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1

Martin, Michael. "Meditations on Blade Runner." Journal of Interdisciplinary Studies 17, no. 1 (2005): 105–22. http://dx.doi.org/10.5840/jis2005171/26.

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The 1982 film, Blade Runner, presents many questions conceming the position and relevance of the human being in the postmodern epoch. The audience is confronted with androids, called replicants, incredibly handsome "beings" whose language rises at times to poetic beauty, while the humans in the film are embarrassing physical and moral examples of the species. With whom will the audience identify or sympathize, the human or the simulacrum? The film further complicates this issue by incorporating traditional Christian symbols and language in relation to the replicants. The film seems to suggest that consciousness is the defining characteristic of humanness, whether one speaks of an organic human being or a replicant. Current debate between scientists, philosophers, and theologians centers on the question of consciousness and its relationship to the brain and, for some, the soul This essay addresses the dilemmas in the film, while keeping in mind the central question: What is a human being?
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Botz-Bornstein, Thorsten. "Blade Runner 2049." Film and Philosophy 25 (2021): 69–84. http://dx.doi.org/10.5840/filmphil2021345.

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What is the “miracle” that protein farmer Sapper Morton mentions when he says to K: “You never saw a miracle”? It is the transformation of inorganic life into organic life. Rachael, who was a replicant in the old Blade Runner (though falsely believing she is human) gave birth to twins. Tyrell had “perfected procreation,” in the words of Niander Wallace, but his knowledge has been lost. The theme of 2049 revolves around the scientific and philosophical question whether machines can become organic. Is a human only an accumulation of parts or cells, or does the quality of being human denote more than the sum of its parts? Is a bioengineered human a real human or simply a sophisticated machine? Furthermore, the film associates the organic with the real. Real humans as well as real memories are linked to a larger whole. The article reflects these constellations against various philosophical stances.
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Broad, Terence, and Mick Grierson. "Autoencoding Blade Runner: Reconstructing Films with Artificial Neural Networks." Leonardo 50, no. 4 (August 2017): 376–83. http://dx.doi.org/10.1162/leon_a_01455.

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In this paper, the authors explain how they created Blade Runner—Autoencoded, a film made by training an autoencoder—a type of generative neural network—to recreate frames from the film Blade Runner. The autoencoder is made to reinterpret every individual frame, reconstructing it based on its memory of the film. The result is a hazy, dreamlike version of the original film. The authors discuss how the project explores the aesthetic qualities of the disembodied gaze of the neural network and describe how the autoencoder is also capable of reinterpreting films it has not been trained on, transferring the visual style it has learned from watching Blade Runner (1982).
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King, Geoff. "Blade Runner 2049 and the ‘quality’ Hollywood film." Science Fiction Film & Television 13, no. 1 (February 2020): 77–96. http://dx.doi.org/10.3828/sfftv.2020.5.

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Gerdesits, Pál. "Ki vagyok én? - Szárnyas fejvadász 2049." Kaleidoscope history 10, no. 21 (2020): 307–12. http://dx.doi.org/10.17107/kh.2020.21.307-312.

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My essay focuses on the ontological crisis articulated in the film Blade Runner 2049, the sequel for Ridley Scott’s Blade Runner. This film is based on the conflict between humans and androids called replicants who would like to live equally to humans. In my opinion the root of their opposition lies on the inability to give a proper definition of what we normally call ‘human’. In this writing I present and analyse the nature of this conflict and also the philosophical questions (representation, freedom, self-identity etc.) arising from it based on the ideas of philosophers like Michel Foucault. Jean-Paul Sartre, Jacques Derrida and Ferdinand de Saussure.
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Macarthur, David. "A Vision of Blindness:Blade Runnerand Moral Redemption." Film-Philosophy 21, no. 3 (October 2017): 371–91. http://dx.doi.org/10.3366/film.2017.0056.

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Despite its oft-noted ambiguities, critical reception of Ridley Scott's Blade Runner (Theatrical Cuts (1982); Director's Cut (1992); Final Cut (2007)) has tended to converge upon seeing it as a futuristic sci-fi film noir whose central concern is what it means to be human, a question that is fraught given the increasingly human-like replicants designed and manufactured by the Tyrell Corporation for human use on off-world colonies. Within the terms of this way of seeing things a great deal of discussion has been devoted to putative criteria of being human and the question whether the once-retired blade runner, Rick Deckard, is or is not a replicant. I aim to explore a radically different course of interpretation, which sees the film in fundamentally moral and religious terms. Put in the starkest light, the film is not about what makes us human but whether we can be saved from ourselves, from our terrifying inhumanity, our moral blindness.
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Privado, Rafael de Jesus Pinheiro. "Cinema, filosofia e direito no filme “Blade Runner” (1982, R. Scott) / Cinema, philosophy and law in the film "Blade Runner" (1982, R. Scott)." Brazilian Journal of Development 7, no. 4 (April 1, 2021): 33405–23. http://dx.doi.org/10.34117/bjdv7n4-005.

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Cruz, Décio Torres. "The literary discourse of Blade Rnner: film as a literary collage." Tradterm 13 (December 18, 2007): 261. http://dx.doi.org/10.11606/issn.2317-9511.tradterm.2007.48189.

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Este ensaio discute problemas teóricos envolvendo a relação entre filme e literatura a partir dos estágios iniciais dessa discussão. Também lida com o modo não só como a literatura toma de empréstimo o discurso do cinema, mas principalmente como o cinema se utiliza do discurso literário por meio da apropriação mútua de técnicas e através de um processo de tradução de diferentes meios. Cenas de <em>Blade Runner</em>, de Ridley Scott, serão usadas para ilustrar os argumentos desenvolvidos neste ensaio, ou seja, de que modo o filme traduz a tradição literária de Dante, Blake e Milton, assim como trechos bíblicos.
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Kubiak-Ho-Chi, Beata. "Blade Runner w kombinacie zakrzywionej czasoprzestrzeni, czyli film Ridleya Scotta w powieści Shōno Yoriko." Porównania 18 (December 1, 2016): 183–96. http://dx.doi.org/10.14746/p.2016.18.10668.

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Blade Runner, tytuł kultowego filmu Ridleya Scotta z 1982 r., w Polsce znanego jako Łowca androidów, niczym wysłannik ponurej przyszłości pojawia się na kartach powieści „Kombinat zakrzywionej czasoprzestrzeni” (Taimu surippu konbināto, 1994), pióra współczesnej japońskiej pisarki Shōno Yoriko (ur. 1956). Co łączy te dwa utwory, należące przecież do różnych porządków narracyjnych – tak wizualnego, jak tekstowego? Co zainspirowało Shōno w Blade Runnerze i jakie są skutki tej inspiracji dla fabuły powieści? Na ile sajensfikcyjny, postapokaliptyczny świat słynnego filmu Ridleya Scotta przenika slipstreamową prozę Shōno Yoriko i kształtuje jej powieściową rzeczywistość? Oprócz odpowiedzi na te pytania, autorka niniejszego artykułu podejmuje również temat roli science fiction we współczesnej literaturze japońskiej oraz przedstawia sylwetkę i dorobek literacki Shōno Yoriko, pisarki wybitnej, lecz jak do tej pory z różnych powodów poza Japonią mało znanej.
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Ferrer, Marcos Joaquín. "Del amor a lo siniestro en Blade Runner 2049." Miguel Hernández Communication Journal 12 (January 31, 2021): 181–202. http://dx.doi.org/10.21134/mhcj.v12i.944.

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Resumen El presente artículo aborda lo siniestro en Blade runner 2049 a partir de la presencia en la película de los elementos y temas que, según Freud, eran portadores del fenómeno. El objetivo es comprobar si la mera presencia de estos basta para que lo siniestro irrumpa, o si es necesario que su carga alcance a la materialidad fílmica, rasgando los códigos del modo de representación hegemónica, para que el fenómeno alcance toda la radicalidad de su manifestación. Para ello nos basaremos en diversas secuencias que establecen la relación entre Joi y `K´ y Deckard y Rachel, porque es en ellas donde lo siniestro toma forma a partir del amor y de la muerte en la figura de la mujer que retorna de la muerte. Pondremos el foco igualmente en la relación que se establece entre lo siniestro y aquello que surge entre la resistencia del sujeto y las imágenes de consumo capitalistas. Abstract The article addresses the sinister in Blade runner 2049, starting with the elements and themes that, according to Freud, were the carriers of the phenomenon. The objective is to check if the mere presence of these in the film is enough for the sinister to erupt. Another way of checking the sinister's presence is by looking at the filmic materiality tearing the codes of the hegemonic mode of representation. This way the phenomenon would reach all the radicality of its manifestation. In order to do this, we will base ourselves on various sequences that establish the relationship between Joi and `K´ and the one between Deckard and Rachel. It is in these relationships where the sinister takes shape from love and death in the figure of the woman who returns from death. We will also focus on the connection that is established between the sinister and the result of combining the resistance of the subject with the images of capitalist consumption.
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Park, Seung-Hyun. "Dystopia in the Science Fiction Film: Blade Runner and Adorno's Critique of Modern Society." International Journal of Contents 8, no. 3 (September 28, 2012): 94–99. http://dx.doi.org/10.5392/ijoc.2012.8.3.094.

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Kaplarski-Vuković, Katarina. "Blade Runner 1982: Anticipation of technology and user interface in the science-fiction film." Kultura, no. 167 (2020): 394–409. http://dx.doi.org/10.5937/kultura2067394k.

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Norris, Andrew. "‘How Can It Not Know What It Is?’: Self and Other in Ridley Scott's Blade Runner." Film-Philosophy 17, no. 1 (December 2013): 19–50. http://dx.doi.org/10.3366/film.2013.0002.

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Kang, Icc-Mo, and Jung-Eun Song. "A Study of the Semiotic Definition of Humanity as Entertainment in the Film 〈Blade Runner〉." Journal of the Korea Entertainment Industry Association 11, no. 8 (December 31, 2017): 253–66. http://dx.doi.org/10.21184/jkeia.2017.12.11.8.253.

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15

Staudt, Kathleen. "Bordering the Future? The ‘Male Gaze’ in the Blade Runner Films and Originating Novel." Borders in Globalization Review 1, no. 1 (November 17, 2019): 22–28. http://dx.doi.org/10.18357/bigr11201919244.

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Philip K. Dick (1928-1982), author of numerous science fiction narratives from the 1950s-1980s, some of which Hollywood made into films, grappled with the nature of reality, the meaning of humanness, and border crossing between humans and androids (called ‘replicants’ in the films). The socially constructed female and male protagonists in these narratives have yet to be analyzed with a gender gaze that draws on border studies. This paper analyzes two Blade Runner films, compares them to the Philip K. Dick (PKD) narrative, and applies gender, feminist, and border concepts, particularly border crossings from human to sentient beings and androids. In this paper, I argue that the men who wrote and directed the films established and crossed multiple metaphoric borders, but wore gender blinders that thereby reinforced gendered borders as visualized and viewed in the U.S. and global film markets yet never addressed the profoundly radical border crossing notions from PKD.
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CERESA, Marco. "SHANGHAIED INTO THE FUTURE: THE ASIANIZATION OF THE FUTURE METROPOLIS IN POST-BLADE RUNNER CINEMA." JOURNAL OF ARCHITECTURE AND URBANISM 41, no. 2 (June 8, 2017): 129–44. http://dx.doi.org/10.3846/20297955.2017.1327951.

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The cliched 1930–1950 Western cinematic images of Shanghai as a fascinating den of iniquity, and, in contrast, as a beacon of modernity, were merged in Fritz Lang’s Metropolis. As a result, a new standard emerged in science fiction films for the representation of future urban conglomerates: the Asianized metropolis. The standard set by this film, of a dark dystopian city, populated by creatures of all races and genetic codes, will be adopted in most of the representations of future cities in non-Asian cinema. This article traces the representation of Shanghai in Western cinema from its earliest days (1932– Shanghai Express) through Blade Runner (1982) to the present (2013– Her). Shanghai, already in the early 1930s, sported extremely daring examples of modern architecture and, at the same time, in non-Asian cinema, was represented as a city of sin and depravity. This dualistic representation became the standard image of the future Asianized city, where its debauchery was often complemented by modernity; therefore, it is all the more seedy. Moreover, it is Asianized, the “Yellow Peril” incarnated in a new, much more subtle, much more dangerous way. As such, it is deserving of destruction, like Sodom and Gomorrah.
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마이클엉거. "A Study of the Impenetration of the Human and the Technological in Science Fiction Film -Revisiting Blade Runner-." journal of the moving image technology associon of korea 1, no. 23 (December 2015): 77–97. http://dx.doi.org/10.34269/mitak.2015.1.23.005.

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18

Bérubé, Michael. "Disability and Narrative." PMLA/Publications of the Modern Language Association of America 120, no. 2 (March 2005): 568–76. http://dx.doi.org/10.1632/s0030812900167914.

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After a decade of working in disability studies, I still find myself surprised by the presence of disability in narratives I had never considered to be “about” disability—in animated films from Dumbo to Finding Nemo; in literary texts from Huckleberry Finn to Joan Didion's Play It As It Lays; and, most curiously, even in the world of science fiction and superheroes, a world that turns out to be populated by blind Daredevils, mutant supercrips, and posthuman cyborgs of all kinds. Indeed, I now consider it plausible that the genre of science fiction is as obsessed with disability as it is with space travel and alien contact. Sometimes disability is simply underrecognized in familiar sci-fi narratives: ask Philip K. Dick fans about the importance of disability in Do Androids Dream of Electric Sheep? and you'll probably get blank stares. But the Voigt-Kampff empathy test by which the authorities distinguish humans from androids was, Dick tells us, actually developed after World War Terminus to identify “specials,” people neurologically damaged by radioactive fallout, so that the state could prevent them from reproducing. That aspect of the novel's complication of the human-android distinction is lost in the film Blade Runner, but the film does give us an engineer with a disability that involves premature aging, which links him intimately to the androids who have life spans of only four years.
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Beriain, Josetxo. "De la guerra de los mundos a la guerra de los tiempos: tecno-bio-poder y aceleración social en el film Blade Runner de Ridley Scott." Revista de Estudios Sociales, no. 65 (July 2018): 36–47. http://dx.doi.org/10.7440/res65.2018.04.

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Barr, Ashley. "To be real for you: acousmatic cyborgs, asexuality, and becoming human." Excursions Journal 9, no. 1 (January 25, 2020): 45–60. http://dx.doi.org/10.20919/exs.9.2019.240.

