzin 426).We investigated two Brutalist residential estates in London, UK:(i) The Barbican Estate: This was devised to redevelop London’s severely bombed post-WWII Cripplegate area, combining private residences for middle class professionals with an assortment of amenities including a concert hall, library, conservatory, and school. It was designed by architects Chamberlin, Powell, and Bon. Opened in 1982, the Estate polarised opinion on its aesthetic qualities but has enjoyed success with residents and visitors. The development now comprises extremely expensive housing (Brophy). It was Grade II-listed in 2001 (Glancey), indicating a status of architectural preservation that restricts alterations to significant buildings.(ii) Trellick Tower: This was built to replace dilapidated 19th-century housing in the North Kensington area. It was designed by Hungarian-born architect Ernő Goldfinger to be a social housing development and was completed in 1972. During the 1980s and 1990s, it became known as the “Tower of Terror” due to its high level of crime (Hanley 113). Nevertheless, Trellick Tower was granted Grade II listed status in 1998 (Carter), and subsequent improvements have increased its desirability as a residence (R. Carroll).We explored the grounds, communal spaces, and one dwelling within each structure, independently recording our corporeal impressions and sensations in detailed notes, which formed the basis of longhand journals written afterwards. Our analysis was developed through co-constructed autoethnographic reflection (emerald and Carpenter 748).For reasons of space, one full journal entry is presented for each Brutalist structure, with an excerpt from each remaining journal presented in the subsequent analysis. To identify quotations from our journals, we use the codes R- and N- to refer to RB’s and NC’s journals, respectively; we use -B and -T to refer to the Barbican Estate and Trellick Tower, respectively.The Barbican Estate: Autoethnographic JournalAn intricate concrete world emerges almost without warning from the throng of glass office blocks and commercial buildings that make up the City of London's Square Mile. The Barbican Estate comprises a multitude of low-rise buildings, a glass conservatory, and three enormous high-rise towers. Each modular building component is finished in the same coarse concrete with burnished brick underfoot, whilst the entire structure is elevated above ground level by enormous concrete stilts. Plants hang from residential balconies over glimmering pools in a manner evocative of concrete Hanging Gardens of Babylon.Figure 1. Barbican Estate Figure 2. Cromwell Tower from below, Barbican Estate. Figure 3: The stairwell, Cromwell Tower, Barbican Estate. Figure 4. Lift button pods, Cromwell Tower, Barbican Estate.R’s journalMy first footsteps upon the Barbican Estate are elevated two storeys above the street below, and already an eerie calm settles on me. The noise of traffic and the bustle of pedestrians have seemingly been left far behind, and a path of polished brown brick has replaced the paving slabs of the city's pavement. I am made more aware of the sound of my shoes upon the ground as I take each step through the serenity.Running my hands along the walkway's concrete sides as we proceed further into the estate I feel its coarseness, and look up to imagine the same sensation touching the uppermost balcony of the towers. As we travel, the cold nature and relentless employ of concrete takes over and quickly becomes the norm.Our route takes us through the Barbican's central Arts building and into the Conservatory, a space full of plant-life and water features. The noise of rushing water comes as a shock, and I'm reminded just how hauntingly peaceful the atmosphere of the outside estate has been. As we leave the conservatory, the hush returns and we follow another walkway, this time allowing a balcony-like view over the edge of the estate. I'm quickly absorbed by a sensation I can liken only to peering down at the ground from a concrete cloud as we observe the pedestrians and traffic below.Turning back, we follow the walkways and begin our approach to Cromwell Tower, a jagged structure scraping the sky ahead of us and growing menacingly larger with every step. The estate has up till now seemed devoid of wind, but even so a cold begins to prickle my neck and I increase my speed toward the door.A high-ceilinged