72,396 research outputs found

    Trapping a monster : Transgressing discursive and symbolic order in cyberspace

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    This work explores and attempts to identify the image of monstrosity that exists in cyberspace. Over the last few decades, the Internet has had a significant impact on society. The specific spatiality, materiality, and a mode of functioning of symbolic order in cyberspace influenced monsters and the way they function within the contemporary, digitally mediated society. By examining a hate comment case at the Higher School of Equality activist group, the author analyzes the process of the formation of the image of the monstrous and outlines its main features in cyberspace. Understanding of the existing image of monstrosity provides feedback on the contemporary fears of society and allows us to see what constitutes the present-day ultimate Other. The author focuses on the role of order as a condition for the existence of monsters who always attempt to transgress it. Two chapters of the work examine two types of order: discursive and symbolic ones. The first chapter analyzes the role of discursive order in the formation of the image of monstrous by implementing the ideas of discourse and normality. Normality plays a vital role in the formation of the image of monstrous because monsters are always what is outside of the norm. The contextuality of discursive normality implies that the image of monster is also contextual. Furthermore, through the concept of materiality of media, the work articulates cyberspace as a productive location which can have its own problematics and a specific image of monstrosity. New materialist approach establishes affirmative relations between cyberspace and real space and allows for a differing image of monstrosity to exist. The chapter also discusses how the current discourse in Russian social media influences the Higher School of Equality activist page. The second chapter discusses the existence of symbolic order in cyberspace as well as its potential to influence the image of monster. The author provides an overview of the idea of symbolic order and establishes its linkage to the concept of monstrosity. Next, the mode of functioning of symbolic order in cyberspace is examined. There are three hypotheses: the end of symbolic order in cyberspace, continuation of symbolic order in cyberspace, and continuation of symbolic order in cyberspace by other means. The author discusses each of the hypotheses and claims for the presence of symbolic order in cyberspace which enables the existence of monsters. Each chapter is followed by a case analysis where the described framework is applied to the Higher School of Equality case. Case analysis focuses on the dynamics that occur on the intersection of discursive normalities of Russian media and Higher School of Equality group. The conclusion part puts the results from two chapters together and discusses what constitutes the image of monster in cyberspace. The work identifies that the main features of the image of monster in cyberspace are its contextuality and the impossibility of complete externalization of a monster. Therefore, on the Internet, the multiplicity of internet pages and contexts allows to move between normalities and thus monstrosities easily. However, one is confronted by a situation where a subject can identify together with someone who can be a monster in a different context. It brings about the second feature which is the proximity of a monster due to the impossibility of its externalization. The work concludes that in cyberspace, each subject can potentially and contextually occupy the position of a monster

    Rethinking the Monstrous: Gender, Otherness, and Space in the Cinematic Storytelling of \u3cem\u3eArrival\u3c/em\u3e and \u3cem\u3eThe Shape of Water\u3c/em\u3e

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    Through comparing the Hollywood films Arrival and The Shape of Water, this article explicates the films’ similar portrayals of gender, social collaboration, and monstrosity. Although the mainstream media in the United States has linked the idea of the monstrous to larger global forces, the two films suggest that “the monster” exists much closer to home. Hence, this article makes the case that monstrosity occurs in a variety of formulations such as the actions of national authorities like governmental officials that oppress and endanger a myriad of American citizens as well as newcomers. Further, this article makes the case that the films of Guillermo del Toro and Denis Villeneuve encourage viewers to reimagine the idea of monstrosity and its relationality to several spaces for the sake of the greater public good

    A Matter of Perspective: Reportage Style in District 9 (2009)

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    Of Monsters, Myths and Marketing: The Case of the Loch Ness Monster

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    This paper examines the status of the Loch Ness Monster within a diverse body of literature relating to Scotland. Within cryptozoology this creature is considered as a source of investigation, something to be taken seriously as a scientific or quasi-scientific object to be studied and known, particularly in light of its elusive nature. In terms of mythology the creature is bound up with Scottish cultural identifications through references to a rugged wilderness landscape and to iconic, if stereotypical, images of tartanry, bygone castles, and folklore. Both sets of ideas have been used with great effect to generate a diversity of literature: from books and scientific papers that chronicle the sightings and “hunt” for the creature as well the possible case for it being a line of long-surviving plesiosaurs, through to children’s literature that deals with the mythic element that is so often used to appeal to childhood imagination, and on to a plethora of tourist marketing booklets and brochures

