143 research outputs found
Heterotopic and Neo-Victorian Affinities: Introducing the Special Issue on Neo-Victorian Heterotopias
The introduction to this special issue on Neo-Victorian Heterotopias investigates the affinitiesbetween the spaces designated by Michel Foucaultâs ambivalent and protean concept of âheterotopiaâand the similarly equivocal, shifting, and adaptable cultural phenomenon of âneo-Victorianismâ.In both cases, cultural spaces and/or artefacts prove deeply intertwined with chronicity, at oncejuxtaposing and blending different temporal moments, past and present. Socially produced sitesof distinct emplacement are exposed not just as culturally and historically contingent constructs,but simultaneously enable forms of resistance to the prevailing ideologies that call them into being.The fertile exercise of considering heterotopias and neo-Victorianism in conjunction opens up newexplorations of the Long Nineteenth Century and its impact on todayâs cultural imaginary, memoryand identity politics, contestations of systemic historical iniquities, and engagements with forms ofdifference, non-normativity, and Otherness
Escaping Depressions in LRTS Based on Incremental Refinement of Encoded Quad-Trees
In the context of robot navigation, game AI, and so on, real-time search is extensively used to undertake motion planning. Though it satisfies the requirement of quick response to usersâ commands and environmental changes, learning real-time search (LRTS) suffers from the heuristic depressions where agents behave irrationally. There have introduced several effective solutions, such as state abstractions. This paper combines LRTS and encoded quad-tree abstraction which represent the search space in multiresolutions. When exploring the environments, agents are enabled to locally repair the quad-tree models and incrementally refine the spatial cognition. By virtue of the idea of state aggregation and heuristic generalization, our EQ LRTS (encoded quad-tree based LRTS) possesses the ability of quickly escaping from heuristic depressions with less state revisitations. Experiments and analysis show that (a) our encoding principle for quad-trees is a much more memory-efficient method than other data structures expressing quad-trees, (b) EQ LRTS differs a lot in several characteristics from classical PR LRTS which represent the space and refine the paths hierarchically, and (c) EQ LRTS substantially reduces the planning amount and curtails heuristic updates compared with LRTS on uniform cells
Children with Hearing Disabilities during the Pandemic: Challenges and Perspectives of Inclusion
The COVID-19 has dramatically increased the inequalities of the opportunities
to education and health services of the children with disabilities. The data
collected from international agencies between 2020 and 2021 demonstrate the
danger of further rising the risk of exclusion of children with disabilities
especially in developing countries. The marginalization of people with sensory
disabilities during the Pandemic have further expanded compared to the pre-
COVID situation. The article aims to investigate the barriers that children with
hearing disabilities have encountered in accessing socio-educational and
rehabilitation services and reflect on the importance of social support flexibly
from different local actors. In this perspective, the Center of Attention for
Communication, Hearing and Language of the Central American University
Jos\ue9 Sime\uf3n Ca\uf1as of El Salvador provides educational and rehabilitation
service aimed to children with hearing disabilities transforming their
methodologies and practices. Based on this analysis, perspectives of action and
research will be envisaged to plan the future starting from the lessons learned
The Political Red Queen
In âThe law of selection in the public economy as compared to the market economyâ, Professor
Francesco Forte (1982) â contemporary doyen of the Scienza delle finanze tradition â extended an
invitation to consider the public economy by means of evolutionary principles of selection. Not
many replied to Professor Forteâs invitation. This article is a delayed response to the invitation.