foyer greets us as we enter and continue to the lifts. As we push the button and wait, I am suddenly aware that carpet has replaced bricks beneath my feet. A homely sensation spreads, my breathing slows, and for a brief moment I begin to relax.We travel at heart-racing speed upwards to the 32nd floor to observe the view from the Tower's fire escape stairwell. A brief glance over the stair's railing as we enter reveals over 30 storeys of stair casing in a hard-edged, triangular configuration. My mind reels, I take a second glance and fail once again to achieve focus on the speck of ground at the bottom far below. After appreciating the eastward view from the adjacent window that encompasses almost the entirety of Central London, we make our way to a 23rd floor apartment.Entering the dwelling, we explore from room to room before reaching the balcony of the apartment's main living space. Looking sheepishly from the ledge, nothing short of a genuine concrete fortress stretches out beneath us in all directions. The spirit and commotion of London as I know it seems yet more distant as we gaze at the now miniaturized buildings. An impression of self-satisfied confidence dawns on me. The fortress where we stand offers security, elevation, sanctuary and I'm furnished with the power to view London's chaos at such a distance that it's almost silent.As we leave the apartment, I am shadowed by the same inherent air of tranquillity, pressing yet another futuristic lift access button, plummeting silently back towards the ground, and padding across the foyer's soft carpet to pursue our exit route through the estate's sky-suspended walkways, back to the bustle of regular London civilization.Trellick Tower: Autoethnographic JournalThe concrete majesty of Trellick Tower is visible from Westbourne Park, the nearest Tube station. The Tower dominates the skyline, soaring above its neighbouring estate, cafes, and shops. As one nears the Tower, the south face becomes visible, revealing the suspended corridors that join the service tower to the main body of flats. Light of all shades and colours pours from its tightly stacked dwellings, which stretch up into the sky. Figure 5. Trellick Tower, South face. Figure 6. Balcony in a 27th-floor flat, Trellick Tower.N’s journalOutside the tower, I sense danger and experience a heightened sense of awareness. A thorny frame of metal poles holds up the tower’s facade, each pole poised as if to slip down and impale me as I enter the building.At first, the tower is too big for comprehension; the scale is unnatural, gigantic. I feel small and quite squashable in comparison. Swathes of unmarked concrete surround the tower, walls that are just too high to see over. Who or what are they hiding? I feel uncertain about what is around me.It takes some time to reach the 27th floor, even though the lift only stops on every 3rd floor. I feel the forces of acceleration exert their pressure on me as we rise. The lift is very quiet.Looking through the windows on the 27th-floor walkway that connects the lift tower to the main building, I realise how high up I am. I can see fog. The city moves and modulates beneath me. It is so far away, and I can’t reach it. I’m suspended, isolated, cut off in the air, as if floating in space.The buildings underneath appear tiny in comparison to me, but I know I’m tiny compared to this building. It’s a dichotomy, an internal tension, and feels quite unreal.The sound of the wind in the corridors is a constant whine.In the flat, the large kitchen window above the sink opens directly onto the narrow, low-ceilinged corridor, on the other side of which, through a second window, I again see London far beneath. People pass by here to reach their front doors, moving so close to the kitchen window that you could touch them while you’re washing up, if it weren’t for the glass. Eye contact is possible with a neighbour, or a stranger. I am close to that which I’m normally separated from, but at the same time I’m far from what I could normally access.On the balcony, I have a strong sensation of vertigo. We are so high up that we cannot be seen by the city and we cannot see others. I feel physically cut off from the world and realise that I’m dependent on the lift or endlessly spiralling stairs to reach it again.Materials: sharp edges, rough concrete, is abrasive to my skin, not warm or welcoming. Sharp little stones are embedded in some places. I mind not to brush close against them.Behind the tower is a mysterious dark maze of sharp turns that I can’t see around, and dark, narrow walkways that confine me to straight movements on sloping ramps.