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Showing papers in "The Artist and Journal of Home Culture in 2018"


Journal ArticleDOI
TL;DR: In this article, the authors discuss the history of technologies that automated aspects of art, including photography and animation, and the current hype and reality of Artificial Intelligence (AI) tools for art making, together with predictions about how AI tools will be used.
Abstract: This essay discusses whether computers, using Artificial Intelligence (AI), could create art. First, the history of technologies that automated aspects of art is surveyed, including photography and animation. In each case, there were initial fears and denial of the technology, followed by a blossoming of new creative and professional opportunities for artists. The current hype and reality of Artificial Intelligence (AI) tools for art making is then discussed, together with predictions about how AI tools will be used. It is then speculated about whether it could ever happen that AI systems could be credited with authorship of artwork. It is theorized that art is something created by social agents, and so computers cannot be credited with authorship of art in our current understanding. A few ways that this could change are also hypothesized.

78 citations


Journal ArticleDOI
TL;DR: This article shows that Gropius succeeds in formulating and exploring the two principles, in theory and practice, as well as drawing conclusions by the end of the 1920s, allowing for a distinction based not only on theoretical, but also technological and structural characteristics.
Abstract: With the breakthrough of modernism, various efforts were undertaken to rationalize architecture and building processes using industrial principles. Few architects explored these as intensively as Walter Gropius, the founder of the Bauhaus. Before World War One, and increasingly in the interwar years, Gropius and a number of colleagues undertook various experiments that manifested in a series of projects, essays, model houses and Siedlungen. These were aimed at conceptually different goals, i.e., they followed two different categories of industrial logic: First, a flexible construction kit and, second, an assembly line serial production. This article traces the genesis of these two concepts and analyses their characteristics using these early manifestations. Compared to existing literature, this article takes into account hitherto neglected primary sources, as well as technological and construction history aspects, allowing for a distinction based not only on theoretical, but also technological and structural characteristics. This article shows that Gropius succeeds in formulating and exploring the two principles, in theory and practice, as well as drawing conclusions by the end of the 1920s. With them, he contributed significantly to the rationalization of architecture, and his principles have been picked up and developed further by numerous architects since then.

21 citations


Journal ArticleDOI
TL;DR: In this paper, the impact of kawaii styles on youth cultures in Europe, which is, although limited, multidimensional: it has involved spontaneous drawings among children, a certain amateur and professional comics production, amateur and commercial animation, toys and a diverse merchandising, street art, and fashion design.
Abstract: Kawaii culture and aesthetics are a peculiarity of contemporary Japan and move across mass media, impulse goods, creative industries, and juvenile tendencies. The concept, graphic styles, and commodities related to a kawaii culture are composite. This article, in its first part, outlines the theories and general features of this cultural trend in Japan and as it is framed in most western countries. In the second part, it also focuses on whether and how the concept and the related styles and commodities have found a place in Europe, with particular reference to Italy and France. These two countries, in fact, have been since the late 1970s the key markets in the Euro-American region for Japanese contemporary culture for youths, namely Japanese comics (generally called manga) and commercial animation (or anime). Anime and manga are, in effect, an integral part of the theoretical discourse on kawaii in the two markets considered, as it is discussed accordingly in the second part of the article. In its last section, the article addresses the impact of kawaii styles on youth cultures in Europe, which is, although limited, multidimensional: it has involved spontaneous drawings among children, a certain amateur and professional comics production, amateur and commercial animation, toys and a diverse merchandising, street art, and fashion design.

20 citations


Journal ArticleDOI
TL;DR: A two-dimensional mapping along the dimensions of media specificity and user agency is introduced, a way to visualize different ontological positions on “narrative” in the context of game narrative and other interactive narrative forms.
Abstract: There have been misunderstandings regarding “narrative” in relation to games, in part due to the lack of a shared understanding of “narrative” and related terms. Instead, many contrasting perspectives exist, and this state of affairs is an impediment for current and future research. To address this challenge, this article moves beyond contrasting definitions, and based on a meta-analysis of foundational publications in game studies and related fields, introduces a two-dimensional mapping along the dimensions of media specificity and user agency. Media specificity describes to what extent medium affects narrative, and user agency concerns how much impact a user has on a narrative. This mapping is a way to visualize different ontological positions on “narrative” in the context of game narrative and other interactive narrative forms. This instrument can represent diverse positions simultaneously, and enables comparison between different perspectives, based on their distance from each other and alignment with the axes. A number of insights from the mapping are discussed that demonstrate the potential for this process as a basis for an improved discourse on the topic.

