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1

Mackey. "Reading Brian Castro's Shanghai Dancing at the Bottom of the Sea." Antipodes 34, no. 1 (2020): 101. http://dx.doi.org/10.13110/antipodes.34.1.0101.

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Thurber, Andrew R., William J. Jones, and Kareen Schnabel. "Dancing for Food in the Deep Sea: Bacterial Farming by a New Species of Yeti Crab." PLoS ONE 6, no. 11 (November 30, 2011): e26243. http://dx.doi.org/10.1371/journal.pone.0026243.

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Schreiber, Sebastian J., Romuald N. Lipcius, Rochelle D. Seitz, and W. Chris Long. "Dancing between the devil and deep blue sea: the stabilizing effect of enemy-free and victimless sinks." Oikos 113, no. 1 (April 2006): 67–81. http://dx.doi.org/10.1111/j.0030-1299.2006.13773.x.

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Hajdú, Attila. "A szofista Kallistratos képei az Athamas-leírásban (Callistr. Stat. 14)." Antikvitás & Reneszánsz, no. 4 (December 1, 2019): 37–59. http://dx.doi.org/10.14232/antikren.2019.4.37-59.

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In his last ekphrasis, the sophist Callistratus gives a vivid depiction of Athamas driven by madness, when committing infanticide. He has already killed one of his sons, Learchus, and now the victim is the other one, Melicertes .To protect the child from her husband’s fury, Ino decides to commit suicide and throws herself into the sea together with Melicertes, where Amphitrite, the savage and terrifying creature awaits them with the Nereids dancing on the waves.The author refers to this work of art as a painting (eikón) that is presented somewhere far away on the coast of Scythia, and intends to demonstrate the beauties of the painting. At first, I present my Hungarian translation of the ekphrasis of Athamas, then I focus on the question of why Callistratus would conclude this imaginary tour with a description of a painting whereas he prefers verbalizing plastic art. Finally, I attempt to explore Greco-Roman visual culture elements that may have influenced this description.
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Alam, Meredian. "“Dancing with apocalypse”: The impacts of climate change on livelihood of Tuvalu - Polynesia / “Dançando com o apocalypse”: Os impactos das mudanças climáticas para subsistência em Tuvalu - Polinésia." Revista Brasileira de Planejamento e Desenvolvimento 6, no. 1 (January 9, 2017): 97. http://dx.doi.org/10.3895/rbpd.v6n1.5172.

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For community living in Least Developing Countries (LDC) climate change has imposed recent pressure on the locals. The impact it causes is also exacerbated by the inadequate infrastructure and regional policy in those countries. With the focus of interest in the case of Tuvalu, one of LDCs located in Western Oceania which clearly encounters rapid destruction due to climatic events, this paper presents the natural changes and living conditions of Tuvaluan inhabitants. Those calamities are caused predominantly by sea-level rise, warmer temperatures, unprecedented cyclones and contaminated water. Benchmarked with other small islands stretching across the Pacific Ocean, the finding demonstrates that Tuvalu has ignoredinternational concerns due to its critical situations that are causedby the government and local community members.
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Snowber, Celeste. "Dancesong." Dance, Movement & Spiritualities 7, no. 1-2 (November 1, 2020): 27–34. http://dx.doi.org/10.1386/dmas_00014_1.

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Dancesong is a reflective article that explores the author’s somatic and dance practice in times of isolation in a pandemic: walking, dancing and writing in sites in proximity to her home. On the edge of wild and urban landscapes as well as the inner landscape of fragility, she takes her feet walking as a way of opening up attention and exploring the intimacy of embodied ways of inquiry. Mud, sea, soil and flora become the terrain where these somatic and poetic reflections occur. In a collaboration with creation, the invitation is to respond to the moment through tiny dances and inhabiting the fullness of what it means to be present. As an arts-based researcher, this article is written in poetic and visceral language, honouring the relationship between language emerging from the breath and syntax of flesh and blood, bone and ligaments. Poetic language and poetry are central to responding to creation and being recreated as a way of articulating. Peppered through this short piece is poetry, images and videos of movement practices that evoke a call and response in creation. The reader is invited to open to the wisdom of embodied knowing and be recreated through their own somatic practices.
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Crunelle-Vanrigh, Anny. "Much Ado about Dancing." SEL Studies in English Literature 1500-1900 57, no. 2 (2017): 276–301. http://dx.doi.org/10.1353/sel.2017.0012.

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Strier, Karen B. "Dancing at the Dead Sea: Tracking the World's Environmental Hotspots. By Alanna Mitchell. Chicago (Illinois): University of Chicago Press. $25.00. 239 p; index. ISBN: 0–226– 53200–3. 2004." Quarterly Review of Biology 81, no. 1 (March 2006): 77. http://dx.doi.org/10.1086/503990.

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9

Thomas, Julia Adeney, Prasannan Parthasarathi, Rob Linrothe, Fa-ti Fan, Kenneth Pomeranz, and Amitav Ghosh. "JAS Round Table on Amitav Ghosh,The Great Derangement: Climate Change and the Unthinkable." Journal of Asian Studies 75, no. 4 (November 2016): 929–55. http://dx.doi.org/10.1017/s0021911816001121.

