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1

Mogetta, Marcello. "The early development of concrete in the domestic architecture of pre-Roman Pompeii". Journal of Roman Archaeology 29 (2016): 43–72. http://dx.doi.org/10.1017/s1047759400072044.

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Because of its exceptional state of preservation, Pompeii has traditionally been viewed as an ideal site at which to study the early development of Roman architecture. Scholars have looked to the Pompeian evidence in order to provide parallels for periods and classes of buildings that in Rome are less well documented archaeologically. The focus of recent debate has been on the Mid- to Late Republican transition, with an emphasis on building types whose introduction at Pompeii would demonstrate a direct cultural link with practice at Rome. The prevailing view is that both the town-planning and the architecture of Pompeii in the 3rd-2nd c. B.C. were strongly influenced by Roman models or prototypes. Similarly, there has been a tendency to refer to the Pompeian materials as the missing link for the high dating of early Roman concrete architecture in Rome, which would have been introduced around the same period. In a recent review of the evidence from Rome, I have argued for a later chronology, which, inevitably, prompts a reconsideration of the development and cultural significance of concrete construction at Pompeii.
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Mogetta, Marcello. "A New Date for Concrete in Rome". Journal of Roman Studies 105 (24 de abril de 2015): 1–40. http://dx.doi.org/10.1017/s007543581500043x.

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AbstractConcrete is regarded as a quintessentially Roman achievement. The spread of the technology is usually dated to the fourth or third centuriesb.c., and interpreted as a symptom of Rome's early expansion in Italy. In this paper I offer a reappraisal of the available evidence for early concrete construction in Rome. On the basis of stratigraphic evidence, I conclude that a later date should be assigned to most of the remains. I situate the origins of the technological innovation within the radical change in architectural styles that unfolded in the middle of the second centuryb.c., affecting both domestic architecture and public building. The new chronology has an impact on current models of cultural diffusion in Roman Italy, linking the development of Late Republican architecture with the broader debate on the cultural implications of the Roman conquest.
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Careri, Francesco. "The space of hospitality. Activism, art, architecture and urbanism in Rome". Quaderns de l'Institut Català d'Antropologia 39, n.º 1 (24 de outubro de 2023): 133–48. http://dx.doi.org/10.56247/qua.404.

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The article approaches the theme of the concrete utopias produced by hospitality from the point of view of architecture and the city, identifying political, artistic and academic experiences that are constructing that space already highlighted by linguists, philosophers and anthropologists: hospitality as a threshold capable of transforming the foreigner into a guest. In architectural space, that threshold is a theatrical machine capable of reversing roles, of constructing that limbo that suspends and makes property boundaries opaque, that allows ambiguities and ambivalence, that confuses opposing figures such as certain and uncertain, nomadic and sedentary, domestic and institutional. In urban space, the threshold is extended, becomes visible and public thanks to political and artistic experiences that have created places capable of giving guests the power to host in turn. In Rome, the housing struggle movements have produced intercultural condominiums as viable alternatives to the institutional welcome systems and to the housing emergency; artistic and academic researchers have identified urban strategies and policies producing imagery and projects for a hospitable city. Finally a project, Porto Fluviale RecHouse, drawn up jointly by the administration and the housing struggle movement, and currently being implemented - proposes a model of urban intervention based on hospitality.
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Tozer, Luke. "The Japanese House". Architectural Research Quarterly 21, n.º 3 (setembro de 2017): 203–7. http://dx.doi.org/10.1017/s135913551700032x.

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Western fascination with Japan and Japanese design is long established. The popularity of the recent exhibition The Japanese House: Architecture and Life After 1945 at London's Barbican illustrates that this fascination remains. This ‘blockbuster’ review of postwar domestic Japanese Architecture, supported by The Japan Foundation and previously hosted at MAXXI, National Museum of 21st Century Arts, Rome, responds to an enormous challenge: to try to account for the range and diversity of architectural approaches to domestic design within the broader contexts of traditional Japanese architecture and national life after 1945.The seven decades covered in the exhibition span postwar reconstruction, rapid economic expansion, bubble-era boom and bust, and deflationary stagnation, brought up to the present day. Material is organised ‘genealogically’ rather than chronologically, drawing together certain threads and traditions. It makes connections across time periods to suggest how the design of the Japanese house has dealt with sociological changes over this period, from the fracturing of the nuclear family and an increase in single-person households to an ageing population.
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Rajagopalan, Mrinalini. "Cosmopolitan Crossings:". Journal of the Society of Architectural Historians 77, n.º 2 (1 de junho de 2018): 168–85. http://dx.doi.org/10.1525/jsah.2018.77.2.168.

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Between 1805 and 1836, the wealthy dowager ruler Begum Samrū built two large mansions and a Catholic church in North India. In both the makeup of her court and the character of her architecture, the begum's choices reflected her cosmopolitanism. The bishop of her church was from Rome, her closest political allies were English, and her main advisers were Indian. Her architecture, similarly, combined neoclassical façades and Italianate porticoes with Islamic detailing such as muqarnas and Mughal pietra dura; Indian elements such as hammams (bathhouses) sat alongside European-style salons. In Cosmopolitan Crossings: The Architecture of Begum Samrū, Mrinalini Rajagopalan analyzes the begum's architecture as a form of strategic cosmopolitanism—a kind of sociopolitical cunning that allowed Begum Samrū to reimagine the dichotomies between masculine and feminine spaces, domestic and political realms, and European and Indian decor while combining local religiosity with global networks of piety. Indeed, architecture was a key mechanism through which the begum consolidated power in the fraught political climate of nineteenth-century India.
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Vovk, V., e L. Misinkevych. "Legal regulation of building in Ancient Rome in the coordinates of the value and meaning universe of quirite". Uzhhorod National University Herald. Series: Law, n.º 67 (16 de janeiro de 2022): 15–20. http://dx.doi.org/10.24144/2307-3322.2021.67.2.