17 citations


Journal ArticleDOI
TL;DR: In this article, the authors analyzed Neutra's most important expensive residences: the Lovell Health House (1927-1929) and the Kaufmann Desert House(1946-1947) and concluded that Neutra took an intermediate position between socialist opponents and idealist proponents of luxury.
Abstract: Many architects of the modern movement who, in theory, refused luxury nonetheless responded to the demand for it. Richard J. Neutra was one of them: Although he mostly rejected luxury in his writings, he gained fame for his skills in constructing luxurious residences. This paper explores how he handled such discrepancies. For this purpose, it relates his understanding of luxury to the German debates on the luxury of the interwar period and analyzes two of his most important expensive residences: the Lovell Health House (1927–1929) and the Kaufmann Desert House (1946–1947). It comes to the conclusion that Neutra took an intermediate position between socialist opponents and idealist proponents of luxury. While he acknowledged the importance of objectivity and scientific thinking and agreed to give priority to the improvement of the living conditions of the masses, he was nevertheless much interested in comfort, aesthetics, details, and individualization. Moreover, it draws attention to the fact that Neutra’s houses also reflected his clients’ relationship to luxury. The Kaufmanns asked for a luxurious background for leisure; the Lovells’ wanted a place for a disciplined life that lacked certain essential traits of luxury.

17 citations


Journal ArticleDOI
TL;DR: Evidence of illicit antiquities trafficking on the Dark Web displayed in this article can generate a new discussion on how and where to study black-market antiquities to gain needed insight into combating the illicit trade online and the transnational criminal groups it may finance.
Abstract: Since the rise of the Islamic State of Iraq and Syria (ISIS, also known as Daesh and ISIL) in 2014, antiquities have been a widely publicized source of funding for what has become one of the most technologically savvy terrorist organizations of the modern era. The globalization of technology and rise of popularity in cryptocurrencies has changed the face of black-market trade and the actors that carry out these crimes. While art and antiquities have long served as a market with susceptibilities to laundering, the emergence of Dark Web markets, identification-masking software, and untraceable cryptocurrencies such as Bitcoin have opened new doors to potential vulnerabilities. The anonymity that is offered by these technologies acts as a roadblock for authorities, while attracting the likes of terrorists and transnational criminals. Investigative research using cyber security platforms to identify digital artifacts connected to potential traffickers provides the opportunity to unmask the seemingly untraceable actors behind these activities. The evidence of illicit antiquities trafficking on the Dark Web displayed in this article can generate a new discussion on how and where to study black-market antiquities to gain needed insight into combating the illicit trade online and the transnational criminal groups it may finance.

16 citations


Journal ArticleDOI
TL;DR: New ways of studying collecting history are proposed, drawing on research projects on the use of archaeometry to shed light on cases of looting or trafficking involving police, court, or government intervention; hence, its qualification as “forensic”.
Abstract: For most of its history, archaeology has too often taken an indulgent attitude toward looting and antiquities trafficking. The primary response to these dangers has been to publish the main findings made outside of academia. As a result of this approach and the prominent role played by police techniques in investigating such crimes, investigations are primarily based on documentary research. This approach makes it harder to determine such essential factors in this field as an object’s collecting history or discovery date. This paper proposes new ways of studying collecting history, drawing on research projects on the use of archaeometry to shed light on cases of looting or trafficking involving police, court, or government intervention; hence, its qualification as “forensic”. Although the current state of knowledge does not enable the presentation of novel research, we believe that researchers and interested institutions should be made aware of the advisability of using archaeometry more directly in the fight against these scourges.