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Figured as either subhuman, superhuman, or too nearly human, cyborgs in cinema are often used as a vehicle for expressing anxieties about the instability of “real” humanity as a position. Their representations in film reveal the broader cultural logics that are used to define humanity. These logics often rely on demonstrating social and emotional learning that centers the experience of (especially hetero)sexual attraction and desire, which is opposed to mechanical rationality, coded as “asexual,” so that sexuality is taken to be foundational to the concept of humanity. In this paper I will elaborate on the cultural logics behind humanity’s affiliation with sexuality, especially as they are manifested in the narrative structures of the films Blade Runner 2049 (2017) and Her (2013). These two films are of particular interest because their artificially intelligent cyborg characters directly express the desire “to be real for” the benefit of a comparatively more “real” protagonist — and this desire is mediated through heterosexuality. I will argue that the threats that cyborg pose to our sense of humanity, and attempts to address these threats in film, ultimately reveal the concepts of sexuality and sexual attraction, as well as humanity along with them, as mechanical effects rather than innately possessed characteristics. If becoming really human depends on normalization through sexuality, then the positioning of asexuality at the boundaries of humanity is an instructive starting point for reconceiving the positive values associated with achieving humanity. Instead of attempting to normalize the threat to our being that is represented by the kind of lives that refuse to cohere with established concepts of real humanity, we must engage with the experience of the threat and its suggestion that those things that make us “real” are not, in fact, very human after all.
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Golding, Dan. "The memory of perfection: Digital faces and nostalgic franchise cinema." Convergence: The International Journal of Research into New Media Technologies 27, no. 4 (July 28, 2021): 855–67. http://dx.doi.org/10.1177/13548565211029406.

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This article is concerned with the intersection of digitally augmented performance and nostalgia in contemporary Hollywood franchise cinema. The practice of ‘de-ageing’ or even resurrecting actors following their real-life deaths in films like Tron: Legacy (Joseph Kosinski, 2010), Terminator Genysis (Alan Taylor, 2015), Rogue One (Gareth Edwards, 2016), Blade Runner 2049 (Denis Villeneuve, 2017), Star Wars: The Rise of Skywalker (J.J. Abrams, 2019), and a large number of Marvel Cinematic Universe films, is now commonplace. Though such digital faces are primarily still found in franchise cinema, some exceptions ( The Irishman, Martin Scorsese, 2019; Gemini Man, Ang Lee, 2019) are telling in their franchise-like appeals to cinematic nostalgia. In particular, the digital face is most commonly aligned with the ‘legacy film’ (Golding, 2019), resurrected franchises interested in transferring franchise protagonists, themes and fandom across generations. The digital face therefore is an expression of the convergence of the digital with film, with the franchise, with the past and with memory. For these films, memory and nostalgia are meticulous exercises involving thousands of work hours of highly skilled CGI workers and cutting-edge technology. These highly technical, virtuosic digital faces are quite literally the face of this kind of nostalgia, and as Ndalianis observes, position the face ‘as façade that opens up a time-travel passageway between past and present’, inviting a seam-spotting game between audience and filmmaker (2014). Even if the digital face is perfect in its recreation, the audience’s knowledge of the impossibility of the performance leaves a trace of artistry. Accordingly, digital faces are creative, technical and financial decisions above all. This article outlines the uses of the digital face for memory, nostalgia and seriality in contemporary Hollywood franchise cinema, with a focus on representation and death.
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de la Iglesia, Martin. "Has Akira Always Been a Cyberpunk Comic?" Arts 7, no. 3 (August 1, 2018): 32. http://dx.doi.org/10.3390/arts7030032.

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Between the late 1980s and early 1990s, interest in the cyberpunk genre peaked in the Western world, perhaps most evidently when Terminator 2: Judgment Day became the highest-grossing film of 1991. It has been argued that the translation of Katsuhiro Ōtomo’s manga Akira into several European languages at just that time (into English beginning in 1988, into French, Italian, and Spanish beginning in 1990, and into German beginning in 1991) was no coincidence. In hindsight, cyberpunk tropes are easily identified in Akira to the extent that it is nowadays widely regarded as a classic cyberpunk comic. But has this always been the case? When Akira was first published in America and Europe, did readers see it as part of a wave of cyberpunk fiction? Did they draw the connections to previous works of the cyberpunk genre across different media that today seem obvious? In this paper, magazine reviews of Akira in English and German from the time when it first came out in these languages will be analysed in order to gauge the past readers’ genre awareness. The attribution of the cyberpunk label to Akira competed with others such as the post-apocalyptic, or science fiction in general. Alternatively, Akira was sometimes regarded as an exceptional, novel work that transcended genre boundaries. In contrast, reviewers of the Akira anime adaptation, which was released at roughly the same time as the manga in the West (1989 in Germany and the United States), more readily drew comparisons to other cyberpunk films such as Blade Runner.
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Fell, John. ": BFI Modern Classics. Blue Velvet . Michael Atkinson. ; BFI Modern Classics. The Thing . Anne Billson. ; BFI Modern Classics. Blade Runner . Scott Bukatman. ; BFI Modern Classics. The Right Stuff . Tom Charity. ; BFI Modern Classics. The Crying Game . Jean Giles. ; BFI Modern Classics. The Exorcist . Mark Kermode. ; BFI Film Classics. High Noon . Phillip Drummond." Film Quarterly 51, no. 4 (July 1998): 65–66. http://dx.doi.org/10.1525/fq.1998.51.4.04a00260.

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Fell, John. "Review: BFI Modern Classics. Blue Velvet by Michael Atkinson; BFI Modern Classics. The Thing by Anne Billson; BFI Modern Classics. Blade Runner by Scott Bukatman; BFI Modern Classics. The Right Stuff by Tom Charity; BFI Modern Classics. The Crying Game by Jean Giles; BFI Modern Classics. The Exorcist by Mark Kermode; BFI Film Classics. High Noon by Phillip Drummond." Film Quarterly 51, no. 4 (1998): 65–66. http://dx.doi.org/10.2307/1213263.

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Taşkale, Ali Rıza. "Thanatopolitics and colonial logics in Blade Runner 2049." Thesis Eleven, September 14, 2021, 072551362110439. http://dx.doi.org/10.1177/07255136211043944.

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This article critically engages with Denis Villeneuve’s Blade Runner 2049, focusing on the relationship between colonial logics and biological engineering that understands the natural world as property. First, it discusses the connections between the film and the shifting status of biopolitics becoming thanatopolitics, prompted by advances in synthetic biology. It argues that the film’s preoccupation with the reproductive capacity of its replicants retraces a racialized (post) colonialism and reconfigured slavery, or the voluntary labour of the occupied – as normalized in synthetic biology and the ongoing processes of devaluing of some lives over others for socioeconomic reasons. Second, and relatedly, the film reveals how deeply the thanatopolitics of a biopolitical economy is rooted in an intensification of racialized and colonial logics. The film thus doubles as a medium in which to grasp the centrality of colonial and racial logics to the ongoing real subsumption of life by capital, and the ways in which it continues to shape the present.
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Read, Rupert, and Jerry Goodenough. "Timothy Shanahan (2014), Philosophy and Blade Runner, Basingstoke: Palgrave Macmillan. 240pp." Film-Philosophy 19, no. 1 (December 2015). http://dx.doi.org/10.3366/film.2015.0064.

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ÖRÜM, Elif, and Özcan DEMİR. "BİLİMKURGU FİLM TÜRÜNDE KARAKTER KİMLİKLİKLERİNİN İNŞASINDA BELLEK VE ZAMAN OLGULARININ KULLANIMI: BLADE RUNNER FİLMLERİ ÖRNEĞİ." Sanat Dergisi, February 16, 2021. http://dx.doi.org/10.47571/ataunigsfd.871678.

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Bjørn, Niels. "VERDENS BEDSTE STORBYFILM." Tidsskriftet Antropologi, no. 47 (June 1, 2003). http://dx.doi.org/10.7146/ta.v0i47.107122.

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Når talen falder på storbyfilm, bliver nogle bestemte værker ofte nævnt. Det er film som Metropolis (1927) af Fritz Lang, Asfaltjunglen (1950) af John Huston, Manhattan (1979) af Woody Allen og Blade Runner (1982) af Ridley Scott. Fælles for filmene er for det første, at de tilhører den filmhistoriske kanon i vores del af verden, og for det andet, at de drager tilskuerens blik til sig med spektakulære billeder af storbyen.
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Mather, Philippe. "Science-Fiction and Cognition." Kinema: A Journal for Film and Audiovisual Media, April 15, 2014. http://dx.doi.org/10.15353/kinema.vi.1310.

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SCIENCE-FICTION AND COGNITION Science-fiction (SF) is a paradoxical genre insofar as it combines realism (scientific verisimilitude) and fantasy (free speculations about estranged worlds). It represents a kind of impossible marriage between reason (science) and emotion (fiction). This tension is evoked by an image of the android Roy Batty from Ridley Scott’s film Blade Runner (1982), which appears on the front cover of a collection of essays edited in 1999 by Carl Plantinga and Greg Smith, titled Passionate Views: Film, Cognition, and Emotion. Thus SF has a cognitive dimension, which can be linked primarily to its scientific ideology, as well as an affective dimension, that expresses itself through feelings of estrangement and wonder. How can one account for the semiotic mechanisms that produce meaning and emotion in SF film, in a way that explains the interaction between these two apparently antithetical components? This essay will compare a selection...
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Taylor-Green, Benedict Charles. "Neuroimages: Some Serving Suggestions." NanoEthics, August 6, 2021. http://dx.doi.org/10.1007/s11569-021-00395-7.

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AbstractThis art-science interaction evokes two ‘neuroimages’. However, the term ‘neuroimage’ does not refer, as usual, to images that emerge from scientific practices that seek to gain insight into the structural and functional properties of brains. Rather, it is meant that the images considered have as their theme neurotechnologies: specifically, those that concern the control of neuroprostheses, and neuroprostheses themselves. The first neuroimage appears in a biosignal sensing cap catalogue, and the second appears in the science fiction film Blade Runner 2049. While neither neuroimage is actually included in the piece, each is described to the reader before being speculatively analysed, and therefore becomes a ‘mental’ image in the mind’s eye, calling upon the ancient art of ekphrasis.
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Boudreault-fournier, Alexandrine. "Film ethnographique." Anthropen, 2019. http://dx.doi.org/10.17184/eac.anthropen.097.

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Certains ont déjà déclaré que le genre du film ethnographique n’existe pas (MacDougall, 1978), alors que d’autres soulignent la nature obsolète de sa définition (Friedman, 2017). Enfin, certains définissent le film ethnographique d’une manière si restreinte qu’ils mettent de côté tout un pan de son histoire. Par exemple, l’anthropologue américain et critique de films Jay Ruby (2000) définit le film ethnographique comme un film produit par un anthropologue pour des fins anthropologiques. Robert J. Flaherty, qui a réalisé le film Nanook of the North(1922), lui-même considéré comme le père du documentaire au cinéma et du film ethnographique, n’a jamais reçu une formation en anthropologie; sa première carrière était celle d’un prospecteur pour une compagnie ferroviaire dans la région de la Baie d’Hudson. Aussi, peut-on se demander : Est-il possible de réaliser un film ethnographique en adoptant une sensibilité anthropologique, sans toutefois être un.e anthropologue de formation? Nous sommes d’avis que oui. Une question demeure : Comment peut-on définir la sensibilité ethnographique du point de vue cinématographique? Le film ethnographique doit être caractérisé tout d’abord par une responsabilité éthique de la part de l’anthropologue-réalisateur. Cela signifie que celui-ci doit adopter une approche consciencieuse et respectueuse face à la manière dont il inclut « l’autre » soit dans le film soit dans le processus de réalisation. C’est ce qui peut différencier le film ethnographique d’un style cinématographique défini selon ses caractéristiques commerciales ou journalistiques. De plus, le film ethnographique est généralement basé sur de longues périodes d’études de terrain ou de recherche. L’anthropologue-réalisateur peut ainsi avoir entretenu des relations avec les protagonistes du film depuis une longue période de temps. Enfin, l’anthropologue-réalisateur doit démontrer un sincère intérêt à « parler près de » au lieu de « parler de » l’autre, comme le suggère la réalisatrice Trinh T. Minh-ha dans son film Reassamblage (1982) tourné au Sénégal, pour signifier l’intention de l’anthropologue de s’approcher de la réalité de « l’autre » plutôt que d’en parler d’une manière distante. L’histoire du film ethnographique est tissée serrée avec celle de la discipline de l’anthropologie d’une part, et des développements technologiques d’autre part. Les thèmes abordés, mais aussi la manière dont le visuel et le sonore sont traités, analysés et édités, sont en lien direct avec les enjeux et les questions soulevés par les anthropologues à différentes époques de l’histoire de la discipline. Par exemple, Margaret Mead (1975) définit l’anthropologie comme une discipline basée sur l’écrit. De plus, elle critique le fait que les anthropologues s’approprient très peu la caméra. Elle défend l’idée selon laquelle il faudrait favoriser l’utilisation du visuel comme outil de recherche objectif de collecte de données tout en adoptant un discours positiviste et scientifique. Cette approche, que certains qualifieront plus tard de « naïve » (Worth 1980), exclut la présence du réalisateur comme transposant sa subjectivité dans le film. Mead prenait pour acquis que la personne derrière la caméra n’influençait pas la nature des images captées, que sa présence ne changeait en rien les événements en cours, et que ceux et celles devant la caméra vaquaient à leurs occupations comme si la caméra n’y était pas. Cette croyance d’invisibilité de l’anthropologue, pouvant être qualifiée de « mouche sur le mur », suggère l’ignorance du fait que la présence du chercheur influence toujours le contexte dans lequel il se trouve, et ce d’autant plus s’il pointe sa caméra sur les gens. On devrait alors plutôt parler de « mouche dans la soupe » (Crawford 1992 : 67). La crise de la représentation qui a secoué l’anthropologie dans les années 1980 (Clifford & Marcus, 1986) a eu un impact majeur sur la manière dont les anthropologues commencèrent à s’interroger sur leurs pratiques de représentation à l’écrit. Cependant, cette révolution ne s’est pas fait sentir de manière aussi prononcée dans le domaine de l’anthropologie visuelle. Pourtant, les questions de représentations vont demeurer au centre des conversations en anthropologie visuelle jusque que dans les années 2000. Un mouvement progressif vers des approches non-représentationnelles (Vannini, 2015) encourage une exploration cinématographique qui arpente les sens, le mouvement et la relation entre l’anthropologie et l’art. Le film Leviathan (2013), des réalisateurs Lucien Castaing-Taylor et Véréna Paravel du Sensory Ethnography Lab à l’Université d’Harvard, porte sur une sortie en mer d’un bateau de pêche. Une vision presque kaléidoscopique des relations entre les poissons, la mer, les pêcheurs et les machines émerge de ce portrait cosmique du travail de la pêche. L’approche du visuel dans la production de films ethnographiques se développe donc de pair avec les enjeux contemporains de la discipline. La technologie influence également la manière avec laquelle les anthropologues-réalisateurs peuvent utiliser les appareils à leur disposition. Par exemple, l’invention de la caméra à l’épaule et du son synchronisé dans les années 1960 – où le son s’enregistre simultanément avec l'image –permet une plus grande flexibilité de mouvements et de possibilités filmiques. Il devient plus courant de voir des participants à un film avoir des échanges ou répondre à la caméra (par exemple Chronique d’un été de Jean Rouch et Edgar Morin (1961)) plutôt que d’avoir des commentaires en voix off par un narrateur dieu (par exemple The Hunters de John Marshall et Robert Gardner (1957)). Ces technologies ont donné naissance à de nouveaux genres filmiques tels que le cinéma-vérité associé à l’anthropologue-cinématographe français Jean Rouch et à une lignée de réalisateurs qui ont été influencés par son travail. Ses films Moi, un noir (1958), et Jaguar (1968) relancent les débats sur les frontières entre la fiction et le documentaire. Ils forcent les anthropologues à penser à une approche plus collaborative et partagée du film ethnographique. Les Australiens David et Judith MacDougall ont également contribué à ouvrir la voie à une approche qui encourage la collaboration entre les anthropologues-réalisateurs et les participants-protagonistes des films (Grimshaw 2008). Du point de vue de la forme du film, ils ont aussi été des pionniers dans l’introduction des sous-titres plutôt que l’utilisation de voix off, pour ainsi entendre l’intonation des voix. Il existe plusieurs genres et sous-genres de films ethnographiques, tels que les films observationnels, participatifs, d’auteur, sensoriels, expérimentaux, etc. Comme tout genre cinématographique, le film ethnographique s’identifie à une histoire, à une approche visuelle, à des influences et à des réalisateurs qui ont laissé leurs marques. En Amérique du Nord, dans les années 1950 et 1960, le cinéma direct, inspiré par le travail du cinéaste russe Dziga Vertoz, le Kino-Pravda (traduit comme « cinéma vérité », qui a aussi influencé Jean Rouch), avait pour objectif de capter la réalité telle qu’elle se déroule devant la caméra. Ce désir de refléter le commun et la vie de tous les jours a contribué à créer une esthétique cinématographique particulière. Optant pour un style observationnel, le cinéma direct est caractérisé par un rythme lent et de longues prises, peu de musique ou effets spéciaux, mettant souvent l’emphase sur l’observation minutieuse de processus (comme par exemple, le sacrifice d’un animal ou la construction d’un bateau) plutôt que sur une trame narrative forte. Au Québec, le film Les Raquetteurs (1958) coréalisé par Michel Brault et Gilles Groulx et produit par l’Office National du Film du Canada en est un bon exemple. Certains films, que l’on associe souvent au « quatrième » cinéma et qui sont caractérisés par une équipe autochtone, ont aussi contribué au décloisonnement du film ethnographique comme étant essentiellement une forme de représentation de l’autre. Fondée en 1999, Isuma Igloolik Production est la première compagnie de production inuite au Canada. Elle a produit et réalisé des films, dont Atanarjuat : The Fast Runner (2001) qui a gagné la Caméra d’Or à Cannes ainsi que six prix gémeaux. Grâce à la technologie numérique, qui a démocratisé la production du film ethnographique, on observe une éclosion des genres et des thèmes explorés par la vidéo ainsi qu’une prolifération des productions. Tout porte à croire que le film ethnographique et ses dérivés (vidéos, installations, compositions sonores avec images) sont en pleine expansion.
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32

