78 research outputs found
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Sonic heritage: listening to the past
History is so often told through objects, images and photographs, but the potential of sounds to reveal place and space is often neglected. Our research project âSonic Palimpsestâ1 explores the potential of sound to evoke impressions and new understandings of the past, to embrace the sonic as a tool to understand what was, in a way that can complement and add to our predominant visual understandings. Our work includes the expansion of the Oral History archives held at Chatham Dockyard to include womenâs voices and experiences, and the creation of sonic works to engage the public with their heritage. Our research highlights the social and cultural value of oral history and field recordings in the transmission of knowledge to both researchers and the public. Together these recordings document how buildings and spaces within the dockyard were used and experienced by those who worked there. We can begin to understand the social and cultural roles of these buildings within the community, both past and present
METROPOLITAN ENCHANTMENT AND DISENCHANTMENT. METROPOLITAN ANTHROPOLOGY FOR THE CONTEMPORARY LIVING MAP CONSTRUCTION
We can no longer interpret the contemporary metropolis as we did in the last century. The thought of civil economy regarding the contemporary Metropolis conflicts more or less radically with the merely acquisitive dimension of the behaviour of its citizens. What is needed is therefore a new capacity for
imagining the economic-productive future of the city: hybrid social enterprises, economically sustainable, structured and capable of using technologies, could be a solution for producing value and distributing it fairly and inclusively.
Metropolitan Urbanity is another issue to establish. Metropolis needs new spaces where inclusion can occur, and where a repository of the imagery can be recreated. What is the ontology behind the technique of metropolitan planning and management, its vision and its symbols? Competitiveness,
speed, and meritocracy are political words, not technical ones. Metropolitan Urbanity is the characteristic of a polis that expresses itself in its public places. Today, however, public places are private ones that are destined for public use. The Common Good has always had a space of representation in the city, which was the public space. Today, the Green-Grey Infrastructure is the metropolitan city's monument that communicates a value for future generations and must therefore be recognised and imagined; it is the production of the metropolitan symbolic imagery, the new magic of the city
Expanded Choreographies - Choreographic Histories
From objects to sounds, choreography is expanding beyond dance and human bodies in motion. This book offers one of the rare systematic investigations of expanded choreography as it develops in contemporaneity, and is the first to consider expanded choreography from a trans-historical perspective. Through case studies on different periods of European dance history - ranging from Renaissance dance to William Forsythe's choreographic objects and from Baroque court ballets to digital choreographies - it traces a journey of choreography as a practice transcending its sole association with dancing, moving, human bodies
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The Child in Games: From the Meek, to the Mighty, to the Monstrous
Drawing across game studies, childhood studies, and childrenâs literature studies, this thesis catalogues and critiques the representation of children in contemporary video games.
It poses two questions:
1) How are children represented in contemporary video games?
2) In what ways do the representations of children in video games affirm or
challenge dominant Western beliefs about the figure of the child?
To answer these questions, I combine a large-scale content analysis of over 500 games published between 2009 and 2019 with a series of autoethnographic close readings. My content analysis is designed to provide a quantitative snapshot of the representation of children in games. I use statistical analysis to assemble data points as meaningful constellations. I use the axes of race, gender, and age, as well as genre, age-rating, and publication year, to identify patterns in representation. I distil my findings as a set of seven archetypes: The Blithe Child, The Heroic Child, The Human Becoming, The Child Sacrifice, The Side Kid, The Waif, and The Little Monster. This typology is not intended to work against the granular detail of the information recorded in the dataset, but to draw attention to patterns of coherence and divergence that occur between particular examples, as well as to intersections with representational tropes about children identified in other media.
I select four of these seven archetypes to structure my autoethnographic close readings. While content analysis is a useful tool for documenting the presence, absence, and dominant function of child-characters in games, close reading allows for a more intersectional approach that can attend to the nuances of representation across identity markers, creating opportunities to examine internal contradictions, ironies, and the polysemy generated through interpretive gaps. I develop my own close reading method building on the autoethnographic approaches of Carr (2019), Vossen (2020), McArthur (2018), and Jennings (2021), which I call critical ekphrasis. Chapter one argues that the Blithe Child triangulates âchildrenâ, âtoysâ, and âpaidiaâ. It suggests that both childhood and play can be conceptualised as a âmagic circleâ, and that the immateriality of the Blithe Child implies childhood can be a mode of being unconnected to anatomical markers or chronological age. Chapter two explores how the Heroic Child challenges the apparent affinity between video games and traditional hero
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narratives. It argues that the dependence of the childly protagonist undermines dualistic thinking and instead celebrates cooperation, compromise, and connection. Chapter three compares the Child Sacrifice to the woman-in-the-refrigerator trope, arguing that it functions to justify aggressive, hypermasculine, militarised violence. The final chapter compares the Little Monster and the Waif to examine how the uncanny child raises metareferential questions about autonomy in interactive media and agency in intergenerational relationships.