“Relentless Employ of Concrete:” Body versus Stone and HeightThe “relentless employ of concrete” (R-B) in the Barbican Estate and Trellick Tower determined our physical interactions with these Brutalist objects. Our attention was first directed towards texture: rough, abrasive, sharp, frictive. Raw concrete’s potential to damage skin, should one fall or brush too hard against it, made our bodies vulnerable. Simultaneously, the ubiquitous grey colour and the constant cold anaesthetised our senses.As we continued to explore, the constant presence of concrete, metal gratings, wire, and reinforced glass affected our real and imagined corporeal potentialities. Bodies are powerless against these materials, such that, in these buildings, you can only go where you are allowed to go by design, and there are no other options.Conversely, the strength of concrete also has a corporeal manifestation through a sense of increased physical security. To R, standing within the “concrete fortress” of the Barbican Estate, the object offered “security, elevation, sanctuary,” and even “power” (R-B).The heights of the Barbican’s towers (123 metres) and Trellick Tower (93 metres) were physically overwhelming when first encountered. We both felt that these menacing, jagged towers dominated our bodies.Excerpt from R’s journal (Trellick Tower)Gaining access to the apartment, we begin to explore from room to room. As we proceed through to the main living area we spot the balcony and I am suddenly aware that, in a short space of time, I had abandoned the knowledge that some 26 floors lay below me. My balance is again shaken and I dig my heels into the laminate flooring, as if to achieve some imaginary extra purchase.What are the consequences of extreme height on the body? Certainly, there is the possibility of a lethal fall and those with vertigo or who fear heights would feel uncomfortable. We discovered that height also affects physical instantiation in many other ways, both empowering and destabilising.Distance from ground-level bustle contributed to a profound silence and sense of calm. Areas of intermediate height, such as elevated communal walkways, enhanced our sensory abilities by granting the advantage of observation from above.Extreme heights, however, limited our ability to sense the outside world, placing objects beyond our range of visual focus, and setting up a “bizarre segregation” (R-T) between our physical presence and that of the rest of the world. Height also limited potentialities of movement: no longer self-sufficient, we depended on a working lift to regain access to the ground and the rest of the city. In the lift itself, our bodies passively endured a cycle of opposing forces as we plummeted up or down numerous storeys in mere seconds.At both locations, N noticed how extreme height altered her relative body size: for example, “London looks really small. I have become huge compared to the tiny city” (N-B). As such, the building’s lift could be likened to a cake or potion from Lewis Carroll’s Alice in Wonderland. This illustrates how the heuristics that we use to discern visual perspective and object size, which are determined by the environment in which we live (Segall et al.), can be undermined by the unusual scales and distances found in Brutalist structures.Excerpt from N’s journal (Barbican Estate)Warning: These buildings give you AFTER-EFFECTS. On the way home, the size of other buildings seems tiny, perspectives feel strange; all the scales seem to have been re-scaled. I had to become re-used to the sensation of travelling on public trains, after travelling in the tower lifts.We both experienced perceptual after-effects from the disproportional perspectives of Brutalist spaces. Brutalist structures thus have the power to affect physical sensations even when the body is no longer in direct interaction with them!