Belmonte-Arocha, Jorge, and Silvia Guillamón-Carrasco. "The representation of the «other-woman» in the screens: filmic contents in television and co-education." Comunicar 13, no. 25 (October 1, 2005). http://dx.doi.org/10.3916/c25-2005-093.

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The films are one of the television contents more charismatic and attractive, and give us a great opportunity to analyse free, critical and interpretatively the representation of the «other- woman», and to work co - educationally with the audiences. Two film of quality and interest, and at the same time very different, as are «Viridiana», and «Blade Runner», they can result a very good example from this. La importancia de los Medios Audiovisuales en la educación de sus espectadores, entendida ésta como la influyente contribución que las representaciones del mundo de los primeros hacen a la construcción de las cosmovisiones e identidades de los segundos, es indudable en las sociedades actuales. Los omnipresentes «Mass Media» representan «la realidad», funcionando como fuentes de interpretaciones de todo lo que nos rodea, y de nosotros/as mismos/as. Los Medios, con sus informativos supuestamente «realistas», pero también de modo fundamental, con sus relatos de «ficción», proporcionan representaciones de «objetos» y «sujetos», de situaciones y acciones, donde conocer y reconocer, al «yo» y al «otro». Así, la representación de la «persona», en forma de «personaje», con toda su puesta en escena, con todo su tejido argumental, resulta fundamental para la construcción de la «Identidad» y de la «Alteridad» en el «Sujeto Espectador». Una de las dimensiones más importantes de esta «Identidad/Alteridad» es el Género, así, las representaciones de «lo Masculino» y «lo Femenino» en las pantallas, encuentran un eco profundo en la construcción de los sujetos que las reciben. Por esta razón, una de las preocupaciones básicas de los enfoques co-educativos ha de ser el análisis y debate de dichas representaciones, y muy especialmente, de la representación del «otro-mujer», es decir, de lo femenino como alteridad, de la mujer como «objeto», o como «sujeto-sujetado», como «otro excluido». Los relatos fílmicos, los largometrajes cinematográficos, constituyen uno de los contenidos televisivos más carismáticos y atractivos de la programación habitual, y nos dan una gran oportunidad para analizar libre,crítica e interpretativamente la representación del «otro-mujer», y para trabajar co-educativamente con los telespectadores. Dos films de calidad e interés, y a la vez muy diferentes, como son Viridiana, y Blade Runner, pueden resultar un muy buen ejemplo de ello.
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Muanis, Felipe, and Mariana Schwartz. "Convenções na direção de arte cinematográfica: um olhar sobre a ficção científica." AVANCA | CINEMA, February 26, 2021. http://dx.doi.org/10.37390/avancacinema.2020.a138.

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The elements of cinematographic language can be used in many ways to portray a story. It appears that, over the years, many conventions have been established in different areas of cinematographic making. In this article, we aim to highlight the conventions of the science fiction genre, with a focus on the art direction of movies that portray the future. For this, films such as Ex_Machina (Alex Garland, 2014), Equals (Drake Doremus, 2015) and Blade Runner 2049 (Denis Villeneuve, 2017) are analyzed. Also noteworthy, is the feature film Her (Spike Jonze, 2013) as a work that goes against the others, which presents an approach to the future that stands out among so many other movies with scenarios and costumes similar to each other. As a basis for the research, the study of conventions by sociologist Howard Becker is used, in addition to the work by theorists David Bordwell, Rick Altman, Stephen Neale, Marcel Martin, Vincent Lobrutto, among others. Directors and their artistic departments use colors, shapes, materials, textures, and elements that have become conventions in science fiction films and few are those who dare to produce something aesthetically different.
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Harley, Alexis. "Resurveying Eden." M/C Journal 8, no. 4 (August 1, 2005). http://dx.doi.org/10.5204/mcj.2382.

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The Garden of Eden is the original surveillance state. God creates the heavens and the earth, turns on the lights, inspects everything that he has made and, behold, finds it very good. But then the creation attempts to acquire the surveillant properties of the creator. In Genesis 3, a serpent explains to Eve the virtues of forbidden fruit: “Ye shall not die: For God doth know that in the day ye eat thereof, then your eyes shall be opened, and ye shall be as gods, knowing good and evil” (Genesis 3: 4–5). Adam’s and Eve’s eyes are certainly opened (sufficiently so to necessitate figleaves), but in the next verse, God’s superior surveillance system has found them out. The power relationship Genesis illustrates has prompted many – the Romantics in their seditious appropriations of Paradise Lost, for instance – to question whether Eden is all that “good” after all. Why was God so concerned for Eve and Adam not to see? For that matter, why was he not there to intercept the serpent, but so promptly on the scene of humanity’s crime? Various answers (that God planned the Fall because it would enable him to demonstrate supreme love through Jesus, that Eve and Adam were wilfully wrong to grasp for equality with the Creator of the Universe, that God could not intervene in the temptation because it would compromise humanity’s free will) do not alter the flaw in God’s perfect garden state. Consciousness of this imperfection surfaces repeatedly in Western utopian narratives. The very existence of such narratives points to a humanist distrust in God as social engineer; the fact that these secular Edens are themselves often flawed suggests both a parody of the original Eden and an admission that humans are not up to the task of social engineering either. Thomas More’s Utopia and Ridley Scott’s Blade Runner – one the ostensible depiction of a new Eden, the other an outright dystopic inferno – address the association of Eden (or the Creator) with surveillance, and so undermine the ideality of the prelapsarian Garden. The archetypal power relationship, that of All-Seeing Creator with always-seen creation, is reconfigured sans God: in Utopia, with society itself performing the work of a transcendent surveillance system; in Blade Runner, with the multi-planetary Tyrell corporation doing so. In both cases, the Omnisurveillant is stripped of the mitigating quality of being God, and so exposed as oppressive, unjust, an affront to the idea of perfection. Like Eden, the eponymous island of Thomas More’s Utopia is a surveillance state. Glass, we read, “is there much used” (More 55). Surveillance is decentralised and patriarchal: wives are expected to confess to their husbands, children to their mothers (More 65). Each year, every thirty families select a “syphogrant”, whose “chief and almost … only office … is to see and take heed that no man sit idle, but that every one apply his own craft with earnest diligence” (More 57). In the mess halls, “The Syphogrant and his wife sit in the midst of the high table … because from thence all the whole company is in their sight” (More 66). Elders are ranged amongst the young men so that “the sage gravity and reverence of the elders should keep the youngsters from wanton licence of words and behaviour. Forasmuch as nothing can be so secretly spoken or done at the table, but either they that sit on the one side or on the other must needs perceive it” (More 66). Not only are the Utopians subject to social surveillance, but also to a conviction of its inescapability. Believing that the dead move among them, the Utopians feel that they are being watched (even when they are not) and thus regulate their own behaviour. In his preface to The Panopticon, Jeremy Bentham extols the virtues of his surveillance machine: “Morals reformed – health preserved – industry invigorated instruction diffused – public burthens lightened – Economy seated, as it were, upon a rock – the gordian knot of the Poor-Laws are not cut, but untied – all by a simple idea in Architecture!” (Bentham 29). As Foucault points out in “Panopticism”, the Panopticon works so well because the prisoner can never know when she or he is being watched, and this uncertainty compels the prisoner into constant discipline. Atheist Bentham had created a transcendent surveillance system that would replace God in (he trusted) an increasingly secular society. Bentham’s catalogue of the Panopticon’s benefits is something of a Utopian manifesto in its own right, and his utilitarianism, based on the “greatest-happiness principle”, was prepared to embrace the surveillance system so long as that system maximised overall happiness. Perhaps Thomas More was a proto-utilitarian, prepared to take up the repressive aspects of panopticism in exchange for moral reform, health preservation, the invigoration of industry and the lightening of public burdens. On the other hand, Utopia is widely read as a deliberately ironic representation of the ideal state. Stephen Greenblatt has pointed out that More “remained ambivalent about many of his most intensely felt perceptions” in Utopia, and he offers the text’s various ironising elements (such as the name of More’s fictitious interlocutor, Hythlodaeus, “well learned in nonsense”) as evidence (Greenblatt 54). Even the text’s title undermines its Edenic vision: as Louis Marin argues, “Utopia” could derive equally from Greek ou-topos, no-place, or eu-topos, good-place (Marin 85). More’s ambivalence about Utopia – to the extent of attributing his account of No-place to a character called Nonsense – suggests his impatience with his own flawed social vision. While Utopia is ambivalent in its depiction of the perfect state, more recent utopian narratives – Aldous Huxley’s Brave New World (1931), for instance, or George Orwell’s Nineteen Eighty-Four (1949) – are unequivocally ironic about the subordination of the individual to the perfect state. The Bible’s account of human society begins with Eden and ends with Apocalypse, in which divine surveillance reaches its inevitable conclusion in divine judgement. The utopian genre has undergone a very similar trajectory, beginning with what seem to be sincere attempts to sketch the perfect state, briefly flourishing as Europeans became first aware of Cytherean islands in the South Pacific, and, more recently, representing outright apocalypse (as in Margaret Atwood’s The Handmaid’s Tale [1986] and Ridley Scott’s Blade Runner [1992]), or at least responding pessimistically to human attempts at social engineering. Blade Runner’s dystopic inversion of biblical creation illustrates an enduring distrust in both human and divine attempts to establish Eden. The year is 2019 (only one year off 2020, perfect vision); the place is Los Angeles, the City of Angels. Corporate biomechanic Eldon Tyrell manufactures a race of robots, “replicants”, who are physically indistinguishable from humans, capable of developing emotional responses, but burdened with a four-year self-destruct mechanism. When the replicants rebel, their leader, Roy Batty, demands of Tyrell, “I want more life, Father”. Tyrell is not only “Father”, but “the god of biomechanics”; and Batty is simultaneously a reworking of Adam (the disaffected creation), Lucifer (the rebel angel) and Christ (as shown in the accompanying iconography of crucifixion and doves). The Bible’s leading actors are all present, but the City of Angels, 2019, is unmistakeably not Eden. It is a polluted, dank, flame-spewing dragon of a city, more Inferno than human habitation. The film’s oppressive film noir atmosphere relays the nausea induced by the Tyrell Corporation’s surveillance system. The Voight-Kamff test – a means of assessing emotional response (and thus determining whether an individual is human or replicant) by scanning the pupils – is a surveillance mechanism so intrusive it measures not only behaviour, but feelings. The optical imagery throughout the film reinforces the idea of permanent visibility. The result is a claustrophobic paranoia. Blade Runner is unambiguous in its pessimism about human attempts to regulate society (attempts which it shows to be reliant on surveillance, slavery and swift punishment). It seems unlikely that the God of Genesis is specifically targeted by this film’s parody of the Creator-creation power relationship – its critiques of capitalism and environmental mismanagement are much more overt – but by configuring its dramatis personae in biblical roles, Blade Runner demonstrates that the paradigm for omnisurveillant creators comes from the Bible. In turn, by placing Los Angeles, 2019, at such a distant aesthetic remove from Eden, the film portrays the omnisurveillant creator unrelieved by natural beauty. Foucault’s formulation of panopticism, that power is seeing without being seen, that being seen without seeing is disempowerment, informs all three texts – Genesis, Utopia and Blade Runner. What differentiates them, determines how perfect each text would have its world believed to be, is the extent to which its authors approve this power relationship. References Bentham, Jeremy. The Panopticon; or, The Inspection House (1787). In The Panopticon Writings. Ed. Miran Bozovic. London: Verso, 1995. 29-95. Foucault, Michel. “Panopticism”. In Discipline and Punish: the Birth of the Prison. Trans. Alan Sheridan (1977). New York: Vintage Books, 1995. 195–228. Greenblatt, Stephen. Renaissance Self-Fashioning: From More to Shakespeare. Chicago and London: U of Chicago P, 1980. Marin, Louis. Utopics: The Semiological Play of Textual Spaces. Trans. Robert A. Vollrath. Atlantic Highlands, NJ: Humanities Press International, 1990. More, Thomas. Utopia (1516). In Susan Brice, ed. Three Early Modern Utopias: Utopia, New Atlantis, The Isle of Pines. Oxford: Oxford UP, 1996. Scott, Ridley. Blade Runner: The Director’s Cut. United States, 1992. Citation reference for this article MLA Style Harley, Alexis. "Resurveying Eden: Panoptica in Imperfect Worlds." M/C Journal 8.4 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0508/02-harley.php>. APA Style Harley, A. (Aug. 2005) "Resurveying Eden: Panoptica in Imperfect Worlds," M/C Journal, 8(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0508/02-harley.php>.
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Starr, Paul. "Special Effects and the Invasive Camera." M/C Journal 2, no. 2 (March 1, 1999). http://dx.doi.org/10.5204/mcj.1747.