My research project concludes by suggesting that virtual children in simulated worlds point to the active construction and delimitation of âthe childâ in society and can reveal that much of what is assumed to be natural, obvious, and universal about the figure of âthe childâ is in fact ideological. It hints at the possibility that just as virtual children are used as rhetorical figures to explain and justify the rules, mechanics, and moral systems of a digital game, so too is the figure of âthe childâ used to routinise and vindicate the rules, workings, and moral systems of Euro-American culture.AHR
Play Among Books
How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an âinfinite flowâ of real books
Intelligent Sensors for Human Motion Analysis
The book, "Intelligent Sensors for Human Motion Analysis," contains 17 articles published in the Special Issue of the Sensors journal. These articles deal with many aspects related to the analysis of human movement. New techniques and methods for pose estimation, gait recognition, and fall detection have been proposed and verified. Some of them will trigger further research, and some may become the backbone of commercial systems
Human Machine Interaction
In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction
Creating for the Stage and Other Spaces: Questioning Practices and Theories
Abstract (ENGLISH)-This volume brings together most of the interventions by artists and scholars of the Third EASTAP Conference (European Association for the Study of Theatre and Performance), which should have been held in Bologna from 27 February to 1 March 2020, scheduled among the events of the VIE Festival 2020 and the activities of the Department of the Arts / DAMSLab. When everything was ready, the Conference, the last part of the Festival and the DAMSLab programme were suddenly canceled due to the first restrictions related to the pandemic. Following those sudden and unexpected events, the need to leave memory of the project arose from many quarters. It was thus decided to propose a publication which, while significantly differentiating from the original structure designed for the Conference, explicitly and directly refers to it, remaining an exceptional and significant testimony of the state of studies on theatre and performance in the pre-Covid era. The Conference plan envisaged two macro-sectors which concerned, one, the practices and theories relating to the composition of the texts; the other, the practices and theories relating to the composition of performative events referable to the methods of scenic writing. The volume takes up this polarity by framing it in a different division of relations, which explains â thanks to the groupings and their titles both the relations between text and text and those between sector and sector. The most consistent chapters are dedicated to performance and post-dramatic textuality: Questioning performance: theories and practices (17 reports) and Creating text for the stage: theories and practices (21 reports). The other chapters then come to place themselves in the force field described by these main groupings. Perfomer's body: the dancer, the actor (6 reports) and Creating for other spaces: landscape, sound, multimedia (7 reports) are ideally framed in the polarity of the performace, where to highlight the centrality of the body and the relational dynamics activated by spaces, sounds, and new technologies. Collective creations and community plays (7 reports), on the other hand, focuses on performance and new textuality. __________
Abstract (ITALIANO)-Il presente volume riunisce la maggior parte degli interventi di artisti e studiosi del III Convegno EASTAP (European Association for the Study of Theatre and Performance), che avrebbe dovuto tenersi a Bologna dal 27 febbraio al 1 marzo 2020, calendarizzato tra gli eventi di VIE Festival 2020 e le attivitĂ del Dipartimento delle Arti/DAMSLab. Quando tutto era ormai pronto, il Convegno, lâultima parte del Festival e il programma DAMSLab sono stati improvvisamente annullati a causa delle prime restrizioni legate alla pandemia. In seguito a quei repentini e inattesi eventi, è nata lâesigenza da piĂš parti avvertita di lasciare memoria del progetto. Si è deciso cosĂŹ di proporre una pubblicazione che, pur differenziandosi sensibilmente dalla struttura originaria pensata per il Convegno, a esso si richiamasse esplicitamente e direttamente, restando eccezionale e significativa testimonianza dello stato degli studi sul teatro e la performance nellâera pre-Covid. Il piano del Convegno prevedeva due macrosettori che riguardavano, lâuno, le pratiche e le teorie relative alla composizione dei testi; lâaltro, le pratiche e le teorie relative alla composizione di eventi performativi riferibili alle modalitĂ della scrittura scenica. Il volume riprende questa polaritĂ inquadrandola in una diversa ripartizione delle relazioni, che esplicita â grazie ai raggruppamenti e ai loro titoli â sia le relazioni fra testo e testo che quelle fra settore e settore. Alla performance e alla testualitĂ postdrammatica sono dedicati i capitoli piĂš consistenti: Questioning performance: theories and practices (17 relazioni) e Creating text for the stage: theories and practices (21 relazioni). Gli altri capitoli si vengono quindi a posizionare nel campo di forze descritto da questi raggruppamenti principali. Perfomerâs body: the dancer, the actor (6 relazioni) e Creating for other spaces: landscape, sound, multimedia (7 relazioni) si inquadrano idealmente nella polaritĂ della performace, dove evidenziare la centralitĂ del corpo e le dinamiche relazionali attivate dagli spazi, dai suoni e dalle nuove tecnologie. Collective creations and community plays (7 relazioni) si orienta invece fra performance e nuova testualitĂ
Aesthethics
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