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The article reveals little-studied issues of the organic relationship between the worldview of the ancient Romans and the legal regulation of construction in Rome. Based on the philosophical, legal, cultural, historical intelligence of domestic and foreign scholars, the author offers his own vision of the problems of legal regulation of construction in ancient Rome and its legal regulation. The article focuses on the fact of the city as a cultural phenomenon that shapes its own inner world, its value-hierarchical system, has an original landscape and relevant features, which leads to the emergence of Roman law as city law. It turns out that the city of Rome was a specific object, which is characterized by metaphysical and spiritual projections, within which there was a specific system of legal regulation. The author concludes that the queer had their own, original idea of space (different from the idea of space of the ancient Greeks), which had a specific material embodiment in architecture - closed and cramped living spaces and spacious and tall buildings for the public use and religious buildings. The peculiarity of the legal regulation of construction in ancient Rome was that it was initially limited to servitude law (regulation of the connection between land and plots and buildings built on them), and later legislative initiatives were preventive in nature, as they were aimed at preventing fires. In addition, the authors point out that the legal regulation of construction in ancient Rome was an organic combination of customary practice and conscious legislation of authorized persons. The article convincingly proves that Rome-city and everything that happens in it is a historically fixed state, and therefore its study is associated with the introduction of the subjectivity of the author, despite the academic rational narrowing of historical and legal phenomena that are studied and evaluated.
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7

Moles, Anna. "4 The past 15 years of archaeological work on Roman and Byzantine Crete". Archaeological Reports 69 (novembro de 2023): 85–106. http://dx.doi.org/10.1017/s0570608423000042.

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This article aims to overview the last 15 years of archaeological work on Crete (2007–2022) for the Roman and Byzantine periods. It is a resource that can provide the first step in the research process for those looking to investigate these time periods in Crete. It not only communicates recent discoveries and research, but also directs scholars to earlier key publications – which this article follows on from – and to an extensive bibliography of recently published research. After covering the main publications of the last 15 years and the workshops, congresses, and conferences that have taken place, it organizes the recent archaeological discoveries by site type. It begins by covering surveys of both the landscape and those conducted underwater that have been extensive across and around Crete. It then covers public buildings and infrastructure, domestic architecture, production and craft, and cemeteries. While it is not a complete listing of all finds, it summarizes the key discoveries, publications, and events in order to demonstrate the major developments for study of these time periods in Crete.
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Cesaris, Alessandra De, e Domizia Mandolesi. "Modular, Sustainable and Customized: Projects for the Contemporary Dwelling". Open House International 38, n.º 3 (1 de setembro de 2013): 39–47. http://dx.doi.org/10.1108/ohi-03-2013-b0006.

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The home is the place where the intimacy of living is manifested and where relationships with the outside world are formed. The truest sense of domestic space is expressed in the opposition between the interior dimension and collective aspirations. A society's needs and aspirations are reflected in the transformations of the dwelling, the city's basic unit and constituent element. The history of the dwelling can be read as the history of the relationship between the desire for the self-representation of an interior world and the desire for identification and recognition within a community. These considerations lie at the heart the research conducted by HousingLab - DiAP - Sapienza of Rome with the goal of developing low-cost residential projects that can be customized and tailored to individual needs. To meet the demands of a large and heterogeneous public, these projects must refer to industrial processes for the manufacturing of mass-produced goods. But how is it possible to reconcile industrialization and mass production with the need for individual expression or with the desire to freely give form to a home, modify it, and define its character according to individual tastes and its physical context? The goal is to create a catalogue of a system of a limited number of easy-to-assemble, standardized and prefabricated components that can generate controlled, but extremely varied and flexible, configurations of domestic space in order to accommodate different needs in relationship to individual taste and different locations. This article will present a series of projects designed by HousingLab - DiAP - Sapienza of Rome highlighting the relationship between architectural quality, energy use, environmental and economic sustainability, and innovation.
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9

Tybout, Rolf A. "Roman wall-painting and social significance". Journal of Roman Archaeology 14 (2001): 33–56. http://dx.doi.org/10.1017/s1047759400019814.

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During the last two decades a spate of publications forcefully brought to our attention the importance of the Roman house in the socio-political life of the élite in the late Republic and early Imperial period, both in Rome and in “provincial” towns like Pompeii, the metropolitan center of power setting the patterns for the lifestyle of local grandees. The focus is on the rôle of architecture in shaping the spatial, and thereby social, articulation of the domus. Literary sources concerning Roman domestic life and known for a long time are scrutinized for the light they might shed on the archaeological evidence, especially on the functions of rooms and other parts of the house. Roman wall-painting also attracts fresh attention in this context. The main focus in recent studies is on its synchronic formal variety, allowing painters, or perhaps rather their commissioners, to underline and at the same time refine the hierarchical organisation of space inherent in the architectural design.
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Ahmad, Abdullah, Pipit Mutiara Putri, Winanda Alifah, Indra Gunawan e Solikhun . "ANALISIS JARINGAN SYARAF TIRUAN METODE BACKPROPOGATION DALAM MEMPREDIKSI KETERSEDIAAN KOMODITAS BERAS BERDASARKAN PROVINSI DI INDONESIA". Jurnal RESISTOR (Rekayasa Sistem Komputer) 2, n.º 1 (21 de abril de 2019): 48–60. http://dx.doi.org/10.31598/jurnalresistor.v2i1.348.

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Food is a major human need that must be completed at any time. This right is one of human rights, stated in article 27 of the 1945 Constitution and in the Rome Declaration (1996). These considerations underlie the issuance of Law No. 7/1996 concerning Food. With these considerations, the Government always considers increasing food security related to increasing domestic production. This research is expected to contribute to the government in order to predict the contribution of rice by province in Indonesia. The data used is data from the National Statistics Agency through the website www.bps.go.id. The data is data on rice / rice production based on provinces in Indonesia in the period of 2010 to 2015. The algorithm used in this study is Artificial Neural Networks with the Backpropagation method. The input (input) variables used are data for 2010 (X1), data for 2011 (X2), data for 2012 (X3), data for 2013 (X4), data for 2014 (X5) and data for 2015 as targets with models training and testing architecture of 4 architectures namely 4-4-1, 4-8-1, 4-16-1, 4-32-1. The resulting output is the best pattern of ANN architecture. The best architectural model is 4-4-1 with 218 days, MSE 0.012728078 and an accuracy rate of 97%. From this model obtained from estimates obtained from provinces in Indonesia.
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11

Ahmad, Abdullah, Pipit Mutiara Putri, Winanda Alifah e Solikhun Solikhun. "ANALISIS JARINGAN SYARAF TIRUAN METODE BACKPROPOGATION DALAM MEMPREDIKSI KETERSEDIAAN KOMODITAS BERAS BERDASARKAN PROVINSI DI INDONESIA". Jurnal RESISTOR (Rekayasa Sistem Komputer) 2, n.º 2 (28 de outubro de 2019): 105–18. http://dx.doi.org/10.31598/jurnalresistor.v2i2.358.