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This article is a brief attempt to outline some of the difficulties involved in reconciling a film like Enemy of the State to itself. Perhaps a short synopsis: Will Smith plays a lawyer who unexpectedly encounters an old acquaintance who passes him something before being murdered. The acquaintance had become privy to a conspiracy involving members of the NSA who are responsible for the death of a politician. The politician was obstructing the passage of a new surveillance Bill, and the conspiracy is one of expanding the possibilities of invasive surveillance by the state, or at least rogue elements of the state. The conspirators work at watching and hounding Will Smith until they can retrieve the information. Jon Voight plays the lead conspirator. What this synopsis didn't mention is that Gene Hackman plays a reclusive, grouchy ex-NSA agent and surveillance expert. What the film doesn't mention is that he has done this before, in Francis Ford Coppola's early 1970s film The Conversation. Hackman's character in the earlier film has been described as "a private and suspicious man who lives with as little traceable human reference as possible, as if fearful of the threat of surveillance" (Thomson, America 185). Such a description is entirely applicable to his character in Enemy of the State. It is worth comparing certain aspects of these films not as simply an exercise in critical or textual analysis, but because the differences are illustrative of some key points pertaining to contemporary Hollywood film culture. One such point is that Enemy of the State can throw into relief the fraught relationship between special effects and the technologies of surveillance, a relation even more fraught for its visibility in an action film with a very large budget. The film of Tom Clancy's novel, Patriot Games, starred Harrison Ford as Jack Ryan. There is a sequence in that film that illustrates some of the binds in which Hollywood films can find themselves when they attempt to moralise about the invasive potential of image technologies. A live satellite feed has been arranged for American intelligence viewing of a raid on a suspected terrorist training camp. Low resolution, high angle pictures are recorded and relayed to the American audience of commando units acting on the intelligence analysis (image analysis) of that same audience. The data dies live to air. Ford's Jack Ryan is drawn into watching the fruits of his previous scrutiny. He is eventually disgusted by the armchair quarterbacking of the other viewers and turns away from the images. Not before we, the viewers have had enough time to recognise what we have seen and perhaps reacted to the "gee whiz" potential of that coupling of new image and new image technology. Ryan's disgust is actually a little intrusive on our appreciation. But there is enough of Indiana Jones in Jack Ryan for us to be convinced he truly believes in the integrity of acting at first-hand rather than at an inter-continental remove. Harrison Ford's character in Coppola's The Conversation has no adventurer's taint. More like one of the replicants in Blade Runner, with a liberal dose of Richard Gere's pretty poise in American Gigolo. Ford is genuinely bland and genuinely menacing under Coppola's direction in The Conversation. That film, made almost as a penitential act after The Godfather1, confines its special effects budget almost entirely to the soundtrack. Sounds, and their editing, are much of the surveillance of the film. Gene Hackman plays Harry Caul, "the best bugger on the West Coast", a surveillance expert for hire, with a somewhat shadowy background of bugs half-legend. Part of that background concerns a triple murder where information he provided to a client caused the deaths of three people. Caul is haunted by the chance of that happening again. Hired to bug a couple conversing in a crowded square, Caul and his people take photos and record a conversation that he subsequently edits into audibility. Increasingly afraid that the infidelity his surveillance uncovered will cause the deaths of the couple involved, Harry attempts to prevent the transfer of the data. His attempts are for nothing, as it turns out the couple murder the corporate executive husband of the overheard woman, Caul himself is under their surveillance, or perhaps just the surveillance of corporate underling Harrison Ford. Caul demolishes his apartment at the end of the film, fruitlessly trying to find the bugs. Enemy of the State's most basic problem is the casting in the male lead role of Will Smith. This is a film about paranoia, and release publicity deployed paranoiac pop culture jokes of some staleness such as "You're not paranoid if they really are out to get you". The male lead is scripted as the site at which real anxieties about intrusive levels of government surveillance are to be deployed and made visible. Will Smith, with Independence Day and Men in Black recently behind him, does not function in such a register. It is the persona of the comedian that lingers (and is cultivated by directors and producers) over Smith as an actor, a persona in part defined by the desire for attention, the wish for surveillance. At some level, the film is Smith's wish-fulfilment of more attention than he can handle -- except that he does handle it. Think of how different the entire film would have been with Denzel Washington as the lead, or Spike Lee. The fact is that conspiracies have become one of the great comforts of Western popular culture. The security of knowing that in spite of visible chaos someone out there knows what is really going on. The vogue for conspiracy is a nostalgia for metanarratives. In Enemy the conspirators are rogue elements of the State. What has been displaced is the entirely more edgy prospect suggested by Coppola's film, in which corporations commission acts of surveillance, or elements within corporations spy on each other. Rogues within rogues. Enemy, on the other hand, gives us the individual, the family man, in a desperate battle against the massed resources of the State. But this is not all there is to see or say. For me, perhaps the most interesting aspect of Enemy of the State is the relation between the special effects of the film and the invasive technologies of surveillance whose misuse the film is critiquing. This is not the time to address the issue of the varying aesthetics of special effects, save to note that there certainly are a range of aesthetic criteria on which spectator judgments about effects "quality" are made. At least one of these criteria is that special effects should visualise the new. Related to this is that they should provide new visual experiences2. Enemy has as its new visual experience the expanded resources of contemporary satellite surveillance technologies, along with various miniaturised surveillance devices. The only "conventional" big special effect is a building exploding. The rest of the film is engaged with using surveillance footage as special effects, in on-screen chases and pursuits. The crucial problem on which the film founders is that in generating viewing pleasure from the invasive application of these technologies, a double marking of the technology as special effect and the technology as invasive is made available to the viewer. The pleasure and the object of criticism share the same sign. The result is a vacillation. The screen jockeys in the film, childishly willing accomplices of Jon Voight and the rogue State, taking the pleasure of "cool" from a new image, are the viewers of the film, taking pleasure in a cool special effect. The attempts to render those spectators morally culpable for the plots of the film are, not surprisingly, shallow. To me, this film functions as a sort of limit case for special effects. It is as if the distance between effect and subject has been allowed to shrink a little too far, leading to a sort of collapse. As a note in closing, I would like to suggest that in the genre of the Hollywood action film, perhaps the only close relative of Enemy of the State is the "failed Arnie", Last Action Hero. Whereas that film deployed reflexivity about special effects and entertainment and hence to some degree trivialised the pleasures of its audience, it similarly marks a problematic convergence of special effects technology and spectators' acceptance of the moral consequences of vision. Footnotes David Thomson has written that: The Conversation has the reputation of being the intense chamber work of a director otherwise employed on large movies where spectacle takes precedence over private themes. The modesty of scale, after The Godfather, is regarded as a token of gravity. It was made clear as the picture opened that Coppola had used some of his own profits from the big movies to make this study in intimate anxiety. In sanctioning that gloss, Coppola appeared to be grappling with the demands of the industry and the inner responsibilities of the artist. The film is therefore a parable about talent, private satisfaction, and public duty. But it is the most despairing and horrified film Coppola has made. (Thomson, Overexposures 298) The first does not necessitate the second. It is entirely possible to visualise the new in such conventional fashion that it is meaningless to consider such to be a "new visual experience". References Thomson, David. America in the Dark: Hollywood and the Gift of Unreality. New York: William Morrow, 1975. Thomson, David. Overexposures: The Crisis in American Filmmaking. New York: William Morrow, 1981. Citation reference for this article MLA style: Paul Starr. "Special Effects and the Invasive Camera: Enemy of the State and The Conversation." M/C: A Journal of Media and Culture 2.2 (1999). [your date of access] <http://www.uq.edu.au/mc/9903/enemy.php>. Chicago style: Paul Starr, "Special Effects and the Invasive Camera: Enemy of the State and The Conversation," M/C: A Journal of Media and Culture 2, no. 2 (1999), <http://www.uq.edu.au/mc/9903/enemy.php> ([your date of access]). APA style: Paul Starr. (1999) Special effects and the invasive camera: Enemy of the State and The Conversation. M/C: A Journal of Media and Culture 2(2). <http://www.uq.edu.au/mc/9903/enemy.php> ([your date of access]).
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36

Horrigan, Matthew. "A Flattering Robopocalypse." M/C Journal 23, no. 6 (November 28, 2020). http://dx.doi.org/10.5204/mcj.2726.

