Playing on the Plane of Immanence Notes on the Resonance Between Body and Image in Music Video Games
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Training's Ability to Improve Other Race Individuation
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Spring 2013 Recognizing the Other: Training's Ability to Improve Other Race Individuation W. Grady Rose Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Psychology Commons, and the Race and Ethnicity Commons Recommended Citation Rose, W. Grady, "Recognizing the Other: Training's Ability to Improve Other Race Individuation" (2013). Electronic Theses and Dissertations. 47. https://digitalcommons.georgiasouthern.edu/etd/47 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. Running head: RECOGNIZING THE OTHER 1 RECOGNIZING THE OTHER: TRAINING’S ABILITY TO IMPROVE OTHER RACE INDIVIDUATION by W. GRADY ROSE (Under the Direction of Amy Hackney, Ph. D.) ABSTRACT Members of one race or ethnicity are less able to individuate members of another race compared to their own race peers. This phenomenon is known as the other race effect (ORE) or the cross race effect (CRE). Not only are individuals less able to identify members of the other race but they are also more likely to pick those individuals out of a crowd. The categorization- individuation model predicts that this deficit arises from a lack of motivated individuation; in which members of the other race are remembered at the category level as a prototype while own race members are remembered by name with individual characteristics. -
Affect, Trust, and Dignity: Ontological Possibilities and Material Consequences for a Philosophy of Educational Resonance Walter Gershon Kent State University
Walter Gershon 461 Affect, Trust, and Dignity: Ontological Possibilities and Material Consequences for a Philosophy of Educational Resonance Walter Gershon Kent State University INTRODUCTION This essay articulates a philosophy of resonance in education, from some of its theoretical possibilities through their material consequences. Contemporary under- standings in educational philosophy have a tendency to utilize ocular metaphors, epistemological constructions that provide frames for seeing the world. There are at least the following three difficulties with such a reliance on the ocular. First, they are easily interrupted by nonocular metaphors. While this may seem to be a rather surface concern, it points to a deep philosophical set of problems. For example, what happens when the augenblick, a construct around which much philosophizing has been accomplished, is pressed slightly to become a “blink of an ear”?1 This move not only questions the veracity of ocular-centric constructions from blinks to texts — for what does it say about an idea if it falls apart by shifting senses — but it also presses at the feasibility of framing, its inherently bounded nature as well as the large number of possibilities excluded by its gaze. Second, the sonic provides another avenue for wonder. Sound is omnipresent and questions of hearing or listening are as much about physical anatomy as they concern sociocultural constructs about what sounds can mean. Unlike sight that is necessarily directional and constantly interrupted (for example, by blinking), sound is omnidirectional, creating a context in which focus requires a particular kind of attentive filtering rather than a reframing or panning directionality. Finally, sound is and always has been. -
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics Simon Niedenthal Malmö University, School of Arts and Communication Malmö, Sweden [email protected] Abstract: Fireworks in games translate the sensory power of a real-world aesthetic form to the realm of digital simulation and gameplay. Understanding the role of fireworks in games can best be pursued through through a threefold aesthetic perspective that focuses on the senses, on art, and on the aesthetic experience that gives pleasure through the player’s participation in the simulation, gameplay and narrative potentials of fireworks. In games ranging from Wii Sports and Fantavision, to Okami and Assassin’s Creed II, digital fireworks are employed as a light effect, and are also the site for gameplay pleasures that include design and performance, timing and rhythm, and power and awe. Fireworks also gain narrative significance in game forms through association with specific sequences and characters. Ultimately, understanding the role of fireworks in games provokes us to reverse the scrutiny, and to consider games as fireworks, through which we experience ludic festivity and voluptuous panic. Keywords: Fireworks, Pyrotechnics, Digital Games, Game Aesthetics 1. Introduction: On March 9th, 2000, Sony released the fireworks-themed Fantavision (Sony Computer Entertainment 2000) in Japan as one of the very first titles for its then new Playstation 2. Fantavision exhibits many of the desirable qualities for good launch title: simulation properties that show off new graphic capabilities, established gameplay that is quick to grasp, a broad appeal. Though the critical reception for the game was ultimately lukewarm (a 72 rating from Metacritic.com), it is notable that Sony launched its new console with a fireworks game. -
