Cyberformance? Digital Or Networked Performance? Cybertheaters? Virtual Theatres?
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Depersonalized Intimacy: the Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto
Depersonalized Intimacy: The Cases of Sherry Turkle and Spike Jonze Eva-Lynn Jagoe University of Toronto hat i call “depersonalized intimacy” posits modes of being with Wone another that are not predicated on a self that is in control of its own value, its own self-knowledge, or its own interpersonal interactions. The demand to be a knowable, self-aware, and authentic self thwarts many a friendship, love affair, and intimate conversation, and yet we continue to turn to the self-help aisle or Oprah to learn to be better at expressing and knowing ourselves. When that fails, we lament that we are misunderstood, unheard, and unmet by the other. This disappointment suggests that there is a transparent, authentic, and real self that needs recognition and mir- roring. But this self is, I believe, a product of the neoliberal economization of the self, in which human capital becomes another site of investment and entrepreneurial ventures.1 As an antidote to this harmful and illusory expectation for the self, I suggest an ethics of depersonalized intimacy, in 1 On the neoliberalization of the self, see Wendy Brown on neoliberal reason: [B]oth persons and states are construed on the model of the con- temporary firm, both persons and states are expected to comport themselves in ways that maximize their capital value in the present and enhance their future value, and both persons and states do so through practices of entrepreneurialism, self-investment, and/or attracting investors. (22) ESC 42.1–2 (March/June 2016): 155–173 which we disinvest from an imagined relational self who is in charge of her actions and emotions and expected to perform herself to the other in an authentic and coherent manner. -
Revisiting the Potential Uses of Media for Children's Education
Revisiting the Potential Uses of Media in Children’s Education Chris Berdik Winter 2020 The Joan Ganz Cooney Center at Sesame Workshop About the Author Chris Berdik is a freelance science and education journalist in Boston. A former staff editor at The Atlantic Monthly and Mother Jones, he has covered topics such as virtual schools, DNA forensics, and climate engineering for national publications, including The New York Times, Wired, Popular Science, Politico, New Scientist, and The Washington Post. Since 2015, he has also been a regular contributor to the Hechinger Report, a nonprofit education newsroom. His reporting has won grants from the Pulitzer Center on Crisis Reporting, the Society of Environmental Journalists, and the Solutions Journalism Network. In 2012, Penguin published his book Mind Over Mind, about medical and non-medical placebo effects. He is now working on a book about noise, expected to be published by Norton in 2021. A full-text PDF of this publication is available as a free download from www.joanganzcooneycenter.org. 2 CoNteNtS 4 — INTRODUCTION 6 — PART ONE Uncharted Territory? 7 What’s Been Done (Or Overdone)? 7 Where Are the Gaps? 9 — PART TWO Key Ingredients 10 Starting Points 11 Digital Do’s and Don’ts 13 — PART THREE Adults in the Room 14 Encouraging Adults 15 Desperately Seeking Curation 16 Scaffolding 17 — PART FOUR Fake News! 18 Media Literacy 19 Privacy 21 — PART FIVE Pursuing Equity 22 Big Picture 23 Small Steps 24 — CONCLUSION 26 — CONTRIBUTORS 3 INtroDuCtIoN On November 10, 1969, Big Bird took his first outsized steps down Sesame Street, introducing the world to a character that was endearingly goofy, but always eager to learn. -
Read Book Life on the Screen Identity in the Age of the Internet
LIFE ON THE SCREEN IDENTITY IN THE AGE OF THE INTERNET 1ST EDITION PDF, EPUB, EBOOK Sherry Turkle | 9780684833484 | | | | | Life on the Screen Identity in the Age of the Internet 1st edition PDF Book Signed by Author s. The power given to us by Internet and other network infrastructure by their carrying diverse applications lets us explore our personal complexities. A little outdated at this point. Jun 07, Sara rated it really liked it Shelves: information-technology , nonfiction. The author is a Professor of the Sociology of Science at the Massachusetts Institute of Technology, and a licensed clinical psychologist holding a joint Ph. The book has been signed by Turkle in that there is a stamp pasted to the front loose endpage with her