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RACHAEL. It seems you feel our work is not a benefit to the public.DECKARD. Replicants are like any other machine. They're either a benefit or a hazard. If they're a benefit it's not my problem.RACHAEL. May I ask you a personal question?DECKARD. Yes.RACHAEL. Have you every retired a human by mistake? (Scott 17:30) CAPTCHAs (henceforth "captchas") are commonplace on today's Internet. Their purpose seems clear: block malicious software, allow human users to pass. But as much as they exclude spambots, captchas often exclude humans with visual and other disabilities (Dzieza; W3C Working Group). Worse yet, more and more advanced captcha-breaking technology has resulted in more and more challenging captchas, raising the barrier between online services and those who would access them. In the words of inclusive design advocate Robin Christopherson, "CAPTCHAs are evil". In this essay I describe how the captcha industry implements a posthuman process that speculative fiction has gestured toward but not grasped. The hostile posthumanity of captcha is not just a technical problem, nor just a problem of usability or access. Rather, captchas convey a design philosophy that asks humans to prove themselves by performing well at disembodied games. This philosophy has its roots in the Turing Test itself, whose terms guide speculation away from the real problems that today's authentication systems present. Drawing the concept of "procedurality" from game studies, I argue that, despite a design goal of separating machines and humans to the benefit of the latter, captchas actually and ironically produce an arms race in which humans have a systematic and increasing disadvantage. This arms race results from the Turing Test's equivocation between human and machine bodies, an assumption whose influence I identify in popular film, science fiction literature, and captcha design discourse. The Captcha Industry and Its Side-Effects Exclusion is an essential function of every cybersecurity system. From denial-of-service attacks to data theft, toxic automated entities constantly seek admission to services they would damage. To remain functional and accessible, Websites need security systems to keep out "abusive agents" (Shet). In cybersecurity, the term "user authentication" refers to the process of distinguishing between abusive agents and welcome users (Jeng et al.). Of the many available authentication techniques, CAPTCHA, "Completely Automated Public Turing test[s] to tell Computers and Humans Apart" (Von Ahn et al. 1465), is one of the most iconic. Although some captchas display a simple checkbox beside a disclaimer to the effect that "I am not a robot" (Shet), these frequently give way to more difficult alternatives: perception tests (fig. 1). Test captchas may show sequences of distorted letters, which a user is supposed to recognise and then type in (Godfrey). Others effectively digitize a game of "I Spy": an image appears, with an instruction to select the parts of it that show a specific type of object (Zhu et al.). A newer type of captcha involves icons rotated upside-down or sideways, the task being to right them (Gossweiler et al.). These latter developments show the influence of gamification (Kani and Nishigaki; Kumar et al.), the design trend where game-like elements figure in serious tasks. Fig. 1: A series of captchas followed by multifactor authentication as a "quick security check" during the author's suspicious attempt to access LinkedIn over a Virtual Private Network Gamified captchas, in using tests of ability to tell humans from computers, invite three problems, of which only the first has received focussed critical attention. I discuss each briefly below, and at greater length in subsequent sections. First, as many commentators have pointed out (W3C Working Group), captchas can accidentally categorise real humans as nonhumans—a technical problem that becomes more likely as captcha-breaking technologies improve (e.g. Tam et al.; Brown et al.). Indeed, the design and breaking of captchas has become an almost self-sustaining subfield in computer science, as researchers review extant captchas, publish methods for breaking them, and publish further captcha designs (e.g. Weng et al.). Such research fuels an industry of captcha-solving services (fig. 2), of which some use automated techniques, and some are "human-powered", employing groups of humans to complete large numbers of captchas, thus clearing the way for automated incursions (Motoyama et al. 2). Captchas now face the quixotic task of using ability tests to distinguish legitimate users from abusers with similar abilities. Fig. 2: Captcha production and captcha breaking: a feedback loop Second, gamified captchas import the feelings of games. When they defeat a real human, the human seems not to have encountered the failure state of an automated procedure, but rather to have lost, or given up on, a game. The same frame of "gameful"-ness (McGonigal, under "Happiness Hacking") or "gameful work" (under "The Rise of the Happiness Engineers"), supposed to flatter users with a feeling of reward or satisfaction when they complete a challenge, has a different effect in the event of defeat. Gamefulness shifts the fault from procedure to human, suggesting, for the latter, the shameful status of loser. Third, like games, gamified captchas promote a particular strain of logic. Just as other forms of media can be powerful venues for purveying stereotypes, so are gamified captchas, in this case conveying the notion that ability is a legitimate means, not only of apportioning privilege, but of humanising and dehumanising. Humanity thus appears as a status earned, and disability appears not as a stigma, nor an occurrence, but an essence. The latter two problems emerge because the captcha reveals, propagates and naturalises an ideology through mechanised procedures. Below I invoke the concept of "procedural rhetoric" to critique the disembodied notion of humanity that underlies both the original Turing Test and the "Completely Automated Public Turing test." Both tests, I argue, ultimately play to the disadvantage of their human participants. Rhetorical Games, Procedural Rhetoric When videogame studies emerged as an academic field in the early 2000s, once of its first tasks was to legitimise games relative to other types of artefact, especially literary texts (Eskelinen; Aarseth). Scholars sought a framework for discussing how video games, like other more venerable media, can express ideas (Weise). Janet Murray and Ian Bogost looked to the notion of procedure, devising the concepts of "procedurality" (Bogost 3), "procedural authorship" (Murray 171), and "procedural rhetoric" (Bogost 1). From a proceduralist perspective, a videogame is both an object and a medium for inscribing processes. Those processes have two basic types: procedures the game's developers have authored, which script the behaviour of the game as a computer program; and procedures human players respond with, the "operational logic" of gameplay (Bogost 13). Procedurality's two types of procedure, the computerised and the human, have a kind of call-and-response relationship, where the behaviour of the machine calls upon players to respond with their own behaviour patterns. Games thus train their players. Through the training that is play, players acquire habits they bring to other contexts, giving videogames the power not only to express ideas but "disrupt and change fundamental attitudes and beliefs about the world, leading to potentially significant long-term social change" (Bogost ix). That social change can be positive (McGonigal), or it can involve "dark patterns", cases where game procedures provoke and exploit harmful behaviours (Zagal et al.). For example, embedded in many game paradigms is the procedural rhetoric of "toxic meritocracy" (Paul 66), where players earn rewards, status and personal improvement by overcoming challenges, and, especially, excelling where others fail. While meritocracy may seem logical within a strictly competitive arena, its effect in a broader cultural context is to legitimise privileges as the spoils of victory, and maltreatment as the just result of defeat. As game design has influenced other fields, so too has procedurality's applicability expanded. Gamification, "the use of game design elements in non-game contexts" (Deterding et al. 9), is a popular trend in which designers seek to imbue diverse tasks with some of the enjoyment of playing a game (10). Gamification discourse has drawn heavily upon Mihaly Csikszentmihalyi's "positive psychology" (Seligman and Csikszentmihalyi), and especially the speculative psychology of flow (Csikszentmihalyi 51), which promise enormously broad benefits for individuals acting in the "flow state" that challenging play supposedly promotes (75). Gamification has become a celebrated cause, advocated by a group of scholars and designers Sebastian Deterding calls the "Californian league of gamification evangelists" (120), before becoming an object of critical scrutiny (Fuchs et al.). Where gamification goes, it brings its dark patterns with it. In gamified user authentication (Kroeze and Olivier), and particularly gamified captcha, there occurs an intersection of deceptively difficult games, real-world stakes, and users whose differences go often ignored. The Disembodied Arms Race In captcha design research, the concept of disability occurs under the broader umbrella of usability. Usability studies emphasise the fact that some technology pieces are easier to access than others (Yan and El Ahmad). Disability studies, in contrast, emphasises the fact that different users have different capacities to overcome access barriers. Ability is contextual, an intersection of usability and disability, use case and user (Reynolds 443). When used as an index of humanness, ability yields illusive results. In Posthuman Knowledge, Rosi Braidotti begins her conceptual enquiry into the posthuman condition with a contemplation of captcha, asking what it means to tick that checkbox claiming that "I am not a robot" (8), and noting the baffling multiplicity of possible answers. From a practical angle, Junya Kani and Masakatsu Nishigaki write candidly about the problem of distinguishing robot from human: "no matter how advanced malicious automated programs are, a CAPTCHA that will not pass automated programs is required. Hence, we have to find another human cognitive processing capability to tackle this challenge" (40). Kani and Nishigaki try out various human cognitive processing capabilities for the task. Narrative comprehension and humour become candidates: might a captcha ascribe humanity based on human users' ability to determine the correct order of scenes in a film (43)? What about panels in a cartoon (40)? As they seek to assess the soft skills of machines, Kani and Nishigaki set up a drama similar to that of Philip K. Dick's Do Androids Dream of Electric Sheep. Do Androids Dream of Electric Sheep, and its film adaptation, Blade Runner (Scott), describe a spacefaring society populated by both humans and androids. Androids have lesser legal privileges than humans, and in particular face execution—euphemistically called "retirement"—for trespassing on planet Earth (Dick 60). Blade Runner gave these androids their more famous name: "replicant". Replicants mostly resemble humans in thought and action, but are reputed to lack the capacity for empathy, so human police, seeking a cognitive processing capability unique to humans, test for empathy to test for humanness (30). But as with captchas, Blade Runner's testing procedure depends upon an automated device whose effectiveness is not certain, prompting the haunting question: "have you ever retired a human by mistake?" (Scott 17:50). Blade Runner's empathy test is part of a long philosophical discourse about the distinction between human and machine (e.g. Putnam; Searle). At the heart of the debate lies Alan Turing's "Turing Test", which a machine hypothetically passes when it can pass itself off as a human conversationalist in an exchange of written text. Turing's motivation for coming up with the test goes: there may be no absolute way of defining what makes a human mind, so the best we can do is assess a computer's ability to imitate one (Turing 433). The aporia, however—how can we determine what makes a human mind?—is the result of an unfair question. Turing's test, dealing only with information expressed in strings of text, purposely disembodies both humans and machines. The Blade Runner universe similarly evens the playing field: replicants look, feel and act like humans to such an extent that distinguishing between the two becomes, again, the subject of a cognition test. The Turing Test, obsessed with information processing and steeped in mind-body dualism, assesses humanness using criteria that automated users can master relatively easily. In contrast, in everyday life, I use a suite of much more intuitive sensory tests to distinguish between my housemate and my laptop. My intuitions capture what the Turing Test masks: a human is a fleshy entity, possessed of the numerous trappings and capacities of a human body. The result of the automated Turing Test's focus on cognition is an arms race that places human users at an increasing disadvantage. Loss, in such a race, manifests not only as exclusion by and from computer services, but as a redefinition of proper usership, the proper behaviour of the authentic, human, user. Thus the Turing Test implicitly provides for a scenario where a machine becomes able to super-imitate humanness: to be perceived as human more often than a real human would be. In such an outcome, it would be the human conversationalist who would begin to fail the Turing test; to fail to pass themself off according to new criteria for authenticity. This scenario is possible because, through procedural rhetoric, machines shift human perspectives: about what is and is not responsible behaviour; about what humans should and should not feel when confronted with a challenge; about who does and does not deserve access; and, fundamentally, about what does and does not signify authentic usership. In captcha, as in Blade Runner, it is ultimately a machine that adjudicates between human and machine cognition. As users we rely upon this machine to serve our interests, rather than pursue some emergent automated interest, some by-product of the feedback loop that results from the ideologies of human researchers both producing and being produced by mechanised procedures. In the case of captcha, that faith is misplaced. The Feeling of Robopocalypse A rich repertory of fiction has speculated upon what novelist Daniel Wilson calls the "Robopocalypse", the scenario where machines overthrow humankind. Most versions of the story play out as a slave-owner's nightmare, featuring formerly servile entities (which happen to be machines) violently revolting and destroying the civilisation of their masters. Blade Runner's rogue replicants, for example, are effectively fugitive slaves (Dihal 196). Popular narratives of robopocalypse, despite showing their antagonists as lethal robots, are fundamentally human stories with robots playing some of the parts. In contrast, the exclusion a captcha presents when it defeats a human is not metaphorical or emancipatory. There, in that moment, is a mechanised entity defeating a human. The defeat takes place within an authoritative frame that hides its aggression. For a human user, to be defeated by a captcha is to fail to meet an apparently common standard, within the framework of a common procedure. This is a robopocalypse of baffling systems rather than anthropomorphic soldiers. Likewise, non-human software clients pose threats that humanoid replicants do not. In particular, software clients replicate much faster than physical bodies. The sheer sudden scale of a denial-of-service attack makes Philip K. Dick's vision of android resistance seem quaint. The task of excluding unauthorised software, unlike the impulse to exclude replicants, is more a practical necessity than an exercise in colonialism. Nevertheless, dystopia finds its way into the captcha process through the peril inherent in the test, whenever humans are told apart from authentic users. This is the encroachment of the hostile posthuman, naturalised by us before it denaturalises us. The hostile posthuman sometimes manifests as a drone strike, Terminator-esque (Cameron), a dehumanised decision to kill (Asaro). But it is also a process of gradual exclusion, detectable from moment to moment as a feeling of disdain or impatience for the irresponsibility, incompetence, or simply unusualness of a human who struggles to keep afloat of a rising standard. "We are in this together", Braidotti writes, "between the algorithmic devil and the acidified deep blue sea" (9). But we are also in this separately, divided along lines of ability. Captcha's danger, as a broken procedure, hides in plain sight, because it lashes out at some only while continuing to flatter others with a game that they can still win. Conclusion Online security systems may always have to define some users as legitimate and others as illegitimate. Is there a future where they do so on the basis of behaviour rather than identity or essence? Might some future system accord each user, human or machine, the same authentic status, and provide all with an initial benefit of the doubt? In the short term, such a system would seem grossly impractical. The type of user that most needs to be excluded is the disembodied type, the type that can generate orders of magnitude more demands than a human, that can proliferate suddenly and in immense number because it does not lag behind the slow processes of human bodies. This type of user exists in software alone. Rich in irony, then, is the captcha paradigm which depends on the disabilities of the threats it confronts. We dread malicious software not for its disabilities—which are momentary and all too human—but its abilities. Attenuating the threat presented by those abilities requires inverting a habit that meritocracy trains and overtrains: specifically, we have here a case where the plight of the human user calls for negative action toward ability rather than disability. 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Deterding, Sebastian. "Eudaimonic Design, Or: Six Invitations to Rethink Gamification." Rethinking Gamification. Eds. Mathias Fuchs et al. Lüneburg: Meson Press, 2014. Deterding, Sebastian, et al. "From Game Design Elements to Gamefulness: Defining Gamification." Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 2011. Dick, Philip K. Do Androids Dream of Electric Sheep. 1968. New York: Del Rey, 1996. Dihal, Kanta. "Artificial Intelligence, Slavery, and Revolt." AI Narratives: A History of Imaginative Thinking about Intelligent Machines. Eds. Stephen Cave, Kanta Dihal, and Sarah Dillon. 2020. 189–212. Dzieza, Josh. "Why Captchas Have Gotten So Difficult." The Verge 2019. 17 Sep. 2020 <https://www.theverge.com/2019/2/1/18205610/google-captcha-ai-robot-human-difficult-artificial-intelligence>. Eskelinen, Markku. "Towards Computer Game Studies." Digital Creativity 12.3 (2001): 175–83. Fuchs, Mathias, et al., eds. 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"Towards Understanding the Security of Modern Image Captchas and Underground Captcha-Solving Services." Big Data Mining and Analytics 2.2 (2019): 118–44. Wilson, Daniel H. Robopocalypse. New York: Doubleday, 2011. Yan, Jeff, and Ahmad Salah El Ahmad. "Usability of Captchas or Usability Issues in CAPTCHA Design." Proceedings of the 4th Symposium on Usable Privacy and Security. 2008. Zagal, José P., Staffan Björk, and Chris Lewis. "Dark Patterns in the Design of Games." 8th International Conference on the Foundations of Digital Games. 2013. 25 Aug. 2020 <http://soda.swedish-ict.se/5552/1/DarkPatterns.1.1.6_cameraready.pdf>. Zhu, Bin B., et al. "Attacks and Design of Image Recognition Captchas." Proceedings of the 17th ACM Conference on Computer and Communications Security. 2010.
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Crooks, Juliette. "Recreating Prometheus." M/C Journal 4, no. 4 (August 1, 2001). http://dx.doi.org/10.5204/mcj.1926.

