8,866 research outputs found

    Returning again. Resurrection narratives and afterlife aesthetics in contemporary television drama

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    This article examines the return of the dead to life in two television drama series of the last decade, Les Revenants (The Returned; 2012–15, Canal) and Glitch (2015–19, ABC Studios). The returning dead do not figure as classic undead figures, as ghosts or zombies, instead returning to life exactly as they were at the point of death and in search of a renewed purpose and an ultimate destiny. This, the article suggests, can constitute a form of latter-day resurrection. The article shows how both series present established religion as incapable of recognizing the return of the dead, while science and the secular state are also never wholly able to explain and manage these apparent miracles. The return of this seemingly religious trope to an ostensibly secular world and the mutual jostling and overlapping of theological, scientific, and aesthetic discourses, as they seek to represent and explain the mystery, not only constitutes a postsecular theme but also occasions the search, at times inherent to artistic form, at times explicit and self-reflexive, for an appropriately postsecular televisual aesthetics

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Sketchy rendering for information visualization

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    We present and evaluate a framework for constructing sketchy style information visualizations that mimic data graphics drawn by hand. We provide an alternative renderer for the Processing graphics environment that redefines core drawing primitives including line, polygon and ellipse rendering. These primitives allow higher-level graphical features such as bar charts, line charts, treemaps and node-link diagrams to be drawn in a sketchy style with a specified degree of sketchiness. The framework is designed to be easily integrated into existing visualization implementations with minimal programming modification or design effort. We show examples of use for statistical graphics, conveying spatial imprecision and for enhancing aesthetic and narrative qualities of visual- ization. We evaluate user perception of sketchiness of areal features through a series of stimulus-response tests in order to assess users’ ability to place sketchiness on a ratio scale, and to estimate area. Results suggest relative area judgment is compromised by sketchy rendering and that its influence is dependent on the shape being rendered. They show that degree of sketchiness may be judged on an ordinal scale but that its judgement varies strongly between individuals. We evaluate higher-level impacts of sketchiness through user testing of scenarios that encourage user engagement with data visualization and willingness to critique visualization de- sign. Results suggest that where a visualization is clearly sketchy, engagement may be increased and that attitudes to participating in visualization annotation are more positive. The results of our work have implications for effective information visualization design that go beyond the traditional role of sketching as a tool for prototyping or its use for an indication of general uncertainty

    The Slender Man Mythos: a structuralist analysis of an online mythology

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    The Slender Man first started on the Something Awful forum threads in 2009, where many users all jointly contributed to the creation of a tall monster who appears to be wearing a suit. He is known for making children disappear and causing violent deaths to the adults who seek to know more about him. His creation was caused by mass communal storytelling, each singular narrative being created by different authors all inspired by their own view of the creature. Despite this more disjointed creation almost ten years ago, the Slender Man has retained an important place online, having spread from his forum thread to web videos, humorous memes, and even video games. This work seeks to answer the question about what this mythos is truly saying in its deeper levels. Structural anthropological mythic analysis, sometimes paired with ethnographic details, seeks to demonstrate how the Slender Man mythology is structured. Connected to this, we also seek to answer the question of what cultural group the Slender Man’s mythology belongs to, leading to an important question on the existence of “digital culture”. We find the narrative holds a triadic structure, in which the Slender Man does not necessarily have a place, but controls the structural flow. We also find there is little in the way of an existence of a full “digital culture”, but rather that the online environment is comprised of communities

    Recent Acquisitions, 2007-2017: Selections from the Gettysburg College Fine Arts Collection

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    This exhibition reflects the breadth of Gettysburg College’s significant art collection and acknowledges the generosity of its donors. Major acquisitions have been made possible by The Michael J. Birkner \u2772 and Robin Wagner Art and Photography Acquisition Fund, which was established in 2013 to enhance the Gettysburg College curriculum, to offer curatorial opportunities for students, and to provide first-hand access to significant works of art. Purchases made possible by this endowment include works by prominent, internationally renowned artists Kara Walker, Wafaa Bilal, John Biggers, and Michael Scoggins. Other recent donations include important works by Andy Warhol, Glenn Ligon, Leonard Baskin, Raphael Soyer, Marion Greenwood, William Clutz, William Mason Brown, Sally Gall, and Jules Cheret’s Les Maîtres de l\u27Affiche lithographs. The Fine Arts Collection at Gettysburg College is comprised of over 500 museum-quality works, in addition to over 2000 Asian art objects that are featured routinely in Schmucker Art Gallery exhibitions and studied in Gettysburg College courses. The College has acquired over 200 fine art works in the past ten years, and this exhibition marks the first occasion to celebrate and view the scope of the collection. Some of the objects have been featured in recent exhibitions, while others, including large-scale color silkscreens by Andy Warhol and a rare print by MacArthur “Genius” Award recipient Carrie Mae Weems, have not yet been exhibited.https://cupola.gettysburg.edu/artcatalogs/1024/thumbnail.jp

    Beyond realism : into the studio

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    In his epilogue to this special issue’s collection of essays on early modern drama and realism, Tom Cornford returns to Stanislavsky’s studio and to the practices which gave rise to his “System.” This approach is often cited as the means by which realism came to dominate the aesthetics of theater-making in the last hundred years, and yet, as Cornford shows, it was also an attempt to go beyond realism and was inspired as much by the challenges of staging Shakespeare as it was by any other form of drama. Stanislavsky’s studio practice was widely influential and this article focuses, in particular, on Harley Granville Barker’s ideal of an “exemplary theatre” (described in his 1922 book of that title). This was intended as a theatre “founded upon corporate study by the actors,” a model which is employed by Barker to redescribe Shakespeare’s work as well as to inspire innovations in future practice. Turning to the present day, Cornford uses Barker’s ideal to evaluate some current developments in studio-based theater-making before setting out his vision of a Shakespearean studio for the future

    Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation

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    This paper surveys the current state of the art in Natural Language Generation (NLG), defined as the task of generating text or speech from non-linguistic input. A survey of NLG is timely in view of the changes that the field has undergone over the past decade or so, especially in relation to new (usually data-driven) methods, as well as new applications of NLG technology. This survey therefore aims to (a) give an up-to-date synthesis of research on the core tasks in NLG and the architectures adopted in which such tasks are organised; (b) highlight a number of relatively recent research topics that have arisen partly as a result of growing synergies between NLG and other areas of artificial intelligence; (c) draw attention to the challenges in NLG evaluation, relating them to similar challenges faced in other areas of Natural Language Processing, with an emphasis on different evaluation methods and the relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118 pages, 8 figures, 1 tabl

    The ruins of representation in the fiction of Wu Jiwen

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    'It's a film' : medium specificity as textual gesture in Red road and The unloved

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    British cinema has long been intertwined with television. The buzzwords of the transition to digital media, 'convergence' and 'multi-platform delivery', have particular histories in the British context which can be grasped only through an understanding of the cultural, historical and institutional peculiarities of the British film and television industries. Central to this understanding must be two comparisons: first, the relative stability of television in the duopoly period (at its core, the licence-funded BBC) in contrast to the repeated boom and bust of the many different financial/industrial combinations which have comprised the film industry; and second, the cultural and historical connotations of 'film' and 'television'. All readers of this journal will be familiar – possibly over-familiar – with the notion that 'British cinema is alive and well and living on television'. At the end of the first decade of the twenty-first century, when 'the end of medium specificity' is much trumpeted, it might be useful to return to the historical imbrication of British film and television, to explore both the possibility that medium specificity may be more nationally specific than much contemporary theorisation suggests, and to consider some of the relationships between film and television manifest at a textual level in two recent films, Red Road (2006) and The Unloved (2009)
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