signature on it. Paperback , pages. By Amy Bruckman. Professor Turkle writes on the "subjective side" of people's relationships with technology, especially computers. Welcome back. Also, loads of interesting case studies and stories. Turkle is a brilliant observer of the online world, and what makes the Net incredibly interesting is that it was never intended to be a social medium. Overall a great read that raises a lot of questions, but also provides a ton of useful categories and terms for thinking. Ashley Poston made her name with Once Upon a Con, a contemporary series set in the world of fandom, and her two-part space opera, Heart of It was a great way to stay in touch long-distance. Includes bibliographical references pages and index A book about people and how computers are causing us to reevaluate our identities in the age of the Internet Introduction : identity in the age of the Internet -- I. -
Links Away the Institution’S Forward to the Present Day
Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE Gain perspective. Get inspired. Make history. THE HENRY FORD MAGAZINE - JUNE-DECEMBER 2019 | SPACESUIT DESIGN | UTOPIAN COMMUNITIES | CYBERFORMANCE | INSIDE THE HENRY FORD THE HENRY | INSIDE COMMUNITIES | CYBERFORMANCE DESIGN | UTOPIAN | SPACESUIT 2019 - JUNE-DECEMBER MAGAZINE FORD THE HENRY MAGAZINE JUNE-DECEMBER 2019 THE PUSHING BOUNDARIES ISSUE What’s the unexpected human story behind outerwear for outer space? UTOPIAN PAGE 28 OUTPOSTS OF THE ‘60S, ‘70S THE WOMEN BEHIND THEATER PERFORMED VIA DESKTOP THE HENRY FORD 90TH ANNIVERSARY ARTIFACT TIMELINE HARRISBURG PA HARRISBURG PERMIT NO. 81 NO. PERMIT PAID U.S. POSTAGE U.S. PRSRTD STD PRSRTD ORGANIZATION ORGANIZATION NONPROFIT NONPROFIT WHEN IT’S TIME TO SERVE, WE’RE ALL SYSTEMS GO. Official Airline of The Henry Ford. What would you like the power to do? At Bank of America we are here to serve, and listening to how people answer this question is how we learn what matters most to them, so we can help them achieve their goals. We had one of our best years ever in 2018: strong recognition for customer service in every category, the highest levels of customer satisfaction and record financial results that allow us to keep investing in how we serve you. -
Antonio Pizzo
Antonio Pizzo TEATRO E MULTIMEDIA Attore e scena nell’era digitale Indice CAPITOLO I: LA CONTAMINAZIONE DEL TEATRO 1. Il campo dell’indagine ---------------------------- 2. I caratteri del multimediale ---------------------- 3. La metafora teatrale ----------------------------- 4. La rappresentazione digitale --------------------- 5. La contaminazione tecnologica -------------------- CAP. II - SCENA TEATRALE E NUOVI MEDIA DIGITALI 1. La realtà virtuale come ambiente creativo -------- 2. Corpo reale e scena virtuale --------------------- 3. L’immersione e la perdita ------------------------ 4. Prime esperienze italiane ------------------------ Fonti e materiali dalla rete ------------------------ CAP. III - QUI, ALTROVE, ADESSO: LO SPETTACOLO NELLA RETE 1. Cyberspace --------------------------------------- 2. Dal palcoscenico al web -------------------------- 3. Drama on line: i MOO ----------------------------- 4. La presenza remota ------------------------------- 5. La performance globale -------------------------- Fonti e materiali dalla rete ----------------------- CAP IV - DRAMMATURGIA PROCEDURALE, PERSONAGGI ARTIFICIALI, ATTORE VIRTUALE 1. La fatica dell’organico ------------------------- 2. Gli antenati ------------------------------------ 3. Personaggi credibili ---------------------------- 4. Le tecniche del chatterbot ---------------------- 5. La macchina recitante --------------------------- 6. Verso l’attore virtuale ------------------------- 7. La marionetta digitale -------------------------- Fonti e materiali dalla rete ----------------------- -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base. -
Il Cinema Interattivo. Scenari Presenti E Futuri