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Amitav Ghosh, perhaps Asia's most prominent living author, moves among many genres and across vast territories. His fiction—The Circle of Reason(1986),The Shadow Lines(1988),The Glass Place(2000),The Hungry Tide(2004), andThe Ibistrilogy—takes us from Calcutta where he was born in 1956 to the Arabian Sea, Paris, London, and back again to the Indian Ocean, the Bay of Bengal, and beyond. His nonfiction—In an Antique Land(1992),Dancing in Cambodia and at Large in Burma(1998), andCountdown(1999)—rests on a PhD in social anthropology from Oxford. He went to Alexandria, Egypt, for his dissertation research. His science fiction,The Calcutta Chromosome, won the Arthur C. Clarke Award in 1997. His essays—published inThe New Yorker, The New Republic, andThe New York Timesand collected inThe Iman and the Indian(2002)—address major issues such as fundamentalism. Indeed, most of his work addresses big questions, exploring the nature of communal violence, the traces of love and longing across generations, manifold religious manifestations, and the systematic pain of colonial oppression. The deep and abiding theme of many works is anthropogenic environmental damage, now boldly and directly addressed inThe Great Derangement: Climate Change and the Unthinkable(2016). Married to accomplished fellow author Deborah Baker, whose work traces the Asian peregrinations of Allen Ginsberg, the literary milieu of Laura Riding, and the complexity of Islamic conversion, Ghosh has taught at Harvard, Columbia, Queens College, and Delhi University. He has won more prizes and honorary doctorates, and been a fellow at more famous institutions and a distinguished visitor in more far-flung places, than you can shake a stick at. He even has two homes: Brooklyn and Goa. In short, Ghosh's profile makes you wonder if there might not be more than one of him.
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Lee, Seung-Ah. "Score One for the Dancing Girl, and Other Selections from the Kimun ch'onghwa: A Story Collection from Nineteenth-century Korea ed. by Ross King and Si Nae Park." Seoul Journal of Korean Studies 31, no. 1 (2018): 135–37. http://dx.doi.org/10.1353/seo.2018.0007.

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11

Mews, Constant J. "Liturgists and Dance in the Twelfth Century: The Witness of John Beleth and Sicard of Cremona." Church History 78, no. 3 (August 21, 2009): 512–48. http://dx.doi.org/10.1017/s0009640709990412.

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Dancing is not often associated with Christian liturgy, at least in modern experience. Yet according to theMitralis de Officioof Sicard, bishop of Cremona (1185–1215), composed about 1200, the circular dance (chorea) provides a key metaphor for understanding the liturgy of Easter. Sicard here draws together two earlier discussions of the subject, both from the twelfth century and of enormously wide influence, manifesting a more positive attitude toward dance than found in many early medieval commentators on the liturgy: theGemma animae(Jewel of the soul) of Honorius Augustodunensis, composed for a monastic audience in the early twelfth century, probably in Germany, and theDe ecclesiasticis officiisof John Beleth, a secular cleric writing probably in Pariscirca1150–1160. While many scholars have observed the renewal of interest in the pagan authors within a literary context in the twelfth century, the witness of liturgical commentaries from the period has been little noticed. Sicard implies that the festivities of the pagan Saturnalia and its associated freedom of expression (the so-called “December freedom”) can legitimately be used to explain the festivities that take place at Easter:All Christians ought to come together freely at the above mentioned daily offices to celebrate the glory of the resurrection, which will be revealed in us. This solemnity is therefore the jubilee of Christians, when quarrels are settled, offenses forgiven. Let those who had sinned be reconciled, let debts be canceled. Let work places not be opened, merchandise not displayed for sale except for those things without which a meal cannot take place. Let prisoners be freed, shepherds and servants not forced to service so that they are able to enjoy freedom and to delight in the festivity of future joy. Thus it is that in the cloisters of certain churches even bishops enjoy the December freedom with their clerics, even to descending to the game of the circular dance or ball (ludum choreae vel pilae)—although it seems more praiseworthy not to play; this “December freedom” is so called in that in the month of December, shepherds, servants, and maidservants were governed among the gentiles with a kind of freedom by their masters, so that they could celebrate with them after the harvest was collected. And note that the gentiles established circular dances to honor idols, so that they might praise their gods by voice and serve them with their whole body, wanting to foreshadow in them in their own way something of the mystery. For through the circling, they understood the revolution of the firmament; through the joining of hands, the interconnection of the elements, through the gestures of bodies, the motions of the signs or planets; through the melodies of singers, the harmonies of the planets; through the clapping of hands and the stamping of feet, the sounding of thunder; but what those people showed to their idols, the worshipers of the one God converted to his praise. For the people who crossed from the Red Sea are said to have led a circular dance, Mary is reported to have sung with the tambourine; and David danced before the ark with all his strength and composed psalms with his harp, and Solomon placed singers around the altar, who are said to have created sound with voice, trumpet, cymbals, organs, and other musical instruments.
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Koeltzsch, Grit Kirstin, and Enrique Normando Cruz. "Cuerpos como voces plenas. Un montaje polifónico." Esferas, no. 19 (February 8, 2021): 153. http://dx.doi.org/10.31501/esf.v0i19.12873.

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El montaje entre las ima?genes de Katherine Dunham y los bailarines populares del Noroeste Argentino tiene como objetivo visualizar las expresiones corporales danci?sticas en diferentes tiempos y espacios, pero con la misma intencio?n de articularse utilizando el cuerpo en las danzas, sea en un escenario profesional-arti?stico o en un escenario popular. La intencio?n es dejar hablar los cuerpos a trave?s de un dia?logo polifo?nico entre los diversos actores.
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13

DANCAN, KOBIA, GEORGE O. ONG’AMO, and PAUL NDEGWA. "Diversity and distribution of immature vectors of malaria and rift valley fever in habitats along an altitudinal gradient in Barigo, Kenya." Bonorowo Wetlands 8, no. 1 (June 1, 2018): 25–32. http://dx.doi.org/10.13057/bonorowo/w080103.

