5 research outputs found

    The horror of orthodoxy: Christina Mirabilis, thirteenth-century ‘zombie’ saint

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    In 1232, Thomas of Cantimpré wrote his Life of Christina Mirabilis (c. 1150–1224), an account of the miraculous life and three deaths of an unenclosed holy woman from the Low Countries. The text opens with an explicit vindication of Christina’s return(s) as divinely mandated. Yet, the narrative shows that her community struggles to deal with the revenant in their midst. Through her example, they must confront the terrifying mechanics of purgatory, resurrection, and the co-incidence of body and soul. A similar unease is found in modern scholarship, in which Christina is typically referred to dismissively in terms more commonly applied to cinematic monsters. I work with such dismissive language – specifically the term ‘zombie’ – to move beyond this heuristic roadblock. The terms of filmic zombie-ism provide new insight into the merging of orthodoxy and terror in Christina’s vita

    Phenomenology, Pokémon Go, and Other Augmented Reality Games

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    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our lives and on our everyday world from a phenomenological perspective. In the first part, we will show how these digital objects are visualised as merged in the surroundings. We will point out that even if they are visualised as part of the everyday world, they are not part of it because they are still related to the fictional world generated by the game. In the second part, we will show how the existence of these objects in their fictional world has effects on the everyday world where everybody lives. The goal of Augmented Reality is not reached yet because these objects are not part of the everyday world, but it already makes our lives embedded with digital elements. We will show if these new objects have effects on our world and on how we live our lives

    Art Versus Science as Ways of Generating Knowledge About Materialism

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