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Food is a major human need that must be completed at any time. This right is one of human rights, stated in article 27 of the 1945 Constitution and in the Rome Declaration (1996). These considerations underlie the issuance of Law No. 7/1996 concerning Food. With these considerations, the Government always considers increasing food security related to increasing domestic production. This research is expected to contribute to the government in order to predict the contribution of rice by province in Indonesia. The data used is data from the National Statistics Agency through the website www.bps.go.id. The data is data on rice / rice production based on provinces in Indonesia in the period of 2010 to 2015. The algorithm used in this study is Artificial Neural Networks with the Backpropagation method. The input (input) variables used are data for 2010 (X1), data for 2011 (X2), data for 2012 (X3), data for 2013 (X4), data for 2014 (X5) and data for 2015 as targets with models training and testing architecture of 4 architectures namely 4-4-1, 4-8-1, 4-16-1, 4-32-1. The resulting output is the best pattern of ANN architecture. The best architectural model is 4-4-1 with 218 days, MSE 0.012728078 and an accuracy rate of 97%. From this model obtained from estimates obtained from provinces in Indonesia.
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12

Mancini, Francesco, e Benedetto Nastasi. "Energy Retrofitting Effects on the Energy Flexibility of Dwellings". Energies 12, n.º 14 (19 de julho de 2019): 2788. http://dx.doi.org/10.3390/en12142788.

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Electrification of the built environment is foreseen as a main driver for energy transition for more effective, electric renewable capacity firming. Direct and on-time use of electricity is the best way to integrate them, but the current energy demand of residential building stock is often mainly fuel-based. Switching from fuel to electric-driven heating systems could play a key role. Yet, it implies modifications in the building stock due to the change in the temperature of the supplied heat by new heat pumps compared to existing boilers and in power demand to the electricity meter. Conventional energy retrofitting scenarios are usually evaluated in terms of cost-effective energy saving, while the effects on the electrification and flexibility are neglected. In this paper, the improvement of the building envelope and the installations of electric-driven space heating and domestic hot water production systems is analyzed for 419 dwellings. The dwellings database was built by means of a survey among the students attending the Faculty of Architecture at Sapienza University of Rome. A set of key performance indicators were selected for energy and environmental performance. The changes in the energy flexibility led to the viable participation of all the dwellings to a demand response programme.
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Hales, Shelley. "Art and archaeology". Greece and Rome 70, n.º 2 (12 de setembro de 2023): 343–51. http://dx.doi.org/10.1017/s001738352300013x.

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The most significant book of this review is Richard Beacham and Hugh Denard's Living Theatre in the Ancient Roman House, a volume in which the authors’ previous accomplishments, expertise in theatre and leading roles at Kings Visualisation Laboratory (which is reflected in the use of digital visualizations throughout the volume, both to recreate architectural spaces and to test the viability of painted architecture), is brought to bear on domestic space. The subject, epic length, and format of the book immediately evoke the memory of Cambridge University Press's last major publication on wall painting, Eleanor Leach's 2004 The Social Life of Painting in Ancient Rome and on the Bay of Naples and the comparison shows up very sharply the development of attitudes towards both wall painting and its theatrical referents in the last twenty years. In Leach's book, much was made of the theatrical influence on Pompeian interiors, particularly in the architectural Second Style and the Fourth Style. Leach relied on the theatre in order to search for signs of actual theatrical influence on frescoes painted in these styles, for example discussing whether their scenographic ‘sets’ were based on permanent or temporary theatres, and then to tie the way the two styles presented theatrical performance to the political circumstances of the times in which they flourished. Leach saw Second Style as a reflection of the active competition of elites during the late republic whilst Fourth Style was symptomatic of the tyranny of the Neronian age, in which these same elites were now largely reduced to passive spectators of the emperor's performance.
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Pylypchuk, Oleh, Oleh Strelko e Yuliia Berdnychenko. "PREFACE". History of science and technology 13, n.º 2 (23 de dezembro de 2023): 240–42. http://dx.doi.org/10.32703/2415-7422-2023-13-2-240-242.