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Prometheus, chained to a rock, having his liver pecked out by a great bird only for the organ to grow back again each night so that the torture may be repeated afresh the next day must be the quintessential image of masculinity in crisis. This paper will consider Promethean myth and the issues it raises regarding 'creation' including: the role of creator, the relationship between creator and created, the usurping of maternal (creative) power by patriarchy and, not least, the offering of an experimental model in which masculine identity can be recreated. I argue that Promethean myth raises significant issues relating to anxieties associated with notions of masculinity and gender, which are subsequently transposed in Shelley's modernist recasting of the myth, Frankenstein. I then consider 'Promethean' science fiction film, as an area particularly concerned with re-creation, in terms of construction of the self, gender and masculinity. Prometheus & Creation Prometheus (whose name means 'forethought') was able to foresee the future and is credited with creating man from mud/clay. As Man was inferior to other creations and unprotected, Prometheus allowed Man to walk upright [1] like the Gods. He also stole from them the gift of fire, to give to Man, and tricked the Gods into allowing Man to keep the best parts of sacrifices (giving the Gods offal, bones and fat). Thus Prometheus is regarded as the father and creator of Mankind, and as Man's benefactor and protector; whose love of Man (or love of trickery and his own cleverness) leads him to deceive the Gods. Prometheus's brother, Epimetheus (whose name means 'afterthought'), was commissioned to make all the other creations and Prometheus was to overlook his work when it was done. Due to Epimetheus's short-sightedness there were no gifts left (such as fur etc.) to bestow upon Man – the nobler animal which Prometheus was entrusted to make. Prometheus, a Titan, and illegitimate son of Iapetus and the water nymph Clymene (Kirkpatrick, 1991), helped fight against the Titans the side of Zeus, helping Zeus seize the throne. More than simple indication of a rebellious spirit, his illegitimate status (albeit as opposed to an incestuous one – Iapetus was married to his sister Themis) raises the important issues of both legitimacy and filial loyalty, so recurrent within accounts of creation (of man, and human artifice). Some hold that Prometheus is punished for his deceptions i.e. over fire and the sacrifices, thus he is punished as much for his brother's failings as much as for his own ingenuity and initiative. Others maintain he is punished for refusing to tell Zeus which of Zeus's sons would overthrow him, protecting Zeus' half mortal son and his mortal mother. Zeus's father and grandfather suffered castration and usurpment at the hands of their offspring – for both Zeus and Prometheus (pro)creation is perilous. Prometheus's punishment here is for withholding a secret which accords power. In possessing knowledge (power) which could have secured his release, Prometheus is often viewed as emblematic of endurance, suffering and resistance and parental martyrdom. Prometheus, as mentioned previously, was chained to a rock where a great bird came and tore at his liver [2], the liver growing back overnight for the torture to be repeated afresh the following day. Heracles, a half mortal son of Zeus, slays the bird and frees Prometheus, thus Man repays his debt by liberation of his benefactor, or, in other accounts, he is required to take Prometheus's place, and thus liberating his creator and resulting in his own enslavement. Both versions clearly show the strength of bond between Prometheus and his creation but the latter account goes further in suggesting that Man and Maker are interchangeable. Also linked to Promethean myth is the creation of the first woman, Pandora. Constructed (by Jupiter at Zeus's command) on one hand as Man's punishment for Prometheus's tricks, and on the other as a gift to Man from the Gods. Her opening of 'the box', either releasing all mans ills, plagues and woes, or letting all benevolent gifts but hope escape, is seen as disastrous from either perspective. However what is emphasised is that the creation of Woman is secondary to the creation of Man. Therefore Prometheus is not the creator of humankind but of mankind. The issue of gender is an important aspect of Promethean narrative, which I discuss in the next section. Gender Issues Promethean myths raise a number of pertinent issues relating to gender and sexuality. Firstly they suggest that both Man and Woman are constructed [3], and that they are constructed as distinct entities, regarding Woman as inferior to Man. Secondly creative power is posited firmly with the masculine (by virtue of the male sex of both Prometheus and Jupiter), negating maternal and asserting patriarchal power. Thirdly Nature, which is associated with the feminine, is surpassed in that whilst Man is made from the earth (mud/clay) it is Prometheus who creates him (Mother Earth providing only the most basic raw materials for production); and Nature is overcome as Man is made independent of climate through the gift of fire. Tensions arise in that Prometheus's fate is also linked to childbirth in so far as that which is internal is painfully rendered external (strongly raising connotations of the abject – which threatens identity boundaries). The intense connection between creation and childbirth indicates that the appropriation of power is of a power resting not with the gods, but with women. The ability to see the future is seen as both frightening and reassuring. Aeschylus uses this to explain Prometheus's tolerance of his fate: he knew he had to endure pain but he knew he would be released, and thus was resigned to his suffering. As the bearer of the bleeding wound Prometheus is feminised, his punishment represents a rite of passage through which he may earn the status 'Father of Man' and reassert and define his masculine identity, hence a masochistic desire to suffer is also suggested. Confrontations with the abject, the threat posed to identity, and Lacanian notions of desire in relation to the other, are subjects which problematise the myth's assertion of masculine power. I will now consider how the Promethean myth is recast in terms of modernity in the story of Frankenstein and the issues regarding male power this raises. Frankenstein - A Modern Prometheus Consistent with the Enlightenment spirit of renewal and reconstruction, the novel Frankenstein emerges in 1818, re-casting Promethean myth in terms of science, and placing the scientist (i.e. man) as creator. Frankenstein in both warning against assuming the power of God and placing man as creator, simultaneously expresses the hopes and fears of the transition from theocratic belief to rationality. One of the strategies Frankenstein gives us through its narrative use of science and technology is a social critique and interrogation of scientific discourse made explicit through its alignment with gender discourse. In appropriating reproductive power without women, it enacts an appropriation of maternity by patriarchy. In aligning the use of this power by patriarchy with the power of the gods, it attempts to deify and justify use of this power whilst rendering women powerless and indeed superfluous. Yet as it offers the patriarchal constructs of science and technology as devoid of social responsibility, resulting in monstrous productions, it also facilitates a critique of patriarchy (Cranny Francis, 1990, p220). The creature, often called 'Frankenstein' rather than 'Frankenstein's monster', is not the only 'abomination to God'. Victor Frankenstein is portrayed as a 'spoilt brat of a child', whose overindulgence results in his fantasy of omnipotent power over life itself, and leads to neglect of, and lack of care towards, his creation. Indeed he may be regarded as the true 'monster' of the piece, as he is all too clearly lacking Prometheus's vision and pastoral care [4]. "Neither evil nor inhuman, [the creature] comes to seem little more than morally uninformed, poorly 'put together' by a human creator who has ill served both his creation and his fellow humans." (Telotte, 1995, p. 76). However, the model of the natural – and naturally free – man emerges in the novel from an implied pattern of subjection which demonstrates that the power the man-made constructs of science and technology give us come at great cost: "[Power] is only made possible by what [Mary Shelley] saw as a pointedly modern devaluation of the self: by affirming that the human is, at base, just a put together thing, with no transcendent origin or purpose and bound to a half vital existence at best by material conditions of its begetting."(ibid.) Frankenstein's power expressed through his overcoming of Nature, harnessing of technology and desire to subject the human body to his will, exhibits the modern world's mastery over the self. However it also requires the devaluation of self so that the body is regarded as subject, thus leading to our own subjection. For Telotte (1995, p37), one reflection of our Promethean heritage is that as everything comes to seem machine-like and constructed, the human too finally emerges as a kind of marvellous fiction, or perhaps just another empty invention. Access to full creative potential permits entry "into a true 'no man's land'…. a wonderland...where any wonder we might conceive, or any wondrous way we might conceive of the self, might be fashioned". Certainly the modernist recasting of Promethean myth embodies that train of thought which is most consciously aiming to discover the nature of man through (re)creating him. It offers patriarchal power as a power over the self (independent of the gods); a critique of the father; and the fantasy of (re)construction of the self at the cost of deconstruction of the body which, finally, leads to the subjection of the self. The Promethean model, I maintain, serves to illuminate and further our understanding of the endurance, popularity and allure of fantasies of creation, which can be so readily found in cinematic history, and especially within the science fiction genre. This genre stands out as a medium both well suited to, and enamoured with, Promethean reworkings [5]. As religion (of which Greek mythology is a part) and science both attempt to explain the world and make it knowable they offer the reassurance, satisfaction and the illusion of security and control, whilst tantalising with notions of possible futures. Promethean science fiction film realises the visual nature of these possible futures providing us, in its future visions, with glimpses of alternative ways of seeing and being. Promethean Science Fiction Film Science fiction, can be seen as a 'body genre' delineated not by excess of sex, blood or emotion but by excess of control over the body as index of identity (Cook, 1999, p.193). Science fiction films can be seen to fall broadly into three categories: space flight, alien invaders and futuristic societies (Hayward, 1996, p.305). Within these, Telotte argues (Replications, 1995), most important are the images of "human artifice", which form a metaphor for our own human selves, and have come to dominate the contemporary science fiction film (1995, p11). The science fiction film contains a structural tension that constantly rephrases central issues about the self and constructedness. Paradoxically whilst the science fiction genre profits from visions of a technological future it also displays technophobia – the promises of these fictions represent dangerous illusions with radical and subversive potential, suggesting that nature and the self may be 'reconstructable' rather than stable and unchanging. Whilst some films return us safely to a comforting stable humanity, others embrace and affirm the subversive possibilities advocating an evolution or rebirth of the human. Regardless of their conservative (The Iron Giant, 1999, Planet of the Apes, 1968) or subversive tendencies (Metropolis 1926, Blade Runner 1982, Terminator 1984), they offer the opportunity to explore "a space of desire" (Telotte, p. 153, 1990) a place where the self can experience a kind of otherness and possibilities exceed the experience of our normal being (The Stepford Wives 1974, The Fly 1986, Gattaca 1997 [6]). What I would argue is central to the definition of a Promethean sub-genre of science fiction is the conscious depiction and understanding of the (hu)man subject or artifice as technological or scientific construction rather than natural. Often, as in Promethean myth, there is a mirroring between creator and creation, constructor and constructed, which serves to bind them despite their differences, and may often override them. Power in this genre is revealed as masculine power over the feminine, namely reproductive power; as such tensions in male identity arise and may be interrogated. Promethean (film) texts have at their centre issues of what it is to be human, and within this, what it is to be a man. There is a focus on hegemonic masculinity within these texts, which serves as a measure of masculinity. Furthermore these texts are most emphatically concerned with the construction of masculinity and with masculine power. The notion of creation raises questions of paternity, motherhood, parenting, and identification with the father, although the ways in which these issues are portrayed or explored may be quite diverse. As a creation of man, rather than of 'woman', the subjects created are almost invariably 'other' to their creators, whilst often embodying the fantasies, desires and repressed fears of their makers. That otherness and difference form central organising principles in these texts is undisputable, however there also can be seen to exist a bond between creator and created which is worthy of exploration, as the progeny of man retains a close likeness (though not always physically) to its maker [7]. Particularly in the Promethean strand of science fiction film we encounter the abject, posing a threat to fragile identity constructions (recalling the plight of Prometheus on his rock and his feminised position). I also maintained that 'lack' formed part of the Promethean heritage. Not only are the desires of the creators often lacking in Promethean care and vision, but their creations are revealed as in some way lacking, falling short of their creator's desire and indeed their own [8]. From the very beginnings of film we see the desire to realise (see) Promethean power accorded to man and to behold his creations. The mad scientists of film such as Frankenstein (1910), Homunculus (1916), Alraune (1918), Orlacs Hande (1925) and Metropolis (1926) and Frankenstein (1931) all point to the body as source of subjection and resistance. Whilst metal robots may be made servile, "the flesh by its very nature always rebels" (Telotte, 1995, p. 77). Thus whilst they form a metaphor for the way the modern self is subjugated, they also suggest resistance to that subjugation, pointing to "a tension between body and mind, humanity and its scientific attainments, the self and a cultural subjection" (ibid.). The films of the 1980's and 90's, such as Blade Runner (1982), Robocop (1987) Terminator 2: Judgement Day (1994), point towards "the human not as ever more artificial but the artificial as ever more human" (Telotte, 1995, p.22). However, these cyborg bodies are also gendered bodies providing metaphors for the contemporary anxieties about 'masculinities'. Just as the tale of Prometheus is problematic in that there exist many variations of the myth [9], with varying accounts capable of producing a range of readings, concepts of 'masculinity' are neither stable nor uniform, and are subject to recasting and reconstruction. Likewise in Promethean science fiction film masculine identities are multiple, fragmented and dynamic. These films do not simply recreate masculinities in the sense that they mirror extant anxieties but recreate in the sense that they 'play' with these anxieties, possibilities of otherness and permeate boundaries. We may see this 'play' as liberating, in that it offers possible ways of being and understanding difference, or conservative, reinstating hegemonic masculinity by asserting old hierarchies. As versions of the myth are reconstructed what new types of creator/creature will emerge? What will they say about our understanding and experiences of "masculinities"? What new possibilities and identities may we envision? Perhaps the most significant aspect of our Promethean heritage is that, as Prometheus is chained to his rock and tortured, through the perpetual regeneration of his liver, almost as if to counterweight or ballast the image of masculinity in crisis, comes the 'reassuring' notion that whatever the strains cracks or injuries the patriarchal image endures: 'we can rebuild him' [10]. We not only can but will, for in doing so we are also reconstructing ourselves. Footnote According to Bulfinch (web) he gave him an upright stature so he could look to the Heavens and gaze on the stars. Linking to Science Fiction narratives of space exploration etc. (Encyclopedia Mythica – [web]) -The liver was once regarded as the primary organ of our being (the heart being our contemporary equivalent) where passions and pain and were felt. Both physically constructed and sociologically, with woman as inferior lesser being and implying gender determinism. This is further articulated to effect in the James Whale film (Frankenstein, 1931), where 'Henry' Frankenstein's creation is regarded as his 'first born' and notions of lineage predominate, ultimately implying he will now pursue more natural methods of (pro)creation. Frankenstein is seen by some as the first cyborg novel in its linking of technology and creation and also often cited as the first science fiction film (although there were others). For example in Andrew Niccol's Gattaca (1997), the creation of man occurs through conscious construction of the self, acknowledging that we are all constructed and acknowledging that masculinity must be reconstructed if it is to be validated. Patriarchy has worked to mythologise our relationship to (mother) nature, so that the human becomes distinct from the manufactured. What is perhaps the most vital aspect of the character Vincent in Gattaca is his acknowledgement that the body must be altered, restructured, reshaped and defined in order to pass from insignificance to significance in terms of hegemonic masculine identity. It is therefore through a reappraisal of the external that the internal gains validity. See Foucault on resemblance and similitude (in The Gendered Cyborg, 2000). See Scott Bukatman on Blade Runner in Kuhn, 1990. The tale of Prometheus had long existed in oral traditions and folklore before Hesiod wrote of it in Theogeny and Works and Days, and Aeschylus, elaborated on Hesiod, when he wrote Prometheus Bound (460B.C). Catchphrase used in the 1970's popular TV series The Six Million Dollar Man in relation to Steve Austin the 'bionic' character of the title. References Bernink, M. & Cook, P. (eds.) The Cinema Book (2nd edition). London: British Film Institute Publishing, 1999. Clute, J. Science Fiction: The Illustrated Encyclopaedia. London: Dorling Kindersley, 1995. Cohan, S. & Hark, I.R. (eds.) Screening the Male. London: Routledge, 1993. Hall, S., Held, D. & McLennan, G. (eds.) Modernity and its Futures. Cambridge and Oxford: Polity Press in association with The Open University, 1993. Jancovich, M. Rational Fears: American horror in the 1950's. Manchester and New York: Manchester University Press, 1996. Jeffords, S. Can Masculinity be Terminated? In Cohan, S. & Hark, I.R. (eds.) Screening the Male. London and New York: Routledge, 1993. Kirkup, G., Janes, L., Woodward, K. & Hovenden, F. (eds.) The Gendered Cyborg: A Reader. London: Routledge, 2000. Kuhn, A. (ed.) Alien Zone: Cultural Theory and Contemporary Science Fiction Cinema. London and New York: Verso, 1990. Sobchack, V. Screening Space. New Brunswick, New Jersey and London: Rutgers University Press 1999. Telotte, J.P. A Distant Technology: Science Fiction Film and the Machine Age, Hanover and London: Wesleyan University Press, 2000. Telotte, J.P. Replications. Urbana and Chicago: University of Illinois Press, 1995 Bulfinch's Mythology, The Age of Fable – Chapter 2: Prometheus and Pandora: (accessed 21st March 2000) http://www.bulfinch.org/fables/bull2.html Bulfinch's Mythology: (accessed March 21st 2000) http://www.bulfinch.org.html Encyclopaedia Mythica: Greek Mythology: (accessed June 15th 2000) http://oingo.com/topic/20/20246.html Encyclopaedia Mythica: Articles (accessed 15th June 2000) http://www.pantheon.org/mythica/articles.html
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38

Palmer, Daniel. "Nostalgia for the Future." M/C Journal 2, no. 9 (January 1, 2000). http://dx.doi.org/10.5204/mcj.1818.