Affect Theory As a Methodology for Design
Affect Theory as a Methodology for Design Author Nandita Baxi Sheth & Kristopher Holland University of Cincinnati, College of Design, Architecture, Art, and Planning In Ordinary Affects (2010), Katherine Stewart, writes, Affect is the commonplace, labor-intensive process of sensing modes of living as they come into being. It hums with the background noise of obstinacies and promises, ruts and disorientations, intensities and resting points. It stretches across real and imaginary social fields and sediments, linking some kind of everything (p. 340). ‘Linking some kind of everything’, affects are intensities, resonances, force fields that exist and travel in in between bodies and spaces. Affect shines a light on what happens in that unknowable space that is the gap between an event and its cognitive signification. These embodied intensities occur through the automatic functions of our bodies--the membrane of the skin, the beating of the heart, and the rhythm of the breath (Massumi, 2002, p. 26). Imaginative Interlude: Imagine if you will an experience of awe or wonder—such as the much clichéd sunset on the beach. The salty smell in the air. The changing temperature of the skin as the sun’s warmth dissipates The ever so gradual color changes in the sky The liquid melding of sky and sea at the horizon line The rhythmic sounds of moving water There is gap, fractions of second, between the body’s experience of this event and the application of language to label that experience. Thinking about this gap- between experience itself and representation of that experience is the space of inquiry that is explored by Affect Theory. -
„Child of Eden“-Steuerung: Körperbewegung Statt Knopfdruck
„Child of Eden“-Steuerung: Körperbewegung statt Knopfdruck 14 2/ 2011 KulturSPIEGEL Was würde Kandinsky tun? Wedeln, streicheln, klatschen: Tetsuya Mizuguchis Computer - spiel „Child of Eden“ muss man tanzen. VON CARSTEN GÖRIG FOTOS: GUNTER GLÜCKLICH „Hoffnung und Glück, das sind die Themen von ,Child of Eden‘“, sagt Tetsuya Mizuguchi, 45. Sanft redet der Japaner, kaum hörbar über dem Summen der Geräte, die in den vollgepackten Räumen seines Studios Q Entertainment im Meguro-Bezirk von Tokio arbeiten. Der Spieleentwickler versucht, inmitten von Sofas, Computern, Fernsehern und Musikinstrumenten Platz zu finden. Platz braucht er für seine neueste Erfindung. Denn „Child of Eden“ kann mit Gesten gespielt werden, ganz ohne Tasten oder Knöpfe. Sanft, fast wie ein Masseur streichelt Mizuguchi die Luft, öffnet die Arme, klatscht. Die Frau auf dem Bildschirm, bleich wie ein Geist, reagiert sofort auf den Befehl des Meisters, amöbenartige Wesen werden beschossen, lösen sich auf, Farben flackern psyche - delisch. Die Frau bewegt sich durch die Welt der abstrakten Formen, der schwimmenden und tanzenden Strukturen, singt zu der euphorisierenden Musik, gesteuert von Mizuguchis Händen. „Child of Eden“ ist das erste Spiel, das die Kinect-Technologie der Xbox-360-Konsole von Microsoft für mehr als alberne kleine Spielchen oder für Fitnessübungen nutzt. Die Kinect-Kamera fängt Bewegungen des Spielers ein. Handbewegungen, die an meditatives Tafelwischen erinnern, ersetzen den Knopfdruck. Für Mizuguchi ist die Kinect-Technik ein Geschenk, denn er arbeitet wie kein anderer daran, mit seinen Spielen alle Sinne KulturSPIEGEL 2/ 2011 15 mer 1998 verabschiedete. Nach einem Besuch bei Opel in Rüsselsheim und Mercedes Benz in Stutt - gart fuhr er nach Zürich, besuchte die Stadt am Wochenende der Street Parade, der Schweizer Ent - sprechung zur Love Parade. -
Estudios Sega Europe