Through a parallel with a metaphor from Lewis Carroll, it proposes the Political Red Queen
hypothesis: politicians work to stay in power by weakening the evolutionary pressure under
which they would otherwise naturally operate. A Political Red Queen exerts effort â runs, in
the language of Carrollâs original Red Queen metaphor â to make policy, promulgate laws,
supply public and merit goods, and so on with the prime objective to survive by reducing the
uncertainty linked to maintaining a political role. A Political Red Queen thus works to weaken
ânaturalâ political selection. The Political Red Queen hypothesis is shown to hold, mutatis
mutandis, for both democratic and non-democratic political environments. It can be viewed as
incorporating a positive public choice nexus between politics-as-exchange and politics-as-power
Carlos Saldanha's Cinematic Reinvention of Rio as an Aspiring Global City
Accepted for publication. This is envisaged for May-June 2010Accepted for publication. This is envisaged for May-June 2010Accepted for publication. This is envisaged for May-June 2010This article analyzes Rio de Janeiroâs bravura reinvention as an aspiring global city by examining Carlos Saldanhaâs 2011 âRio,â conceived during the cityâs, and Brazilâs, economic euphoria, and when animations were benefiting from major technological advances in production and distribution. The blockbuster shares redeployments of Rioâs negative image with other media campaigns in the run-up to the 2014 FIFA World Cup and 2016 Summer Olympics. Its seemingly simplistic plot represents global issues and references the urban imagery developed by the US Good Neighbor Policyâs mass tourism and media initiatives (1930sâ1940s), particularly Disneyâs animations and Freelandâs âFlying Down to Rio.â Saldanhaâs ambivalent affective geography may foster tourism, but also reinstates the policyâs North-South asymmetries against the grain of landmark challenges of power hierarchies by emerging BRICS countries and the G20. The movieâs infelicities amidst the inherently laudable inclusion of a social plot, correlating with Global South urban geopolitics, are assessed
Videogamesâ Specific Forms of Immersion into the Past, Present, and Future: Experiencing Progress in American McGeeâs Alice (2000) and Alice: Madness Returns (2011)
Cet article propose dâanalyser deux adaptations vidĂ©oludiques des Alice de Lewis Carroll, afin dâinterroger Ă nouveaux frais les âpratiques immersivesâ qui, bien que privĂ©es de la ârĂ©flexivitĂ©â habituellement associĂ©e au nĂ©o-victorien, constituent une part importante des victorianas contemporaines (Boehm-Schnitker et Gruss, 7 et 2, ma traduction). American McGeeâs Alice (2000) et Alice: Madness Returns (2011) sont des jeux vidĂ©o, et proposent par consĂ©quent plusieurs types de modalitĂ©s immersives : grĂące Ă leur univers Ă la fois narratif, visuel, et interactif, ces deux adaptations offrent Ă leur large public des perspectives multiples sur les textes de Carroll et sur leur contexte victorien. Par bien des aspects, ces adaptations aux allures gothiques font du passĂ© victorien âlâautre du prĂ©sentâ (Gutleben et Kohlke, ma traduction), en cĂ©lĂ©brant explicitement les notions de progrĂšs et de changement. Tout dâabord, ces jeux nous plongent dans une progression narrative tĂ©lĂ©ologique, nous invitant Ă rĂ©soudre les traumatismes dâAlice mais aussi plus largement Ă adopter une perspective progressiste, dans laquelle le passĂ© victorien apparaĂźt comme un univers sombre et oĂč le prĂ©sent se dessine, par contraste, comme une source dâamĂ©liorations. En outre, les notions de progrĂšs et de changement productif sous-tendent non seulement la structure narrative du jeu mais aussi son univers visuel, dont la qualitĂ© rĂ©solument immersive est cĂ©lĂ©brĂ©e et est clairement associĂ©e Ă des innovations technologiques de pointe : dans American McGeeâs Alice en particulier, la qualitĂ© des animations, spectaculaires pour lâĂ©poque, est mise en avant grĂące Ă une sĂ©rie de contrastes explicites avec des technologies visuelles du XIXe siĂšcle. Cependant, la structure linĂ©aire, tĂ©lĂ©ologique et progressiste des jeux est perturbĂ©e par une troisiĂšme modalitĂ© immersive, qui fait la spĂ©cificitĂ© mĂ©diatique de ces adaptations. En effet, pour avancer dans lâunivers narratif et visuel des jeux Alice, le joueur doit se confronter Ă des sĂ©quences de gameplay qui donnent rarement lieu Ă une progression linĂ©aire : tandis que le joueur essaye, Ă©choue, recommence, et ne cesse dâexpĂ©rimenter encore et encore avec lâunivers interactif du jeu, son expĂ©rience du progrĂšs devient participative, et se trouve ainsi constamment malmenĂ©e par ses propres efforts de