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Dancan K. 2018. Diversity and distribution of immature vectors of malaria and rift valley fever in habitats along an altitudinal gradient in Baringo County, Kenya. Bonorowo Wetlands 2: 25-32. Malaria and RVF are two diseases whose onset of epidemics leads to massive losses in human lives. Infected Anopheles mosquitoes transmit Plasmodium parasites that cause malaria while infected floodwater Aedes species are responsible for primary transmission of RVF viruses. The high mobility of adult mosquito species has made interventions targeting their behavior are rendered ineffective. Thus, interventions that target immature stages more advantageous. For effective implementation of immature stage based control strategies, information on their diversity and distribution in various habitats distributed along altitudinal gradients is important. This study investigated the diversity and distribution of malaria and RVF mosquito vectors at immature stages along an altitudinal gradient in Baringo County, Kenya during the short rains season. The species identified in the entire study area (800 m to 2300 m above sea level) were Culex quinquefaciatus, Cx. annulioris, Cx. pipiens, Cx. poicilipes, Cx. tigripes, Anopheles pharoensis, An. gambiae s.l, An. coustani, An. funestus, and Aedes taylori. Altitude was divided into three classes; 800 m to 1300 m, 1301 m to 1800 m and 1801 m to 2300 m. Aedes taylori and Cx. tigripes were only in the 1801 m to 2300 m altitudinal class while An. funestus was only in the 800 m to 1300 m altitudinal class. The altitudinal class between 1801 m to 2300 m had the lowest Shannon-wiener diversity index (Hʹ = 0.9836) of species (9species). Comparison of mosquitoes collected in habitats in different altitudinal classes revealed variations in the respective species counts (χ = 127.47; p-value < 0.001). The only species whose distribution showed correlation with altitude was An. pharoensis (r = -0.40; t32 = -2.50; p = 0.02). The highest species diversity was recorded in river banks where the water was clear and vegetation present. Stepwise regression analysis revealed that suitability of a habitat for vector breeding was mainly dictated by water quality and the presence of vegetation. The results in this study reveal the need for continuous monitoring of vectors not only in the low land areas but also in the highland areas to avoid sudden epidemics of malaria and RVF.
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14

"Planet Ocean: a story of life, the sea, and dancing to the fossil record." Choice Reviews Online 32, no. 10 (June 1, 1995): 32–5673. http://dx.doi.org/10.5860/choice.32-5673.

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15

Banks, Ojeya Cruz. "Atamira Dance Company and Indigenous Performance: The Making of Māori Worlds." Te Kaharoa 8, no. 1 (January 19, 2015). http://dx.doi.org/10.24135/tekaharoa.v8i1.27.

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Mutton bird rituals, harvesting kelp, bush clad hillsides, and the majestic moon illuminating the southern Pacific ocean at Kaka point/Catlins is danced by Aotearoa/ New Zealand’s stand out Atamira Dance Company based in Auckland. Their dancing is accompanied by the mesmerizing soundscape composed by Richard Nunns and Paddy Free, who provide rich audio textures that combine electronica beats with stone percussion and gourd instruments. The work is entitled Taonga: Dust, Water, Wind and premiered in 2009 at the Sky City Theatre in Auckland as part of the Auckland Arts Festival. Louise Potiki Bryant, the distinguished (Kai Tahu) choreographer made the work to ruminate about her great Aunt Rona Williamson, who was born in 1924. The dance was about her experiences of growing up by the sea during the Great Depression, the piece uncovers what could have remained buried family stories.
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Toro Jiménez, Cristina. "Bailando la huella del espacio / Dancing space trace / “Danzando il segno dello spazio”." Tercio Creciente, July 1, 2016. http://dx.doi.org/10.17561/rtc.n10.2.

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El inicio de esta investigación se sitúa en una inquietud hacia una de las primeras formas de arte que el ser humano manifiesta de forma casi instintiva, la Danza; así mismo el contacto más directo con esta siendo lenguaje expresivo, donde la anatomía artística se convirtió en protagonista de la investigación. Este proyecto, refleja un cuerpo que se desliza en un tiempo preciso y un espacio narrativo en el cual se desdibuja descifrándose a sí mismo en la huella danzada, identidad de este y pretensión nuestra a alcanzar; algo efímero, su huella, su representación, su propia voz. Con ello se quiso reflejar que un dibujo anatómico, al igual que la danza de un cuerpo, se puede traducir a través del espacio y el tiempo, en cualquier otro modo de creación, ya sea escultórico, pictórico, escenográfico, musical, fotográfico, etcétera; cabe destacar el importante papel que juega el espacio y tiempo en este, pues traduce y traspasa los lenguajes trasladando la dimensión espacial; Hablamos pues, de bidi y tridimensionalidad.Dancing space traceThe aim of this research is to sed light on the latent concern about one of the earliest forms of art which humans being manifest instinctively, the Dance, moreover, the direct connection of this art with the expressive body language, where the artistic anatomy became the protagonist and challenge of this study. According to the facts mentioned above, the work focused on the body that slides into the precise time as well as the narrative space in which is decoded it self on the dance track, that represents it’s identify, moreover led my final goal to reach. Something ephemeral, it’s footprint, representation, what’s more it’s own voice. Furthermore, it is a reflection of how a picture of the anatomic body, as well as it’s own dance, can be represented through the space and time dimensions as any sort of creation. Whether sculptural, painterly, scenic, musical, photographic, so on. It claims to be noted the significant role of time and space on the dance as transfers and translate the different types of languages developing and modifying the spacial translation. Ending up in the bidi and three-dimensionality matter.“Danzando il segno dello spazio”L’inizio di questa ricerca si trova in una inquietudine verso una delle prime forme d’arte che l’essere umano manifesta quasi istintivamente, la danza; Allo stesso modo il contatto più diretto con questa come linguaggio espressivo, in cui l’anatomia artistica divenne protagonista delle indagini. Questo progetto, riflette un corpo scorrevole in un tempo preciso e uno spazio narrativo in cui si sfuma decifrato sé stesso nel segno danzato, l’identità di questo e obiettivo nostro di raggiungere; qualcosa di effimero, la sua impronta, la sua rappresentazione, la propria voce. Questo è stato lo scopo per dimostrare che un disegno anatomico, come la danza di un corpo, può essere tradotto attraverso lo spazio e il tempo, in qualsiasi altra modalità di creazione, sia la scultura, la pittura, teatro, musica, fotografia, ecc. Vale la pena notare l’importante ruolo dal spazio e il tempo in questo progetto, poiché traduce e proietta i linguaggi spostando la dimensione spaziale; Si parla poi di bidi e tridimensionalità
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17

Callaghan, Michaela. "Dancing Embodied Memory: The Choreography of Place in the Peruvian Andes." M/C Journal 15, no. 4 (August 18, 2012). http://dx.doi.org/10.5204/mcj.530.