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Lady Gaga as (dis)simulacrum of monstrosity

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    Lady Gaga’s celebrity DNA revolves around the notion of monstrosity, an extensively researched concept in postmodern cultural studies. The analysis that is offered in this paper is largely informed by Deleuze and Guattari’s notion of monstrosity, as well as by their approach to the study of sign-systems that was deployed in A Thousand Plateaus. By drawing on biographical and archival visual data, with a focus on the relatively underexplored live show, an elucidation is afforded of what is really monstrous about Lady Gaga. The main argument put forward is that monstrosity as sign seeks to appropriate the horizon of unlimited semiosis as radical alterity and openness to signifying possibilities. In this context it is held that Gaga effectively delimits her unique semioscape; however, any claims to monstrosity are undercut by the inherent limits of a representationalist approach in sufficiently engulfing this concept. Gaga is monstrous for her community insofar as she demands of her fans to project their semiosic horizon onto her as a simulacrum of infinite semiosis. However, this simulacrum may only be evinced in a feigned manner as a (dis)simulacrum. The analysis of imagery from seminal live shows during 2011–2012 shows that Gaga’s presumed monstrosity is more akin to hyperdifferentiation as simultaneous employment of heterogeneous and potentially dissonant inter pares cultural representations. The article concludes with a problematisation of audience effects in the light of Gaga’s adoption of a schematic and post-representationalist strategy in the event of her strategy’s emulation by competitive artists

    Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

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    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: 1) In the first part of this essay, I will discuss NECESSARY EVIL (Gualeni et al., 2013), an experimental videogame that I designed as a self-reflexive virtual artifact. With the objective of clarifying the philosophical aspirations of self-reflexive videogames – and in order to understand how those aspirations can be practically pursued – I will dissect and examine the design decisions that contributed to the qualities of NECESSARY EVIL as an example of “playable philosophy”. 2) Taking off from the perspectives on self-reflexive videogames offered in the first part of the essay, the second half will focus on virtual worlds as viable mediators of philosophical thought more in general. In this section, I will argue that, both through the practice of game design and through the interactive experiences of virtual worlds, twenty-first century philosophers have the possibility to challenge the often-unquestioned understanding of written discourse as the only context in which philosophical thought can emerge and be developed

    Seeing is Believing : The Capacity of the Manipulated Photograph to Represent Scenes of Mythology and the Supernatural

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    This illustrated paper explores the capacity of the manipulated photograph to represent scenes of mythology and the supernatural. Can a photograph, which is said to be an index of the real, render a mythical realm into a believable scene? Practices such a double exposures and combination printing have historically been used to create famous faked images of the supernatural, such as the Cottingley Fairy images and Spurgen’s photograph of the Loch Ness monster. The photograph has a causal link with reality and as such a carefully manipulated image has the power to deceive or persuade the viewer. In her photography project ‘Realm’ Carolyn Lefley explores this apparent truth-telling phenomenon by constructing double exposure photographs that create a layering of realities. A familiar domestic interior and a potentially mythological landscape combine to create scenes of make-believe, which reference texts such as Alice in Wonderland and The Lion, The Witch and the Wardrobe. Down the rabbit hole, through the looking glass and into the wardrobe, all of these paths lead from the realm of the real, into the realm of myth. The kingdom of Narnia is entered through an ordinary wardrobe. The photograph of a homely interior becomes a portal into a mythical realm. The idea of creating fictional realms and in essence writing new mythology is a practice known as mythopoeia, which fascinated authors such as JRR Tolkien, CS Lewis and George MacDonald. The photographs in ‘Realm’ depict new image-worlds of myth and wonder. Post-production techniques have been utilised to achieve these images. The paper will conclude with a consideration of the next era in photography, that of computer simulated reality. Sarah Kember notes in her book Virtual Anxiety that the veracity of the photograph is not threatened by this paradigm shift, suggesting that any representation only constructs an ‘image-idea’ of reality.Non peer reviewedFinal Accepted Versio
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