“Challenge to Privacy:” Intersubjective Ideals in Brutalist DesignAs embodied beings, our corporeal manifestations are the primary transducers of our interactions with other people, who in turn contribute to our own body schema construction (Joas). Architects of Brutalist habitats aimed to create residential utopias, but we found that the impact of their designs on intersubjective corporeality were often incoherent and contradictory. Brutalist structures positioned us at two extremes in relation to the bodies of others, forcing either an uncomfortable intersection of personal space or, conversely, excessive separation.The confined spaces of the lifts, and ubiquitous narrow, low-ceilinged corridors produced uncomfortable overlaps in the personal space of the individuals present. We were fascinated by the design of the flat in Trellick Tower, where the large kitchen window opened out directly onto the narrow 27th-floor corridor, as described in N’s journal. This enforced a physical “challenge to privacy” (R-T), although the original aim may have been to promote a sense of community in the “streets in the sky” (Moran 615). The inter-slotting of hundreds of flats in Trellick Tower led to “a multitude of different cooking aromas from neighbouring flats” (R-T) and hence a direct sensing of the closeness of other people’s corporeal activities, such as eating.By contrast, enormous heights and scales constantly placed other people out of sight, out of hearing, and out of reach. Sharp-angled walkways and blind alleys rendered other bodies invisible even when they were near. In the Barbican Estate, huge concrete columns, behind which one could hide, instilled a sense of unease.We also considered the intersubjective interaction between the Brutalist architect-designer and the inhabitant. The elements of futuristic design—such as the “spaceship”-like pods for lift buttons in Cromwell Tower (N-B)—reconstruct the inhabitant’s physicality as alien relative to the Brutalist building, and by extension, to the city that commissioned it.ReflectionsThe strength of the autoethnographic approach is also its limitation (Chang 54); it is an individual’s subjective perspective, and as such we cannot experience or represent the full range of corporeal effects of Brutalist designs. Corporeal experience is informed by myriad factors, including age, body size, and ability or disability. Since we only visited these structures, rather than lived in them, we could have experienced heightened sensations that would become normalised through familiarity over time. Class dynamics, including previous residences and, importantly, the amount of choice that one has over where one lives, would also affect this experience. For a full perspective, further data on the everyday lived experiences of residents from a range of different backgrounds are necessary.R’s reflectionDespite researching Brutalist architecture for years, I was unprepared for the true corporeal experience of exploring these buildings. Reading back through my journals, I'm struck by an evident conflict between stylistic admiration and physical uneasiness. I feel I have gained a sympathetic perspective on the notion of residing in the structures day-to-day.Nevertheless, analysing Brutalist objects through a corporeal perspective helped to further our understanding of the experience of living within them in a way that abstract thought could never have done. Our reflections also emphasise the tension between the physical and the psychological, whereby corporeal struggle intertwines with an abstract, aesthetic admiration of the Brutalist objects.N’s reflectionIt was a wonderful experience to explore these extraordinary buildings with an inward focus on my own physical sensations and an outward focus on my body’s interaction with others. On re-reading my journals, I was surprised by the negativity that pervaded my descriptions. How does physical discomfort and alienation translate into cognitive pleasure, or delight?ConclusionBrutalist objects shape corporeality in fundamental and sometimes contradictory ways. The range of visual and somatosensory experiences is narrowed by the ubiquitous use of raw concrete and metal. Materials that damage skin combine with lethal heights to emphasise corporeal vulnerability. The body’s movements and sensations of the external world are alternately limited or extended by extreme heights and scales, which also dominate the human frame and undermine normal heuristics of perception. Simultaneously, the structures endow a sense of physical stability, security, and even power. By positioning multiple corporealities in extremes of overlap or segregation, Brutalist objects constitute a unique challenge to both physical privacy and intersubjective