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This article is concerned with dance as an embodied form of collective remembering in the Andean department of Ayacucho in Peru. Andean dance and fiesta are inextricably linked with notions of identity, cultural heritage and history. Rather than being simply aesthetic —steps to music or a series of movements — dance is readable as being a deeper embodiment of the broader struggles and concerns of a people. As anthropologist Zoila Mendoza writes, in post-colonial countries such as those in Africa and Latin America, dance is and was a means “through which people contested, domesticated and reworked signs of domination in their society” (39). Andean dance has long been a space of contestation and resistance (Abercrombie; Bigenho; Isbell; Mendoza; Stern). It also functions as a repository, a dynamic archive which holds and tells the collective narrative of a cultural time and space. As Jane Cowan observes “dance is much more than knowing the steps; it involves both social knowledge and social power” (xii). In cultures where the written word has not played a central role in the construction and transmission of knowledge, dance is a particularly rich resource for understanding. “Embodied practice, along with and bound up with other cultural practices, offers a way of knowing” (Taylor 3). This is certainly true in the Andes of Peru where dance, music and fiesta are central to social, cultural, economic and political life. This article combines the areas of cultural memory with aspects of dance anthropology in a bid to reveal what is often unspoken and discover new ways of accessing and understanding non-verbal forms of memory through the embodied medium of dance. In societies where dance is integral to daily life the dance becomes an important resource for a deeper understanding of social and cultural memory. However, this characteristic of the dance has been largely overlooked in the field of memory studies. Paul Connerton writes, “… that there is an aspect of social memory which has been greatly ignored but is absolutely essential: bodily social memory” (382). I am interested in the role of dance as a site memory because as a dancer I am acutely aware of embodied memory and of the importance of dance as a narrative mode, not only for the dancer but also for the spectator. This article explores the case study of rural carnival performed in the city of Huamanga, in the Andean department of Ayacucho and includes interviews I conducted with rural campesinos (this literally translates as people from the country, however, it is a complex term imbedded with notions of class and race) between June 2009 and March 2010. Through examining the transformative effect of what I call the chorography of place, I argue that rural campesinos embody the memory of place, dancing that place into being in the urban setting as a means of remembering and maintaining connection to their homeland and salvaging cultural heritage.The department of Ayacucho is located in the South-Central Andes of Peru. The majority of the population are Quechua-speaking campesinos many of whom live in extreme poverty. Nestled in a cradle of mountains at 2,700 meters above sea level is the capital city of the same name. However, residents prefer the pre-revolutionary name of Huamanga. This is largely due to the fact that the word Ayacucho is a combination of two Quechua words Aya and Kucho which translate as Corner of the Dead. Given the recent history of the department it is not surprising that residents refer to their city as Huamanga instead of Ayacucho. Since 1980 the department of Ayacucho has become known as the birthplace of Sendero Luminoso (Shining Path) and the ensuing 20 years of political violence between Sendero and counter insurgency forces. In 2000, the interim government convened the Peruvian Truth and Reconciliation Commission (TRC – CVR Spanish). In 2003, the TRC released its report which found that over 69,000 people were killed or disappeared during the conflict and hundreds of thousands more were forced to leave their homes (CVR). Those most affected by the violence and human rights abuses were predominantly from the rural population of the central-southern Andes (CVR). Following the release of the TRC Report the department of Ayacucho has become a centre for memory studies investigations and commemorative ceremonies. Whilst there are many traditional arts and creative expressions which commemorate or depict some aspect of the violence, dance is not used it this way. Rather, I contend that the dance is being salvaged as a means of remembering and connecting to place. Migration Brings ChangeAs a direct result of the political violence, the city of Huamanga experienced a large influx of people from the surrounding rural areas, who moved to the city in search of relative safety. Rapid forced migration from the country to the city made integration very difficult due to the sheer volume of displaced populations (Coronel 2). As a result of the internal conflict approximately 450 rural communities in the southern-central Andes were either abandoned or destroyed; 300 of these were in the department of Ayacucho. As a result, Huamanga experienced an enormous influx of rural migrants. In fact, according to the United Nations International Human Rights Instruments, 30 per cent of all people displaced by the violence moved to Ayacucho (par. 39). As campesinos moved to the city in search of safety they formed new neighbourhoods on the outskirts of the city. Although many are now settled in Huamanga, holding professional positions, working in restaurants, running stalls, or owning shops, most maintain strong links to their community of origin. The ways in which individuals sustain connection to their homelands are many and varied. However, dance and fiesta play a central role in maintaining connection.During the years of violence, Sendero Luminoso actively prohibited the celebration of traditional ceremonies and festivals which they considered to be “archaic superstition” (Garcia 40). Reprisals for defying Sendero Luminoso directives were brutal; as a result many rural inhabitants restricted their ritual practices for fear of the tuta puriqkuna or literally, night walkers (Ritter 27). This caused a sharp decline in ritual custom during the conflict (27).As a result, many Ayacuchano campesinos feel they have been robbed of their cultural heritage and identity. There is now a conscious effort to rescatar y recorder or to salvage and remember what was been taken from them, or, in the words of Ruben Romani, a dance teacher from Huanta, “to salvage what was killed during the difficult years.”Los Carnavales Ayacuchanos Whilst carnival is celebrated in many parts of the world, the mention of carnival often evokes images of scantily clad Brazilians dancing to the samba rhythms in the streets of Rio de Janeiro, or visions of elaborate floats and extravagant costumes. None of these are to be found in Huamanga. Rather, the carnival dances celebrated by campesinos in Huamanga are not celebrations of ‘the now’ or for the benefit of tourists, but rather they are embodiments of the memory of a lost place. During carnival, that lost or left homeland is danced into being in the urban setting as a means of maintaining a connection to the homeland and of salvaging cultural heritage.In the Andes, carnival coincides with the first harvest and is associated with fertility and giving thanks. It is considered a time of joy and to be a great leveller. In Huamanga carnival is one of the most anticipated fiestas of the year. As I was told many times “carnival is for everyone” and “we all participate.” From the old to the very young, the rich and poor, men and women all participate in carnival."We all participate." Carnavales Rurales (rural carnival) is celebrated each Sunday during the three weeks leading up to the official time of carnival before Lent. Campesinos from the same rural communities, join together to form comparsas, or groups. Those who participate identify as campesinos; even though many participants have lived in the city for more than 20 years. Some of the younger participants were born in the city. Whilst some campesinos, displaced by the violence, are now returning to their communities, many more have chosen to remain in Huamanga. One such person is Rómulo Canales Bautista. Rómulo dances with the comparsa Claveles de Vinchos.Rómulo Bautista dancing the carnival of VinchosOriginally from Vinchos, Rómulo moved to Huamanga in search of safety when he was a boy after his father was killed. Like many who participate in rural carnival, Rómulo has lived in Huamanga for a many years and for the most part he lives a very urban existence. He completed his studies at the university and works as a professional with no plans to return permanently to Vinchos. However, Rómulo considers himself to be campesino, stating “I am campesino. I identify myself as I am.” Rómulo laughed as he explained “I was not born dancing.” Since moving to Huamanga, Rómulo learned the carnival dance of Vinchos as a means of feeling a connection to his place of origin. He now participates in rural carnival each year and is the captain of his comparsa. For Rómulo, carnival is his cultural inheritance and that which connects him to his homeland. Living and working in the urban setting whilst maintaining strong links to their homelands through the embodied expressions of fiesta, migrants like Rómulo negotiate and move between an urbanised mestizo identity and a rural campesino identity. However, for rural migrants living in Huamanga, it is campesino identity which holds greater importance during carnival. This is because carnival allows participants to feel a visceral connection to both land and ancestry. As Gerardo Muñoz, a sixty-seven year old migrant from Chilcas explained “We want to make our culture live again, it is our patrimony, it is what our grandfathers have left us of their wisdom and how it used to be. This is what we cultivate through our carnival.”The Plaza TransformedComparsa from Huanta enter the PlazaEach Sunday during the three weeks leading up to the official time of carnival the central Plaza is transformed by the dance, music and