ESTUDIOS SEGA EUROPE UNITED GAME ARTISTS Ya sea con carreras de rallies o con ritmos de rock, United Game Artists (antes AM9) toca todos los terrenos. Desde sus orígenes como uno de los mejores equipos de Sega en el campo de los juegos de carreras (con títulos como Sega Rally Championship) hasta su nuevo interés por marchosos juegos musicales (con, por ejemplo, Space Channel 5), UGA ha demostrado que nadie les supera a la hora de hacer las cosas con estilo. AM9 se transformó en United Game Artists el 27 de abril de 2000 y su sede, que da cabida a 55 empleados presididos por Tetsuya Mizuguchi, se encuentra en el moderno distrito de Shibuya, en Tokio. Mizuguchi nació en Sapporo y asistió a la Facultad de Bellas de Artes de la Nihon University, para luego entrar en Sega en 1990. Su primer trabajo fue Megalopolice, película japonesa de carreras con gráficos creados por ordenador. A continuación, puso sus miras en los simuladores deportivos y en 1995 creó una obra maestra de las salas recreativas, Sega Rally Championship. Simulando el siempre resbaladizo y todoterreno mundo del rally, el juego de Sega destacó por un estilo de conducción del todo innovador para cualquier aficionado a los arcades. Entre las características de Sega Rally estaba la posibilidad de escoger 2 coches y competir en 3 pistas distintas, unos gráficos sorprendentes gracias a la placa Model 2, un sencillo sistema de control y un modo de competición. Además, se creó incluso una versión de la máquina que traía una réplica de un coche con sistema hidráulico.. -
Music Video Games in Live Performance
Music Video Games in Live Performance: Catachresis or an emergent approach? Francisco Bernardo Research Centre for Science and Technology of the Arts (C.I.T.A.R.) Catholic University of Portugal, R. Diogo Botelho, 1327, 4169-005 Porto, Portugal [email protected] ABSTRACT broadly accessible. And games have been embraced by a This paper argues that music video games, given the public that has otherwise been unimpressed by much of characteristics of the genre, may constitute an alternative what passes for digital art’ [7]. and viable approach to music and audiovisual performance. In ‘Digital Art’, Christiane Paul provides a survey of digital Building on a music performance in 2013, in which the art from its inception in the 1980s until the present. author participated and used a video game as a musical According to the author, digital art is a genre that instrument, we analyze some of the aspects that have encompasses artistic works and practices that use digital emerged and support our argument. We contextualize video technology as part of the creative process, and/or as the games within new media art and provide a brief analysis of presentation medium, being “placed under the larger the music video game genre. We also identify some of the umbrella term ‘new media art’” [13]. New media art is in latest research efforts concerning conceptual and technical turn a general term that refers to artwork forms like film, approaches, design features and frameworks that may assist video, sound art and their hybrids, and that differentiates the analysis and development of music video games from cultural objects deriving from the traditional visual suitable for performance. -
The Philosophy of Movement: Using Affect Theory and Existentialism to Negotiate Difference Online
The Philosophy of Movement: Using Affect Theory and Existentialism to Negotiate Difference Online by Kara Wai-Fong Au A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts Digital Humanities University of Alberta c Kara Wai-Fong Au, 2018 Abstract The design of comment systems on social media and news websites such as YouTube, Facebook, and Twitter are not made to promote critical discussions or find the source of political conflict. The integration of digital tools like social media to enact politics online and the shift to identity-based politics further complicates the political space. The speed at which digital communication occurs and the rate at which online news is released places stress on the ability to pause and think about critical and sensitive issues like death. This paper introduces a new theory called the philosophy of movement. It will explain how adopting this philosophy will help the user be a more effective and affective communicator of political issues. The philosophy of movement incorporates affect theory, existentialism, and conflict resolution to produce an actionable and theoretical model to understand and respond to political difference in the digital space. In the philosophy of movement through existential authenticity the individual is faced with the ambiguity of reality and the multitude of contending truths. They are able to negotiate through this conflict by accepting ambiguity, but empowered to act in spite of not knowing through their affective potential, the ability to affect and be affected in the public space and make an impact in the field of relation. -
L'abecedaire De Gilles Deleuze, Avec Claire Parnet
