88 research outputs found
Producing Affection : Affect and Mediated Intimacy in Pokémon
Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them.
In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein.
I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon.
This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon.
Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys
Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin.
Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin.
Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle.
Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille.
Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän
Spatial Poetics, Proprioception and Caring for Country in Charles Olson’s The Maximus Poems
This thesis looks at the significance of space and place within Charles Olson’s poetics of the archaic postmodern, as a means of clearing a field within which a poetics of custodianship is enunciated. It applies and extends the concept of “nomadology”, formulated by Gilles Deleuze and Felix Guattari, to argue that Olson’s protagonist in The Maximus Poems can be seen as an exemplification of Pierre Joris’ concept of “a nomad poetics”. Olson’s triad of “topos, typos and tropos” helps structure the thesis and provides a means to approach and explain the Maximus gestalt as human geography: an organic entity arising from and embodying space in order to redefine place. This poesis needs a fully articulated sense of being and a poetics that can encompass human activity in a myriad of dimensions: physics and metaphysics, languages, images and sounds that express a full, corporal sense of the myths and history that Maximus embodies and re-enacts to ensure the survival of a liminal polis, or community of attentions. A specific scene of reading in this respect is Aboriginal Australia, as the thesis expands on tropes that connect ancient cultures to postmodern poetic concerns, and demonstrates that Olson’s ultimate aim is akin to that of recreating country itself. It should be noted that the recreation of country and ownership of the ground upon which Olson’s poetry and poetics are enacted remain the preserve of the original owners, and that his sense of recreation and expansion of a poetic field is not to be conflated with a desire for appropriation, while acknowledging that these operations are inevitably taking place in colonised locations. The thesis concludes by proposing that with due respect to these considerations, the Maximus project remains of vital relevance to a twenty-first century, international readership
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The Progress of Error: or, the Recursive Eighteenth Century
Digital archives of early modern printed materials—on Early English Books Online, Eighteenth-Century Collections Online, Google Books, and Project Gutenberg, among others—are rife with scanning errors, incomplete metadata, typos, and other odd, frustrating artifacts of mediation. Each technological change in writing brings its own version of problems in preserving and mediating our print history—problems which may, paradoxically, proliferate errors as they seek to correct prior mistakes. “The Progress of Error” traces a history of these fractious, recursive, debates about error correction and mediation in the late seventeenth and early eighteenth centuries, when editors, printers, and critics squabbled over the best means of preserving classical texts, Shakespeare, Milton, and early English ballads. I argue that the literary past is literally made of mistakes and attempts to correct them which go out of control; these errant corrections are not to be fixed in future editions but rather are constitutive of Enlightenment concepts of mediation, criticism, sensory perception, historicity, and agency.
Editor and satirist Alexander Pope played both sides of the error correction and creation game, translating and editing texts at the same time as he reveled in satire’s distorting lens and its potential for correcting others’ moral and intellectual failings. Classical editor Richard Bentley, a target of Pope’s scourge in the first edition of the Dunciad, practiced extraordinary editorial hubris in insisting that he could conjecturally correct not just typos in Milton’s epic poem Paradise Lost, but entire lines that he felt were blots on the poem’s design and style. Lewis Theobald followed Bentley’s intellectually provocative but over-reaching, bombastic style when he turned his scrutiny onto Pope’s editorial methods: his Shakespeare Restor’d was a method composed of broken lines and phrases as he animadverted on his rival’s work. Less sharp-tongued but even more ambitious, Thomas Percy undertook a gigantic editorial vision of composing a world history of poetry in his Reliques of Ancient English Poetry and related editorial projects, many of which were left unfinished: a hodgepodge of misprisioned scale and poetic scope. Correction’s effects thus extended beyond fixing a particular error in a poem or play; the protocols engendered new technologies of social behavior in print and new forms of mediating agency.
I am fascinated by those printer’s errors and scanning glitches, those moments when mediation goes awry. Following Marshall McLuhan, media historians Jay David Bolter and Richard Grusin have used the term “remediation” to consider how digital technology refashions media across forms and genres. With McLuhan’s background in early modern literary criticism in mind, I adapt the term for the study of print technology. I fold in related meanings of remediation—to remedy a mistake, to intervene in a situation, to renovate a landscape—to describe an emergence of literary effects generated by the iterative interventions of textual error correction. I pay attention to editors’ critical vocabularies of mediating conjectures, surveying prospects, and sifting through reams of information. The same debates about errors in perception and transmission of knowledge which engaged Enlightenment philosophers such as Francis Bacon, George Berkeley and John Locke took place on the margins of pages as editors debated how to use these new tools of mediation. My dissertation historicizes and breaks down these protocols and interactions into their smallest radical units—errors—with the goal of theorizing how these procedures have come to constitute both objects of study and critical practices in the field of literary study. It is a meta-reflective experiment in mediating among fields of book history, media theory, experimental poetics and digital art, and disciplinary histories to ask questions about where we may go next
Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality
Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants
ECLAP 2012 Conference on Information Technologies for Performing Arts, Media Access and Entertainment
It has been a long history of Information Technology innovations within the Cultural Heritage areas. The Performing arts has also been enforced with a number of new innovations which unveil a range of synergies and possibilities. Most of the technologies and innovations produced for digital libraries, media entertainment and education can be exploited in the field of performing arts, with adaptation and repurposing. Performing arts offer many interesting challenges and opportunities for research and innovations and exploitation of cutting edge research results from interdisciplinary areas. For these reasons, the ECLAP 2012 can be regarded as a continuation of past conferences such as AXMEDIS and WEDELMUSIC (both pressed by IEEE and FUP). ECLAP is an European Commission project to create a social network and media access service for performing arts institutions in Europe, to create the e-library of performing arts, exploiting innovative solutions coming from the ICT
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