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Futuristic fiction almost by definition enters into a dialogue with the present as a future past. As a consequence, history haunts even the most inane visions of the future in often quite subtle ways. An excellent prompt to speculate on this issue is provided by Luc Besson's popular film The Fifth Element (1997). Like many science-fiction films, it is about a future troubled by its own promises. It almost goes without saying that while not specifically figured around Y2K, the attention to dates and time in the film combined with its late '90s release date also inscribe it within Millennial anxieties about the end of the world. History plays a series of roles in The Fifth Element. In common with many science-fiction fables, the film stages an inverted fictional genealogy, in which the viewer is actively encouraged to revel in identifying extrapolated features and concerns of the present. This heralds a basic historicity: that is, it invites us to grasp our present as history through its defamiliarisation. Moreover, like another futuristic film of the same year, Gattaca, it is aesthetically marked by the pathos of what might be called millennial "nostalgia for the future" -- that lost utopian real of Modernist aesthetic desire which seems to haunt these "post-post-apocalyptic", Space-Age futures1. This is only enhanced by quoting generously from earlier moments of the science fiction genre (such as Blade Runner). Striking, however, is that despite all of this, everyday America -- globalised and projected two hundred and fifty years hence -- is not so much dystopian or utopian as just ordinary. People still smoke, but filters makes up three-quarters of a cigarette's length; we still get stuck in chaotic traffic, even if it flies above the ground; we still eat Chinese takeaway, only now the restaurants fly to you; and cops still eat take-away at drive-through McDonald's, which are now floating fixtures in the cityscape. That individuals are so stylish (thanks to costume design, everyone is wearing Jean-Paul Gaultier) also seems significant, because this aestheticised ordinariness helps focus attention on the lived time of everyday utopian yearnings. In these ways and more, our contemporary moment is immanent in the film. However, at certain other crucial moments in the film, History is directly presented as an excess. Let me explain. Two hundred and fifty years into the future, a "Supreme Being" -- Leeloo (Milla Jovovich) -- is genetically reconstructed by scientists. Dubbed the missing "fifth element", she belongs to a highly developed extra-terrestrial species who have a protectoral relation to humanity. In the beginning, Leeloo is cut off from human language -- speaking in a tongue that combines a mixture of European dialects with baby-speak (her favourite phrase, as anyone who has seen the film will recall, is "[Big] badda-boo!"). She speaks what a priest in the film calls the "Divine language", "spoken before time was time" -- evoking the theological dream of a universal pre-symbolic language, of a pure speech that speaks the world rather than speaks of it. Her very first English word is "Help!" -- which she reads off a taxi sticker advertisement for starving black orphans. And it is perhaps no accident that she identifies with this future's expropriated. Leeloo is a body cast into marginality. Caged as an exhibit from the moment of her arrival on Earth, with her exotic appearance, wide-eyed wonderment and capacity for mimicry, she displays all the tropes of the infantilised and sexualised Other. Romanticised as a primitivist fantasy, she represents a classically vulnerable redemptive figure2. Two hundred and fifty years into the future, a "Supreme Being" -- Leeloo (Milla Jovovich) -- is genetically reconstructed by scientists. Dubbed the missing "fifth element", she belongs to a highly developed extra-terrestrial species who have a protectoral relation to humanity. In the beginning, Leeloo is cut off from human language -- speaking in a tongue that combines a mixture of European dialects with baby-speak (her favourite phrase, as anyone who has seen the film will recall, is "[Big] badda-boo!"). She speaks what a priest in the film calls the "Divine language", "spoken before time was time" -- evoking the theological dream of a universal pre-symbolic language, of a pure speech that speaks the world rather than speaks of it. Her very first English word is "Help!" -- which she reads off a taxi sticker advertisement for starving black orphans. And it is perhaps no accident that she identifies with this future's expropriated. Leeloo is a body cast into marginality. Caged as an exhibit from the moment of her arrival on Earth, with her exotic appearance, wide-eyed wonderment and capacity for mimicry, she displays all the tropes of the infantilised and sexualised Other. Romanticised as a primitivist fantasy, she represents a classically vulnerable redemptive figure2. Leaving aside for the moment the perhaps inevitably romantic resolution to this predicament, we can interpret this scene as a critique of the Enlightenment pretension to "total History". The "arbitrary" order of alphabetisation, which replaces the seemingly determined disorder of historical narratives, is akin to the Kantian dream of a cosmopolitan state of "universal history". Think, too, of the aging Hegel, writing in 1830: We witness a vast spectacle of events and actions, of infinitely varied constellations of nations, states and individuals, in restless succession. ... Everywhere we see a motley confusion ... But ... we grow weary of particulars and ask ourselves to what end they all contribute. We cannot accept that their significance is exhausted by their own particular ends; everything must be part of a single enterprise. (325-7) Leaving aside for the moment the perhaps inevitably romantic resolution to this predicament, we can interpret this scene as a critique of the Enlightenment pretension to "total History". The "arbitrary" order of alphabetisation, which replaces the seemingly determined disorder of historical narratives, is akin to the Kantian dream of a cosmopolitan state of "universal history". Think, too, of the aging Hegel, writing in 1830: We witness a vast spectacle of events and actions, of infinitely varied constellations of nations, states and individuals, in restless succession. ... Everywhere we see a motley confusion ... But ... we grow weary of particulars and ask ourselves to what end they all contribute. We cannot accept that their significance is exhausted by their own particular ends; everything must be part of a single enterprise. (325-7) If The Fifth Element critiques the universal history lesson, it also revolves around a dialectical relation between past and present. Although the opening scene in late colonial Egypt locates the film's narrative historically, these later scenes suggest a break with conventional, clean historiographical separations between the past and the present5. Leeloo's reading of History implies that embodied historical reception is in a perpetual in-between state. Not only the representation of the past as History but the experience of Time itself becomes less a matter of chronology than of a Freudian retroactivity, a "present past" with everyday variations which belong as much to future possibilities as to what we perceive as the present. The necessary absence of a determinate "past object" (referent) in historical understanding means that historicity is a traumatic process of deferral. In psychoanalytic terms, Leeloo's forced recognition of the unnatural deaths of Others is a traumatic encounter which generates a hole in the symbolic order of Leeloo's "real". Leeloo's traumatised body metaphorically becomes the singular "truth" of the symbolic world6. A global history is in fact nobody's history in particular -- belonging to everybody and nobody. This is the fate of the CD-ROM: a "memory" overwhelmingly composed of media images, and an allegory for our own situation of image saturation (whose stereotypical symbol is the isolated individual glued to a flickering screen). Yet when Leeloo enters history with a kiss, a fragile dialogical exchange in which her own life "story" begins, the fate of media images is to become socialised as part of non-synchronous particular narratives7. The grand "nightmare" of History has become comprehensible through her particular access to universal History -- and the result is an appropriated, ongoing experience with an undisclosed future. The Fifth Element thus presents a distinctly everyday solution to the problem of historical time -- and is this not how media history is experienced? No doubt in the future no less than the present, history will be less a matter of the Past itself, than of the allegorical reverberation of events documented and encountered in the everyday mediasphere. Footnotes Mark Dery recently berated the trend for retro-futurism as a Wallpaper-inspired plot, poised to generate a nostalgia for ironic dreams of fading technological utopias, while revealing the banality of design fashions that demand the ever new. See "Back to the Future", posted to Nettime (5 Sep. 1999) It is also worth noting the sublime role of the Diva in the film, whose pained operatic performance embodies what Slavoj Zizek once called the jouissance of modernity. Humanity's potential will to "creative destruction" has previously been embodied in Gary Oldman's evil business figure of Zorg, who undoubtedly represents the excesses of corporate capitalism (he illustrates his Ayn Rand-style vitalist philosophy at one point by letting a glass fall from his desk and shatter on to the ground: gleefully watching as a team of mechanical robots whiz around the floor sweeping it up, he croons: "see -- a lovely ballet ensues, adding to the great chain of life -- by creating a little destruction, I am in fact encouraging life". See Jean-François Lyotard, The Postmodern Condition: A Report on Knowledge, trans. Geoff Bennington and Brian Massumi. Vol. 10, Theory and History of Literature. Minneapolis: U of Minnesota P, 1984; Jacques Derrida, Spectres of Marx: The State of the Debt, the Work of Mourning, and the New International, trans. Peggy Kamuf. London: Routledge, 1994. Historiographical time can be distinguished from psychoanalytic time on the basis of two different ways of organising the space of memory. While the former conceives the temporal relation as one of succession and correlation, the latter treats the relation as one of imbrication and repetition. Michel de Certeau, Heterologies: Discourse on the Other. Translated by Brian Massumi. Vol. 17, Theory and History of Literature. Minneapolis: U of Minnesota P, 1986. 4. An interesting sf intertext here is Andrei Tarkovsky's Solaris, in which a woman who is a projection of a man's memory unsuccessfully attempts to kill herself to prove that she is made of historical reality. In this traumatic scene, she consumes liquid nitrogen and writhes on a metallic floor in a frozen state until she gradually thaws into human movement. Leeloo is finally brought into the "un-Historical" time of everyday embodied subjectivity with a single kiss. To borrow the language of psychoanalytic film studies, her "screen memories" are reconfigured by an imaginary resolution in the present. I use the term screen memories with a nod to both the computer screen and Freud's compelling if problematic account of repressed mnemic material. Freud writes: "As the indifferent memories owe their preservation not to their own content but to an associative relation between their content and another which is repressed, they have some claim to be called 'screen memories'". Sigmund Freud, The Psychopathology of Everyday Life. Vol. 5, The Pelican Freud Library. Harmondsworth: Penguin, 1960. 83. References Fukuyama, Francis. The End of History and the Last Man. New York: Avon Books, 1992. Hegel, G.W.F. "The Philosophical History of the World: Second Draft (1830)." German Idealist Philosophy. Ed. Rüdiger Buber. London: Penguin, 1997. 317-39. Citation reference for this article MLA style: Daniel Palmer. "Nostalgia for the Future: Everyday History and The Fifth Element." M/C: A Journal of Media and Culture 2.9 (2000). [your date of access] <http://www.uq.edu.au/mc/0001/nostalgia.php>. Chicago style: Daniel Palmer, "Nostalgia for the Future: Everyday History and The Fifth Element," M/C: A Journal of Media and Culture 2, no. 9 (2000), <http://www.uq.edu.au/mc/0001/nostalgia.php> ([your date of access]). APA style: Daniel Palmer. (2000) Nostalgia for the future: everyday history and The Fifth Element. M/C: A Journal of Media and Culture 2(9). <http://www.uq.edu.au/mc/0001/nostalgia.php> ([your date of access]).
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39

Green, Joshua, and Adam Swift. "Scan." M/C Journal 8, no. 4 (August 1, 2005). http://dx.doi.org/10.5204/mcj.2377.

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The scan is both the quick glance and the measured study, it is a survey of the exterior and an interrogation of hidden interiors. Practices of scanning are a response to the increased number of things to consider and the reduced amount of time to consider them. Scanning demarcates that which is seen as relevant, interesting and important into ever increasing ‘to do’ lists, at the same time dismissing that which is not. These questions of importance or relevance are often decided through cursory glances and greater consideration is regularly left for ‘later’. Scanning engages questions about surveillance, about the way in which we surveil our self and our surrounds, and about the way we submit our self and our surrounds to surveillance by others. In many ways scanning has an impact on the way in which authority is practiced, in creative practice, scholarship and daily life. Our feature article in this issue is by Lelia Green who discusses the way in which scanning radio frequencies, and particularly the shared environment created by the Royal Flying Doctor’s Service radio service, drew together a community of remote West Australians. “Scanning the Satellite Signal in Remote Western Australia” reflects upon the way scanning shared communication signals provided virtual connections at times lost by the introduction of technologies that provided more direct communication modes, such as the telephone. Lelia’s article demonstrates the scan as a reading practice often enabled by, or employed to negotiate, communication technologies. This is one theme that runs throughout this edition of M/C Journal. Simultaneously, “Scanning the Satellite” highlights the everyday nature of scanning, locating it within a history of communication developments that emphasise the ordinary status of scanning as a reading practice for engaging with the world around. This is the second theme that connects the articles in this edition. The scan is in itself nothing new; both the quick glance and the measured study are common practices. The articles gathered in this edition of M/C Journal consider scanning as a principal mode of engaging with the world. A quick glance at the morning weather, a hurried reading of a passing crowd, the habitual assessment of ourselves and our surroundings, an observation to ensure that everything is in its place. These are the practices of the scan that inform our everyday choices. They may be quick, habitual and disengaged, or, equally, measured, considered interrogations. The scan often evokes questions of surveillance, as Alexis Harley explores in “Resurveying Eden: Panoptica in Imperfect Worlds.” Examining the power relationship imposed by surveillance, Harley compares three observed states: the Bible’s Eden, Thomas More’s Utopia and Ridley Scott’s Blade Runner. Angelika Melchior also explores scanning as a mode of surveillance in “Tag and Trace Marketing”. Considering the Radio Frequency Identification tag (RFID), Melchior explores both the privacy concerns raised, and new business opportunities offered, by a technology that allows items to be continually scanned post-sale. In each of these texts surveillance is an intrusive practice that produces self-consciousness in the participants of both utopian and dystopian societies. Yet the self-consciousness that is so forcefully evoked through the practices of surveillance is provocatively abstracted by the commonplace practices of the scan. Here, the power relationships that are so familiar to discourses of surveillance are played out not by the ‘all-seeing powerful eye’ but by the practices that constitute the scan. They are the methods we apply when we scan our selves, our natural environments, our social environments, and, increasingly, our communications environments. The scan is a learnt short hand for accessing that which we consider important or interesting, alongside that which is in need of greater consideration. Our attention is particularly directed towards the ways in which we scan our communications environments. The broad range of communications content, platforms and technologies has produced an enormous communications environment to scan. There are channels to surf, sites to visit, stations to tune in to, pages to scroll, inboxes to clear, list-servs to read, blogs to catch up on; and all before lunch! Scanning our communications environments allows us to designate and relegate information that we consider to be not-for-us, for later consumption, of great newsworthiness or interest, or for immediate consumption. The cover image for this edition of M/C Journal, Julia Hennock’s “Future Perfect”, presents a speculative technological device so amenable to the scan: it shows a lens capable of producing perfect vision in all conditions. Her image is a reminder that scanning is very much a technological practice, and as changes to our media and communication environments encourage new scans, new tools will emerge to assist us in our response. Considering the scan as a technological practice is an element explored also in Yonatan Vinitsky’s film PANDEMONIUM. Vinitsky uses a flat bed scanner to capture 40 images of a man’s face, editing these together into a work that challenges the purposes of a domestic scanner. Jolting and at times erratic, Vinitsky encourages viewers to scan the film itself, glimpsing the still images as they pass. Robin Rimbaud’s “Scan and Deliver” also considers the constructive properties of the scan. Finding that the scan inevitably uncovers much superfluous information, Rimbaud constructed soundscapes from the excess data, discerning useful patterns from what is otherwise ostensibly random noise. Each of these creative texts considers the scan as a productive practice. This theme is also present in Charlene Elliot’s “Colour™: Law and the Sensory Scan”. Elliot positions the scan as the fundamental experience of the brand, where the emotive identity of a product or business is ideally conjured through a glimpse of colour. Colour trademarks attempt to compress a broad range of information, emotion and association into a form that can be scanned. These trademarks rely on the act of the scan to cut through cluttered advertising environs; colours draw attention, take no time to absorb and cut across cultural boundaries, they’re ideal for the scan. Michelle Kelly’s “Eminent Library Figures: A Reader” similarly considers the way the scan can deal with excesses of information. Discussing the function of the Cutter-Sanborn library classification system, Kelly considers the implications for authorship of the reduction of information into a scannable code – the author numbers written on the spine of a book. These numbers offer the potential of two types of scanning activity. Reducing author detail to a short string of characters, Cutter-Sanborn numbers allow the books in a collection to be quickly surveyed, individual copies to be located and their position amidst a collection specified. Representing a broader dataset, however, these numbers invite what Kelly refers to as an “analytical scan”, deeper investigation and further extrapolation of their meaning. Recognising the scan as a legitimate form of reading practice is a theme present in many of the articles in this edition of M/C Journal. Elizabeth Delaney’s “Scanning the Front Pages: The Schapelle Corby Judgment” examines the newspaper coverage of the Schapelle Corby case by looking at the front pages of Australian tabloid papers. As with Elliot’s piece, the scan is revealed here as an everyday activity, an ordinary practice used to trace a path through a saturated information environment. As a reading practice, the scan allows this material to be accessed quickly, it allows people to fit the consumption of information into their daily lives. Studying the way newspapers capitalise on the scan reveals the implications of editorial decisions that facilitate this reading practice. These methods go beyond the use of ‘screaming headlines’ to sell their message, using the ‘naturalised’ habits of the scanning reader to purposefully present their position. Henk Huijser turns to consider the implications for tertiary education of the ordinariness and prevalence of this reading practice. “Are Scanning Minds Dangerous Minds, or Merely Suspicious Minds? Harnessing the Net Generation’s Ability to Scan” considers the shifts in tertiary education delivery and assessment modes needed to respond to a student body more familiar with the scan than the deep read. After all, if scanning is a practice that can be learnt, it is a useful pedagogical tool and process that should be taught. In many regards scanning seems a poor response to what is often rich and valuable information. But it does allow for the filtering of information. Stephanie Dickison’s “So Many Books, So Little Time” playfully addresses the baneful outcome experienced by the reader adept at the scan: the every growing, personalised “to do list.” Dickison shows how scanning provides readers with some simple choices – to accept or reject, to classify as urgent or non-urgent – in the creation of a list for planned future consumption. Here, the scan is the quick glance for the later considered study. And with so much scannable information available why should we not, we argue, scan a lot rather than read a little? As we are constantly scanning, we are, after all, constantly reading and ultimately negotiating with, interacting with, learning from, and understanding about a whole range of environments. Positioning the scan as a legitimate and worthwhile reading practice shows that literacy (in terms of reading, writing and pedagogical practices) is perhaps equally a matter of breadth as it is of depth. Acknowledgments We thank Laura Marshall and Louise Firth for their work in copyediting the articles for this issue. Citation reference for this article MLA Style Green, Joshua, and Adam Swift. "Scan." M/C Journal 8.4 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0508/00-editorial.php>. APA Style Green, J., and A. Swift. (Aug. 2005) "Scan," M/C Journal, 8(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0508/00-editorial.php>.
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40

Wilson, Shaun. "Creative Practice through Teleconferencing in the Era of COVID-19." M/C Journal 24, no. 3 (June 21, 2021). http://dx.doi.org/10.5204/mcj.2772.