song of up to seventy comparsas participating in Carnavales Rurales. Rural Carnival has a transformative effect not only on participants but also on the wider urban population. At this time campesinos, who are generally marginalised, discounted or actively discriminated against, briefly hold a place of power and respect. For a few hours each Sunday they are treated as masters of an ancient art. It is no easy task to conjure the dynamic sensory world of dance in words. As Deidre Sklar questions, “how is the ineffable to be made available in words? How shall I draw out the effects of dancing? Imperfectly, and slowly, bit by bit, building fragments of sensation and association so that its pieces lock in with your sensory memories like a jigsaw puzzle” (17).Recalling the DanceAs comparsas arrive in the Plaza there is creative chaos and the atmosphere hums with excitement as more and more comparsas gather for the pasecalle or parade. At the corner of the plaza, the deafening crack of fire works, accompanied by the sounds of music and the blasting of whistles announce the impending arrival of another comparsa. They are Los Hijos de Chilcas from Chilcas in La Mar in the north-east of the department. They proudly dance and sing their way into the Plaza – bodies strong, their movements powerful yet fluid. Their heads are lifted to greet the crowd, their chests wide and open, eyes bright with pride. Led by the capitán, the dancers form two long lines in pairs the men at the front, followed by the women. All the men carry warakas, long whips of plaited leather which they crack in the air as they dance. These are ancient weapons which are later used in a ritual battle. They dance in a swinging stepping motion that swerves and snakes, winds and weaves along the road. At various intervals the two lines open out, doubling back on themselves creating two semicircles. The men wear frontales, pieces of material which hang down the front of the legs, attached with long brightly coloured ribbons. The dancers make high stepping motions, kicking the frontales up in the air as they go; as if moving through high grasses. The ribbons swish and fly around the men and they are clouded in a blur of colour and movement. The women follow carrying warakitas, which are shorter and much finer. They hold their whips in two hands, stretched wide in front of their bodies or sweeping from side to side above their heads. They wear large brightly coloured skirts known as polleras made from heavy material which swish and swoosh as they dance from side to side – step, touch together, bounce; step, touch together, bounce. The women follow the serpent pattern of the men. Behind the women are the musicians playing guitars, quenas and tinyas. The musicians are followed by five older men dressed in pants and suit coats carrying ponchos draped over the right shoulder. They represent the traditional community authorities known as Varayuq and karguyuq. The oldest of the men is carrying the symbols of leadership – the staff and the whip.The Choreography of PlaceFor the members of Los Hijos de Chilcas the dance represents the topography of their homeland. The steps and choreography are created and informed by the dancers’ relationship to the land from which they come. La Mar is a very mountainous region where, as one dancer explained, it is impossible to walk a straight line up or down the terrain. One must therefore weave a winding path so as not to slip and fall. As the dancers snake and weave, curl and wind they literally dance their “place” of origin into being. With each swaying movement of their body, with each turn and with every footfall on the earth, dancers lay the mountainous terrain of La Mar along the paved roads of the Plaza. The flying ribbons of the frontales evoke the long grasses of the hillsides. “The steps are danced in the form of a zigzag which represents the changeable and curvilinear paths that join the towns, as well as creating the figure eight which represents the eight anexos of the district” (Carnaval Tradicional). Los Hijos de ChilcasThe weaving patterns and the figure eights of the dance create a choreography of place, which reflects and evoke the land. This choreography of place is built upon with each step of the dance many of which emulate the native fauna. One of the dancers explained whilst demonstrating a hopping step “this is the step of a little bird” common to La Mar. With his body bent forward from the waist, left hand behind his back and elbow out to the side like a wing, stepping forward on the left leg and sweeping the right leg in half circle motion, he indeed resembled a little bird hopping along the ground. Other animals such as the luwichu or deer are also represented through movement and costume.Katrina Teaiwa notes that the peoples of the South Pacific dance to embody “not space but place”. This is true also for campesinos from Chilcas living in the urban setting, who invoke their place of origin and the time of the ancestors as they dance their carnival. The notion of place is not merely terrain. It includes the nature elements, the ancestors and those who also those who have passed away. The province of La Mar was one of the most severely affected areas during the years of internal armed conflict especially during 1983-1984. More than 1,400 deaths and disappearances were reported to the TRC for this period alone (CVR). Hundreds of people were forced to leave their homes and in many communities it became impossible to celebrate fiestas. Through the choreography of place dancers transform the urban streets and dance the very land of their origin into being, claiming the urban streets as their own. The importance of this act can not be overstated for campesinos who have lost family members and were forced to leave their communities during the years of violence. As Deborah Poole has noted dance is “…the active Andean voice …” (99). As comparsa members teach their children the carnival dance of their parents and grandparents they maintain ancestral connections and pass on the stories and embodied memories of their homes. Much of the literature on carnival views it as a release valve which allows a temporary freedom but which ultimately functions to reinforce established structures. This is no longer the case in Huamanga. The transformative effect of rural carnival goes beyond the moment of the dance. Through dancing the choreography of place campesinos salvage and restore that which was taken from them; the effects of which are felt by both the dancer and spectator.ConclusionThe closer examination of dance as embodied memory reveals those memory practices which may not necessarily voice the violence directly, but which are enacted, funded and embodied and thus, important to the people most affected by the years of conflict and violence. In conclusion, the dance of rural carnival functions as embodied memory which is danced into being through collective participation; through many bodies working together. Dancers who participate in rural carnival have absorbed the land sensorially and embodied it. Through dancing the land they give it form and bring embodied memory into being, imbuing the paved roads of the plaza with the mountainous terrain of their home land. For those born in the city, they come to know their ancestral land through the Andean voice of dance. The dance of carnival functions in a unique way making it possible for participants recall their homelands through a physical memory and to dance their place into being wherever they are. This corporeal memory goes beyond the normal understanding of memory as being of the mind for as Connerton notes “images of the past are remembered by way of ritual performances that are ‘stored’ in a bodily memory” (89). ReferencesAbercrombie, Thomas A. “La fiesta de carnaval postcolonial en Oruro: Clase, etnicidad y nacionalismo en la danza folklórica.” Revista Andina 10.2 (1992): 279-352.Carnaval Tradicional del Distrito de Chilcas – La Mar, Comparsas de La Asociación Social – Cultural “Los Hijos de Chilcas y Anexos”, pamphlet handed to the judges of the Atipinakuy, 2010.CVR. Informe Final. Lima: Comisión de la Verdad y Reconciliación, 2003. 1 March 2008 < http://www.cverdad.org.pe >.Bigenho, Michelle. “Sensing Locality in Yura: Rituals of Carnival and of the Bolivian State.” American Ethnologist 26.4 (1999): 95-80.Connerton, Paul. How Societies Remember. Cambridge; Cambridge University Press, 1989.Coronel Aguirre, José, M. Cabrera Romero, G. Machaca Calle, and R. Ochatoma Paravivino. “Análisis de acciones del carnaval ayacuchano – 1986.” Carnaval en Ayacucho, CEDIFA, Investigaciones No. 1, 1986.Cowan, Jane. Dance and the Body Politic in Northern Greece. New Jersey: Princeton University Press, 1990.Garcia, Maria Elena. Making Indigenous Citizens: Identities, Education and Multicultural Development in Peru. California: Stanford University Press, 2005.Isbelle, Billie Jean. To Defend Ourselves: Ecology and Ritual in an Andean Village. Illinois: Waveland Press, 1985.Mendoza, Zoila S. Shaping Society through Dance: Mestizo Ritual Performance in the Peruvian Andes. Chicago: University of Chicago Press, 2000.Poole, Deborah. “Andean Ritual Dance.” TDR 34.2 (Summer 1990): 98-126.Ritter, Jonathan. “Siren Songs: Ritual and Revolution in the Peruvian Andes.” British Journal of Ethnomusicology 11.1 (2002): 9-42.Sklar, Deidre. “‘All the Dances Have a Meaning to That Apparition”: Felt Knowledge and the Danzantes of Tortugas, New Mexico.” Dance Research Journal 31.2 (Autumn 1999): 14-33.Stern, Steve J. Peru’s Indian Peoples and the Challenge of Spanish Conquest: Huamanga to 1640. Madison: University of Wisconsin Press, 1982.Taylor, Diana. The Archive and the Repertoire: Performing Cultural Memory in the Americas. Durham: Duke University Press, 2003.Teaiwa, Katerina. "Challenges to Dance! Choreographing History in Oceania." Paper for Greg Denning Memorial Lecture, Melbourne University, Melbourne, 14 Oct. 2010.United Nations International Human Rights Instruments. Core Document Forming Part of the Reports of States Parties: Peru. 27 June 1995. HRI/CORE/1/Add.43/Rev.1. 12 May 2012 < http://www.unhcr.org/refworld/docid/3ae6ae1f8.html >.
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18