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We are delighted to welcome you to the new issue of the journal on the history of science and technology! This issue is unique as it explores diverse aspects of the development of science and technology in various countries and historical periods. We invite you on an exciting journey through the pages of this issue, where you will find works by distinguished scientists such as Maryna Gutnyk, Florian Nürnberger, Tetiana Karmadonova, Natalya Pasichnyk, Renat Rizhniak, Нanna Deforzh, Liudmyla Zhuravlova, and many others. Their research covers various facets of history and technology. The collaborative work by Maryna Gutnyk and Florian Nürnberger presents a comprehensive exploration of the evolution of the Fe-C diagram, tracing its historical development through the lenses of various scientific contributions over time. Their analysis underscores the rich history behind this diagram, highlighting the foundational studies dating back to the early 19th century, marking crucial milestones in understanding the carbon content in steel and its implications for industrial applications. The authors' meticulous use of comparative analysis, synthesis, and chronological examination sheds light on the gradual refinement and evolution of the Fe-C diagram. From the initial recognition of graphite as pure carbon to the establishment of phase diagrams through collaborative efforts at international congresses, the Fe-C diagram's progression intertwines with the advancements of the industrial revolution. Tetiana Karmadonova's work on the migration trends of Ukrainian researchers from 1991 to 2023 provides a comprehensive analysis of the multifaceted factors driving the migration of scientists from Ukraine to various destination countries, particularly against the backdrop of recent events in the country. The study delves into the intricate landscape of migration among Ukrainian researchers across different historical periods. Natalya Pasichnyk, Renat Rizhniak, and Нanna Deforzh's meticulous study on the publications in the "Bulletin of Experimental Physics and Elementary Mathematics" from 1886 to 1917 offers invaluable insights into the organization, proceedings, and outcomes of domestic and international congresses of mathematicians and natural scientists during that period. Their research, focused on a comprehensive and quantitative analysis of these journal publications, sheds light on the pivotal role of these gatherings in the scientific and pedagogical realms Liudmyla Zhuravlova's research on the evolution of techno-nationalism and the pivotal role of space in this phenomenon from the 1980s to the 2020s offers a compelling exploration into the intricate dynamics of technological advancements and their influence on international relations and national strategies. The article delves deeply into the theoretical comprehension of techno-nationalism, particularly examining its relationship with space policy and its relevance within the context of US-China relations. Employing an interdisciplinary approach, drawing from historical, economic, political sciences, and international relations theory, the research unravels the dichotomous evolution of techno-nationalism juxtaposed against techno-globalism. Zhuravlova's work accentuates the ongoing power struggle between the US and China within the space industry, amplifying the techno-nationalist dimensions within innovation systems. Artemii Bernatskyi and Mykola Sokolovskyi's research presents a comprehensive review of the evolution of additive manufacturing (AM) processes within the realm of metallurgy, spanning from the foundational theories of layer-by-layer manufacturing to the contemporary landscape of AM technologies. This work illuminates the rapid advancements within the AM sector, capturing the profound interest of the scientific community. It underscores the dual significance of AM technologies - not only as an alternative manufacturing method for existing structures but also as a gateway to crafting new, intricately complex structures unattainable through traditional methodologies. Through meticulous analysis and classification of prior studies focusing on technological advancements and implementations, the research establishes a structured approach towards comprehensively mapping the development of additive manufacturing technologies in various trajectories. As a result, the research proposes a systematic approach to formulate a comprehensive scheme for AM technology development, thereby offering a framework that navigates the intricate landscape of technological advancements in various directions. Mykhailo Klymenko's meticulous study offers a comprehensive evaluation of Professor Tomasz Nikodem Ścibor-Rylski's pioneering contributions to the development of agricultural machinery testing during the latter half of the 19th century. This research sheds new light on Rylski's scientific endeavors and their significant impact on the evolution of agricultural equipment testing. Employing principles of historicism, scientific rigor, and objectivity, Klymenko utilizes historical-scientific methodologies, archival analysis, and generalization to present a nuanced understanding of Rylski's work. For the first time, archival documents are introduced, unveiling insights into the scientist's activities in advancing the field of agricultural machinery testing. Mohamad Khairul Anuar Mohd Rosli, Ahmad Kamal Ariffin Mohd Rus, and Suffian Mansor's insightful study delves into the overlooked yet pivotal role of electricity, specifically facilitated by the Perak River Hydro-Electric Power Company (PRHEPC), in the tin-mining industry within Kinta Valley during the period of 1927 to 1940. The research illuminates the historical emergence of electricity as a dominant power source in the tin-mining industry of Colonial Malaya, a topic that has received minimal attention in Malaysian historiography. Sana Simou, Khadija Baba, and Abderrahman Nounah's research represents a profound call to action amidst the urgent need to safeguard Morocco's cultural heritage, notably exemplified by the Marinid Madrasa within the Chellah archaeological site in Rabat. This research intricately weaves advanced technologies with a profound appreciation for the historical, social, and cultural significance of these sites. It charts a course that not only conserves architectural brilliance but also honors the profound stories encapsulated across epochs. Ultimately, it emerges as a blueprint for harmonizing the past with the present, ensuring the preservation of cultural heritage while embracing the imperatives of progress. In his article, Oleh Strelko shows that the history of bridge construction is an important part of historical knowledge. Developments in bridge construction technology reflect not only engineering advances, but also social, economic and cultural aspects of society. Engineers and scientists faced unique challenges when designing and building bridges depending on the technological level of the era, available materials and the needs of society. This process may reflect technological progress, changes in transportation needs, and cultural and social changes. The purpose of this article is to briefly review key moments and stages in the history of metal bridge construction using welding technology in the 20th century. We invite you on this exciting journey with our authors exploring the history of science, technology, and cultural heritage. May this issue broaden your knowledge and inspire new research endeavors!
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Rostetska, Svitlana, e Svetlana Naumkina. "PARADIGMS OF EUROPEAN INTEGRATION PROCESSES IN THE EU, VISEGRÁD GROUP, AND UKRAINE". Baltic Journal of Economic Studies 5, n.º 3 (1 de agosto de 2019): 184. http://dx.doi.org/10.30525/2256-0742/2019-5-3-184-192.

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The scientific interest of the development of the theory and practice of cooperation of Central European countries of the Visegrád Group in the context of modern European integration processes is important for developing and implementing the strategy of foreign and domestic policy in European countries and Ukraine at the modern stage. At the beginning of the XXI century, under the changes in the geopolitical situation on the European continent, the countries of Central Europe (full members of the European Union) build a new operating system of international relations and accordingly continue to delegate some of their powers to suprastate institutions of the EU. The purpose of this scientific study is to determine paradigmatic aspects of European integration processes, modern threats arising in the EU, prospects for the interaction of EU countries, and to form a new format of cooperation of Ukraine and countries of the Visegrád Group. The aim of the creation of the alliance of the Visegrád Group (1991) was the desire to contribute to the construction of European security architecture and economic cooperation through the effective cooperation within European institutions. The whole activity of the Visegrád Group is aimed at strengthening stability in the Central European region. Risks in the economic sphere and strengthening of Euroscepticism are considered traditional for the EU functioning. In view of signing the Rome Declaration in 2017, the EU threats and challenges for the short-term (2018–2020) include: hybrid consequences of the aggression of the Russian Federation in Ukraine, European migrant crisis, a series of terrorist acts in European cities, unpredictable policy of the newly elected US president D. Trump in relation to the European security system, strengthening the position of far-left and far-right political forces in European states, Brexit and its consequences, in particular, risk of domino effect in other member countries of the Union. Therefore, we consider it appropriate to carry out system analysis of key relevant challenges and threats to the EU for 2018–2020 and to consider interconditionality and interdependence of problems that may affect the EU future. Given the defined trends, development and economic stability of each state are strategically important, however, special attention in this context should be paid to the analysis of the development of large countries of the European Union, such as Poland, Czech Republic, Slovakia, and Hungary. V4 countries are characterized by sustainable economic growth. If to analyse the Visegrád Four as a single national state, then the Visegrád Group is the fifth largest economy in Europe and the 12th in the world. The authors consider it too simplistic to define the essence of the Visegrád alliance only as a consolidation of the efforts of Central European countries for the sake of “returning to Europe” through Euro-Atlantic integration. In the modern dimension of events, the interaction format V4 + Ukraine is much more complex and more promising than it appears. Since joining NATO and the European Union in 1999 and 2004 by the Visegrád Group (i.e. Central European countries) geopolitically changes the status of the Central European Region, transforms bilateral and multilateral relations of Central European countries – full members of the EU with Ukraine. Moreover, this changes the system of relations within the Visegrád Four, as well as with other member states of the European Union.
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Cressier, Patrice. "Castillos y fortalezas de Al-Andalus: observaciones historiográficas y preguntas pendientes". Vínculos de Historia Revista del Departamento de Historia de la Universidad de Castilla-La Mancha, n.º 11 (22 de junho de 2022): 116–40. http://dx.doi.org/10.18239/vdh_2022.11.05.