16 citations


Journal ArticleDOI
TL;DR: In this article, the authors present an analysis of the constructive techniques and systems employed in the fortified architecture in al-agr al-Awsaṯ; that is, the Medium Frontier Territory of al-Andalus, called Marca Media, between the 8th and 13th centuries.
Abstract: Spanish Islamic military architecture shows an attempt at the systematization of works, techniques, and defensive elements, commencing in the era of the Umayyad Emirate and Caliphate up to the North African Empires (Almoravids and Almohads). This article presents an analysis of the constructive techniques and systems employed in the fortified architecture in al-Ṭagr al-Awsaṯ; that is, the Medium Frontier Territory of al-Andalus, called Marca Media, between the 8th and 13th centuries. The fortification of the borders was an objective of the Umayyad Emirate and Caliphate, as well as of the new kingdoms of Taifas and the Almoravid and Almohad Empires. The buildings were designed not only to defend a territory but also as a way of demonstrating the political power, and thus they were used as “state propaganda”. The triumph of the Islamic State over different groups, the advance of the Christian conquest, the decline of the Caliphate, and the invasion of the Almoravids and Almohads were situations that modified the definition of borders, the strategies of defense, and the organization of cities and territories. Therefore, the construction of fortifications acted as a mirror reflecting the social, political, and economic circumstances, whose changes depended on the real possibilities, knowledge, celerity, or technological evolution of the time. As such, these constructions permit an analysis of not only the building techniques, but also the people who carried them out, showing in their remains the social implications and organization of work from the master builders down to the quarry workers. This article presents the organization and technical knowledge of construction through a selection of cases studies, including watchtowers, castles, city walls, and fortresses.

15 citations


Journal ArticleDOI
TL;DR: In this paper, the authors examine one of the fundamental dichotomies underpinning the arguments in relation to the meaning of manga, the tension and interrelationship between the "style" versus "made in Japan" positions.
Abstract: The term manga is used to refer to a range of related and at times exclusive domains according to the position of the speaker. In the present paper, I examine one of the fundamental dichotomies underpinning the arguments in relation to the meaning of manga, the tension and interrelationship between the “style” versus “made in Japan” positions. Building on research on manga, comics, and bande dessinee, I outline a framework that attempts to take stock of the most common features associated with works being considered manga. Highlighting some of the possible connections between visual style and content-specific elements on the one hand, and the Japanese language plus the culture of manga production, dissemination, and consumption in Japan on the other hand, I argue that the manga as style position is not as pure a possibility—transcending all cultural and material situatedness—as it is sometimes held up to be. At the same time, the manga is made in Japan position is not as simplistic as it is commonly thought to be and indeed points to a far deeper and more fundamental interrelationship between manga and Japan—as its real and mythical place of origin—than its proponents might actually articulate.

14 citations


Journal ArticleDOI
TL;DR: This article attempts to provide some examples of Neo-Muslim architecture found in different autonomous communities in Spain, examining them through four typologies, as well as to discuss the consideration and use of the Neo- Muslim style after the second half of the 20th century.
Abstract: Spanish architecture, towards the end of the 19th century and the beginning of the 20th, was characterized by the development of a variety of styles, including Neo-Muslim. The Alhambra of Granada, the Mosque of Cordoba, and the Giralda Tower of Seville, served as inspiration to the design of works that would follow these models, some to a greater extent than others, and would eventually give rise to an architectural trend that would make its way all across Spain. As such, this article attempts to provide some examples of said architecture found in different autonomous communities in Spain, examining them through four typologies, as well as to discuss the consideration and use of the Neo-Muslim style after the second half of the 20th century. The methodology behind this research involved extensive reading and analysis of both general and specific works on the subject, the study of archival materials relative to some of the selected buildings, about which preserved evidence was scarce, as well as taking photographs of the properties included in the text.

14 citations


Journal ArticleDOI
TL;DR: The limits of restricted quantitative analysis of online forums and the limits of extrapolation of market data with “culture-bound” measures are demonstrated.
Abstract: This methodological study assesses the potential for automatically generated data, netnographic data and market data on metal-detecting to advance cultural property criminology. The method comprises the analysis of open sources that have been identified through multilingual searches of Google Scholar, Google Web and Facebook. Results show significant differences between digital data and market data. These demonstrate the limits of restricted quantitative analysis of online forums and the limits of extrapolation of market data with “culture-bound” measures. Regarding the validity of potential quantitative methods, social networks as well as online forums are used differently in different territories. Restricted quantitative analysis, and its foundational assumption of a constant relationship between the size of the largest online forum and the size of the metal-detecting population, are unsound. It is necessary to conduct extensive quantitative analysis, then to make tentative “least worst” estimates. As demonstrated in the sample territories, extensive analyses may provide empirical data, which revise established estimates. In this sample, they corroborate the detecting community’s own perception that they are ‘beat[ing these sites] to death’.

Journal ArticleDOI
TL;DR: It is argued that the study of anime is accommodated best by going beyond traditional polarizations between text and context, media specificity and media ecology, area and discipline.
Abstract: The transcultural consumption of Japan-derived popular media has prompted a significant amount of academic research and teaching. Instead of addressing globalization or localization as such, this article investigates the interplay of anime research and the institution of Japanese studies outside of Japan, addressing recurrent methodological issues, in particular, related to representation and mediation, intellectual critique and affective engagement, subculture and national culture. The inclination towards objects and representation in socio-cultural as well as cinema-oriented Japanese-studies accounts of anime is first introduced and, after considering discursive implications of the name anime, contrasted with media-studies approaches that put an emphasis on relations, modalities, and forms. In order to illustrate the vital role of forms, including genre, similarities between TV anime and Nordic Noir TV drama series are sketched out. Eventually, the article argues that the study of anime is accommodated best by going beyond traditional polarizations between text and context, media specificity and media ecology, area and discipline.

Journal ArticleDOI
TL;DR: A detailed, documented analysis of this work shows the complexity of the palace and fortress complex of the Alhambra, helping to better understand a part of its history.
Abstract: In the following paper, we look at the Alhambra from a perspective of architectural ceramics, an essential element in the understanding of the monument. From the Nasrid era onward, glazed ceramic tile mosaics were used to adorn the walls, a style that extended into the Christian conquest, when the palace complex was used as a royal residence. Since then, restoration work has continued to be carried out on the alicatados that cover the Alhambra’s walls, especially during an intense period in the 19th century, when it was the subject of much interest from Romantic travellers to Granada. A detailed, documented analysis of this work shows the complexity of the palace and fortress complex, helping us to better understand a part of its history. In the following pages, we specifically focus on one room in the Alhambra, the so-called Cuarto Dorado (Golden Room), outlining the preliminary findings of a research project that we are undertaking in association with the University of Granada and the Patronato de la Alhambra y el Generalife (Council of the Alhambra and the Generalife).

Journal ArticleDOI
TL;DR: A method to analyse given brushstrokes and extract their trajectory and width using a brush behaviour model and photographs of strokes painted by humans is presented, which is precise within a few millimetres for strokes up to 100 millimetre length.
Abstract: Painting robots, like e-David, are currently unable to create precise strokes in their paintings. We present a method to analyse given brushstrokes and extract their trajectory and width using a brush behaviour model and photographs of strokes painted by humans. Within the process, the robot experiments autonomously with different brush trajectories to improve the reproduction results, which are precise within a few millimetres for strokes up to 100 millimetres length. The method can be generalised to other robotic tasks with imprecise tools and visible results, like polishing or milling.

Journal ArticleDOI
TL;DR: The qualitative analysis of the cases has shown that the economic value of Vietnamese paintings remains high despite the controversial claims about their authenticity, and the Vietnamese authority seems indifferent to the problem of art frauds, which make the artists more powerless.
Abstract: A work of Vietnamese art crossed the million-dollar mark in the international art market in early 2017. The event was reluctantly seen as a sign of maturity for Vietnamese art amidst many problems. Even though the media in Vietnam has discussed the problems enthusiastically, there is a lack of literature from Vietnamese academics on the subject, especially from the market perspective. This paper aims to contribute an insightful perspective on the Vietnamese art market through the lens of art frauds. Thirty-five cases of fraudulent paintings were found on the news and in stories told by art connoisseurs. The qualitative analysis of the cases has shown that the economic value of Vietnamese paintings remains high despite the controversial claims about their authenticity. Here, the Vietnamese authority seems indifferent to the problem of art frauds, which make the artists more powerless. While the involvement of foreign actors in the trading of Vietnamese art does not reduce the intensity of the problem, it seems to continue to drive the price higher. The results have implications on the system of art in Vietnam, the current state of art theft in Vietnam, and the perception of Vietnamese people on art.

Journal ArticleDOI
TL;DR: This article argues for a collaborative relationship with the computer that can free the artist to more fearlessly engage with the challenges of working with emergent systems that exhibit complex unpredictable behavior.
Abstract: This article reviews the development of the author’s computational art practice, where the computer is used both as a device that provides the medium for generation of art (‘computer as art’) as well as acting actively as an assistant in the process of creating art (‘computer as artist’s assistant’), helping explore the space of possibilities afforded by generative systems Drawing analogies with Kasparov’s Advanced Chess and the deliberate development of unstable aircraft using fly-by-wire technology, the article argues for a collaborative relationship with the computer that can free the artist to more fearlessly engage with the challenges of working with emergent systems that exhibit complex unpredictable behavior The article also describes ‘Species Explorer’, the system the author has created in response to these challenges to assist exploration of the possibilities afforded by parametrically driven generative systems This system provides a framework to allow the user to use a number of different techniques to explore new parameter combinations, including genetic algorithms, and machine learning methods As the system learns the artist’s preferences the relationship with the computer can be considered to change from one of assistance to collaboration

Journal ArticleDOI
TL;DR: This work proposes using anime as a means of analyzing the human–environment relationship, and classified landscapes based on power relations between humans and nature, to explore how communities shape their physical environment based on how they socially construct nature and the resulting landscapes.
Abstract: Common dualistic thinking in environmental design education adopts humans and the environment as separate entities, with the environment as raw material stock. This approach affects the intellectual development of landscape architects and limits their ability to create meaningful landscapes. Therefore, it is necessary to explore and highlight new ideas about the more integrated human–environment relationship. Through the films of Hayao Miyazaki, many audiences around the world have encountered a different worldview. By contrast with Western thinking, which adopts human superiority to nature, the worldview that Miyazaki reflects in his films depicts human as an inseparable part of nature. Being inspired by different communities and their relationship to nature in Miyazaki’s films, we propose using anime as a means of analyzing the human–environment relationship. We classified landscapes based on power relations between humans and nature. We explored how communities shape their physical environment based on how they socially construct nature and the resulting landscapes. Thus, through apocalyptic landscapes, the bitter results of exploiting nature were depicted. Wilderness landscapes reflect the bias humanity has about nature as wild and hostile. Responsible landscapes were introduced asway of understanding the unbreakable bond between humans and the environment. Through these animated landscape types, the ways landscape architecture should approach nature in professional practices was discussed, and the importance of creating responsible landscapes was emphasized.

Journal ArticleDOI
TL;DR: This work illustrates the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others.
Abstract: Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships among options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others. We focus first on using choice poetics to examine the central repeated choice in “Undertale,” and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers, Please,” which breaks down options and their outcomes to illustrate exactly how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices “in the wild.”

Journal ArticleDOI
TL;DR: A summarized overview of the state of the arts about research on mosques in al-Andalus is offered, presenting the main problems and limitations of the topic until now, and also the case of Cordoba and the main results achieved there as a reference for further actions to be undertaken in the rest of the territory.
Abstract: Historiography and archaeological research have traditionally defined mosques mainly as religious spaces or places to pray, without further specifications. This simplification has usually dominated the analyses of mosques, while other uses or functional aspects of these buildings were put aside. The scarcity of material information available for years to approach these buildings, together with the dominance of the more monumental examples—such as the great mosque of Cordoba—provoked that analyses about other more modest mosques were scarce or almost inexistent. However, in recent decades, the proliferation of real estate building activities has led to the recovery of many new and fresh archaeological data related to other mosques different from the Friday ones. Specifically, in Cordoba, the volume of information recovered has been enormous, and concerns not only mosques as isolated buildings, but also their urban environments, construction processes, and evolution along the centuries. Therefore, in this paper, we offer a summarized overview of the state of the arts about research on mosques in al-Andalus, presenting the main problems and limitations of the topic until now, and also the case of Cordoba and the main results achieved there as a reference for further actions to be undertaken in the rest of the territory.

Journal ArticleDOI
TL;DR: In this paper, the authors examine violent protest in art museums and argue that these protests include those that specifically target art objects within the art museums, as well as others that use the sites as stages on which to protest.
Abstract: This article examines violent protest in art museums. There is a long history of art museums being used as sites of protest. As spaces full of meaning, they represent ideal locations for people to try to shape the present and the future. From peaceful demonstrations to terrorist attacks, the current risks of protest to art museums is high. Motivated by ideological, political and social reasons, these protests include those that specifically target art objects within the art museums, as well as others that use the sites as stages on which to protest. This article is based predominantly on secondary sources; however, it also uses empirical research data collected by the author during observation research at art museums in London in March 2017 and July 2017. The article begins by considering why art museums attract so many protests. It argues that as ‘sites of persuasion’, art museums can be battlegrounds on which people look to shape how society is constructed and perceived. It then examines contemporary and historical case studies in Brazil and the UK to help our understanding of violent protests and the challenges they pose to art museums. Following this, the article proposes that as art museums are important sites of persuasion, there must be more awareness of the threats they face from violent protests in order to shape crime prevention approaches. The article finishes by arguing that although protests can be highly problematic for people involved with art museums, the ongoing appeal of these spaces as sites of protest shows the significance of art museums as important locations of cultural meaning.

Journal ArticleDOI
TL;DR: The main architectural and decorative features of the caliphal enlargements of the Great Mosque of Cordoba are revisited in order to reflect on the meaning and forms of its epigraphic program.
Abstract: My first exposure to the epigraphic program of the Great Mosque of Cordoba, published in 2001, came from reading an article on the ideological meaning of the decoration and the Quranic citations inscribed in al-Ḥakam II’s addition to the building. In that article, I concluded that the Quranic verses found in the mosque were chosen not only for being a universal proclamation of divine power and praise for the Umayyad dynasty, as proposed by Nuha Khoury in 1996, but also because they clearly fitted in with the particular Andalusi, or rather Cordoban, religious, cultural, and political context in the first half of the 10th century. Most of the inscriptions had been read in the 19th century by Amador de los Rios, but some of them remained uninterpreted. Given that they were an essential part of the ideological message, it seemed appropriate to revisit the critical reading of the epigraphic program and determine its full meaning. Later, I discussed other architectural aspects of the Great Mosque in which the links to the Andalusi and the eastern Umayyad traditions are a key aspect in understanding why these forms were chosen. Damascus, the eastern Umayyad capital, and to a lesser extent Medina and the Abbasid capitals, became the model for the caliphs of Cordoba. This article proposes to revisit the main architectural and decorative features of the caliphal enlargements of the Great Mosque of Cordoba in order to reflect on the meaning and forms of its epigraphic program.

Journal ArticleDOI
TL;DR: By analyzing the chronotope of cyberpunk, the paper argues that the genre’s articulation of time and space is inflected by the general post-utopian mood of global capitalism.
Abstract: While cyberpunk is often described as a dystopian genre, the paper argues that it should be seen rather as a post-utopian one The crucial difference between the two resides in the nature of the historical imagination reflected in their respective narrative and thematic conventions While dystopia and utopia (structurally the same genre) reflect a teleological vision of history, in which the future is radically different from the present, post-utopia corresponds to what many scholars, from Fredric Jameson and Francis Fukuyama to David Bell, have diagnosed as the “end of history” or rather, the end of historical teleology Post-utopia reflects the vision of the “broad present”, in which the future and the past bleed into, and contaminate, the experience of “now” From its emergence in the 1980s and until today, cyberpunk has progressively succumbed to the post-utopian sensibility, as its earlier utopian/dystopian potential has been diluted by nostalgia, repetition and recycling By analyzing the chronotope of cyberpunk, the paper argues that the genre’s articulation of time and space is inflected by the general post-utopian mood of global capitalism The texts addressed include both novels (William Gibson’s Neuromancer, Neal Stephenson’s Snow Crash and Matthew Mather’s Atopia) and movies (Blade Runner, Blade Runner 2049 and Ex Machina)

Journal ArticleDOI
TL;DR: In this paper, the authors argue that what should be analysed in films is not what connects them to certain nations, but with certain ideologies, rather than claiming the national nature of a film, it is more accurate to identify for instance elements of a national ideology underlying the film.
Abstract: Starting from the perspective that national cinema is not a neutral concept, but rather a film expression with ideological implications, in this article I will argue that what should be analysed in films is not what connects them to certain nations, but with certain ideologies. Rather than claiming the national nature of a film, it is more accurate to identify for instance elements of a national ideology underlying the film. It can be more enriching to analyse different film trends that are based on their connections with different ideologies, thus stressing their political nature, rather than highlighting cultural or geographical features in order to determine the supposedly natural outline of national cinemas. From this point of view, I consider the Japanese New Wave cinema of the 1960s and early 1970s to be a reflection of Japan’s coetaneous New Left ideology. In order to illustrate this political reading of the Japanese New Wave, I focus on the analysis of a paradigmatic film: Eros + Massacre (Erosu purasu Gyakusatsu 1969), directed by Yoshida Kijū.

Journal ArticleDOI
TL;DR: In this paper, the authors discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014), comparing critical responses and developer commentary across these texts, they read the very different affective, aesthetic and socio-political readings of the titular alien character in each case.
Abstract: In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to ‘look’ at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation between film and games. Differing accounts of how storytelling techniques create intensely ‘immersive’ experiences such as horror and identification—as well as how these experiences are valued—become legible across this set of critical contexts. The concept of the ‘look’ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative ‘technicity’, moving from the ‘mother monster’ of the original film to the ‘short controlled burst’ of the colonial marines and finally to the ‘psychopathic serendipity’ of Alien: Isolation.

Journal ArticleDOI
TL;DR: The Laban/Bartenieff Movement System (LBS) as mentioned in this paper is an example of such a system, which is used for high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement.
Abstract: As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system’s integration: “knobs” on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception; they can help identify simplified features of movement that will effectively accomplish human-robot interaction goals; and they have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work are presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.

Journal ArticleDOI
TL;DR: This essay draws on Deidre “D.S. Sense” Smith's spoken word poem “On My Detroit Everything” to illuminate the counter-narratives and scripts that Black women have been creating to document, validate, and voice their experiences at a critical point in Detroit’s history.
Abstract: Long before the hashtag #BlackGirlMagic was popularized on social network sites Black women in Detroit have been employing art in their processes of self-articulation and efforts to deal with the complexities and challenges of life in the city. The scripts of African American women that dominate the commercial hip hop industry and their impacts on girls and women have received thorough analysis in academia; yet, the practices, representations, and discursive articulations of independent, Black women hip hop artists remain underexplored. In particular, this essay draws on Deidre “D.S. Sense” Smith’s spoken word poem “On My Detroit Everything” to illuminate the counter-narratives and scripts that Black women have been creating to document, validate, and voice their experiences at a critical point in Detroit’s history as it underwent and continues to deal with the after effects of bankruptcy. Hip hop artists who use cultural production to accomplish grass roots community-building offer alternative visions of what it means to do political work. More than a strategy, we argue that such practices serve as the foundation for a movement that is significant and worthy of documentation in the contemporary neoliberal moment where in policies are accelerating the continued disenfranchisement of people of color in cities such as Detroit.

Journal ArticleDOI
TL;DR: This paper examines the ways in which the 2010 survival horror title Deadly Premonition replicates the uncanniness of Twin Peaks in both its narrative and gameplay, noting how it expands upon conceptualizations of the gamerly uncanny.
Abstract: The influence of the cult television series Twin Peaks (1990–1991) can be detected in a wide range of videogames, from adventure, to roleplaying to survival horror titles. While many games variously draw upon the narrative, setting and imagery of the series for inspiration, certain elements of the distinctive uncanniness of Twin Peaks are difficult to translate into gameplay, particularly its ability consistently disrupt the expectations and emotional responses of its audience. This paper examines the ways in which the 2010 survival horror title Deadly Premonition replicates the uncanniness of Twin Peaks in both its narrative and gameplay, noting how it expands upon conceptualizations of the gamerly uncanny. It contends that Deadly Premonition’s awkward recombination of seemingly inconsistent and excessive gameplay features mirrors the ways in which David Lynch and Mark Frost draw upon and subvert audience expectations for police procedurals and soap operas in the original Twin Peaks in order to generate an uncanny effect. Furthermore, Deadly Premonition uses the theme of possession—a central element of the television series—to offer a diegetic exploration of the uncanny relationship between the player and their onscreen avatar. In these regards, Deadly Premonition provides a rare example of how the subversive uncanniness of Twin Peaks can be addressed through gameplay, rather than solely through the game’s narrative or representational elements.

Journal ArticleDOI
TL;DR: This paper makes the case for a reliable, state-of-the-art analysis and illustrates the potential benefits of such a scientific approach to authenticity questions in selected examples: the case of German art forger, Wolfgang Beltracchi; brass objects of alleged Benin and Ife provenance.
Abstract: Since its inauguration in 1888, the Rathgen Research Laboratory of the National Museums in Berlin has been challenged by authenticity questions on cultural heritage objects. In the setting of an ever-growing market, often intertwined with the increasing global impact of illicit traffic, scientific investigations can contribute equally to art-historical, or archaeological expertise when solving questions of authenticity, and should therefore always be included when significant values are at stake. Looted or stolen artifacts, copies, fakes, and forgeries have been an intrinsic element of the market since ever, and only selectively addressed in a trans-disciplinary, more holistic way. This paper makes the case for a reliable, state-of-the-art analysis and illustrates the potential benefits of such a scientific approach to authenticity questions in selected examples: 1. the case of German art forger, Wolfgang Beltracchi; 2. brass objects of alleged Benin and Ife provenance.

Journal ArticleDOI
TL;DR: The authors studied the relationship between technological specificity and media mix, focusing on how anime, as a visual medium, is connected to other media, taking into account the technological materiality of different channels of production and consumption, and the study of the way these complexities must be approached.
Abstract: In this paper, I focus on the study of the relationships between technological specificity and media mix, focusing on how anime, as a visual medium, is connected to other media. There are two main aspects to this paper: the study of the complexities of the visual media milieu in the age of media mix, taking into account the technological materiality of different channels of production and consumption, and the study of the way these complexities must be approached. Taking materiality and information as the key aspects of the way specific objects in media are interconnected, I explore a question that has appeared recently in media studies: what is the right way to approach the relationships between media?

Journal ArticleDOI
TL;DR: It is the hypothesis that Gisaku tries to empathize with its target by constructing a certain representation of the Japanese national culture the features of which come from an imagery of Japan negotiated in both traditional and renewed ways from Spain.
Abstract: Gisaku (2005), by Baltasar Pedrosa, is a unique Spanish movie that was produced to sell the Spanish country brand to visitors attending the Spanish Pavilion at Expo Aichi 2005. It is a cartoon feature production that builds a fantastic plot combining the Expo’s theme, the Spanish institutional objective of showing a good image of the country, and the aim of pleasing the target. This paper focuses on the last issue, more specifically on the narrative and production strategies of transcultural exchange developed to attract the Japanese audience. We analyze the movie from a discursive perspective. It is our hypothesis that Gisaku tries to empathize with its target by constructing a certain representation of the Japanese national culture the features of which come from an imagery of Japan negotiated in both traditional and renewed ways from Spain. It is a hybrid anime that deals with transnational representations of the Japanese national identity.