potentiality.Recognising these effects on embodied being enhances our current understanding of the impact of Brutalist residences on corporeal sensation. This can inform the future design of residential estates. Our autoethnographic findings are also in line with the suggestion that Brutalist structures can be “appreciated as challenging, enlivening environments” exactly because they demand “physical and perceptual exertion” (Sroat). Instead of being demolished, Brutalist objects that are no longer considered appropriate as residences could be repurposed for creative, cultural, or academic use, where their challenging corporeal effects could contribute to a stimulating or even thrilling environment.ReferencesAllen, Edward, and Joseph Iano. Fundamentals of Building Construction: Materials and Methods. 6th ed. 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London: Macmillan, 1865.Carroll, Rory. “How Did This Become the Height of Fashion?” The Guardian, 11 Mar. 1999. 16 Feb. 2016 <http://www.theguardian.com/theguardian/1999/mar/11/features11.g28>.Carter, Claire. “London Tower Blocks Given Listed Building Status.”Daily Telegraph, 10 Jul. 2013. 16 Feb. 2016<http://www.telegraph.co.uk/finance/property/10170663/London-tower-blocks-given-listed-building-status.html>.Chang, Heewon. Autoethnography as Method. Walnut Creek, CA: Left Coast, 2008.Clement, Alexander. Brutalism: Post-War British Architecture. Marlborough: Crowood Press, 2012.Cooper, Niall, Joe Fleming, Peter Marcus, Elsie Michie, Craig Russell, and Brigitte Soltau. “Lessons from Hulme.” Reports, Joseph Rowntree Foundation, 1 Sep. 1994. 16 Feb. 2016 <https://www.jrf.org.uk/report/lessons-hulme>.Dalrymple, Theodore. “The Architect as Totalitarian: Le Corbusier’s Baleful Influence.” Oh to Be in England. 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BB4, Bristol. 19 Jun. 2003.Joas, Hans. “The Intersubjective Constitution of the Body-Image.” Human Studies 6.1 (1983): 197-204.Johnson, Sophia A. “‘Getting Personal’: Contemplating Changes in Intersubjectivity, Methodology and Ethnography.” M/C Journal 18.5 (2015).Manan, Mohd. S.A., and Chris L. Smith. “Beyond Building: Architecture through the Human Body.” Alam Cipta: International Journal on Sustainable Tropical Design Research and Practice 5.1 (2012): 35-42.Meades, Jonathan. “The Incredible Hulks: Jonathan Meades’ A-Z of Brutalism.” The Guardian, 13 Feb. 2014. 16 Feb. 2016 <http://www.theguardian.com/artanddesign/2014/feb/13/jonathan-meades-brutalism-a-z>.Moran, Joe. “Housing, Memory and Everyday Life in Contemporary Britain.” Cultural Studies 18.4 (2004): 607-27.Newman, Oscar. Creating Defensible Space. U.S. Department of Housing and Urban Development (HUD), 1996.Niesewand, Nonie. “Architecture: What Zaha Hadid Next.” The Independent, 1 Oct. 1998. 16Feb. 2016 <http://www.independent.co.uk/arts-entertainment/architecture-what-zaha-hadid-next-1175631.html>.Power, Anne. Hovels to Highrise: State Housing in Europe Since 1850. Taylor & Francis, 2005.Segall, Marshall H., Donald T. Campbell, and Melville J. Herskovits. “Cultural Differences in the Perception of Geometric Illusions.” Science 139.3556 (1963): 769-71.Singh, Anita. “Lord Rogers Would Live on This Estate? Let Him Be Our Guest.” The Telegraph, 20 Jun. 2015. 16 Feb. 2016 <http://www.telegraph.co.uk/culture/art/architecture/11687078/Lord-Rogers-would-live-on-this-estate-Let-him-be-our-guest.html>.Smithson, Alison, and Peter Smithson. “But Today We Collect Ads.” Reprinted in L’Architecture Aujourd’hui Jan./Feb (2003): 44.Smithson, Alison, and Peter Smithson. “Conversation with Jane Drew and Maxwell Fry.” Zodiac 4 (1959): 73-81.Sroat, Helen. “Brutalism: An Architecture of Exhilaration.” Presentation at the Paul Rudolph Symposium. University of Massachusetts Dartmouth, MA, 13 Apr. 2005. Stadler, Laurent. “‘New Brutalism’, ‘Topology’ and ‘Image:’ Some Remarks on the Architectural Debates in England around 1950.” The Journal of Architecture 13.3 (2008): 263-81.The Great British Housing Disaster. Dir. Adam Curtis. BBC Documentaries. BBC, London. 4 Sep. 1984.The Pruitt-Igoe Myth. Dir. Chad Friedrichs. First Run Features, 2012.
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Avram, Horea. "The Convergence Effect: Real and Virtual Encounters in Augmented Reality Art". M/C Journal 16, nr 6 (7.11.2013). http://dx.doi.org/10.5204/mcj.735.

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