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Aunque la arqueología de Al-Andalus no se constituyó como disciplina propia hasta hace unos cuarenta años, el interés hacia las fortalezas llamadas por entonces “hispano-musulmanas” se manifestó mucho antes, centrado esencialmente en los aspectos arquitectónicos y de poliorcética. Más recientemente, la aproximación al proceso de la fortificación medieval se ha ido diversificando. No son pocos los trabajos que buscan en él unas respuestas a preguntas más ambiciosas, relativas a la organización de la sociedad campesina, a las estructuras de poblamiento y a la ordenación del territorio, o a las formas adoptadas por el control estatal.Después de unas breves observaciones introductorias sobre el cambio metodológico experimentado a finales de los años 1970, el artículo hace hincapié en la polisemia de los términos árabes referidos a la arquitectura defensiva. A continuación, se centra en las polémicas surgidas a propósito de uno de estos términos, el ḥiṣn (en el ámbito rural) y en las hipótesis avanzadas al respecto. Finalmente, plantea la cuestión de la existencia en al-Andalus de graneros colectivos fortificados y de ribāṭ-s, estructuras mejor documentadas en África del Norte. Palabras claves: fortificación, estructura social islámica, ordenación del espacioTopónimos: al-AndalusPeriodo: siglos VIII-XV ABSTRACTUntil about forty years ago, the archeology of al-Andalus was not regarded as a discipline in itself. However, interest in the so-called “Moorish” fortresses had been expressed much earlier, focused primarily on architectural and polyorcetic aspects. More recently, the approach to the process of medieval fortification has become more diverse: today many scholars seek within it answers to more ambitious questions, related to the organization of peasant society, settlement structures, land-use planning, or formulae of state control.After some preliminary remarks on the methodological change that occurred in the late 1970s, this paper emphasizes the polysemy of Arabic terms referring to defensive architecture. It then focuses on the debates that arose with regard to one of these terms, the ḥiṣn (in rural areas), and on the hypotheses proposed in this respect. Finally, the paper raises the question of the existence in al-Andalus of ribāṭ-s and fortified collective granaries, structures long considered to be specific to North Africa. Keywords: fortification, Islamic social structure, spatial planningPlace names: al-AndalusPeriod: 8th-15th centuries REFERENCIASAcién Almansa, M. 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(1953), “La torre de Gabia”, Al-Andalus, XVIII (1), pp. 187-198,— (1954), “La arquitectura militar hispanomusulmana. Cercos de ciudades y de castillos”, África, 151, pp. 327-329.— (1981-1983), Obra dispersa. I. Al-Andalus. Crónica de la España musulmana, Madrid, Instituto de España (8 vols.).Torró, J. (1998), “Fortificaciones en Ŷibal Balansiya. Una propuesta de secuencia”, en A. Malpica Cuello (ed.), Castillos y territorio en al-Andalus, Granada, Athos-Pérgamos, pp. 385-418.Torró, J. y Segura, J. M. (2000), “El Castell d’Almizra y la cuestión de los graneros fortificados”, Recerques del Museu d’Alcoi, 9, pp. 145-164.Varela Gomes, R. y Varela Gomes, M. (2004), O Rîbat da Arrifana (Aljezur, Algarve), Aljezur, Município de Aljezur (separata de la Revista Portuguesa de Arqueologia, VII).— (2007), Ribât da Arrifana. Culura material e espiritualidade, Aljezur, Município de Aljezur-Associação da Defesa do Património Histórico e Arqueológico de Aljezur.Vidal Castro, F. (2004), “Terminología castral árabe en la frontera de Jaén y Granada”, en F. Toro Ceballos y J. Rodríguez Molina (eds.), V Estudios de frontera. Funciones de la red castral de frontera: homenaje a don Juan Torres Fontes. Congreso celebrado en noviembre de 2003, Jaén, pp. 785-794.
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Stoppani, Teresa. "The Vague, the Viral, the Parasitic: Piranesi’s Metropolis". FOOTPRINT, 2009. http://dx.doi.org/10.59490/footprint.2.713.

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In mid-18th century Giovanni Battista Piranesi’s etchings systematically document the old and new monuments, decrepit buildings and broken down infrastructures of a Rome that continues to inhabit and reinvent its past. His views of Rome offer a devastating account of the blurring of distinctions and articulations that time, use and neglect have imposed on the old differentiations of the urban and the rural, the public and the private, the monumental and the domestic in the 18th century city. Rome becomes for Piranesi the laboratory for a questioning of architecture that places his work well beyond the debate on style and on the origin that dominated the architectural discourse of his time. This paper suggests that Piranesi’s images anticipate the dispersion and sprawl of the city of today, in which the ‘vague’, the ‘viral’ and the ‘parasitic’ become modes of inhabitation and of transient negotiated definition.In the Antichità di Roma, ancient buildings are represented not only in their large scale and magnificence, but also in their decay and reversal to a state of naturalness. These works, together with the acute observations of the Vedute di Roma, provide the materials that are then dislocated, manipulated, cloned and endlessly mutated by Piranesi in the synthesis of the Campo Marzio dell’Antica Roma, in which the historical city is almost entirely dissolved and replaced by an extraordinary congestion of fragments. When they are re-examined on the grounds of contemporary architectural and urban theory, the sites of Piranesi's views reveal anticipations of phenomena that affect the metropolis of today. Political, social and economic conditions have changed dramatically, but the questions asked of architecture in and by these sites challenge the definition of an architecture of style, forms and boundaries – in the 18th century as well as in the 21st – in favour of an architecture of change.
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18

Stoppani, Teresa. "The Vague, the Viral, the Parasitic: Piranesi’s Metropolis". FOOTPRINT, 2009. http://dx.doi.org/10.59490/footprint.3.2.713.