Chan, Liza. "Ruby’s Baby Brother by K. White & M. Latimer." Deakin Review of Children's Literature 4, no. 2 (October 16, 2014). http://dx.doi.org/10.20361/g2jg73.

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White, Kathryn and Miriam Latimer. Ruby’s Baby Brother. Cambridge, MA: Barefoot Books, 2013. Print.Ruby’s Baby Brother is a delightful new entry in the “Ruby’s” series, in which Ruby experiences new activities and situations (Ruby’s School Walk, Ruby’s Sleepover). This third installment is particularly for young children who may relate to the roller coaster feelings of excitement, uncertainty, jealousy and joy when facing the prospect of an additional member to the family. The book reads with remarkable rhyming and dancing texts on each page. Latimer’s illustrations introduce readers to a loving young family, living in a colourful and cozy home. Inside this home is Ruby, with cute curly ponytails, waiting anxiously by the window as her parents walk to the house from their red car. She has a strong negative impression of babies, and is honest in her thoughts: “Babies are smelly;…and Leon is bound to snatch all my toys”. To solve this paramount problem, Ruby imaginatively plans to use magic to let her brother fly away as a bat or be blasted up to the moon in a rocket that she makes. One wonders if better preparation would have helped this little girl’s “strange” and “scary” feelings. Ruby also articulates her fears and vulnerability toward her new baby brother, Leon. “What if he says to me, ‘This is My house./ So Ruby, I’m turning you into a mouse.” However, when she gets a chance to hold and cuddle with Leon, she realizes her brother is actually harmless, “warm and small”. And she embarks on a courageous quest to include her brother in all her adventures as “a queen and a knight” to the sea, the sky and outer space. She would even protect him from night time witches and wizards. Accompanying this fanciful big-sister journey is the adorable depiction of a family’s new-baby reality: new crib and toys in nursery, mommy breast-feeding and daddy changing diapers. The charming stick people drawings on opening and closing pages reassure readers that little baby brother is no longer a distant figure separated from the family at the other side of the house, and he is welcomed into the arms and affectionate gaze of a happy Ruby.Recommended: 3 stars out of 4Reviewer: Liza ChanLiza Chan is a Research Librarian, cross-appointed at Alberta Innovates – Health Solutions and University of Alberta John W. Scott Health Sciences Libraries. She is also a proud auntie to 2 nephews, with whom she often enjoys visiting local libraries.
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Holwerda, Leslie. "The Grave Robber’s Apprentice by A. Stratton." Deakin Review of Children's Literature 2, no. 3 (December 24, 2012). http://dx.doi.org/10.20361/g2rp58.