Alma Mater Studiorum - Università di Bologna FACOLTÀ DI LETTERE E FILOSOFIA Corso di laurea in CINEMA, TELEVISIONE E PRODUZIONE MULTIMEDIALE IL CINEMA INTERATTIVO SCENARI PRESENTI E FUTURI Tesi di laurea in PRODUZIONE MULTIMEDIALE Relatore: Chiar.mo Prof. Presentata da: PIER LUIGI CAPUCCI FRANCESCA BISERNI Correlatrice: Chiar.ma Dott.ssa SIMONA CARACENI Sessione III Anno Accademico 2006-200 0 INDICE Introduzione 5 1. L’interattività raccontata dal cinema di fantascienza 15 1.1 Perché la fantascienza? 15 1.2 Cinema di fantascienza e nuove tecnologie 17 1.3 La risposta cinematografica all’interattività 19 1.4 L’esistenza dentro i computer 22 1.4.1 I monti frattali di Tron 22 1.4.2 Il Tagliaerbe: il lato oscuro del virtuale 22 1.4.3 Johnny Mnemonic: “una fiaba per l’era informatica” 24 1.5 Pensare apparecchiature per riprodurre esperienze 26 1.5.1 Brainstorm: nella testa altrui 28 1.5.2 Fino alla fine del mondo: dentro i ricordi 29 1.5.3 Strange Days: una fuga multisensoriale 31 1.6 Essere una simulazione? 33 1.6.1 Nirvana: la simulazione prende coscienza 33 1.6.2 Vivere un’illusione 36 1.7 Gli universi paralleli di Matrix 37 1.8 eXistenZ e Il tredicesimo piano 41 1.9 Alcune chiavi interpretative 44 1.9.1 Corporeità 44 1.9.2 Sacralità 45 1.9.3 Collettività 46 1.9.4 Iper-realismo 46 1.9.5 Sogno/Incubo 47 2. Verso nuove forme cinematografiche 49 2.1 Tecnologia e cultura 52 2.2 Il corpo “simulato” 59 2.3 Expanded Cinema ed interattività 63 2.4 Nanotecnologie e video-sorveglianza 67 2.5 “Dal vivo” 69 2.6 Nuove maniere di raccontare 72 2.6.1 -
Game Design and Role-Playing Games
This is an Accepted Manuscript of a book chapter published by Routledge in Role- Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia-Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Björk, Staffan and Zagal, José P. (2018). “Game Design and Role- Playing Games” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336. 18 Game Design and Role-Playing Games Staffan Björk; José Zagal This chapter explores role-playing games (RPGs) from a design perspective. While there are many approaches to acquiring knowledge about RPGs, designers of RPGs often consider the structural elements of a game—its rules and the entities on which the rules act—and how they will interact with each other. One complication of game design, and RPG design specifically, is that “games” involve and describe both the artifacts that makes playing possible – the things we buy in stores – and the gameplay artifacts enable and encourage. While game designers can exert control over the artifact (e.g. a rulebook or software), their ultimate goal is to encourage a certain kind of gameplay. Thus, gameplay, which primarily depends on the player’s behavior, is out of their direct control. Salen and Zimmerman (2004) refer to this as “second-order design” and stress the importance of playtesting to see if the game artifacts generate the desired game activities when used by the intended target group. However, they also stress the importance of game designers having a structural understanding of games as systems so they can anticipate how specific design configurations will work. -
Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games a B S T R a C T
GENERAL NOTE Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games A B S T R A C T The subject matter of this ar- ticle emerged in part out of re- Anne-Marie Schleiner search for the author’s thesis project and first game patch, Ma- dame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an up- surge of interest and research in computer games among artists ost-industrial capitalist economies are develop- search involving the nascent and media theoreticians. Consider- P able shifts in gaming culture at ing into cultures of “play,” in which a pervasive “play ethic” is “third-person shooter/adventure large have taken place, most nota- superseding the work ethic [1]. According to economist Jer- game with female heroine” bly a shift toward on-line games, emy Rifkin, as large percentages of the human labor force are genre—exemplified by Eidos In- as well as an increase in the num- rendered superfluous by more efficient technologies, we will teractive and Core Design’s popu- ber of female players. The multi- need to reinvest value in other sorts of human activities that lar game Tomb Raider—has led directional information space of the network offers increasing pos- fall outside of the production paradigm [2]. Even within cor- me from gender analysis of film, sibilities for interventions and gen- porate environments, play is seeping into the workplace: for particularly of the horror film der reconfigurations such as those instance, “strung-out” programmers may blow off steam by genre, to science fiction, to vir- discussed at the end of the article. -
Marc-Thesis.Pdf
THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez B.Sc., La Salle - Ramon Llull University (2015) Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology September 2019 @ Massachusetts Institute of Technology, 2019. All rights reserved Author Signature redacted Program in Media Arts and Sciences August 2nd, 2019 Certified by Signature redacted , Deb Roy Professor, Program in Media Arts and Sciences Accepted by Signature redacted MASSACHU~SJTTS INSTITUTE >TodMachover OF TKWLOG-- A emic Head, Program in Media Arts and Sciences OCT04O19 Ti LIBRARES THE LVN MIXTAPES: USING AUGMENTED AUDIOTAPES FOR STORY SHARING by Marc Exposito Gomez Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on August, 2nd, 2019 in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract In the course of this thesis, I present a novel listening medium aimed to increase the awareness of the local community through story dissemination. Supported by the growing collection of recorded conversations from the Local Voices Network (LVN), I propose to use augmented audiotapes and the culture of mixtapes to physically embody the stories and views of the community. The use of cassettes provides a medium for self-reflection, generates curiosity for exploration, and ultimately enables face-to-face interactions and social sharing. This thesis describes the process of designing, building, and experimenting with this participatory media. -
Life on the Screen Identity in the Age of the Internet Sherry Turkle
Life on the Screen Identity in the Age of the Internet Sherry Turkle (A Book Contemplation By Dorit Winter) Life on the Screen is commendable as an introduction to interactive computer use. Sherry Turkle explains the nascent computer culture of a simulation called Multi-User Domains, or MUDs, very thoroughly. Essentially, “MUDs provide worlds for anonymous social interactions in which one can play a role as close to or as far away from one’s ‘real self’ as one chooses.” (p. 12) To impart a bit more of a flavor of MUD existence, I can do no better than to quote the book: In the course of a day, players move in and out of the active game space. As they do so, some experience their lives as a “cycling through” between the real, world, RL, and a series of virtual worlds. I say a series because people are frequently connected to several MUDs at a time. In an MIT computer cluster at 2 a.m.. an eighteen-year-old freshman sits at a networked machine and points to the four boxed-off areas on his vibrantly colored computer screen. “On this MUD I’m relaxing, shooting the breeze. On this MUD I’m in aflame war. On this last one I’m into heavy sexual things. I’m traveling between the MUDs and a physics homework assignment due at 10 tomorrow morning.” And here is Doug, a midwestern college junior: “1 split my mind. I’m getting better at it. I can see myself as being two or three or more.. -
Net-Ativismo: Protestos E Subversões Nas Redes Sociais Digitais
NET-ATIVISMO PROTESTOS E SUBVERSÕES NAS REDES SOCIAIS DIGITAIS MARINA MAGALHÃES LIVROS ICNOVA 1 | NOTÍCIAS EM PORTUGAL A Luther Blissett e Hakim Bey. Aos índios da Selva Lacan- dona. Às flores do norte da África e do Médio Oriente. Aos indignados de uma geração à rasca. Aos net-artistas e Anonymous espalhados pelas redes de redes: memórias afetivas da minha zona autónoma temporária. Este livro é sobre nós (e sobre nossas conexões). FICHA TÉCNICA TÍTULO Net-Ativismo: protestos e subversões nas redes sociais digitais AUTORA Marina Magalhães REVISÃO Cecília Avelino, Roberta Matias Simões e Raquel Lima COLEÇÃO Livros ICNOVA EDIÇÃO ICNOVA – Instituto de Comunicação da Nova Faculdade de Ciências Sociais e Humanas/Universidade NOVA de Lisboa Av. Berna, 26 1069-061 Lisboa – Portugal www.icnova.fcsh.unl.pt [email protected] DIREÇÃO Francisco Rui Cádima Maria Lucília Marques Cláudia Madeira ISBN 978-989-54285-1-9 (Digital) 978-989-54285-0-2 (Impresso) DESIGN E PAGINAÇÃO José Domingues | UNDO DATA DE PUBLICAÇÃO Dezembro 2018 APOIO Esta publicação é financiada por Fundos Nacionais através da FCT – Fundação para a Ciência e a Tecnologia no âmbito do projeto Refª: UID/CCI/04667/2016 O conteúdo desta obra está protegido por Lei. Qualquer forma de reprodução, distribuição, comunicação pública ou transformação da totalidade ou de parte desta obra carece de expressa autorização do editor e dos seus autores. Os artigos, bem como a autorização de publicação das imagens, são da exclusiva responsabilidade dos autores. AGRADECIMENTOS Aos professores e amigos José Bragança de Miranda e Massimo Di Felice, orienta- dor e coorientador da tese de doutoramento em Ciências da Comunicação, desen- volvida na Universidade Nova de Lisboa, que originou este livro.