Texto completo da fonte
Resumo:
In mid-18th century Giovanni Battista Piranesi’s etchings systematically document the old and new monuments, decrepit buildings and broken down infrastructures of a Rome that continues to inhabit and reinvent its past. His views of Rome offer a devastating account of the blurring of distinctions and articulations that time, use and neglect have imposed on the old differentiations of the urban and the rural, the public and the private, the monumental and the domestic in the 18th century city. Rome becomes for Piranesi the laboratory for a questioning of architecture that places his work well beyond the debate on style and on the origin that dominated the architectural discourse of his time. This paper suggests that Piranesi’s images anticipate the dispersion and sprawl of the city of today, in which the ‘vague’, the ‘viral’ and the ‘parasitic’ become modes of inhabitation and of transient negotiated definition. In the Antichità di Roma, ancient buildings are represented not only in their large scale and magnificence, but also in their decay and reversal to a state of naturalness. These works, together with the acute observations of the Vedute di Roma, provide the materials that are then dislocated, manipulated, cloned and endlessly mutated by Piranesi in the synthesis of the Campo Marzio dell’Antica Roma, in which the historical city is almost entirely dissolved and replaced by an extraordinary congestion of fragments. When they are re-examined on the grounds of contemporary architectural and urban theory, the sites of Piranesi's views reveal anticipations of phenomena that affect the metropolis of today. Political, social and economic conditions have changed dramatically, but the questions asked of architecture in and by these sites challenge the definition of an architecture of style, forms and boundaries – in the 18th century as well as in the 21st – in favour of an architecture of change.
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19

Losh, Elizabeth. "Artificial Intelligence". M/C Journal 10, n.º 5 (1 de outubro de 2007). http://dx.doi.org/10.5204/mcj.2710.