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Stratton, Allan. The Grave Robber’s Apprentice. Toronto: Harper Collins Publishers Limited, 2012. Print. The Grave Robber’s Apprentice is a dark tale of the vilest sorcerer and the most sinister Archduke who constantly orchestrate unsettling dangers that protagonists Hans and Angela must endure to save themselves and their families. In this beautifully crafted literary tale, Stratton offers first a found child tossed into the sea in a box emblazoned with a strange crest and jewels, the child bears an eagle birthmark on his shoulder. We next meet Knobbe the Bent, a grave robber, who finds the boy and decides to take him in so “in my old age, he can tend me” (p. 6). Until that time Hans exists as a son to the grave robber, living in a cave and learning, but not liking, the trade. What would this story be without a princess? Stratton doesn’t disappoint the reader when he introduces the headstrong Countess Angela who spends her days presenting fantastic puppet plays to her nurse and wishing for her own happy ending. But in such a tale as this where evil lurks and secrets are kept it is only a matter of time before the Archduke Arnulf’s henchmen come to claim Angela for the Archduke. Angela’s mother and father are imprisoned by Arnulf until they agree to the marriage. When the plan to feign Angela’s death with a potion from the necromancer is foiled, a lifeless Angela is left abandoned in a coffin in the family tomb. Hans saw Angela buy the potion from the necromancer and in an attempt to placate his grave robber father, enters her tomb where he inadvertently saves a reanimated Angela. The pauper and the princess now band together (although unhappily at first) to escape their present dangers and find the help needed to save Angela's parents from the depths of the Archduke’s asylum. They embark on an action-packed adventure seeking a reclusive hermit in the mountains who they hope will help them. Together Hans and Angela befriend some quirky characters; a family of wild circus entertainers with bears and the band of the legendary Wolf King who come to their aid more than once when they team up to outwit the necromancer and the Archduke.The evil necromancer, the Archduke Arnulf, his executioners and henchmen’s despicable plans counterbalance the good of the Wolf King, the Pandolini family, and Peter the Hermit. The short chapters are organized in five acts identifying each of the characters: The ‘Little’ Countess, The Wolf King, Peter the Hermit, The Circus of Dancing Bears, and Johannes, Prince of Waldland. Some readers may feel that a folk tale formula offers limited novelty, but the story is packed with adventure after adventure, capture following escape, escape following capture, and plenty of secrets, which when revealed, tie this tale into a very satisfying package. Fans of adventure and fast-paced tales full of fantastic events will enjoy this engrossing story. Highly Recommended: 4 out of 4 stars Reviewer: Leslie Holwerda Leslie Holwerda is a teacher-librarian/literacy coach at Lougheed Middle School in Brampton, Ontario. She has been a teacher-librarian for ten years and loves reading, selecting and recommending books for readers. She is especially interested in encouraging reluctant readers to pick up and read books no matter the genre, topic or format. The opportunity to motivate readers with e-books and reading apps in the school library is an exciting prospect.
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20

Biron, Dean. "The Tortoise and the Hare." M/C Journal 8, no. 5 (October 1, 2005). http://dx.doi.org/10.5204/mcj.2420.