progression.By examining two videogame adaptations of Lewis Carrollâs Alice books, this article seeks to look further into the âimmersive practicesâ which, though deprived of the âself-reflexivityâ traditionally associated with neo-Victorianism, constitute an important part of contemporary Victoriana (Boehm-Schnitker and Gruss 7 and 2). As videogames, American McGeeâs Alice and Alice: Madness Returns offer various forms of immersionânarrative, visual, and interactiveâallowing their broad audience to adopt multiple perspectives on Carrollâs texts and on their Victorian context. In many ways, these Gothic-looking adaptations depict the past as âother-than the presentâ (Gutleben and Kohlke 12, original emphasis), steadily celebrating progress and change. Their gripping forward-driving narratives invite users to resolve Aliceâs traumas, but also more generally to adopt a progressive perspective in which the Victorian is associated with a dark state of things, highlighting or inspiring contemporary improvements. These tales of progress and productive change are accompanied by a celebration of the technological innovations which allowed for the playerâs intense visual immersion: in American McGeeâs Alice in particular, the spectacular use of cutting-edge computer-generated imagery is often emphasized, especially through a contrast with Victorian visual technologies. But simultaneously, the gamesâ linear tales of narrative and technological progress are perturbed by the very interactivity that defines their medium: the playerâs progression in the gamesâ plots and spectacles always depends upon the completion of gameplay challenges which, however, are rarely overcome in the first attempt; thus, as the player goes through cycles of failure, repetition, and experimentation, her experience becomes one of participatory and disrupted progression
Exploring thematic influences on theme park visitorsâ satisfaction: an empirical study on Disneyland China
This study aims to explore thematic influences on theme park visitorsâ satisfaction through user-generated data. To this end, we first used an unsupervised machine learning method, structural topic modelling, and analyzed 112,000 reviews post by visitors to Shanghai Disney Resort from June 16, 2016 to March 4, 2022. Our findings are of great significance for reflecting consumer behaviour through user-generated data. Specifically, we find that visitorsâ satisfaction is highly related to service in the theme park and their playing feeling, and early tourists pay more attention to the experience of specific playing items while later tourists focus on the overall playing experience. In addition, an empirical study is conducted by treating the ratings associated with each review as dependent variable and each topic represented by comments as independent variables, which shows that the relationship between the customer reviews and ratings by tourists becomes less pronounced over time. In other words, as time goes, customers review can reflect their subjective feelings or experience, but the rating is not. We discover the âdynamicsâ of user-generated data over time and gain a better understanding of the aspects and concerns of visitorsâ satisfaction over time. The findings of the study contribute to the literature on tourism, service, and consumer behavior while also providing valuable practical implications
The analogue strikes back: Star Wars, star authenticity, and cinematic anachronism
As if responding to the widespread condemnation of George Lucas's 'CGI-heavy' prequel Star Wars trilogy, J.J Abramsâs 2015 'reboot' The Force Awakens displays an extreme reliance upon star presence and authentic practical effects, to an extent that produces significant textual effects at a variety of levels. We here show how the film is premised upon and preoccupied with the authentic and authenticating presence of the main stars of the first wave of Star Wars productions (1977-83). However, on this outing we also expand what traditionally counts as a star 'actor' beyond the likes of Carrie Fisher and Harrison Ford courtesy of actor-network theory and recent 'media archaeology' trends. Indeed, Abrams proclaimed that his Star Wars film would hark back to a more 'authentic' aesthetic, by employing Panavision cameras and vintage Kodak stock, among other things, to capture images of the legacy stars, and other practical and animatronic effects. Consideration of these non-human 'actors' here helps us to re-perceive the role of 'zombie media' forms that move into composition with human stars to enhance the marketing and enjoyment of an authentic Star Wars experience
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