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On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctioned, and witnesses complained of “technical problems” several times. By the end of the day it seemed that what was to be remembered about the hearing was the shocking revelation that terrorists were using videogames to recruit young jihadists. The Associated Press wrote a short, restrained article about the hearing that only mentioned “computer games and recruitment videos” in passing. Eager to have their version of the news item picked up, Reuters made videogames the focus of their coverage with a headline that announced, “Islamists Using US Videogames in Youth Appeal.” Like a game of telephone, as the Reuters videogame story was quickly re-run by several Internet news services, each iteration of the title seemed less true to the exact language of the original. One Internet news service changed the headline to “Islamic militants recruit using U.S. video games.” Fox News re-titled the story again to emphasise that this alert about technological manipulation was coming from recognised specialists in the anti-terrorism surveillance field: “Experts: Islamic Militants Customizing Violent Video Games.” As the story circulated, the body of the article remained largely unchanged, in which the Reuters reporter described the digital materials from Islamic extremists that were shown at the congressional hearing. During the segment that apparently most captured the attention of the wire service reporters, eerie music played as an English-speaking narrator condemned the “infidel” and declared that he had “put a jihad” on them, as aerial shots moved over 3D computer-generated images of flaming oil facilities and mosques covered with geometric designs. Suddenly, this menacing voice-over was interrupted by an explosion, as a virtual rocket was launched into a simulated military helicopter. The Reuters reporter shared this dystopian vision from cyberspace with Western audiences by quoting directly from the chilling commentary and describing a dissonant montage of images and remixed sound. “I was just a boy when the infidels came to my village in Blackhawk helicopters,” a narrator’s voice said as the screen flashed between images of street-level gunfights, explosions and helicopter assaults. Then came a recording of President George W. Bush’s September 16, 2001, statement: “This crusade, this war on terrorism, is going to take a while.” It was edited to repeat the word “crusade,” which Muslims often define as an attack on Islam by Christianity. According to the news reports, the key piece of evidence before Congress seemed to be a film by “SonicJihad” of recorded videogame play, which – according to the experts – was widely distributed online. Much of the clip takes place from the point of view of a first-person shooter, seen as if through the eyes of an armed insurgent, but the viewer also periodically sees third-person action in which the player appears as a running figure wearing a red-and-white checked keffiyeh, who dashes toward the screen with a rocket launcher balanced on his shoulder. Significantly, another of the player’s hand-held weapons is a detonator that triggers remote blasts. As jaunty music plays, helicopters, tanks, and armoured vehicles burst into smoke and flame. Finally, at the triumphant ending of the video, a green and white flag bearing a crescent is hoisted aloft into the sky to signify victory by Islamic forces. To explain the existence of this digital alternative history in which jihadists could be conquerors, the Reuters story described the deviousness of the country’s terrorist opponents, who were now apparently modifying popular videogames through their wizardry and inserting anti-American, pro-insurgency content into U.S.-made consumer technology. One of the latest video games modified by militants is the popular “Battlefield 2” from leading video game publisher, Electronic Arts Inc of Redwood City, California. Jeff Brown, a spokesman for Electronic Arts, said enthusiasts often write software modifications, known as “mods,” to video games. “Millions of people create mods on games around the world,” he said. “We have absolutely no control over them. It’s like drawing a mustache on a picture.” Although the Electronic Arts executive dismissed the activities of modders as a “mustache on a picture” that could only be considered little more than childish vandalism of their off-the-shelf corporate product, others saw a more serious form of criminality at work. Testifying experts and the legislators listening on the committee used the video to call for greater Internet surveillance efforts and electronic counter-measures. Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source. Ironically, the moment in the movie from which the sound clip is excerpted is one about intelligence gathering. As an agent of Team America, a fictional elite U.S. commando squad, the hero of the film’s all-puppet cast, Gary Johnston, is impersonating a jihadist radical inside a hostile Egyptian tavern that is modelled on the cantina scene from Star Wars. Additional laughs come from the fact that agent Johnston is accepted by the menacing terrorist cell as “Hakmed,” despite the fact that he utters a series of improbable clichés made up of incoherent stereotypes about life in the Middle East while dressed up in a disguise made up of shoe polish and a turban from a bathroom towel. The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists. It wasn’t intended for the purpose what it was portrayed to be by the media. So no I don’t regret making a funny video . . . why should I? The only thing I regret is thinking that news from Reuters was objective and always right. The least they could do is some online research before publishing this. If they label me al-Qaeda just for making this silly video, that makes you think, what is this al-Qaeda? And is everything al-Qaeda? Although Sonic Jihad dismissed his own work as “silly” or “funny,” he expected considerably more from a credible news agency like Reuters: “objective” reporting, “online research,” and fact-checking before “publishing.” Within the week, almost all of the salient details in the Reuters story were revealed to be incorrect. SonicJihad’s film was not made by terrorists or for terrorists: it was not created by “Islamic militants” for “Muslim youths.” The videogame it depicted had not been modified by a “tech-savvy militant” with advanced programming skills. Of course, what is most extraordinary about this story isn’t just that Reuters merely got its facts wrong; it is that a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play. Based on their exchanges in the public record, elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal. This environment of cultural reaction can be used to explain why policy makers’ reaction to terrorists’ use of networked communication and digital media actually tells us more about our own American ideologies about technology and rhetoric in a contemporary information environment. When the experts come forward at the Sonic Jihad hearing to “walk us through the media and some of the products,” they present digital artefacts of an information economy that mirrors many of the features of our own consumption of objects of electronic discourse, which seem dangerously easy to copy and distribute and thus also create confusion about their intended meanings, audiences, and purposes. From this one hearing we can see how the reception of many new digital genres plays out in the public sphere of legislative discourse. Web pages, videogames, and Weblogs are mentioned specifically in the transcript. The main architecture of the witnesses’ presentation to the committee is organised according to the rhetorical conventions of a PowerPoint presentation. Moreover, the arguments made by expert witnesses about the relationship of orality to literacy or of public to private communications in new media are highly relevant to how we might understand other important digital genres, such as electronic mail or text messaging. The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property. To explain embarrassing leaks of infinitely replicable digital files, witness Ron Roughead says, “We’re not even sure that they don’t even hack into the kinds of spaces that hold photographs in order to get pictures that our forces have taken.” Another witness, Undersecretary of Defense for Policy and International Affairs, Peter Rodman claims that “any video game that comes out, as soon as the code is released, they will modify it and change the game for their needs.” Thus, the implication of these witnesses’ testimony is that the release of code into the public domain can contribute to political subversion, much as covert intrusion into computer networks by stealthy hackers can. However, the witnesses from the Pentagon and from the government contractor SAIC often present a contradictory image of the supposed terrorists in the hearing transcripts. Sometimes the enemy is depicted as an organisation of technological masterminds, capable of manipulating the computer code of unwitting Americans and snatching their rightful intellectual property away; sometimes those from the opposing forces are depicted as pre-modern and even sub-literate political innocents. In contrast, the congressional representatives seem to focus on similarities when comparing the work of “terrorists” to the everyday digital practices of their constituents and even of themselves. According to the transcripts of this open hearing, legislators on both sides of the aisle express anxiety about domestic patterns of Internet reception. Even the legislators’ own Web pages are potentially disruptive electronic artefacts, particularly when the demands of digital labour interfere with their duties as lawmakers. Although the subject of the hearing is ostensibly terrorist Websites, Representative Anna Eshoo (D-California) bemoans the difficulty of maintaining her own official congressional site. As she observes, “So we are – as members, I think we’re very sensitive about what’s on our Website, and if I retained what I had on my Website three years ago, I’d be out of business. So we know that they have to be renewed. They go up, they go down, they’re rebuilt, they’re – you know, the message is targeted to the future.” In their questions, lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions. Representative Alcee Hastings (D-Florida) compares the polluting power of insurgent bloggers to that of influential online muckrakers from the American political Right. Hastings complains of “garbage on our regular mainstream news that comes from blog sites.” Representative Heather Wilson (R-New Mexico) attempts to project a media-savvy persona by bringing up the “phenomenon of blogging” in conjunction with her questions about jihadist Websites in which she notes how Internet traffic can be magnified by cooperative ventures among groups of ideologically like-minded content-providers: “These Websites, and particularly the most active ones, are they cross-linked? And do they have kind of hot links to your other favorite sites on them?” At one point Representative Wilson asks witness Rodman if he knows “of your 100 hottest sites where the Webmasters are educated? What nationality they are? Where they’re getting their money from?” In her questions, Wilson implicitly acknowledges that Web work reflects influences from pedagogical communities, economic networks of the exchange of capital, and even potentially the specific ideologies of nation-states. It is perhaps indicative of the government contractors’ anachronistic worldview that the witness is unable to answer Wilson’s question. He explains that his agency focuses on the physical location of the server or ISP rather than the social backgrounds of the individuals who might be manufacturing objectionable digital texts. The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries. The residual subtexts in the witnesses’ conjectures about competing cultures of orality and literacy may tell us something about a reactionary rhetoric around videogames and digital culture more generally. According to the experts before Congress, the Middle Eastern audience for these videogames and Websites is limited by its membership in a pre-literate society that is only capable of abortive cultural production without access to knowledge that is archived in printed codices. Sometimes the witnesses before Congress seem to be unintentionally channelling the ideas of the late literacy theorist Walter Ong about the “secondary orality” associated with talky electronic media such as television, radio, audio recording, or telephone communication. Later followers of Ong extend this concept of secondary orality to hypertext, hypermedia, e-mail, and blogs, because they similarly share features of both speech and written discourse. Although Ong’s disciples celebrate this vibrant reconnection to a mythic, communal past of what Kathleen Welch calls “electric rhetoric,” the defence industry consultants express their profound state of alarm at the potentially dangerous and subversive character of this hybrid form of communication. The concept of an “oral tradition” is first introduced by the expert witnesses in the context of modern marketing and product distribution: “The Internet is used for a variety of things – command and control,” one witness states. “One of the things that’s missed frequently is how and – how effective the adversary is at using the Internet to distribute product. They’re using that distribution network as a modern form of oral tradition, if you will.” Thus, although the Internet can be deployed for hierarchical “command and control” activities, it also functions as a highly efficient peer-to-peer distributed network for disseminating the commodity of information. Throughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order. Witness Eric Michael describes the “oral tradition” and the conventions of communal life in the Middle East to emphasise the primacy of speech in the collective discursive practices of this alien population: “I’d like to point your attention to the media types and the fact that the oral tradition is listed as most important. The other media listed support that. And the significance of the oral tradition is more than just – it’s the medium by which, once it comes off the Internet, it is transferred.” The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era. The oral tradition now also has an aspect of rumor. A[n] event takes place. There is an explosion in a city. Rumor is that the United States Air Force dropped a bomb and is doing indiscriminate killing. This ends up being discussed on the street. It ends up showing up in a Friday sermon in a mosque or in another religious institution. It then gets recycled into written materials. Media picks up the story and broadcasts it, at which point it’s now a fact. In this particular case that we were telling you about, it showed up on a network television, and their propaganda continues to go back to this false initial report on network television and continue to reiterate that it’s a fact, even though the United States government has proven that it was not a fact, even though the network has since recanted the broadcast. In this example, many-to-many discussion on the “street” is formalised into a one-to many “sermon” and then further stylised using technology in a one-to-many broadcast on “network television” in which “propaganda” that is “false” can no longer be disputed. This “oral tradition” is like digital media, because elements of discourse can be infinitely copied or “recycled,” and it is designed to “reiterate” content. In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.” The film by SonicJihad is chosen as the final clip by the witnesses before Congress, because it allegedly combines many different types of emotional appeal, and thus it conveniently ties together all of the themes that the witnesses present to the legislators about unreliable oral or rhetorical sources in the Middle East: And there you see how all these products are linked together. And you can see where the games are set to psychologically condition you to go kill coalition forces. You can see how they use humor. You can see how the entire campaign is carefully crafted to first evoke an emotion and then to evoke a response and to direct that response in the direction that they want. Jihadist digital products, especially videogames, are effective means of manipulation, the witnesses argue, because they employ multiple channels of persuasion and carefully sequenced and integrated subliminal messages. To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses. This sharp criticism of the artful use of a presentation style that is “crafted” is ironic, given that the witnesses’ “compilation” of jihadist digital material is staged in the form of a carefully structured PowerPoint presentation, one that is paced to a well-rehearsed rhythm of “slide, please” or “next slide” in the transcript. The transcript also reveals that the members of the House Intelligence Committee were not the original audience for the witnesses’ PowerPoint presentation. Rather, when it was first created by SAIC, this “expert” presentation was designed for training purposes for the troops on the ground, who would be facing the challenges of deployment in hostile terrain. According to the witnesses, having the slide show showcased before Congress was something of an afterthought. Nonetheless, Congressman Tiahrt (R-KN) is so impressed with the rhetorical mastery of the consultants that he tries to appropriate it. As Tiarht puts it, “I’d like to get a copy of that slide sometime.” From the hearing we also learn that the terrorists’ Websites are threatening precisely because they manifest a polymorphously perverse geometry of expansion. For example, one SAIC witness before the House Committee compares the replication and elaboration of digital material online to a “spiderweb.” Like Representative Eshoo’s site, he also notes that the terrorists’ sites go “up” and “down,” but the consultant is left to speculate about whether or not there is any “central coordination” to serve as an organising principle and to explain the persistence and consistency of messages despite the apparent lack of a single authorial ethos to offer a stable, humanised, point of reference. In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.” Of course, to maintain their share of the government market, the Science Applications International Corporation also employs practices of publicity and promotion through the Internet and digital media. They use HTML Web pages for these purposes, as well as PowerPoint presentations and online video. The rhetoric of the Website of SAIC emphasises their motto “From Science to Solutions.” After a short Flash film about how SAIC scientists and engineers solve “complex technical problems,” the visitor is taken to the home page of the firm that re-emphasises their central message about expertise. The maps, uniforms, and specialised tools and equipment that are depicted in these opening Web pages reinforce an ethos of professional specialisation that is able to respond to multiple threats posed by the “global war on terror.” By 26 June 2006, the incident finally was being described as a “Pentagon Snafu” by ABC News. From the opening of reporter Jake Tapper’s investigative Webcast, established government institutions were put on the spot: “So, how much does the Pentagon know about videogames? Well, when it came to a recent appearance before Congress, apparently not enough.” Indeed, the very language about “experts” that was highlighted in the earlier coverage is repeated by Tapper in mockery, with the significant exception of “independent expert” Ian Bogost of the Georgia Institute of Technology. If the Pentagon and SAIC deride the legitimacy of rhetoric as a cultural practice, Bogost occupies himself with its defence. In his recent book Persuasive Games: The Expressive Power of Videogames, Bogost draws upon the authority of the “2,500 year history of rhetoric” to argue that videogames represent a significant development in that cultural narrative. Given that Bogost and his Watercooler Games Weblog co-editor Gonzalo Frasca were actively involved in the detective work that exposed the depth of professional incompetence involved in the government’s line-up of witnesses, it is appropriate that Bogost is given the final words in the ABC exposé. As Bogost says, “We should be deeply bothered by this. We should really be questioning the kind of advice that Congress is getting.” Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see. References ABC News. “Terrorist Videogame?” Nightline Online. 21 June 2006. 22 June 2006 http://abcnews.go.com/Video/playerIndex?id=2105341>. Bogost, Ian. Persuasive Games: Videogames and Procedural Rhetoric. Cambridge, MA: MIT Press, 2007. Game Politics. “Was Congress Misled by ‘Terrorist’ Game Video? We Talk to Gamer Who Created the Footage.” 11 May 2006. http://gamepolitics.livejournal.com/285129.html#cutid1>. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. julieb. “David Morgan Is a Horrible Writer and Should Be Fired.” Online posting. 5 May 2006. Dvorak Uncensored Cage Match Forums. http://cagematch.dvorak.org/index.php/topic,130.0.html>. Mahmood. “Terrorists Don’t Recruit with Battlefield 2.” GGL Global Gaming. 16 May 2006 http://www.ggl.com/news.php?NewsId=3090>. Morgan, David. “Islamists Using U.S. Video Games in Youth Appeal.” Reuters online news service. 4 May 2006 http://today.reuters.com/news/ArticleNews.aspx?type=topNews &storyID=2006-05-04T215543Z_01_N04305973_RTRUKOC_0_US-SECURITY- VIDEOGAMES.xml&pageNumber=0&imageid=&cap=&sz=13&WTModLoc= NewsArt-C1-ArticlePage2>. Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London/New York: Methuen, 1982. Parker, Trey. Online posting. 7 May 2006. 9 May 2006 http://www.treyparker.com>. Plato. “Gorgias.” Plato: Collected Dialogues. Princeton: Princeton UP, 1961. Shrader, Katherine. “Pentagon Surfing Thousands of Jihad Sites.” Associated Press 4 May 2006. SonicJihad. “SonicJihad: A Day in the Life of a Resistance Fighter.” Online posting. 26 Dec. 2005. Planet Battlefield Forums. 9 May 2006 http://www.forumplanet.com/planetbattlefield/topic.asp?fid=13670&tid=1806909&p=1>. Tapper, Jake, and Audery Taylor. “Terrorist Video Game or Pentagon Snafu?” ABC News Nightline 21 June 2006. 30 June 2006 http://abcnews.go.com/Nightline/Technology/story?id=2105128&page=1>. U.S. Congressional Record. Panel I of the Hearing of the House Select Intelligence Committee, Subject: “Terrorist Use of the Internet for Communications.” Federal News Service. 4 May 2006. Welch, Kathleen E. Electric Rhetoric: Classical Rhetoric, Oralism, and the New Literacy. Cambridge, MA: MIT Press, 1999. Citation reference for this article MLA Style Losh, Elizabeth. "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/08-losh.php>. APA Style Losh, E. (Oct. 2007) "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/08-losh.php>.
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20

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

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