1 L'Abécédaire de Gilles Deleuze, avec Claire Parnet Directed by Pierre-André Boutang (1996) Translation & Notes: Charles J. Stivale Credits (shown at the end of each tape): Conversation: Claire Parnet Direction: Pierre-André Boutang, Michel Pamart Image: Alain Thiollet Sound: Jean Maini Editing: Nedjma Scialom Sound Mix: Vianney Aubé, Rémi Stengel Images from Vincennes: Marielle Burkhalter --------------------------------------------------------------------------- Translated and edited by Charles J. Stivale --------------------------------------------------------------------------- Prelude \1 A short description of the trailer and then of the interview "set" is quite useful: the black and white trailer over which the title, then the director’s credit are shown, depicts Deleuze lecturing to a crowded, smoky seminar, his voice barely audible over the musical accompaniment. The subtitle, “Université de Vincennes, 1980,” appears briefly at the lower right, and Deleuze’s desk is packed with tape recorders. A second shot is a close-up of Deleuze chatting with the students seated closest to him. Then another shot shows students in the seminar listening intently, most of them (including a young Claire Parnet in profile) smoking cigarettes. The final shot again shows Deleuze lecturing from his desk at the front of the seminar room, gesticulating as he speaks. The final gesture shows him placing his hand over his chin in a freeze-frame, punctuating the point he has just made. As for the setting in Deleuze’s apartment during the interview, the viewer sees Deleuze seated in front of a sideboard over which hangs a mirror, and opposite him sits Parnet, smoking constantly throughout. On the dresser to the right of the mirror is his trademark hat perched on a hook. -
Playing on the Plane of Immanence (DIGAREC Series
Serjoscha Wiemer Playing on the Plane of Immanence Notes on the Resonance between Body and Image in Music Video Games In recent years computer games have been discussed by a vari- ety of disciplines from various perspectives. A fundamental dif- ference with other media, which is a point of continuous consid- eration, is the specific relationship between the viewer and the image, the player and the game apparatus, which is a character- istic of video games as a dispositive. Terms such as immersion, participation, interactivity, or ergodic are an indication of the deep interest in this constellation. This paper explores the reso- nance between body and image in video games like REZ, SOUL CALIBUR and DANCE DANCE REVOLUTION from the perspec- tive of a temporal ontology of the image, taking particular ac- count of the structuring power of the interface and its subject positioning aspects. The constitutive relationship between human players and non-hu- man elements of the gaming situation has been described in the past in different ways, as a logical relation, for example, or as a spatial structure or configurational practice. But too little attention has been given to the temporal nature of this relationship. We are all familiar with the concept of real-time, which points heavily to the relevance of this topic. It is an important but, in my view, still insufficient tem- poral category for describing the broad range and fundamental func- tion of temporal structures that define the player-image relations in video games. This question of the temporality of video games is a key aspect that I will address with reference to the temporal constitution of the video image itself. -
Patch's London Adventure 102 Dalmations
007: Racing 007: The World Is Not Enough 007: Tomorrow Never Dies 101 Dalmations 2: Patch's London Adventure 102 Dalmations: Puppies To The Rescue 1Xtreme 2002 FIFA World Cup 2Xtreme ok 360 3D Bouncing Ball Puzzle 3D Lemmings 3Xtreme ok 3D Baseball ok 3D Fighting School 3D Kakutou Tsukuru 40 Winks ok 4th Super Robot Wars Scramble 4X4 World Trophy 70's Robot Anime Geppy-X A A1 Games: Bowling A1 Games: Snowboarding A1 Games: Tennis A Bug's Life Abalaburn Ace Combat Ace Combat 2 ok Ace Combat 3: Electrosphere ok aces of the air ok Acid Aconcagua Action Bass Action Man: Operation Extreme ok Activision Classics Actua Golf Actua Golf 2 Actua Golf 3 Actua Ice Hockey Actua Soccer Actua Soccer 2 Actua Soccer 3 Adidas Power Soccer ok Adidas Power Soccer '98 ok Advan Racing Advanced Variable Geo Advanced Variable Geo 2 Adventure Of Little Ralph Adventure Of Monkey God Adventures Of Lomax In Lemming Land, The ok Adventure of Phix ok AFL '99 Afraid Gear Agent Armstrong Agile Warrior: F-111X ok Air Combat ok Air Grave Air Hockey ok Air Land Battle Air Race Championship Aironauts AIV Evolution Global Aizouban Houshinengi Akuji The Heartless ok Aladdin In Nasiria's Revenge Alexi Lalas International Soccer ok Alex Ferguson's Player Manager 2001 Alex Ferguson's Player Manager 2002 Alien Alien Resurrection ok Alien Trilogy ok All Japan Grand Touring Car Championship All Japan Pro Wrestling: King's Soul All Japan Women's Pro Wrestling All-Star Baseball '97 ok All-Star Racing ok All-Star Racing 2 ok All-Star Slammin' D-Ball ok All Star Tennis '99 Allied General -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms.