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Journal articles on the topic 'Animated decoration'

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1

Ono, Satoshi, Kensuke Morinaga, and Shigeru Nakayama. "Animated Two-Dimensional Barcode Generation Using Optimization Algorithms – Redesign of Formulation, Operator, and Quality Evaluation." Journal of Advanced Computational Intelligence and Intelligent Informatics 13, no. 3 (2009): 245–54. http://dx.doi.org/10.20965/jaciii.2009.p0245.

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To improve on our previously proposed but problem-plagued innovation for generating animated and illustrated Quick Response (QR) codes, this paper proposes a method which formulates the animated QR code generation problem as an optimization problem rather than as a set of still QR code decoration problems. The proposed method also uses optimization operators designed for this problem and quality evaluation to maintain natural, smooth movement. Experiments demonstrate that the proposed method can generate animated QR codes involve a maximum of eight illustrations moving inside the code which maintaining decoding feasibility and smooth illustration movement.<FONT color="red" size="3">Erratum<br /></FONT> <FONT color="red" size="2">Due to a wrong manipulation during the correction of the proofs of the above paper, the running head title (short title) was incorrect. The correct running head title should have read as "Animated Two–Dimensional Barcode Generation."</FONT>
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Pink, Annabel, and Philip M. Newton. "Decorative animations impair recall and are a source of extraneous cognitive load." Advances in Physiology Education 44, no. 3 (2020): 376–82. http://dx.doi.org/10.1152/advan.00102.2019.

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Working memory is critical for learning but has a limited capacity for processing new information in real time. Cognitive load theory is an evidence-based approach to education that seeks to minimize the extraneous (unnecessary) load on working memory to avoid overloading it. The “seductive details effect” postulates that extraneous load can come from instructional design materials that attract interest but are unrelated to, and impair, learning. Presentation packages, such as Microsoft PowerPoint, have built-in decorative animated “GIFs” that are designed to make presentations more visually appealing. The aim of the study was to investigate the effect of such “decorative” animations on learning and working memory performance. We found that students were less able to recall content presented in the presence of a decorative but relevant animation compared with a still image. This effect was found with two different topics (human physiology and enzyme kinetics). Compared with still images, students also found it harder to remember animations themselves, and the self-reported mental workload required to remember them was higher. These results show that decorative animations are seductive details and are thus a source of extraneous cognitive load.
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Goja, Bojan. "Giovanni Vendramin i iluminacije u inkunabulama samostana Sv. Frane u Šibeniku." Ars Adriatica, no. 5 (January 1, 2015): 115. http://dx.doi.org/10.15291/ars.521.

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The article analyses the illuminations of two incunables which are housed in the monastery of St Francis at Šibenik. The front page of the incunable of John Duns Scotus’ Scriptum in quattuor libros Sententiarum Petri Lombardi (Johannes de Colonia et Johannes Manthen, Venice, 1477) is decorated with high-quality figural and phytomorphic illuminations. In the corners of the decorative frame in the upper margin are the figures of a heronand a monkey. Vertical sections of the frame are filled with flowers, leaves and berries in the colour blue, green and cyclamen pink and with numerous stylized golden burdock flowers (Arctium). The central part of the frame in the upper and lower margin is filled with dense, symmetrically placed thick leaves in the colour blue, green, purple and cyclamen pink with a stylized golden burdockflower (Arctium) appearing here and there. In the centre of the page is a crest composed of two fields separated by a horizontal line; the upper on is red and the lower one white. Two winged putti are set in the corners andthey hold red ribbons. Each wears a necklace made of red corals and classical sandals on their feet. They landscape around them is arid and there is only one tree, its bark dry, standing in it. The rocky ground with jagged edges is covered in small stones. The distinctly painted winged putti, the depiction of the landscape and the dense vegetal decoration filling the frame in the upper and lower margin demonstrate noticeable similarities with the works of Giovanni Vendramin, a prominent representative of Paduan Renaissance miniature. Thefront page of the aforementioned incunable at Šibenik can be attributed to him; he may well have been helped by his workshop and collaborators. First and foremost, it ought to be mentioned that the decorative frame on one of the opening pages (c. 4v) in an Antiphonary at Ferrara features identical type of leaf decoration as the one that fills the upper and lower margin in the incunable at Šibenik. Here too, the playful putti wear classical sandals and necklaces made of red coral. Furthermore, putti with identical physiohnomies – wearing coral necklaces and classical sandals while holding ribbons in their hands – can be found on fol. 2r in the incunable of Marcus Tullius Cicero’s Orationes (Venice, Christophorus Valdarfer, 1471, Philadelphia, The Rosenbach Museum and Library, Inc 471ci). The landscape in which the putti are depictedis also arid and marked by a single dry tree rising from the ground covered with small stones. Identical putti can be seen on the cover of the incunable of Marcus Tullius Cicero’s, Tusculanae Quaestiones (Venice, N. Jenson, 1472, London, British Library, C.1c.10, fol. 1). The landscape is also depicted in the same way. An excellent comparative example can be found in the winged putti standing on an all’antica structure on the cover of the manuscript of Jacopo Camphora’s, De immortalitate animae (London, Brittish Library, MS Add. 22325) which is decorated with architectural forms. The left and the upper margins of the opening pages of Book I and Book III of Gaius Julius Caesar’s Commentariorvm de bello Gallico (Milan, Antonius Zarotus, 1477) are decorated with frames filled with white vine scrolls on red, green and blue background with white dots. The decoration extends beyond the ornamental frames and reaches into the gold initials G and C. Although the decorative frames were not completely finished, it can be ascertained that they were made with great skill and are of high quality. This frame type was frequently used by Giovanni Vendramin and the examples from Šibenik are very close to some of his works, especially those made for Jacopo Zeno, the Bishop of Padua (Padua, Biblioteca Capitolare).
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Guo, Peng, and Song-Ho Park. "A Research on the Decorative Styles in the Scenes of the Animated Movie - The Secret of Kells." Cartoon and Animation Studies 63 (June 30, 2021): 7–29. http://dx.doi.org/10.7230/koscas.2021.63.007.

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5

Bergstein, Mary. "Donatello's Gattamelata and its Humanist Audience." Renaissance Quarterly 55, no. 3 (2002): 833–68. http://dx.doi.org/10.2307/1261558.

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Two small nude horsemen located in the armorial decoration of Donatello's Gattamelata yield new insights about the use of Greek sources in Renaissance art. Here it is speculated that Donatello was informed by a drawing or carved gemstone provided by Ciriaco d'Ancona that represented riders in the Panathenaic frieze on the Parthenon. Donatello may have included the figures as a learned reference to delight a circle of intellectuals in Padua, including Ciriaco and Francesco Barbaro, who wrote dedicatory texts for the monument. It is subsequently argued that Leon Battista Alberti's treatise De equo animante (ca. 1444-47) and Donatello's Gattamelata appear to have been mutually influential.
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Rochester, Katherine. "Visual Music and Kinetic Ornaments." Feminist Media Histories 7, no. 1 (2021): 115–46. http://dx.doi.org/10.1525/fmh.2021.7.1.115.

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This essay traces the theorization of interwar animation through period analogies with painting and dance, paying special attention to the valorization of concepts such as dematerialization and embodiment, which metaphors of visual music and physical kinesthesis were used to promote. Beginning in 1919, and exemplified by her feature-length film Die Abenteuer des Prinzen Achmed (1926), Lotte Reiniger directed numerous silhouette films animated in an ornate style that embraced decorative materiality. This aesthetic set her in uneasy relation to the avant-garde, whose strenuous attempts to distance abstraction from ornament took the form of absolute film, and were screened together at the Absolute film Matinee of 1925. However, their claims for aesthetic integrity were staked on territory these artists largely had in common. By adopting a feminist approach that examines networks of collaboration, publication, and artistic production in Weimar Berlin, this essay reveals Reiniger as an early proponent of haptic cinema in interwar Europe and one of animation's earliest and most perceptive theorists.
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Tsai, S. "Neuroendocrine Tumor Awareness Program in Taiwan." Journal of Global Oncology 4, Supplement 2 (2018): 137s. http://dx.doi.org/10.1200/jgo.18.20700.

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Background and context: Neuroendocrine tumor (NET) is difficult to detect. It's often presented with symptoms common to other diseases. To raise awareness and improve the understanding of NET, the International Neuroendocrine Cancer Alliance (INCA) announced 10th November as the World NET Cancer Day. HOPE FOUNDATION for CANCER CARE has joined the advocacy events since 2011. Aim: To raise awareness and to improve the understanding of NET. Strategy/Tactics: To raise the awareness of the 10 symptoms of NET. To provide correct information about NET. To improve the understanding of NET. Program/Policy process: We held a series of campaigns in November 2017, including: theme decorations in 11 hospitals, 3 parades and shows at public places, a new animation with online marketing and outdoor advertising. By combining online and offline events, we have reached as many people as possible to increase the awareness and improve the knowledge of NET. We built the first as well as the only NET Mandarin Web site ( www.net.org.tw ) Outcomes: We cooperated with 11 hospitals in Taiwan to display educational posters and wall stickers. The information of NET cancers not only reached the public but also oncologists. This event had 3 newspaper reports and 16 online news reports. We conducted 3 educational parades and shows with zebra theme in three main cities in Taiwan. The parade in capital city Taipei gained total 86 reports including 71 online news media, 8 television channels and 7 newspapers. We cooperated with a celebrity artist to create a zebra mascot, which represents international symbol for NET. In addition, we created awareness lightbox advertising and animated video with the mascot to attract public attention and raise awareness of NET. This animated video was published on YouTube platform, and had 504,209 impressions and 208,427 views by 31st December 2017. Moreover, it was broadcasted on taxis in Taiwan as well. It was broadcasted 1,163,248 times during the promotion period. We also implemented an online advocacy plan through Facebook. This plan was designed with 4 posts, which contained a comic strip, an online memory game, a profile picture frame and an animated video. This plan totally had 332,625 impressions and reached 154,089 people on the Internet. What was learned: According to our experience with cancer patients, we realize that utilizing mascot characters to deliver educational information is more easily perceived by the public. This year we designed a new mascot of NET which was applied to animated video and outdoor advertising. Also, we conducted 3 educational parades with zebra theme and traditional Taiwanese features, which opened up a new dimension in advocacy for cancer awareness. Overall, these events received good response from the public and oncologists. The NET Mandarin Web site also showed a significant result with an increase of 98% of monthly page views and 69.7% of new visitors views.
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Ulum, Ömer Gökhan, and Erdoğan Bada. "Cultural discourse embedded in truck scripts." Journal of Human Sciences 13, no. 3 (2016): 4199. http://dx.doi.org/10.14687/jhs.v13i3.4050.

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The bond between a driver and his truck has been the subject of many famous films. If not actual adoration of the vehicle, it certainly is the destiny shared between a living human and a running machine, both heading for a common destination. Who and what else can replace this bond? Here, we see the truck bearing decorations, bumper sticks, script, and pictures of animate and inanimate objects all reflecting the taste and psyche of the driver. This study aims to introduce a thematic analysis into this picturesque look of over a thousand trucks with specific focus on scripts borne by trailers based on the assumption that content of scripts would be representing inner worlds of truck drivers. Photographed as well as internet-based data related to vehicles provided the source for this study. Scripts were thematised, and categorized observing nationality of origin of license plates. With its findings, the study yields valuable results regarding values and beliefs truck drivers of different nationalities hold to themselves. A variety of psychological profiles, harboring feelings such as sadness, joy, dejection, rejection, love, disappointments, anger, vengeance, etc., all expressed through scripts was also surfaced in this study.
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Prawira, Nanang Ganda, Mega Fitriani Adiwarna Prawira, and Eko Susanto. "Coastal Batik Ornament Design : Aesthetic Analysis and Meaning of Batik Ornaments in Ciwaringin Cirebon, West Java." Lekesan: Interdisciplinary Journal of Asia Pacific Arts 3, no. 2 (2020): 48–53. http://dx.doi.org/10.31091/lekesan.v3i2.1170.

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Along the coast of the island of Java, there is a wealth of craft art (batik), characterized by its expression of decorative motifs and techniques. In general, the most prominent characteristic of the dominance of primary and secondary colors. Courage in expressing bright colors is also the visual identity of coastal batik. In West Java, Cirebon is one of the popular coastal batik cities. Several villages have become centers for batik crafts, including Ciwaringin Village. The batik that is developed in this village has the characteristics of Cirebon which was born and developed in line with Trusmi batik. Ciwaringin batik is unique in terms of coloring and decorative motifs when compared to Trusmi batik. In terms of typical Ciwaringin coloring is produced by natural dyes (natural dyes), a batik tradition that has long developed in the Cirebon Pesisiran batik culture. This study uses descriptive-qualitative methods with aesthetic and semiotic approaches to reveal the aesthetics and meaning of ornamentation in Batik Ciwaringin. One of the important findings in this study is that in Ciwaringin batik there is no expression of animate motives, which differentiates it from batik motifs in general because Ciwaringin batik was born from the Islamic boarding school community with strong Islamic values. Another finding is that Ciwaringin batik craftsmen transform nature not only as a source of philosophical ideas, but they also care about environmental issues. Concern for the environment is proven by developing coloring techniques using natural dyes (natural dyes) and avoiding synthetic (chemical) dyes.
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Tabrani, Primadi. "PRINSIP-PRINSIP BAHASA RUPA." Jurnal Budaya Nusantara 1, no. 2 (2018): 173–95. http://dx.doi.org/10.36456/b.nusantara.vol1.no2.a1579.

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The concept of Fine Language is the result of the creation of a long research, originally in the form of a researchreport on the science of Fine Language which later developed into dissertation research as much and as thick as 'onecoffin' (58x33x37cm). This Fine Language is a way of 'reading' pictures, from various images, pictures of children,prehistoric cave pictures, wayang beber pictures, then to symbolic images, decorative images and shadow images fromshadow puppets (wayang kulit). Also included are temple relief images and modern drawings, animated images, filmsand pictures produced by other digital technologies, such as ad images. The word language is different from the imagelanguage. In the image language, we can already describe the shape of the drawn. In the word language, use the word torepresent an object that is drawn. Often experience miscommunication because with various words (from different regions/tribes/countries) to describe an object. In the language of the image there are wimbas, in the wimba there is thecontent of wimba and way of wimba. The content of the wimba is a picture contained in the wimba, and the way thewimba is how the wimba is drawn and can be told. Through the 'science' is the original image that is beginning to beunderstood and retold as teaching materials or materials of scientific art for future studies, about the image of traditionsand modern drawings.
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Pomar Tojo, Carmen, Guillermo Calviño Santos, and Andrea Irimia Nores. "“EL RESULTADO DEL PROYECTO QVO: METAMORFOSIS 5”." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 5, no. 1 (2016): 493. http://dx.doi.org/10.17060/ijodaep.2014.n1.v5.711.

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Abstract.“THE RESULT OF QVO PROJECT: METAMORPHOSIS 5”If you look at each of the arts and try to see them as large containers of disciplines, we find that cinema is the most porous of all. The film has a tremendous ability to filter and take - bind - hundreds and thousands of disciplines not only inherent in the result, the film, but in all the stages involved in the creation process. To cite some examples that are found only in the most superficial layer of all film production : script writing, deco-architecture, costume design, storyboard drawing, acting work, capturing sound, camera operation, still photography, graphic design posters, video editing, audio mastering and sound, com ¬ position soundtrack etc. Over and above this surface layer film no limits, for example, a master armory, insect specialist, animal trainer, technician in augmented reality and motion capture, and 3D designer, special effects technician, historian, technical animator pyrotechnics, and even industrial engineer aerospace engineer. That is why in the QVO, Enrichment program for children gifted project we decided to work with cinema, from cinema and to make cinema.Key Words: Enrichment, High Capacity, Film, Screenplay, Building, Decorations, Performance.Resumen.Si nos fijamos en cada una de las artes y tratamos de verlas como grandes contenedores de disciplinas, comprobaremos que el cine es la más porosa de todas ellas. El cine posee una enorme capacidad para filtrar y asumir –aglutinar- cientos y miles de disciplinas no sólo inherentes al resultado, la película, sino en todas aquellas etapas que intervienen en el proceso de creación. Por citar algunos de los ejemplos que se encuentran solo en la capa más superficial de toda producción cinematográfica: Escritura de guión, arquitectura de deco rados, diseño de vestuario, dibujo de storyboard, trabajo actoral, captación de sonido directo, operación de cámara, fotografía fija, diseño gráfico de cartelería, edición de vídeo, masterización y sonorización de audio, com posición de banda sonora etc. Profundizando más allá de dicha capa superficial el cine no encuentra límites, por ejemplo, maestro en armería, especialista en insectos, adiestrador de animales, técnico en realidad aumentada y motion capture, diseñador y animador 3D, técnico de efectos especiales, historiador, técnico en pirotécnica, ingeniero industrial e incluso ingeniero espacial. Es por ello que en el proyecto QVO, programa de Enriquecimiento para niños y niñas de altas capacidades, nos hemos decidido a trabajar con el cine, desde el cine y para hacer cine.Palabras Clave: Enriquecimiento, Altas Capacidades, Cine, Guión, Arquitectura, Decorados, Actuación.
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Barceló, Carmen. "Pintura califal de Bédar (Almería, 355/966)." Al-Qanṭara 41, no. 1 (2020): 69. http://dx.doi.org/10.3989/alqantara.2020.003.

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Esta investigación se centra en un texto árabe pintado sobre un elemento inusual: una balsa de agua para riego en Bédar (Almería). Junto al epígrafe que la data, hay dibujados dos animales cuadrúpedos que quizá representen una escena de caza y una cenefa decorativa; conserva asimismo otros signos gráficos y diseños muy degradados que no ha sido posible descifrar totalmente. Como hasta ahora no se había determinado su cronología, en este estudio he seguido el método habitual en Epigrafía Árabe: dibujar los trazos visibles y restituir después las partes de pintura desaparecida o muy borrada. Como resultado de este estudio queda de relieve el valor de este destacado documento de la cultura popular andalusí, una alberca de dimensiones similares a las que se han hallado en otros yacimientos de época califal. Gracias a la pintura se puede afirmar que la balsa y los elementos que la componen se realizaron en esta zona rural bajo el gobierno del califa al-Ḥakam II, el año 355/966. Es urgente proceder a una excavación profesional del monumento.
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Mackie, Gillian. "Abstract and vegetal design in the San Zeno chapel, Rome: the ornamental setting of an early medieval funerary programme." Papers of the British School at Rome 63 (November 1995): 159–82. http://dx.doi.org/10.1017/s0068246200010229.

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DECORAZIONE ASTRATTA E FLOREALE NELLA CAPPELLA DI SAN ZENO, ROMA: PREPARAZIONE ORNAMENTALE DI UN PROGRAMMA FUNERARIO ALTO MEDIEVALELa cappella di San Zeno è notevole, non soltanto per il suo coerente programma iconografico, ma per le decorazioni astratte e floreali che la abbelliscono. Queste includono volute animate, decorazioni tessili, scuri a due teste, fiori, scudi, elaborati contorni multipli e ghirlande floreali. Tutto ciò è analizzato in questo studio, alla ricerca della loro possibile fonte e del loro significato simbolico. Uno degli scopi principali era scoprire se le fonti degli ornamenti fossero identiche a quelle del programma figurale, ovvero se, essendo indipendenti dalle figure, potessero essere associate ad esercizi di laboratorio.Sembrerebbe che alcune delle decorazioni provenissero da Ravenna tramite un libro di motivi, ora perduto insieme alle decorazioni monumentali originali. Altri motivi, invece, sebbene si riferiscano in termini generali a forme decorative passate, usano come modelli per i dettagli i materiali raggruppati a Santa Prassede da Papa Pasquale I; questi erano disegnati sulla base di sculture medievali e classiche tuttora esistenti a Santa Prassede. Viene anche suggerito che i tessuti che Pasquale donò alla Chiesa potrebbero essere stati copiati dai mosaicisti.Un significato simbolico è stato trovato in molte componenti dell'ornamento. Ad esempio, lo strano nome medievale della Cappella di Zeno, Hortus Paradisi, può essere soddisfacentemente spiegato dalla lussureggiante componente floreale dei muri superiori, che rappresenta in termini simbolici il Paradiso.
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Castro Bedriñana, Jorge Isaac, Doris Maritza Chirinos Peinado, and Clever Paucar Quevedo. "Efecto del Tratamiento Alcalino (NaOH) en la Digestibilidad de la Materia Seca y Proteína de la Totora (Scirpus californicus) en Cuyes (Cavia porcellus)." Revista de Investigaciones Veterinarias del Perú 28, no. 1 (2017): 86. http://dx.doi.org/10.15381/rivep.v28i1.11793.

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<p>El estudio se realizó en la sala de digestibilidad de la granja de cuyes de la Universidad Nacional de Huancavelica, con el objetivo de evaluar el efecto del tratamiento alcalino de la totora (<em>Scirpus californicus</em>), forraje existente en centros experimentales de Lachoc, Tucumachay y Paturpampa, empleando hidróxido de sodio (NaOH) al 2, 3 y 4% en base seca, sobre la digestibilidad de materia seca y proteína en cuyes. Luego del tratamiento alcalino de la totora se realizaron pruebas de digestibilidad en 16 cuyes machos de 4 meses de edad de la Línea Inti, empleándose 4 animales por tratamiento: (T1): Totora sin tratamiento alcalino, (T2) Tratamiento de totora con NaOH al 2%, (T3) Tratamiento de totora con NaOH al 3% y (T4) Tratamiento de totora con NaOH al 4%. Los coeficientes de digestibilidad (%) para la materia seca da la totora sin tratamiento y tratada con 2, 3 y 4% de NaOH, fueron 63,46b, 65,27b, 69,88a y 70,86a (P<span style="text-decoration: underline;"><</span>0,01); para la proteína total fueron 73,86c, 75,06c, 78,46b y 81,25a (P<0,01), respectivamente. Se concluye que el tratamiento de la totora con NaOH fue efectivo en mejorar la digestibilidad de la materia seca y proteína cruda, siendo el efecto más notorio al emplear NaOH al 4%.</p><p> </p><p>Palabras claves: digestibilidad, totora, hidróxido de sodio, proteína total, materia seca, cuyes.</p>
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Kravchenko, V. P. "Authenticity of the Vladimir Melnik’s graphic art." Iskusstvo Evrazii [The Art of Eurasia], no. 3(18) (September 30, 2020): 23–35. http://dx.doi.org/10.46748/arteuras.2020.03.002.

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In small graphic works for book pages and stamps (mixed technique), the artist provides both typological and psychological descriptions, both thorough details and overall atmosphere. V. Melnik complies with the basic requirements for an illustrator of non-fiction, as evidenced in the accuracy of depiction, detailed portrayals, solid draftsmanship of the works. But the artist goes beyond the requirements, since he usually individualizes the appearances and animates the precisely reconstructed background landscapes (“Stefan the Great”, “Castles of Moldavia”). Given the fragmentation, the rhythm of the silhouettes is accentuated (“Birds of the World”). The rigor of the drawing is combined with the integrity of color, and exquisite detailing with the monumentality, implying grandeur and even epic content (“Animals Disappeared”, “Birds of Moldova”, series of stamps issued by “Moldavian Post”). In the times when digital technologies affect the process of making illustrations, artworks by V. Melnik are valuable for the character of unique piece products, as they appear to be like pearls of filigree decoration. В статье рассматривается творчество Владимира Мельника, одного из самых опытных мастеров графического искусства Республики Молдова. Несмотря на значительные достижения художника в разных областях графики, ранее его творчество не было изучено. Автор статьи освещает многолетнюю деятельность мастера для введения его произведений в международный научный оборот. Анализируются работы, выполненные с 1980-х по 2010-е годы: натурные и полуфантастические композиции (офорт, меццо-тинто, пастель), документальные изображения для книг и марок (темпера с добавлениями гуаши, акварели, карандаша, пастели). Работая в трех областях графики – станковой, книжной и малых форм, В. Мельник проявляет утонченность художественного исполнения, а также тонкое пейзажное видение. Станковые произведения выделяются метафоричностью художественного языка и обилием насыщенных черных тонов. Усложнение технического исполнения приводило к созданию неповторимых эффектов. Графика малых форм, предназначенная для репродуцирования в книгах и на марках, интересна емкостью при описательной правдоподобности. Мастер стремится одновременно к типологизации и психологизации образов, к детальной разработанности и обобщенности форм. Творчество В. Мельника показательно как синтез старинных и современных традиций разных видов графики в талантливой авторской обработке.
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Primanata, Reri Okta, Harjianto Harjianto, and Moh Sabiq Irwan H. "Eksplorasi Ragam Nilai Karakter Bangsa Berbasis Kearifan Lokal dalam Motif Batik Khas Banyuwangi." Jurnal Ilmiah Universitas Batanghari Jambi 21, no. 1 (2021): 27. http://dx.doi.org/10.33087/jiubj.v21i1.1138.

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Local wisdom is diversity in the form of social practices which are based on wisdom from culture. The form of local wisdom in society can be in the form of culture (values, norms, ethics, beliefs, customs, customary laws, and special rules. The batik motifs embodied in Banyuwangi batik are not only an aesthetic manifestation of decorative styles but also have noble values. Banyuwangi community embraced. The purpose of this research is to find out how the philosophy of Banyuwangi's typical batik motifs and also how the relationship between Banyuwangi batik motifs and the national character values. The research method used in this research is qualitative. Cluring Banyuwangi Regency.The data analysis technique used is an interactive analysis technique which includes data collection, data reduction, data presentation, then drawing a conclusion. The result of this research is that the elephant oling batik motif can shape the character of the person seen from its meaning that teaches about the value of goodness. This can be proven in every philosophy contained in every oling elephant batik motif, starting from the coconut leaf motif symbolizing that humans must be like coconut everything has benefits, the jasmine leaf pattern symbolizes that we must be pure, clean, and sincere, the dilem leaf motif comes from a kind. bush plants that can grow anywhere and have medicinal properties, and the elephant's trunk motif symbolizes the greatness of God Almighty, so that the philosophy contained in the oling elephant motif reflects the values of Pancasila, because hierarchically the pyramid of Pancasila, the first precept of God Almighty animate the four principles of Pancasila, which means that humans believe and respect God Almighty as the foundation of faith in living their daily lives.
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Oter Gorenčič, Mija. "Pro remedio et pro salute animae nostrae. Memoria in Medieval Architectural Decoration of the Stična Cistercian Monastery as a Reflection of its Close Connection with the Nobility." Acta historiae artis Slovenica 23, no. 1 (2019). http://dx.doi.org/10.3986/ahas.v23i1.7288.

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Weigel, Margaret. "Mastering the 'Visual Groove'." M/C Journal 5, no. 4 (2002). http://dx.doi.org/10.5204/mcj.1973.

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The implications of digital media have been partly responsible for re-energizing debates concerning multiples, repetition and loops. But in fact, looping media dates back to the days of revolving stereoscopes and other mechanized Victorian amusements first employed as laboratory tools. In the following article I suggest that, much like grooves in music, the repetitious nature of an animated electronic bulb sign's "visual groove" can, over time, encourage a certain level of cognitive mastery of the material. Furthermore, since such signs are wedded to their environment, they can become both an integral component of the landscape, and a treasured one at that. History As of July 1892, Manhattanites in the vicinity of Fifth Avenue and Broadway between dusk and midnight were greeted by the following lines of text sequentially lit in green, red, yellow and white lights from the side of a nearby building: "BUY HOMES ON/LONG ISLAND/SWEPT BY OCEAN BREEZES/MANHATTAN BEACH/ORIENTAL HOTEL/MANHATTAN HOTEL/GILMORE'S BAND/BROCK'S RESTAURANT". The "Swept by Ocean Breezes" promotion, widely recognized as the first commercial electric bulb sign, was manually animated; in a wooden shed on a adjacent roof, workers tripped the appropriate circuits by hand to light each line individually. A generation later, Broadway's large-scale electric bulb sign spectaculars featured brief, repetitive performances of whimsical intent designed to catch passing eyes. Controlled by increasingly sophisticated animation technology, the services of the rooftop circuit-trippers were no longer needed. 1905's "Petticoat Girl" sign debuted with "the illusion of fluttering skirts produced by a series of very rapid flashes of bulb form the bottom of the skirt and the petticoat, while the rain was switched on and off every twenty seconds" ("Half a Million" SM13), The Corticelli Spool Silk sign featured a frolicsome kitten playing with a spool of silk snatched from the pumping needle of a sewing machine and the brief tagline "Too Strong to Break". The Eyptienne (sic) Straights Cigarette Girl appeared to balance coyly on a tightrope, dancing with her parasol. Porosknit Summer Underwear's electric bulb sign featured the "Man-Boy Boxing Match" as two illuminated fellows clad in longjohns engaged in a little hand-to-hand combat. The Lipton sign highlighted a teapot which appeared to pour chubby drops of tea, while a phalanx of dancing "spear-men" promoted Wrigley's Gum to passersby at 44th and Broadway in 1917. Reactions to this aerial spectacle conformed to other media-inspired moral panics throughout American history, from dime novels to video games and TV. Electric bulb signs were accused of not only damaging one's eyes and confusing the individual but promoting a degenerate, secular, commodified and anti-humanist vision of society. Two discrete characteristics of the animated sign, however, are particularly relevant to this discussion of the looping nature of the "visual groove": the automated, cyclical and ultimately modern essence of an electric bulb sign spectacular's performance, and the variety of cyclical patterns of their viewers. Loop I: The Sign Performance The content of signs, unlike dime novels or TV, mechanically looped without viewer's direct agency. Barring technological failures, a match was lit, a teapot poured tea, and a girl smoked a cigar along Broadway hundreds of times each night, every night, for months or even years on end. Unlike human performers, electric bulb signs never tired, never missed a show, and never had an off-night. The length of an individual sign performance loop was relatively brief, ranging between a few seconds to close to two minutes. One of the longer performances was White Rock's 1915 electric bulb spectacular for its table water; the sign featured fountains, streaming sprays of gold-tinted "water" and a minute-long sequence in which the illuminated face of an operational clock transformed from blue to pink to yellow and back to blue (Starr 65)."It is no longer considered sufficient to have signs, no matter of what size, to shine in various colors," moaned one electric bulb sign critic. "Instead they must appear and disappear in alternations of brilliancy and darkness" ("Topics" 8). The brief, looped performances of electric bulb sign spectaculars were also considered mesmerizing in the truth sense of the word, akin to the repetitive arcing swings of a hypnotist's pendulum. Psychology and modernism converged here, as access to the subconscious mind was presumably gained through the mechanized repetition of charming commercial messages. Loop II: The Sign Audience Elaborate electric signs were read in multiple ways, with divisions along age and class lines. But reactions can also be classified according to the frequency of an individual's exposure to a sign. Sign loops were designed to be brief and eye-catching in part because it was believed that the average individual was exposed to an outdoor advertising message for about six seconds (Tocker 15). This advertising approach of "grab 'em and go", however, disregarded the reading practices of a relatively stable audience traveling past to home or work, whose daily six seconds or so of sign exposure was repeated day after day, week after week. The sign displays were a source of attraction for new arrivals to Manhattan, be they immigrants or tourists. Already by 1903, Times Square and its vividly lit advertising displays graced postcards and other promotional materials (Berman 76-83), and numerous reports testify to newly arrived immigrants glued in front of a spectacular for hours, transfixed by the marvelous display. Locals who frequented Broadway on a regular basis, however, had a significantly different experience of electric sign spectaculars than did newcomers. With familiarity comes the possibility for the incorporation of electric signs as just another component in one's mundane landscape: the visual experience of a sign performance, repeated over time, could be cognitively "downgraded" just as familiar buildings, signs and objects in one's environment cease to be noticed. Like nursery rhymes, repetition can breed familiarity, and with knowing comes the opportunity for mastery, implicit security and affection (a truism which was not lost on advertisers) (Lears 377). Such signs, despite their explicitly commercial mission and ephemeral nature, have the capacity to be upgraded to beloved icon status, treasured local markers. A good modern example of this phenomenon is the neon Citgo sign in Boston's Kenmore Square. In 1982, workers attempting to dismantle the sign were met with fierce opposition from angry neighbors, and the sign lived on ("It's No Go" 17). Although the unique character of animated electric bulb signs is directly related to their preservation, similarly iconic objects in the landscape, be they bridges or oversized novelty milk bottles, are subject to similar preservationist drives. Conclusion Though electric bulb signs continue to figure prominently in Broadway and Times Square, significant changes after WWI marked the end of an era. Zoning regulations, the introduction of the automobile into urban spaces, the standardization of advertising campaigns, the high costs associated with maintaining and replacing electric bulb signs, and the normalization of signs within the context of the visual urban landscape all contributed to the demise of the electric bulb sign as both a flashpoint for controversy and as an attractive advertising vehicle. However, one can read electric bulb signs' legacy of light, repetition and spatial branding in displays throughout the world. The current trend of employing decorative lighting schemes as architectural elements bathes the environment in colored lights, but without the visual groove of the repetitious loop, it's hard to dance to it. References Berman, Marshall. "Women and the metamorphoses of Times Square." Dissent 48.4, (2001): 71-82. "Half a Million Dollars in Broadway's Flashing Signs." The New York Times 25 Feb 1912: SM13. "It's No Go for Citgo Landmark." The Boston Globe 26 Jan 1983. Lears, T.J. Jackson. "Some Version of Fantasy: A Cultural History of American Advertising, 1880-1930." Prospect 9 (1984): 349-406. Starr, Tama and Edward Hayman. Signs and Wonders: The Spectacular Marketing of America. New York: Doubleday Books, Currency Imprint, 1998. Tocker, Phillip. "Standardized Outdoor Advertising: History, Economics and Self-Regulation." Outdoor Advertising, History and Regulation. Ed. John W. Houck. Notre Dame, IN: U of Notre Dame P, 1969: 11-32. "Topics of the Times." The New York Times 8 Sep. 1910: 8. Citation reference for this article MLA Style Weigel, Margaret. "Mastering the "Visual Groove"" M/C: A Journal of Media and Culture 5.4 (2002). [your date of access] < http://www.media-culture.org.au/mc/0208/groove.php>. Chicago Style Weigel, Margaret, "Mastering the "Visual Groove"" M/C: A Journal of Media and Culture 5, no. 4 (2002), < http://www.media-culture.org.au/mc/0208/groove.php> ([your date of access]). APA Style Weigel, Margaret. (2002) Mastering the "Visual Groove". M/C: A Journal of Media and Culture 5(4). < http://www.media-culture.org.au/mc/0208/groove.php> ([your date of access]).
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Wansbrough, Aleksandr Andreas. "Subhuman Remainders: The Unbuilt Subject in Francis Bacon’s “Study of a Baboon”, Jan Švankmajer’s Darkness, Light, Darkness, and Patricia Piccinini’s “The Young Family”." M/C Journal 20, no. 2 (2017). http://dx.doi.org/10.5204/mcj.1186.

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IntroductionAccording to Friedrich Nietzsche, the death of Man follows the death of God. Man as a concept must be overcome. Yet Nietzsche extends humanism’s jargon of creativity that privileges Man over animal. To truly overcome the notion of Man, one must undercome Man, in other words go below Man. Once undercome, creativity devolves into a type of building and unbuilding, affording art the ability to conceive of the subject emptied of divine creation. This article will examine how Man is unbuilt in three works by three different artists: Francis Bacon’s “Study of a Baboon” (1953), Jan Švankmajer’s Darkness, Light, Darkness (1989), and Patricia Piccinini’s “The Young Family” (2002). All three artists evoke the animalistic in their depiction of what could be called the sub-subject, a diminished agent. Unbuilding the subject becomes the basis for building the sub-subject in these depictions of the human remainder. Man, from this vantage, will be examined as a cultural construct. Man largely means human, yet the Renaissance concept favoured a certain type of powerful male. Instead of rescuing Man, Bacon, Švankmajer and Piccinini, present the remnants of the human amidst the animal rather than the human subject detached from the animal. Such works challenge humanism, expressed in Giorgio Vasari’s analysis of art and creativity as indicative of Man’s closeness to the divine, which in a strange way, is extended in Nietzsche’s writings. These artists dismantle and build a subhuman form of subjectivity and thereby provide a challenge to traditional conceptions of creativity that historically favour Man as the creator beneath only God Himself. In the course of this article, I explore the violence of Bacon’s painted devolution, the deflationary animation of Švankmajer and Piccinini’s subhuman tenderness. I do not argue that we must abandon humanism altogether as there are a multiplicity of humanisms, or attempt to invalidate all the various posthumanisms, transhumanisms and antihumanisms. Rather, I attempt to show that Nietzsche’s posthumanism is a suprahumanism and that one possible way to frame the death of Man is through undercoming Man. Art, held in high esteem by Renaissance humanism, becomes a vehicle to imagine and engage with subhuman subjectivity.What Is Humanism? Humanism has numerous connotations from designating atheism to celebrating culture to privileging humans above other animals. The type of humanism I am interested in is not secular humanism, but rather humanism that celebrates and conceptualises Man’s place in the universe and does so through accentuating his (and I mean his given humanism’s often sexist, masculinist history) creativity and intellectual power. This celebration of creativity depends in part on a type of religious view, where Man is at the centre of God’s design. Such a view holds that Man’s power to shape nature’s materials resembles God. This type of humanism remains today but usually in a more humbled form, enfeebled by the scientific realisations that characterised the Enlightenment, namely the realisation that Man was not the centre of God’s universe. The Enlightenment is sometimes characterised as the birth of modern humanism, where the human subject undergoes estrangement from his surroundings through the conceptualisation of the subject–object division, and gains control over nature. A common narrative is that the subject’s autonomy and power came to extend to art itself, which in turn, became valued as possessing its own aesthetic legitimacy and yet also becoming an alienated commodity. Yet Cary Wolfe, in What Is Posthumanism?, echoes Michel Foucault’s claim that the Enlightenment could be viewed in tension to humanism (“Introduction” n.p.). Indeed, the Enlightenment’s creation of modern science would come to seriously challenge any view of humanity’s privileged status in this world. In contrast, Renaissance humanism conceived of Man as the centrepiece of God’s design and gifted with artistic creation and the ability to uncover truth. Renaissance HumanismRenaissance humanism is encapsulated by Vasari’s preface to The Lives of the Artists. In his preface, Vasari contends that God was the first artist, being both a painter and sculptor: God on High, having created the great body of the world and having decorated the heavens with its brightest lights, descended with His intellect further down into the clarity of the atmosphere and the solidity of the earth, and, shaping man, discovered in the pleasing invention of things the first form of sculpture and painting. (3)Interestingly, God discovers creation, which is a type of decoration, where the skies are decorated with bright lights—the stars. Giving colour, light and shade to the world and heavens, qualifies God as a painter. The human body, according to Vasari, is sculpted by God, which in turn inspires artists to depict the human form. Art and design—God’s design—is thereby ‘at the origin of all things’ and not merely painting and sculpture, though the reality we know is still the product of God’s painting and sculpture. According to Vasari, God privileges Man not for his intellect per se, but by bestowing him with the ability of creation and design. Indeed, creativity and design are for Vasari a part of all intellectual discovery. Intellect is the mode of discovering design, which for Vasari, is also creation. Vasari claims “that divine light infused in us by a special act of grace which has not only made us superior to other animals but even similar, if it is permitted to say so, to God Himself” (4). God is more than just a maker, he is a creator with an aesthetic sense. All intellectual human endeavours, claims Vasari, are aesthetic and creative, in their comprehension of God’s design of the world. Vasari’s emphasis on design became outmoded as Renaissance humanism was challenged by the Enlightenment’s interest in humans and other animals as machines. However, evolution challenges even some mechanistic understandings of the human subject, which sometimes presupposed that the human-machine had a maker, as with William Paley’s watchmaker theory. As Richard Dawkins put it in The Blind Watchmaker, nature “has no vision, no foresight, no sight at all. If [evolution] can be said to play the role of the watchmaker in nature, it is the blind watchmaker” (“Chapter One: Explaining the Very Improbable” n.p.). No longer was God’s universe designed for Man’s comprehension and appreciation, foretelling humanity’s own potential extinction.Man and God’s DeathThe idea that humanity was created by blind processes raises the question of what sort of depiction of the human subject is possible after the death of God and the Enlightenment’s tendency toward disenchantment? An art and self-understanding founded on atheism would be in sharp distinction to Vasari’s characterisation of the nature as an artwork coloured by the divine painter and sculptor in the heavens. Man’s creativity and design are, for the Renaissance humanist, part of discovery, the embodied realisations and iterations of the Platonic realm of divine forms. But such designs, wondrous for Vasari, can be viewed as shadows without origin in a post-God world. In Vasari, Platonism is still present where the artist’s creation becomes a way of discerning the origin of all forms, God himself. Yet, without divine origin, these forms are no longer discoveries and the possibility emerges that they are not even creations, emptied of the divine meaning that gave Man’s creative and scientific work value. Nietzsche understood that the loss of God called for the revaluation of all values. This is why Nietzsche claims that God’s death signifies the death of Man. For Nietzsche, the last Man was such an iteration, a shadow of what man had been (Thus Spoke Zarathustra 9-10). The Post-Man, the Übermensch, is one who extends the human power of creation and evaluation. In Vasari, Man is a model created by God. Nietzsche extends this logic: Man is his own creation as is God Man’s model. Man is capable of self-construction and overcoming without the hindrance of the divine. This freedom unlocked by auto-creation renders Man capable of making himself God. As such, art remains a source of sacred power for Nietzsche since it is a process of creative evaluation. The sacred is affirmed against secular profanity. For Nietzsche, God must be envisaged as Dionysus, a God that Nietzsche claims takes on a human form in Greek festivals dedicated to creation and fecundity. Mankind, in order to continue to have value after God’s death, “must become gods”, must take the place of God (The Gay Science 120). Nietzsche, All-Too HumanistNietzsche begins a project of rethinking Man as a category. Yet there is much in common with Renaissance humanism generated by Nietzsche’s Dionysian belief in a merger between God and Man. Man is overcome by a stronger and more creative figure, that of the Übermensch. By comparing Nietzsche with Vasari we can understand just how humanist Nietzsche remained. Indeed, Nietzsche fervently admired the Renaissance as a rebirth of paganism. Such an assessment of the rebirth of pagan art and values can almost be found in Vasari himself. Vasari claimed that pagan art, far from being blasphemous, brought Man closer to the divine in a tribute to the creativity of God. Vasari’s criticism of Christianity is careful but present. Indeed, Vasari—in a way that anticipates Nietzsche’s view that secular sacrilege was merely an extension of Christian sacrilege—attacks Christian iconoclasm, noting that barbarians and Christians worked together to destroy sacred forms of art: not only did [early Christianity] ruin or cast to the ground all the marvellous statues, sculptures, paintings, mosaics, and ornaments of the false pagan gods, but it also did away with the memorials and testimonials to an infinite number of illustrious people, in whose honour statues and other memorials had been constructed in public places by the genius of antiquity. (5) In this respect, Vasari embodies the values Nietzsche so praised in the Italian Renaissance. Vasari emphasises the artistic creations that enshrine distinctions of value and social hierarchy. While Vasari continues Platonic notions that ideals exist before human creation, he nevertheless holds human creation as a realisation and embodiment of the ideal, which is not dissimilar to Nietzsche’s notion of divine embodiment. For Nietzsche and Vasari, Man is exulted when he can rise, like a god, above other men. Another possibility would be to lower Man to just another animal. One way to envision such a lowering would be to subvert the mode by which Man is deemed God-like. Art that engages with the death of Man helps conceptualise subhumanism and the way that the subject ceases to be raised above the animal. What follows are studies of artworks that unbuild the subject. Francis Bacon’s “Study of a Baboon”Francis Bacon’s work challenges the human subject by depicting nonhuman subjects, where the flesh is torn open and Man’s animal flesh is exposed. Sometimes Bacon does not merely disfigure the human form but violently abandons it to focus on animals that reveal animal qualities latent in the subject. Bacon’s “Study of a Baboon”, expresses a sense of human devolution: Man devolved to monkey. In the work, we see a baboon within an enclosure, sitting above a tree that simultaneously resembles a gothic shadow, a cross, and even a smear. The dark, cross-like tree may suggest the conquering of God by a baboon, a type of monkey, recalling the old slander of Darwin’s theory, namely that Darwinism entailed that humanity descended from monkeys (which Darwin’s theory does not claim). But far from victorious, the monkey is in a state of suffering. While the baboon is not crucified on or by the tree, suffering pervades the frame. Its head resembles some sort of skull. The body is faintly painted in a melancholy blue with smudges of purple and is translucent and ghostly—at once a lump of matter and a spectral absence. We do not see the baboon through the cage. Instead we see through the baboon at the cage. Indeed, its very physiology involves the encountering of trauma as the head of the baboon does not simply connect to the body but stabs through the body as a sharp bone, perhaps opaquely evoking the violence of evolution. Similarly, the baboon’s tail seems to stab through the tree. Its eye is an enlarged void and a pupil is indicated by a bluish white triangle splitting through the void. The tree has something of the menacing and looming quality of a shadow and there is a sense of wilderness confronted by death and entrapment, evoked through the background. The yellowy ground is suggestive of dead grass. While potentially gesturing to the psychical confusion and intensity of Vincent Van Gogh or Edvard Munch, the yellowed grass more likely evokes the empty, barren and hostile planes of the desert and contrasts with the darkened colours. The baboon sitting on the cross/tree may seem to have reached some sort of pinnacle but such a status is mocked by the tree that manages to continue outside the fence: the branches nightmarishly protrude through the fence to conquer the frame, which in turn furthers the sense of inescapable entrapment and threat. The baboon is thereby precluded from reaching a higher point on the tree, unable to climb the branches, and underscores the baboon’s confines. The painting is labelled a study, which may suggest it is unfinished. However, Bacon’s completed works preserve an unfinished quality. This unfinished quality conveys a sense in which Man and evolution are unfinished and that being finished in the sense of being completed is no longer possible. The idea that there can finished work of art, a work of art that preserves an eternal meaning, has been repeatedly subject to serious doubt, including by artists themselves. Indeed, Bacon’s work erases the potential for perfection and completion, and breaks down, through devolution, what has been achieved by Man and the forces that shaped him. The subject is lowered from that of human to that of a baboon and is therefore, by Vasari’s Renaissance reasoning, not a subject at all. Bacon’s sketch and study exist to evoke a sense of incompletion, involving pain without resolution. The animal state of pain is therefore married with existential entrapment and isolation as art ceases to express the Platonic ideal and aims to show the truth of the shadow—namely that humanity is without a God, a God that previously shed light on humanity’s condition and anchored the human subject. If there is a trace or echo of human nobility left, such a trace functions through the wild and violent quality of animal indignation. A scream of painful indignity is the last act approaching (or descending from) any dignity that is afforded. Jan Švankmajer’s Darkness, Light, DarknessAn even more extreme case of the subject no longer being the subject, of being broken and muted—so much so that animal protest is annulled—can be witnessed in Jan Švankmajer’s animated short Darkness, Light, Darkness. In the animation, green clay hands mould and form a human body in order to be part of it. But when complete, the human body is trapped, grotesquely out of proportion with its environment. The film begins in a darkened house. There is a knocking of the door, and then the first green hand opens the door and turns on the light. The hand falls to the floor, blindly making its way to another door on the opposite side of the house. The hand opens the door only for eyeballs to roll out. The eyes look around. The hand pushes its clay fingers against the eyeballs, and the eyeballs become attached to the fingers. Suddenly with sight, the hand is able to lift itself up. The hand discovers that another hand is knocking at the door. The first hand helps the second hand, and then goes to the window where a pair of ears are stuck together flapping like a moth. The hands work together and break the ears apart. The first hand, the one with eyes, attaches the ears to the second hand. Then a head with a snout, but missing eyes and ears, enters through the door. The hands pull the snout until it becomes a nose, suppressing and remoulding the animal until it becomes human. As with Bacon, the violence of evolution, of auto-construction is conveyed indirectly: in Bacon’s case, through painted devolution and, in the case of the claymation, through a violent construction based on mutilation and smashing body parts together.Although I have described only three minutes of the seven-minute film, it already presents an image of human construction devoid of art or divine design. Man, or rather the hands, become the blind watchman of evolution. The hands work contingently, with what they are provided. They shape themselves based on need. The body, after all, exists as parts, and the human body is made up of other life forms, both sustaining and being sustained by them. The hands work together, and sacrifice sight and hearing for the head. They tear off the ears and remove the eyes and give them to the head. Transcendence is exchanged for subsistence. The absurdity of this contingency becomes most apparent when the hands attempt to merge with the head, to be the head’s feet. Then the feet actually arrive and are attached to the head’s neck. The human subject in such a state is thereby deformed and incomplete. It is a frightened form, cowering when it hears banging at the door. It turns out that the banging is being produced by an angry erect penis pounding at the door. However, even this symbol of masculine potency is subdued, rendered harmless by the hands that splash a bucket of cold water on it. The introduction of the penis signifies the masculinist notions implicit in the term Man, but we only ever see the penis when it is flaccid. The human subject is able to be concluded when clay pours from both doors and the window. The hands sculpt the clay and make the body, which, when complete is oversized and barely fits within the house. The male subject is then trapped, cramped in a foetal position. With its head against the ceiling next to the light, breathing heavily, all it can do is turn out the light. The head opens its mouth either in horror or a state of exertion and gasps. The eyes bulge before one of the body’s hands turns switch, perhaps suggesting terror before death or simply the effort involved in turning off the light. Once completed and built, the human subject remains in the dark. Despite the evident quirky, playful humour, Švankmajer’s film reflects an exhaustion with art itself. Human life becomes clay comically finding its own form. For Vasari, the ideal of the human form is realised first by God and then by Man through marble; for Švankmajer it is green clay. He demotes man back to the substance for a God to mould but, as there is no God to breathe life into it and give form, there is just the body to imperfectly mould itself. The film challenges both Vasari’s humanism and the suprahumanism of Nietzschean spectacle. Instead of the self-generating power and radical interdependence and agency of Übermensch, Švankmajer’s sub-subject is Man undercome—man beneath as opposed to over man, man mocked by its ambition, and with no space to stand high. Švankmajer thereby realises the anti-Nietzschean potential inherent within cinema’s anti-spectacular nature. Antonin Artaud, who extends the aesthetics advanced by Nietzsche in The Birth of Tragedy, contrasts the theatre’s sense of animal life with cinema. Artaud observes that movies “murder us with second-hand reproductions […] filtered through machines” (84). Thus, films murder creative and animal power as film flattens life to a dead realm of reproduction. Continuing Jacques Derrida’s hauntological framing of the screen, the animation theorist Alan Cholodenko has argued that the screen implies death. Motion is dead and replaced by illusion, a recording relayed back to us. What renders cinema haunting also renders it hauntological. For Cholodenko, cinema’s animation challenges ontology and metaphysics by eschewing stable ontologies through a process that entails both presence and absence. As Cholodenko points out, all film is a type of animation and reanimation, of making images move that are not in fact moving. Thus, one can argue that the animated-animation (such as Švankmajer’s claymation) becomes a refinement of death, a Frankesteinian reanimation of dead material. Indeed, Darkness, Light, Darkness accentuates the presence of death with the green clay almost resembling putrefaction. The fingerprints on the clay accentuate a lack of life, for the autonomous and dead matter that constructs and shapes a dead body from seemingly severed body parts. Even the title of the film, Darkness, Light, Darkness reflects an experience of cinema as deflation rather than joyous spectacle. One goes to a darkened space, watches light flicker on a screen and then the light goes out again. The cartoonish motions of the hands and body parts in the film look only half alive and therefore seem half-dead. Made in the decaying Communist state of Czechoslovakia, Švankmajer’s film aptly acknowledges the deflation of cinema, reflecting that illumination—the light of God, is put out, or more specifically, switched off. With the light of God switched off, creation becomes construction and construction becomes reconstruction, filtered through cinema’s machine processes as framed through Cholodenko. Still, Švankmajer’s animation is not unsympathetic to the plight of the hands. We do see the body parts work together. When a vulgar, meaty, non-claymation tongue comes out through the door, it goes straight to the other door to let the teeth in. The teeth and tongue are aided by the hands to complete the face. Indeed, what they produce is a human being, which has some sense of coherence and success—a success enmeshed with failure and entrapment. Piccinini’s “The Young Family”Patricia Piccinini’s sculptural works offer a more tender approach to the subject, especially when her works focus on the nonhuman animal with human characteristics. Piccinini is interested in the combinations of the animal and the machine, so her ideas can be seen almost as transhuman, where the human is extended beyond humanism. Her work is based on connection and connectedness, but does not emphasise the humanist values of innovation and self-creation often inherent to transhumanism. Indeed, the emphasis on connection is distinct from the entrapment of Bacon’s baboon and Švankmajer’s clay human, which half lament freedom’s negation.The way that Piccinini preserves aspects of humanism within a framework of subhumanism is evident in her work “The Young Family”. The hypperrealistic sculpture depicts a humanoid pig form, flopped, presumably exhausted, as piglet-babies suckle on her nipples. The work was inspired by a scientific proposal for pigs to be genetically modified to provide organs for humans (“Educational Resource” 5). Such a transhuman setting frames a subhuman aesthetic. Care is taken to render the scene with sentiment but without a sense of the ideal, without perfection. One baby-piglet tenderly grasps its foot with both hands and stares with love at its mother. We see two piglets enthusiastically sucking their mother’s teat, while a third baby/piglet’s bottom is visible, indicating that there is a third piglet scrambling for milk. The mother gazes at us, with her naked mammalian body visible. We see her wrinkles and veins. There is some fur on her head and some hair on her eyebrows humanising her. Indeed, her eyes are distinctly human and convey affection. Affection seems to be a motif that carries through to the materials (carefully crafted by Piccinini’s studio). The affection displayed in the artwork is trans-special, emphasising that human tenderness is in fact mammalian tenderness. Such tenderness conflates the human, the nonhuman animal and the material out of which the humanoid creature and its young are constructed. The sub-agency brings together the young and the old by displaying the closeness of the family. Something of this sub-subjectivity is theorised in Malcolm Bull’s Anti-Nietzsche, where he contrasts Nietzsche’s idea of the Übermensch with the idea of the subhuman. Bull writes that subhumanism involves giving up on “becoming more than a man and think[ing] only of becoming something less” (n.p.; Chapter 2, sec. “The Subhuman”). Piccinini depicts vulnerability and tenderness with life forms that are properly speaking subhuman, and reject the displays of strength of Nietzsche’s suprahumanism or Vasari’s emphasis on art commemorating great men. But Piccinini’s subhumanism preserves enough humanism to understand art’s ability to encourage an ethics of nurturing. In this respect, her works offer an alternative to Bull’s subhumanism that aims, so Bull argues, to devalue art altogether. Instead, Piccinini affirms imagination, but through its ability to conjure new ways to perceive animal affection. The sub-subject thereby functions to reveal states of emotion common to mammals (including humans) and other animals. ConclusionThese three artists therefore convey distinct, if related and intersecting, ways of visualising the sub-subject: Bacon through animal suffering, Švankmajer through adaptation that ultimately leads to the agent’s entrapment, and Piccinini who, instead of marrying anti-humanism with the subhumanism (the procedure of Švankmajer, and Bacon), integrates aspects of transhumanism and Renaissance humanism into her subhuman vision. As such, these works present a realisation of how we might think of the going under of the human subject after Darwin, Nietzsche and the deaths of God, Man and the diminishment of creativity. Such works remain not only antithetical to Vasari’s humanism but also to Nietzsche’s suprahumanism. These artists use art’s power to humble—not through overpowering awe but through the visible breakdown of the human agent, speaking for and to the sub-subject. Such art, by unbuilding and dismantling the subject, draws on prehuman trajectories of evolution, and in the case of Piccinini, transhuman trajectories. Art ceases to be about the grandiose evocations of power. Rather, more modestly, these works build a connection between the human with other mammals. Acknowledgements I wish to acknowledge Daniel Canaris for his valuable insights into Christianity and the Italian Renaissance, Alan Cholodenko for providing copies of his works that were central to my interpretation of Švankmajer, and Rachel Franks and Simon Dwyer for their invaluable assistance and finding very helpful reviewers. References Artaud, Antonin. The Theatre and Its Double. New York: Grove P, 1958.Art Gallery of South Australia. “Educational Resource Patricia Piccinini.” Adelaide: Art Gallery of South Australia. 11 Dec. 2016 <https://www.artgallery.sa.gov.au/agsa/home/Learning/docs/Online_Resources/Piccinini_online_resource.pdf>.Bacon, Francis. “Head I.” 1948. Oil on Canvas. 100.3 x 74.9cm. ———. “Study of a Baboon.” 1953. Oil on Canvas. 198.3 x 137.3cm. Bull, Malcolm. Anti-Nietzsche. New York: Verso, 2011. Cholodenko, Alan. “First Principles of Animation.” Animating Film Theory. Ed. Karen Beckman. Duke UP, 2014. 98-110.———. “The Crypt, the Haunted House, of Cinema.” Cultural Studies Review 10.2 (2004): 99-113. Darkness, Light, Darkness. Jan Švankmajer, 1990. 35mm. Nietzsche, Friedrich. The Birth of Tragedy and Other Writings. Cambridge: Cambridge UP, 2007. ———. The Gay Science. Cambridge: Cambridge UP, 2007. ———. Thus Spoke Zarathustra. Cambridge: Cambridge UP, 2006.Piccinini, Patricia. “The Young Family.” 2002. Silicone, Polyurethane, Leather, Plywood, Human Hair, 80 x 150 x 110cm. Vasari, Giorgio. The Lives of Artists. Oxford: Oxford UP, 1998.Wolfe, Cary. What Is Posthumanism? Minneapolis: U of Minnesota P, 2010.
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Driver, Susan. "Pornographic Pedagogies?: The Risks of Teaching ‘Dirrty’ Popular Cultures." M/C Journal 7, no. 4 (2004). http://dx.doi.org/10.5204/mcj.2383.

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Uhh, dirrty Filthy Nasty (too dirrty to clean my act up If you ain’t dirrty .. you ain’t here to party)—Christina Aguilera “DIRRTY” The teacher engaged in a pedagogy which requires some articulation of knowledge forms and pleasures integral to students’ daily life is walking a dangerous road.—Henry Giroux and Roger Simon, “Schooling, Popular Culture and a Pedagogy of Possibility” Pornography and pedagogy have been positioned as mutually exclusive domains within educational discourses that seek to regulate the borders between rational knowledge and sexually lewd commercial imagery. Yet these realms begin to overlap in productive ways when hypersexual popular cultures are integrated as meaningful social texts within the classroom. As mainstream youth media increasingly play up the appeal of what Brian McNair calls “porno-chic” cultural entertainment, teachers and students of cultural meanings are compelled to take seriously the pervasive power of soft porn influencing everyday desires and identifications. McNair writes that “porno-chic is not porn, then, but the representation of porn in non-pornographic art and culture, the pastiche and parody of, the homage to and investigation of porn; the postmodern transformation of porn into mainstream cultural artifact for a variety of purposes.” (61) The crossover of porn imagery into commercial advertising and entertainment industries is an extension of a problem that Sut Jhally refers to as the commodity-image system which frames sexy bodies within marketing strategies that encourage fast voyeuristic forms of consumption (252). Yet complex questions about how youth engage with the intensification of their sexual fields of vision as part of their daily routines watching TV, playing video games, enjoying films and music videos as desiring subjects are often overlooked. As young people grow up today within porno saturated visual cultures, they need to be given space to talk about their ideas, feelings and contradictory responses. In this way, bringing porn into university curriculum is a necessary part of a critical and creative pedagogical practice. I learned about the urgency and difficulty of such a practice when my students brought in Christina Aguilera’s video Dirrty to a class on consumer cultures and sexual representation. Out of some wildly disparate and complex readings of this video developed by my students, we were able to explore ideas about body images, censorship, queerness, commodification and fantasy without foreclosing the ambivalence unleashed in the process of studying Dirrty pornographic styles. In my introductory popular culture classes, I give permission to students to exchange stories about the sexualized pleasures of mediated youth cultures as a way to encourage awareness of the specific icons, textual details and patterns of representation that make up our viewing and listening experiences. I use this as a take off point to consider how our popular conceptions of sexuality are constructed and contested by desiring and relational interpretations connecting hegemonic image fantasies with subjective investments. Once students start conversing about what they notice and how they see and feel about sexually explicit images shown in class, the contested terrain of popular cultural porn becomes vividly animated. The point is to demystify the topic of pornographic imagery as something fixed, taboo, banal, asocial, shameful or demeaning. What students of media cultures do not expect is that their personal pleasures and longings will be socially situated and theorized as a dialogue about the politics of representation. Student pleasures collide in unexpected ways. I am always surprised by what appeals to their fantasy ideals, and the reasons they offer to explain why and how they seek out and utilize their desires as viewers. To spur discussion, I bring in sex texts that range from Hollywood film clips to nightclub fliers to queer photography to internet homepages. But while I have a rough idea of the conceptual course we will take, we usually end up following alternative paths, negotiating incommensurable psychic and social life-worlds. What I find troubling, erotic or fascinating might not connect up with what my students notice or experience as seductive or meaningful. Foregrounding the pleasures of sexual images in teaching popular culture is tricky because they are hard to predict or contain for analysis. Consensus is an impossibility from the start as sexual fears, denial and fantasies disrupt any possibility of rational unity. Pornography leaks across disciplinary boundaries and blurs conventional distinctions between, private/public, subjective/social, work/play, school/leisure, sexual/intellectual realms of experience. Teaching pornography is risky business. Turning theoretically back upon the popular fascinations of “porno-chic” images also invites pleasure into the very process of academic learning that has traditionally scorned its worth and relevance. The interactions of teaching and learning become infused with affective longings and frustrations. Questions arise such as: What happens when sexualized pleasure as an experience lived through popular cultures is reenacted in the classroom? Who is willing to risk exposure and vulnerability? What are the ethical and political limits of interrogating intimate pleasures? How do I render this intimacy culturally meaningful? When personal pleasures are questioned as part of a public dialogue are they diminished? Intensified? Transformed? I have spent many years theorizing sexuality and pleasure, trying to find a language that overcomes the one-sided institutional focus and conceptual detachment of ideological critiques without falling prey to empirical approaches that claims to pin down the authentic transparent truth of popular pleasures as fixed and isolated data. What is needed is a process of reading experience as a social semiotic process capable of attending to textual representations and institutional power formations that organize popular pleasures, without foreclosing the nuances of the erotic subjective and collective engagements with culture that exceed and disturb hegemonic meanings. Teresa de Lauretis’ writings are useful toward interconnecting subjectivity and social/cultural worlds in terms of dynamic mediations between texts, contexts, psychic memories and sense perceptions. Drawing upon Charle’s Peirce’s notion of interpretants, de Lauretis theorizes a semiosis of experience that is actively engaged with and constituted through everyday signs, objects, relations and events. A cultural sign such as a song or music video becomes mediated through intellectual, emotional and energetic interpretants, to comprise a “habit-change,” changes in consciousness and concrete action in the social world. The experiential process here is open-ended and ongoing in its formation and includes rational will and reflection in reading signs along with affective, bodily responses and enactments (1984). The realm of subjective experience and pleasure does not abstract or diminish the status of cultural texts and meanings but implicates them in a living practice. De Lauretis uses this approach to think through the exchanges of “perverse” desires that exceed heteronormative sex/gender relations between texts and spectators (1994). Acknowledging the normalization of “perverse” desire enables a more dynamic understanding of the psychic and social movements of fantasy scenarios as a historical process. I think it’s impossible to begin to embrace pornographic pleasure as pedagogically productive without such an elaboration of experience as always already appropriating, mediating, and transforming dominant social texts. At the same time, what has become vividly apparent to me is that translating a theory of the semiosis of experience into practical strategies performed in the classroom is easier said than done. Nothing complicates and impels thinking about pleasure more than a room filled with dozens of teenage students who are asked to speak openly about their feelings and thoughts about sexy pop music stars and performances – especially when the topics and examples are chosen by, for and about students. During a week of my pop culture class last year, several students giving presentations coincidentally brought in the same video to show and talk about: Christina Aguilera’s music video for her song Dirrty – from the album Stripped. The video features aggressive erotic scenes of young women taking the lead with young men watching and dancing in a darkly lit underground boxing club, including signs of Hip Hop street culture- graffiti, break dancing, and rap, intermixed with raunchy soft-porn images of women wrestling and showering together. It is a massive party verging on sexual orgy compelling the audience to join in and get “dirty, filthy, nasty, and if you ain’t dirty you ain’t here to party.” This is an exemplary televised fantasy product designed shock and tease youth audiences with rebellious hip seductive visual forms and contents. What is important for my purposes is not any single value or meaning of this video but the ways it elicited multiple engagements and interpretations from student presenters and classmates through their experiential pleasures and displeasures. The first presenter analyzed Dirrty as an example of the corporate commodification of youth sexuality. >From this perspective the video sells packaged consumable fragments of sexy bodies as imaginary fetish ideals. Drawing upon feminist analysis of pornography, the student argued that girls’ bodies continue to be objectified in the guise of physical femme dominance, remaining on display for the dreamworlds of adolescent men. What gets stressed are the ways sexual transgressions within mass media work in the service of maintaining inequalities, idolizing promiscuous feminine aggressors whose power is contained to feed fantasies of sexual submission that reinforce hierarchical control. Eroticized grrrl power becomes a contest of popularity intensified through the polymorphous visual style of MTV. Referring to Giroux’s critique of the hypersexual promotion and commercial branding of youth (1998), this student articulates her own desires for representations of youth sexuality focused on historically grounded and substantial relational qualities rather than normative beauty ideals. In the first presentation “porno-chic” entertainment pleasures are analyzed as something to be wary of, as cheap surface distractions and corporate manipulations. The next presentation explored the cultural and emotional volatility of Dirrty’s visual spectacles. This student identified herself as seeing something else, a glimpse of sexual openness, diversity and freedom. Multi-racial/sexual groups of men and women, women with women and men moving together in playful scenarios through fluid urgent expression of desire, become framed here in terms of a productive excess. This person glimpsed utopian possibilities through exaggerated sexed-up styles of commodification. Postmodern theories of queer subjectivity are used in this presentation to challenge the binary categories structuring the first presentation. Judith Butler’s theory of gender performativity is engaged with to help interpret possibilities for mobile gender identifications and sexual desires constituted within discursively organized frameworks (1990). The contingency and improvisation of her reading as a queer student confronts the limits of the previous presentation’s focus on uniform hegemonic ideological powers. The final presenter turned the class’s attention to the surrounding media commentary and context of Aguilera’s video. In this argument, the public moral panic targeting Aguilera’s video Dirrty as obscene was contrasted with the acceptance and normalization of sexuality in videos by male artists such as Nelly’s Hot in Here where women move and strip in the background as decorations of male artists. The controversy in the press surrounding the sexually explicit images in Dirrty, which were seen as going too far (provoking an advisory warning), becomes politically meaningful to this student who insists that young women artists are regulated by different standards, demonized as vulgar, slutty and dangerous. This student affirmed the need for a broad range of images that affirm women taking sexual control, displaying creative sexual lust and publicly voicing desires as a way to confront conservative moral codes. Here viewing pleasures become focused on media pluralization and critical debates that situate sexual representations in relation to diverse forms of reception as politically vital for those historically censored and marginalized. Each of these presentations ends in dissonant readings of a specific set of images, rhythms and words, making use of a wide range of theoretical ideas combined with experiential reflection. Tension fills the room as students realize their ideas and pleasures are contested, refused, challenged, and altered when in dialogue with others. What is my role as an instructor at this point? Do I synthesize the scattered heterogeneity of experiences arising in relation to Dirrty by promoting a single issue, theory or concept? Do I emphasize a playful “pornographication” of mainstream youth culture and encourage their guilty pleasures? Do I assert my authority as professor and provide a critical reading that tops theirs as moral, rational and free of personal pleasure and bias? Do I allow my class to become a free for all? None of these options are pedagogically satisfying to me since I am interested in the very discomfort and questions provoked by the differences unleashed by this video. Perhaps it is precisely the wild loose ends of a questioning process that makes pornography a useful pedagogical tool. Differences produced through porno-chic entertainment are about a shifting divergence of social experiences, media powers and embodied pleasures. As a teacher I try to foster an ongoing dialogue about such differences by theorizing what gets privileged and left out of our purview without delimiting new ways of experiencing and interpreting their subjective and political significance. I smile, turn off my power point presentation and allow for a space of silence in which no definitions are offered, no contradictions resolved, no conclusions are reached. I try to convey the productive tensions between positions offered within this moment of radical ambivalence as part of a pedagogy engaged with popular sex cultures. It is at such times of learning as a semiosis of experience engaged with the pornographic edges of media cultures, that possibilities emerge for understanding our vulnerable pleasures in relation to those of others. References Aguilera, Christina. “DIRRTY,” from Stripped, 2002. Butler, Judith. Gender Trouble: Feminism and the Subversion of Identity. Routledge, 1990. De Lauretis, Teresa. Alice Doesn’t: Feminism, Semiotics, Cinema. Basingstoke an London: Macmillan, 1984. —-. The Practice of Love: Lesbian Sexuality and Perverse Desire. Bloomington and Indianapoli: Indiana University Press, 1994. Giroux, Henry. “Teenage Sexuality, Body Politics, and the Pedagogy of display,” Youth Culture: Identity in a Postmodern World, ed. Jonathan Epstein, Blackwell, 1998. Giroux, Henry and Roger Simon. “Schooling, Popular Culture and a Pedagogy of Possibility,” Popular Culture Schooling and Everyday Life, Henry Giroux and Roger Simon eds., Bergin & Garvey, 1989. Sut Jhally, “Image-Based Culture: advertising and popular culture,” Gender, Race and Class in Media. Eds. Gail Dines and Jean Humez, Sage, 2003. McNair, Brian. Striptease Culture: Sex, Media and the Democratization of Desire. New York: Routledge, 2002. MLA Style Driver, Susan. "Pornographic Pedagogies?: The Risks of Teaching “Dirrty” Popular Cultures." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/03_teaching.php>. APA Style Driver, S. (2004 Oct 11). Pornographic Pedagogies?: The Risks of Teaching “Dirrty” Popular Cultures, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/03_teaching.php>
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Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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22

Kincheloe, Pamela J. "The Shape of Air: American Sign Language as Narrative Prosthesis in 21st Century North American Media." M/C Journal 22, no. 5 (2019). http://dx.doi.org/10.5204/mcj.1595.

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Abstract:
The word “prosthetic” has its origins as a mathematical term. According to scholar Brandon W. Hawk, Plato uses the words prosthesis and prostithenai in Phaedo to mean "addition, add to, to place", and Aristotle uses it in a similar, algebraic sense in the Metaphysics. Later, as the word appears in classical Latin, it is used as a grammatical and rhetorical term, in the sense of a letter or syllable that is added on to a word, usually the addition of a syllable to the beginning of a word, hence pro-thesis (Hawk). This is the sense of the word that was “inherited … by early modern humanists”, says Hawk, but when it appears in Edward Phillips's The New World of English Words: Or, a General Dictionary (1706), we can see how, with advances in technology, it changes from a grammatical/linguistic term into a medical term. What was once word is now made flesh:Prosthesis, a Grammatical Figure, when a Letter or Syllable is added to the beginning of a Word, as Gnatus for natus, tetuli for tuli, &c. In Surgery, Prosthesis is taken for that which fills up what is wanting, as is to beseen in fistulous and hollow Ulcers, filled up with Flesh by that Art: Also themaking of artificial Legs and Arms, when the natural ones are lost.Hawk also points to P. Dionis in Course Chirurg (a 1710 textbook detailing the art of chirurgy, or surgery, as it’s known now), who uses the word to denote one type of surgical operation; that is, prosthesis becomes not a word, but an act that “adds what is deficient”, an act that repairs loss, that “fills up what is wanting”, that fills up what is “hollow”, that “fills up with flesh”. R. Brookes, in his Introduction to Physic and Surgery (1754), is the first to define prosthesis as both an act and also as a separate, material object; it is “an operation by which some instrument is added to supply the Defect of a Part which is wanting, either naturally or accidentally”. It is not until the twentieth century (1900, to be exact), though, that the word begins to refer solely to a device or object that is added on to somehow “supply the defect”, or fill up what which is “wanting”. So etymologically we move from the writer creating a new literary device, to the scientist/doctor acting in order to fix something, then back to the device again, this time as tangible object that fills a gap where there is lack and loss (Hawk).This is how we most often see the word, and so we have the notion of prosthetic used in this medicalised sense, as an "instrument", in relation to people with missing or disfunctional limbs. Having a prosthetic arm or leg in an ableist society instantly marks one as "missing" something, or being "disabled". Wheelchairs and other prosthetic accoutrements also serve as a metonymic shorthand for disability (an example of this might be how, on reserved parking spots in North America, the image on the sign is that of a person in a wheelchair). In the case of deaf people, who are also thought of as "disabled", but whose supposed disability is invisible, hearing aids and cochlear implants (CIs) serve as this kind of visible marker.* Like artificial limbs and wheelchairs, these "instruments" (they are actually called “hearing instruments” by audiologists) are sometimes added on to the purportedly “lacking” body. They are objects that “restore function to” the disabled deaf ear. As such, these devices, like wheelchairs and bionic arms, also serve as a shorthand in American culture, especially in film and visual media, where this kind of obvious, material symbolism is very helpful in efficiently driving narrative along. David L. Mitchell and Sharon T. Snyder call this kind of disability shorthand "narrative prosthesis". In their 2001 book of the same name, they demonstrate that disability and the markers of disability, far from being neglected or omitted (as has been claimed by critics like Sarah Ruiz-Grossman), actually appear in literature and film to the point where they are astonishingly pervasive. Unlike other identities who are vastly underrepresented, Mitchell and Snyder note, images of disability are almost constantly circulated in print and visual media (this is clearly demonstrated in older film studies such as John Schuchman's Hollywood Speaks and Martin Norden's Cinema of Isolation, as well). The reason that this happens, Mitchell and Snyder say, is because almost all narrative is structured around the idea of a flaw in the natural order, the resolution of that flaw, and the restoration of order. This flaw, they show, is more often than not represented by a disabled character or symbol. Disability, then, is a "crutch upon which literary narratives lean for their representational power, disruptive potentiality and analytical insight" (49). And, in the end, all narrative is thus dependent upon some type of disability used as a prosthetic, which serves not only to “fill in” lack, but also to restore and reinforce normalcy. They also state that concepts of, and characters with, disability are therefore used in literature and film primarily as “opportunist metaphorical device(s)” (205). Hearing aids and CIs are great examples of "opportunist" devices used on television and in movies, mostly as props or “add-ons” in visual narratives. This "adding on" is done, more often than not, to the detriment of providing a well rounded narrative about the lived experience of deaf people who use such devices on a daily basis. There are countless examples of this in American television shows and films (in an upward trend since 2000), including many police and crime dramas where a cochlear implant device-as-clue stands in for the dead victim’s identity (Kincheloe "Do Androids"). We see it in movies, most notably in 2018’s A Quiet Place, in which a CI is weaponized and used to defeat the alien monster/Other (as opposed to the deaf heroine doing it by herself) (Kincheloe "Tired Tropes"). In 2019's Toy Story 4, there is a non-signing child who we know is deaf because they wear a CI. In the 2019 animated Netflix series, Undone, the main character wears a CI, and it serves as one of several markers (for her and the viewer) of her possible psychological breakdown.It seems fairly obvious that literal prostheses such as hearing aids and CI devices are used as a form of media shorthand to connote hearing ideas of “deafness”. It also might seem obvious that, as props that reinforce mainstream, ableist narratives, they are there to tell us that, in the end, despite the aesthetic nervousness that disability produces, "things will be okay". It's "fixable". These are prosthetics that are easily identified and easily discussed, debated, and questioned.What is perhaps not so obvious, however, is that American Sign Language (ASL), is also used in media as a narrative prosthetic. Lennard Davis' discussion of Erving Goffman’s idea of “stigma” in Enforcing Normalcy supports the notion that sign language, like hearing aids, is a marker. When seen by the hearing, non-signing observer, sign language "stigmatizes" the signing deaf person (48). In this sense, ASL is, like a hearing aid, a tangible "sign" of deaf identity. I would then argue that ASL is, like hearing aids and CIs, used as a "narrative prosthesis" signifying deafness and disability; its insertion allows ableist narratives to be satisfyingly resolved. Even though ASL is not a static physical device, but a living language and an integral part of deaf lived experience, it is casually employed almost everywhere in media today as a cheap prop, and as such, serves narrative purposes that are not in the best interest of realistic deaf representation. Consider this example: On 13 April 2012, Sir Paul McCartney arranged for a special event at his daughter Stella McCartney’s ivy-covered store in West Hollywood. Stars and friends like Jane Fonda, Gwyneth Paltrow, Chris Martin, Quincy Jones, and Reese Witherspoon sipped cucumber margaritas and nibbled on a spread of vegetarian Mexican appetizers. Afterwards, McCartney took them all to a tent set up on the patio out back, where he proudly introduced a new video, directed by himself. This was the world premiere of the video for "My Valentine", a song from his latest (some might say oddly titled) album, Kisses from the Bottom, a song he had originally written for and sung to new wife Nancy Shevell, at their 2011 wedding.The video is very simply shot in black and white, against a plain grey backdrop. As it begins, the camera fades in on actor Natalie Portman, who is seated, wearing a black dress. She stares at the viewer intently, but with no expression. As McCartney’s voiced-over vocal begins, “What if it rained/We didn’t care…”, she suddenly starts to mouth the words, and using sign language. The lens backs up to a medium shot of her, then closes back in on a tight close up of just her hands signing “my valentine” on her chest. There is then a quick cut to actor Johnny Depp, who is sitting in a similar position, in front of a grey backdrop, staring directly at the camera, also with no expression. There is a fade back to Portman’s face, then to her body, a close up of her signing the word “appear”, and then a cut back to Depp. Now he starts signing. Unlike Portman, he does not mouth the words, but stares ahead, with no facial movement. There is then a series of jump cuts, back and forth, between shots of the two actors’ faces, eyes, mouths, hands. For the solo bridge, there is a closeup on Depp’s hands playing guitar – a cut to Portman’s face, looking down – then to her face with eyes closed as she listens. here is some more signing, we see Depp’s impassive face staring at us again, and then, at the end, the video fades out on Portman’s still figure, still gazing at us as well.McCartney told reporters that Stella had been the one to come up with the idea for using sign language in the video. According to the ASL sign language coach on the shoot, Bill Pugin, the choice to include it wasn’t that far-fetched: “Paul always has an interpreter on a riser with a spot for his concerts and Stella loves sign language, apparently” ("The Guy Who Taught Johnny Depp"). Perhaps she made the suggestion because the second stanza contains the words “I tell myself that I was waiting for a sign…” Regardless, McCartney advised her father to “ring Natalie up and just ask her if she will sign to your song”. Later realizing he wanted another person signing in the video, Paul McCartney asked Johnny Depp to join in, which he did. When asked why he chose those two actors, McCartney said, “Well, they’re just nice people, some friends from way back and they were just very kind to do it”. A week later, they all got together with cinematographer Wally Pfister, who filmed Inception and The Dark Knight, behind the camera. According to the official press release about the video, posted on McCartney’s website, the two actors then "translate[d] the lyrics of the song into sign language – each giving distinctly different performances, making ... compelling viewing" ("Paul McCartney Directs His Own"). The response to the video was quite positive; it immediately went viral on YouTube (the original posting of it got over 15 million views). The album made it to number five on the Billboard charts, with the single reaching number twenty. The album won a 2013 Grammy Award for Best Traditional Pop Vocal album, and the video Best Music Film (“Live Kisses”). McCartney chose to sing that particular song from the album on the award show itself, and four years later, he featured both the song and video as part of his 31 city tour, the 2017 One on One concert, in which he made four million dollars a city. All told the video has served McCartney quite well.But…For whom the sign language? And why? The video is not meant for deaf eyes. When viewed through a deaf lens, it is not, by any stretch of the imagination, “compelling”; it isn’t even comprehensible. It is so bad, in fact, that the video, though signed, is also captioned for the deaf and hard of hearing. To the untrained, “hearing” eye, the signing seems to be providing a “deaf translation” of what is being sung. But it is in fact a pantomime. The actors are quite literally “going through the motions”. One egregious example of this is how, at the end of the video, when Depp thinks he’s signing “valentine”. it looks like he's saying “fuck-heart” (several media sources politely reported that he’d signed “enemy”). Whatever he did, it’s not a sign. In response to criticism of his signing, Depp said nonchalantly, “Apparently, instead of ‘love' I might have said, ‘murder'” ("Johnny Depp Says"). That wasn’t the only point of confusion, though: the way Portman signs “then she appears” was misunderstood by some viewers to be the sign for “tampon”. She actually signed it correctly, but media sources from MTV.com, to the Washington Post, “signsplained” that she had just gotten a bit confused between ASL and BSL signs (even though the BSL for “appears” bears no resemblance to what she did, and the ASL for tampon, while using the same classifier, is also signed quite differently). Part of the problem, according to sign coach Pugin, was that he and Depp “had about fifteen minutes to work on the song. I signed the song for hours sitting on an apple box under the camera for Johnny to be able to peripherally see me for each take. I was his “human cue card”. Johnny’s signing turned out to be more theatrical and ‘abbreviated’ because of the time issue” ("The Guy Who Taught").Portman, perhaps taking more time to rehearse, does a better job, but “theatrical and abbreviated” indeed; the signing was just not good, despite Pugin's coaching. But to hearing eyes, it looks fine; it looks beautiful, it looks poignant and somehow mysterious. It looks the way sign language is “supposed” to look.Remember, the McCartney website claimed that the actors were “translating” the lyrics. Technically speaking, “translation” would mean that the sense of the words to the song were being rendered, fluently, from one language (English) into another (SL), for an audience receptive to the second language. In order to “translate”, the translator needs to be fluent in both of the languages involved. To be clear, what Depp and Portman were doing was not translation. They are hearing people, not fluent in sign language, acting like signers (something that happens with dismaying regularity in the entertainment industry). Depp, to his credit, knew he wasn’t “translating”, in fact, he said "I was only copying what the guy showed me”. “But”, he says, "it was a gas – sign language is apparently very interpretive. It's all kind of different" (italics mine) ("Johnny Depp Passes the Buck"). Other than maybe being an embellishment on that one line, “I tell myself that I was waiting for a sign…”, the sentiments of McCartney’s song have absolutely nothing to do with ASL or deaf people. And he didn’t purposefully place sign language in his video as a way to get his lyrics across to a deaf audience. He’s a musician; it is fairly certain that the thought of appealing to a deaf audience never entered his or his daughter’s mind. It is much more likely that he made the decision to use sign language because of its cool factor; its emo “novelty”. In other words, McCartney used sign language as a prop – as a way to make his song “different”, more “touching”, more emotionally appealing. Sign adds a je ne sais quoi, a little “something”, to the song. The video is a hearing person’s fantasy of what a signing person looks like, what sign language is, and what it does. McCartney used that fantasy, and the sentimentality that it evokes, to sell the song. And it worked. This attitude toward sign language, demonstrated by the careless editing of the video, Depp’s flippant remarks, and the overall attitude that if it’s wrong it’s no big deal, is one that is pervasive throughout the entertainment and advertising industries and indeed throughout American culture in the U.S. That is, there is this notion that sign language is “a gas”. It’s just a “different” thing. Not only is it “different”, but it is also a “thing”, a prop, a little exotic spice you throw into the pot. It is, in other words, a "narrative prosthesis", an "add-on". Once you see this, it becomes glaringly apparent that ASL is not viewed in mainstream American culture as the language of a group of people, but instead is widely used and commodified as a product. The most obvious form of commodification is in the thousands of ASL products, from Precious Moment figurines, to Baby Signing videos, to the ubiquitous “I LOVE YOU” sign seen on everything from coffee mugs to tee shirts, to Nike posters with “Just Do It” in fingerspelling. But the area in which the language is most often commodified (and perhaps most insidiously so) is in the entertainment industry, in visual media, where it is used by writers, directors and actors, not to present an accurate portrait of lived deaf experience and language, but to do what Paul McCartney did, that is, to insert it just to create a “different”, unique, mysterious, exotic, heartwarming spectacle. Far too often, this commodification of the language results in weirdly distorted representations of what deaf people and their language actually are. You can see this everywhere: ASL is a prominent narrative add-on in blockbuster films like the aforementioned A Quiet Place; it is used in the Oscar winning The Shape of Water, and in Wonderstruck, and Baby Driver as well; it is used in the indie horror film Hush; it is used in a lot of films with apes (the Planet of the Apes series and Rampage are two examples); it is displayed on television, mostly in police dramas, in various CSI programs, and in series like The Walking Dead and Castle Rock; it is used in commercials to hawk everything from Pepsi to hotel chains to jewelry to Hormel lunchmeat to fast food (Burger King, Chik Fil A); it is used and commented on in interpreted concerts and music videos and football halftime shows; it is used (often misused) in PSAs for hurricanes and police stops; it is used in social media, from vlogs to cochlear implant activation videos. You can find ASL seemingly everywhere; it is being inserted more and more into the cultural mainstream, but is not appearing as a language. It is used, nine times out of ten, as a decorative ornament, a narrative prop. When Davis discusses the hearing perception of ASL as a marker or visible stigma, he points out that the usual hearing response to observing such stigma is a combination of a Freudian attraction/repulsion (the dominant response being negative). Many times this repulsion results from the appeal to pathos, as in the commercials that show the poor isolated deaf person with the nice hearing person who is signing to them so that they can now be part of the world. The hearing viewer might think to themselves "oh, thank God I'm not deaf!"Davis notes that, in the end, it is not the signer who is the disabled one in this scenario (aside from the fact that many times a signing person is not in fact deaf). The hearing, non signing observer is actually the one “disabled” by their own reaction to the signing “other”. Not only that, but the rhetorical situation itself becomes “disabled”: there is discomfort – wariness of language – laughter – compulsive nervous talking – awkwardness – a desire to get rid of the object. This is a learned response. People habituated, Davis says, do not respond this way (12-13). While people might think that the hearing audience is becoming more and more habituated because ASL is everywhere, the problem is that people are being incorrectly habituated. More often than not, sign language, when enfolded into narratives about hearing people in hearing situations, is put into service as a prop that can mitigate such awkward moments of possible tension and conflict; it is a prosthetic that "fills the gap", allowing an interaction between hearing and deaf people that almost always allows for a positive, "happy" resolution, a return to "normalcy", the very purpose of the "narrative prosthetic" as posited by Mitchell and Snyder. Once we see how ASL is being employed in media mostly as a narrative prosthesis, we can, as Mitchell and Snyder suggest we do (what I hope this essay begins to do), and that is, to begin to “undo the quick repair of disability in mainstream representations and beliefs; to try to make the prosthesis show; to flaunt its imperfect supplementation as an illusion” (8). In other words, if we can scrutinize the shorthand, and dig deeper, seeing the prosthetic for what it is, all of this seemingly exploitative commodification of ASL will be a good thing. Maybe, in “habituating” people correctly, in widening both hearing people’s exposure to ASL and their understanding of its actual role in deaf lived experience, signing will become less of a prosthetic, an object of fetishistic fascination. Maybe hearing people, as they become used to seeing signing people in real signing situations, will be less likely to walk up to deaf people they don’t know and say things like: “Oh, your language is SO beautiful”, or say, “I know sign!” (then fingerspelling the alphabet with agonising slowness and inaccuracy while the deaf person nods politely). However, if the use of ASL as a prosthetic in popular culture and visual media continues to go on unexamined and unquestioned, it will just continue to trivialise a living, breathing language. This trivialisation can in turn continue to reduce the lived experiences of deaf people to a sort of caricature, further reinforcing the negative representations of deaf people in America that are already in place, stereotypes that we have been trying to escape for over 200 years. Note* The word "deaf" is used in this article to denote the entire range of individuals with various hearing losses and language preferences, including Deaf persons and hard of hearing persons, etc. For more on these distinctions please refer to the website entry on this published by the National Association of the Deaf (NAD).ReferencesDavis, Lennard. Enforcing Normalcy. New York: Verso, 1995."The Guy Who Taught Johnny Depp and Natalie Portman Sign Language." Intimate Excellent: The Fountain Theater Blog. 18 Mar. 2012. <https://intimateexcellent.com/2012/04/18/the-guy-who-taught-johnny-depp-and-natalie-portman-sign-language-in-mccartney-video/>.Fitzgerald, Roisin. "Johnny Depp Says Sign Language Mishap Isn't His Fault." HiddenHearing Blog 14 Apr. 2012. <https://hiddenhearingireland.wordpress.com/2012/05/29/johnny-depp-says-sign-language-mishap-isnt-his-fault/>.Hawk, Brandon W. “Prosthesis: From Grammar to Medicine in the Earliest History of the Word.” Disability Studies Quarterly 38.4 (2018).McCartney, Paul. "My Valentine." YouTube 13 Apr. 2012.McGinnis, Sara. "Johnny Depp Passes the Buck on Sign Language Snafu." sheknows.com 10 May 2012. <https://www.sheknows.com/entertainment/articles/959949/johnny-depp-passes-the-buck-on-sign-language-snafu/>.Miller, Julie. "Paul McCartney on Directing Johnny Depp and Natalie Portman." Vanity Fair 14 Apr. 2012. <https://www.vanityfair.com/style/2012/04/paul-mccartney-johnny-depp-natalie-portman-my-valentine-music-video-gwyneth-paltrow>.Mitchell, David T., and Sharon L. Snyder. Narrative Prosthesis: Disabilities and the Dependencies of Discourse. Ann Arbor: U of Michigan P. 2000.Norden, Martin. F. The Cinema of Isolation: A History of Physical Disability in Movies. Rutgers UP: 1994."Paul McCartney Directs His Own My Valentine Video." paulmccartney.com 14 Apr. 2012. <https://www.paulmccartney.com/news-blogs/news/paul-mccartney-directs-his-own-my-valentine-videos-featuring-natalie-portman-and>.Ruiz-Grossman, Sarah. "Disability Representation Is Seriously Lacking in Television and the Movies: Report." Huffington Post 27 Mar. 2019. <https://www.huffpost.com/entry/disability-representation-movies-tv_n_5c9a7b85e4b07c88662cabe7>.Schuchman, J.S. Hollywood Speaks: Deafness and the Film Entertainment Industry. U Illinois P, 1999.
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