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Abstract:
In February 2021, during the third COVID-19 lockdown in the state of Victoria, Australia, artist Shaun Wilson used the teleconferencing platforms Teams and Skype to create a slow cinema feature length artwork titled Fading Light to demonstrate how innovative creative practice can overcome barriers of distance experienced by creative practitioners from the limitations sustained during the COVID-19 pandemic. While these production techniques offer free access to develop new methodologies through practice, the wider scope of pandemic lockdowns mediated artists with teleconferencing as a tool to interrogate the nature of life during our various global lockdowns. It thus afforded a pioneering ability for artists to manufacture artwork about lockdowns whilst in lockdown, made from the tools commonly used for virtual communication. The significance of such opportunities, as this article will argue, demonstrates a novel approach to making artwork about COVID-19 in ways that were limited prior to the start of 2020 in terms of commonality, that now are “turning us all into broadcasters, streamers and filmmakers” (Sullivan). However, as we are only just becoming familiar with the cultural innovation pioneered from the limitations brought about by the pandemic, new aesthetics are emerging that challenge normative traditions of manufacturing and thinking about creative artefacts. Teleconferencing platforms were used differently prior to 2020 when compared to the current pandemic era. Throughout the 2000s and 2010s, there were no global gigascale movement restrictions or medical dangers to warrant a global shutdown that would ultimately determine how a person interacts with public places. In a pre-pandemic context, the daily use of teleconferencing was a luxury. Its subsequent use in the COVID-19 era became a necessity in many parts of day-to-day life. As artists have historically been able to comment through their work on global health crises, how has contemporary art responded since 2020 in using teleconferencing within critical studio practice? To explore such an idea, this article will probe examples of practice from artists making artworks with teleconferencing about pandemics during the COVID-19 pandemic. Discussion will purposely not consider a wider historical scope of teleconferencing in art and scholarship as the context in this article explicitly addresses art made in and commenting on the COVID-19 pandemic using the tools of lockdown readily available through teleconferencing platforms. It will instead concentrate on three artists addressing the pandemic during 2020 and 2021. The first example will be There Is No Such Thing as Internet from Polish artists Maria Magdalena Kozlowska and Maria Tobola, “performers who identify as one artist, Maria Małpecki” (“Pogo”). The second example is New York artist Michael Mandiberg’s Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24), from the series Zoom Paintings. The third example is Australian artist Shaun Wilson’s Fading Light. These works will be discussed as a means of considering teleconferencing as a contemporary art medium used in response to COVID-19 and art made as pandemic commentary through the technology that has defined its global social integration. Figure 1: Maria Małpecki, There Is No Such Thing as Internet, used with permission. There Is No Such Thing as Internet was presented as a live stream on 7 May 2020 and as an online video between 7-31 May 2020 in the “Online Cocktail Party with Maria Małpecki” at Pogo Bar, KW Institute for Contemporary Art, Berlin by Maria Małpecki and curator Tomek Pawlowski Jarmolajew (“Pogo”). The work represents a twenty-minute livestream essay created in part by a teleconferencing video call performance and appropriated video streams. This includes video chat examples from Chomsky and Žižek, compiled together through intertextual video collages which The Calvert Journal described as a work “that explore[s] identity and different modes of communication in times of isolation” (De La Torre). One of the key strengths of this work in terms of teleconferencing is how it embraces the medium as an integral part of the performative methodology. To such an extent, one might argue that if it was removed and replaced by traditional video camera shots, which do feature in the video but are not the main aesthetic driver, the Metamodernist troupe of Małpecki’s videos would not perform the same critique of the pandemic. So, for Małpecki to comment on isolation through the Internet requires video calls to be central in the artwork in order for it to hold the cultural value it embeds through the subject. The conceptual framework relies on short segments to create episodic moments reliant on philosophical laments relating to each part of the work. For example, the first act unfolds with a montage of short video clip collages reminiscent of the quick-clip YouTube browsing habit culture from the pandemic to expedite an argument that indeed, there really is no singular internet. Rather, from this, what we are experiencing is arguably something else entirely. From here we move to the second act titled “We wake up in a different room every morning. We wander in a labyrinth where most doors are already open” (Małpecki); but as Małpecki comments, “sometimes our job is to shut them”. The sequence evolves into a disorientating dual screen sequence of the artists panicking to what they are viewing on screen. What this is exactly remains unclear. It may be us as the audience or something else as Malpecki holds their webcam devices upside down to provide an unnerving menage amidst the screams and exacerbations that invites spatial disorientation as a point of engagement for the viewer. As we recognise that video call protocols during the pandemic are visually static and that normative ‘rules’ of video calls require stabilised video and clean sound, Małpecki subverts these protocols to that of an uncomfortable, anarchic performance. It's at odds with the gentility of video call aesthetics which, in the case of this artwork, is more like watching a continuous point of view shot from a participant on a roller coaster or an extreme fairground ride. As the audience moves through each of the eclectic acts, this randomness laments a continuity that, sometimes satirical and at other times sublime, infuses the silliness and obliqueness of habitual lockdown video viewing. Even the most mundane of videos we watch to pass the time have become anthems of the COVID-19 era as a mixture of boredom, stupidity, and collective grief. Małpecki’s work in this regard becomes a complex observation for a society in crisis. It eloquently uses video calls as a way to comment on what this article argues to be an important cultural artefact in contemporary art’s response to COVID-19. Just as Goya subverted the Venetian pandemic in the grim Plague Hospital, Małpecki reflects our era in the same disruptive way by using frailty as a mirror to reveal an uneasy reflection masked in satirical obscurity, layered with fragments of the Internet and its subjective “other”. Figure 2: Michael Mandiberg, Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24), used with permission. Conversely, the work of New York artist Michael Mandiberg uses teleconferencing in a different way by painting the background of video calls onto stretched canvases mostly over the duration of the actual call time. Yet in doing so, the removal of people from inside the frame highlights aspects of isolation and absence in lockdown. At the Denny Dinin Gallery exhibition in New York, The Zoom Paintings “presented in the digital sphere where they were born” (Defoe). Zoom provided both the frame and the exhibition space for these works, with “one painting … on view each day [on Zoom], for a total of ten paintings” (“Zoom”). Describing the works, Mandiberg states that they are “about the interchangeability of people and places. It’s not memorializing a particular event; it’s memorializing how unmemorable it is” (Mandiberg; Defoe). This defines an innovative approach to teleconferencing that engages with place in times when the same kinds of absence experienced in the images of peopleless Zoom video calls mirror the external absence of people in public places during lockdown. Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24) is time stamped with the diaristic nature of the Zoom Paintings series. These works are not just a set of painting subjects interlinked through a common theme of paintings ‘about Zoom backgrounds’. They, rather, operate as a complex depiction of absence located in the pandemic, evidently capturing a powerful social commentary about what the artist experienced during these times. In doing so, it immediately prompts the viewer into tensions that conceptually frame COVID-19, whether that be the isolation of waiting out the pandemic in lockdown, the removal of characters through illness from the virus, or even a sudden death from the virus itself. The camera’s point of view illustrates an empty space where we know something is missing. At the very least the artist suggests that someone nearby once inhabited these empty spaces but they are, at present, removed from the scene or have vanished altogether. On 16 August 2020, the day that the painting was made, the New York Times estimated that 514 people in the United States died from COVID-19 (“Coronavirus”). When measured against a further death rate peaking at 5,463 people in the United States who died on 11 February 2021, the catastrophic mortality data in the United States alone statistically supports Mandiberg’s lament as to the severity of the pandemic, which serves as the context of his work. Based on this data alone, the absence in Mandiberg’s paintings intensifies a sense of isolation and loss insofar as the subjectivity embedded within the video call frame speaks to a powerful way that contemporary art is providing commentary during the pandemic (“Coronavirus”). Art in this context becomes a silent observer using teleconferencing to address both what is taken away from us and what visually remains behind. This article acknowledges the absence in Mandiberg’s paintings as a timely reminder of the socio-devastation experienced in the pandemic’s wake. Therein lies a three-folded image within an image within an image, not unlike what we see in Blade Runner when Deckard’s Esper Machine investigates the reflection in a mirror of someone else, and no more vivid than in Van Eyck’s Arnolfini Portrait. From a structural point of view, we witness Mandiberg’s images during its exhibition on Zoom in much the same conceptual way. In this case though, it is a mirrored online image of an image painted from a video call interpreted online from a recorded image transmitted online through teleconferencing. Through similar transactions, Shaun Wilson’s utilisation of video calls is represented in Fading Light as a way to comment on COVID-19 through the lens of Teams and Skype. The similarities of Fading Light to There Is No Such Thing as Internet stem obviously from the study of figuration used as the driver of the works but at the same time, it also draws comparison with Mandiberg’s stillness as represented in the frozen poses of each figure. At a more complex level, there is, though, a polar opposite in the mechanics that, for Mandiberg, uses video to translate into painted subjects. Fading Light does the opposite, with paintings recontextualised into video subjects. Such an analysis of both works brings about a sense of trepidation. For Mandiberg, it is the unsettling stillness through absence. In Fading Light it is the oppressive state of the motionlessness in frame that offers the same sense of awkwardness found in Mandiberg’s distorted painted laptop angles, and that makes the same kind of uncomfortableness bearable. It is only as much as an audience affords the time to allow before the loneliness of the subject renders the Zoom paintings a memorial to what is lost. Of note in Fading Light are the characteristically uncomfortable traits of what we detect should be in the frame of the subject but isn’t, which lends a tension to the viewer who has involuntarily been deprived of what is to be expected. For a modern Internet audience, a video without movement invites a combination of tension, boredom, and annoyance, drawing parallels to Hitchcock’s premise that something has just happened but we’re not entirely sure exactly what it was or is. Likewise, Małpecki’s same juxtaposition of tension with glimpses of Chomsky and Žižek videos talking over each other is joined by the artists’ breaking the fourth wall of cinema theory. Observing the artists lose concentration while watching the other videos in the video call scenario enact the mundane activities we encounter in the same kinds of situations of watching someone else on Zoom. However, in this context, we are watching them watching someone else whom we are also watching, while watching ourselves at the same time. Figure 3: Shaun Wilson, Fading Light, used with permission. The poses in Fading Light are reconfigured from characters in German medieval paintings and low relief religious iconography created during the Black Death era. Such works hang in the Gothic St. Michael’s Church in Schwäbisch Hall in Germany originally used by Martin Luther as his Southern Germany outpost during the Reformation. Wilson documented these paintings in October 2006, which then became the ongoing source images used in the 51 Paintings Suite films. The church itself has a strong connection to pandemics where a large glass floor plate behind the altar reveals an open ossuary of people who died of plague during the Black Death. This association brings an empirical linkage to the agency in Fading Light that mediates the second handed nature of the image, initially painted during a medieval pandemic, and now juxtaposed into the video frame captured in a current pandemic. From a conceptual standpoint, the critical analysis reflected in such a framework allows the artwork to reveal itself at a multi-level perspective, operating within a Metamodernist methodology. Two separate elements oscillate in tandem with one another, yet completely independent, or in this case, impervious to each other’s affect. Fading Light’s key affordance from this oscillation consolidate Wilson’s methodology in the artwork in as much detail as what Małpecki and Mandiberg construct in their respective works, yet obviously for very different motivations. If the basis of making video art in the pandemic using teleconferencing changes the way we might think about using these platforms, which otherwise may not have previously been taken serious by the academy as a valid medium in art, then the quiet meaningfulness throughout the film transcends a structured method to ascertain a pictorial presence of the image in its facsimile state. This pays respect to the source images but also embraces and overlays the narrative of the current pandemic intertwined within the subject. Given that Fading Light allows a ubiquitous dialogue to grow from the framed image, a subjective commonality in these mentioned works provide insight into how artists have engaged innovation strategies with teleconferencing to develop artwork made and commenting about the current pandemic. Whether it be Małpecki’s subversive pandemic variety show, the loneliness of Mandiberg’s Zoom call paintings or Wilson’s refilming of Black Death era paintings, all three artists use video call platforms as a contemporary art medium capable of social commentary during histo-trauma. These works also raise the possibility of interdisciplinary Metamodernist approaches to consider the implications of non-traditional mediums in offering socio-commentary during profoundly impactful times. It remains to be seen if contemporary video call platforms will become a frequented tool in contemporary art long after the COVID-19 pandemic is over. However, by these works and indeed, from the others to follow and not yet revealed, the current ossuary provides an opportunity for artists to respond to their own immediate surroundings to redefine existing boundaries in art and look to innovation in the methods they use. We are in a new era of art making, only now beginning to reveal itself. It may take years or even decades to better understand the magnitude of the significance that artists have contributed towards their own practices since the beginnings of the pandemic. This time of profound change only strengthens the need for contemporary art to preserve and enlighten humanity through the journey from crisis to hope. References Blade Runner. Dir. by Ridley Scott, Warner Brothers, 1982. “Coronavirus US Cases.” New York Times, 27 Mar. 2021. 28 Mar. 2021 <http://www.nytimes.com/interactive/2020/us/coronavirus-us-cases.html>. Defoe, Taylor. “‘It's Memorializing How Unmemorable It Is’: Artist Michael Mandiberg on Painting Melancholy Portraits on Zoom.” Artnet News 10 Nov. 2020. 19 Mar. 2021 <http://news.artnet.com/exhibitions/mandiberg-zoom-paintings-1922159>. De La Torre, Lucia. “Art in the Age of Zoom: Explore the Video Art Collage Unraveling the Complexities of the Digital Age.” The Culvert Journal, 5 May 2020. 19 Mar. 2021 <https://www.calvertjournal.com/articles/show/11788/online-performance-art-polish-artist-maria-malpecki-digital-age>. Goya, Francisco. Plaga Hospital. Private Collection. 1800. Małpecki, Maria. There Is No Such Thing as Internet. Vimeo, 2020. <http://vimeo.com/415998383>. Mandiberg, Michael. Uncle Bob 85th Birthday via Zoom 3:00-4:00PM, August 16, 2020 (#24). New York: Denny Dinin Gallery, 2020. “Pogo Bar: Maria Małpecki & Tomek Pawłowski Jarmołajew.” KW Institute for Contemporary Art, 7 May 2020. 19 Mar. 2021 <http://www.kw-berlin.de/en/maria-malpecki-tomek-pawlowski-jarmolajew/>. Sullivan, Eve. “Video Art during and after the Pandemic: 2020 Limestone Coast Video Art Festival.” Artlink, 2020. 19 Mar. 2021 <http://www.artlink.com.au/articles/4885/video-art-during-and-after-the-pandemic-2020-limes/>. Van Eyck, Jan. Arnolfini Portrait. Canberra: National Gallery, 1434. Wilson, Shaun. Fading Light. Bakers Road Entertainment, 2021. “The Zoom Paintings.” Denny Dimin Gallery, 12 Nov. 2020. <http://dennydimingallery.com/news/virtual_exhibition/zoom-paintings/>.
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