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Of all the characteristics that may be emphasised by those seeking to set apart the serious, authoritative critic from the inconsequential, workaday reviewer, perhaps the most fundamental is the liberty typically enjoyed by the former. So, while the celebrated literary critic F.R. Leavis (in The Great Tradition) is able to confidently assert in microscopic detail the comparative merits of Lawrence, Joyce, Conrad and Woolf, what Meaghan Morris (106) calls the “gulp it down, chew it over, throw it up” crowd strive (in no more than five hundred words and by close of business today, thanks very much) to explain why John Grisham’s latest tome will turn either heads or stomachs. Amongst reviewers, not surprisingly, one can find hugely varying levels of competence and principle. But when it comes to contemporary music, where the art of the review continues to be practiced across a wide range of media, there are many commentators who would deem the virtues of competence and principle irrelevant to begin with. These critics can be grouped into two distinct camps. On the one hand, it has long been argued that discussions of music (popular or otherwise) are intrinsically flawed if they eschew technical analysis. Thus Wilfrid Mellers, in his 1973 book The Music of the Beatles: Twilight of the Gods, states that “descriptive accounts of music cannot be valid unless they are based on what happens in musical terms” (15). In what amounts to a variation on Mellers’s theme, cultural studies analysts have largely studied popular music as “an expression of rebellion, subversion, resistance and critique” (Regev 258), thereby supporting the view that the sounds themselves cannot be discussed with any authority outside of musicology departments. In this way the virtues of Madonna (and, largely due to her extra-musical activities and role in the development of the video clip, it almost always was Madonna) could be couched in terms of ideological meaning without the need to negotiate the awkward terrain of aesthetic content (Frith 14). At the same time, those few critics who shared Mellers’s technical grounding were poking at the alien specimen that is contemporary music with an entirely different set of instruments, but more or less the same results – that is, conducting no doubt useful but ultimately bloodless examinations. A prime example of this is William Echard’s amazingly meticulous musicological/semiotic dismantling of Neil Young’s “Powderfinger”, from which it is nonetheless impossible to discern whether the author actually likes the song in question. However, a second arm of criticism has been even more dismissive of modern music writing. Because here is where Michael Bywater, Martha Bayles, Roger Scruton and others conclude, by implication, that there is no value in such practices for the simple reason that there is essentially no aesthetic value in contemporary music, period. This school of thought, emanating from a lonely island fortress mired in a perceived sea of mass-cultural pollutants, takes Frankfurt School culture industry critique to its (il)logical nadir by roping off high culture from its insidious, ubiquitous opposite and claiming entire genres, such as popular music, to be inherently anti-intellectual: “Pop is surface all the way down. The musical toolbag contains only surface instruments – rhythmic thud, punch, whine and whop – and the emotions, too, are superficial” (Bywater 44). On this thinking the new Eminem record, for example, is seen as part of a phenomenon to brood over rather than as a distinct artefact worthy of thoughtful evaluation. Both strands of critical thought – the first locking contemporary music inside the musicology building, the second dropping it in the garbage can outside – are characterised by the kind of uncompromising, one-way dialogue Robert Dessaix describes as “excluding”. This style of argument, even when meritorious, ensures that anyone who approaches from outside certain scholarly circles is “silenced – but not by respect for authority” (129). It also calls to mind another commonly cited distinction between critic and reviewer (discussed in Morris 108-9) – a superiority of knowledge and taste that defines not only the serious critic but also the limited scope of his or her audience. Although the popular press, too, has its fair share of didactic prose, Dessaix’s theory does suggest where the worth may lie in an oft-maligned occupation like record reviewing. While non-academic music writers must endure likely time and word limitations, the twin criticisms of abstraction and irrelevance, and the tedious old “dancing about architecture” cliché, at least there is some chance they will invite “complicity in an unexpected adventure” (133) by deftly treading that fine line between expert and enthusiast. Whether plotting a course through English literature à la Leavis or discussing the latest batch of Scandinavian death metal albums, it would be churlish to claim that the role of critic/reviewer is not a legitimate one: the impossibly vast array of cultural productions accessible to the modern-day audience make some form of “expert” guidance indispensable. So, as new music tumbles down upon us like an endless monsoonal rain, thousands of fans masquerading as journalists (or, more frighteningly, journalists masquerading as fans) dutifully strive to sort the releases of the past week, year or decade into some semblance of order … and, as with all criticism, the judgements they come up with are only part of the story. The greatest trick a reviewer (and when referring to the practice of “reviewing” one trusts that at least some degree of editorial control is involved – read the customer comments at Amazon.com and weep) can master is to convince the reader that his or her piece of creative non-fiction is a minor work of art, whilst simultaneously putting forward a lucid argument to the effect that the object under scrutiny is (or isn’t, as the case may be) a valuable one. And, despite the endless kilometres of formulaic and/or sycophantic copy that clog review columns in newspapers, magazines, and on innumerable Web-sites, it does happen every now and then. In Spin magazine’s review of the year 2000’s musical landscape, Jon Dolan provided the following capsule review of P.J. Harvey’s fifth album, Stories from the City, Stories from the Sea: Chapter V: Polly Gets Her Gun. But it’s not the return to true grit that makes this her best record since she was Jesus with PMS; it’s that whereas the old stuff took your head off, this rewires your guts. All the beautiful bullshit’s here – pathetic fallacies, Patti Smith mythopoeia, a Thom Yorke duet – but it’s more earned, more cathartic. Sand in her joints. Wind through her hair. Blood on her tracks. What I believe Dolan achieves here is a near-perfect amalgamation of instruction and art. He doesn’t ram his analysis down our throats – to discover how he feels about Harvey, the writer assumes you actually might know something about her yourself: her approximate location on the rock family tree (the Patti Smith allusion is indirect, yet perceptive); that she has been brilliant before (this record merely presenting a new type of brilliance); that at its best her music is complicated and unconventional, furious and revolutionary. The subtlety of the writing evokes shared connections for those familiar with the artist’s recorded output, at the same time inviting neophytes to come and see what all the fuss is about. Not only do the last three sentences summarise Harvey’s resolve, free will and intensity in thrillingly-eloquent prose, but the oblique Bob Dylan reference invites readers to consider complex associations across space and time whilst implicitly recognising their ability to figure out those associations for themselves. And all of this in well under one hundred words. Dolan’s seamless, perspicacious set-piece is evidence that, in all forms of art, the informal-yet-intelligent review can stand alongside the meticulous, highly-ritualised assessment of the academically-situated critic. Of course serious criticism has an important role but it certainly doesn’t have a monopoly on intelligent writing, and besides, there are some aesthetic pleasures that are only enhanced by a less pretentious style of analysis. Or, as P.J. Harvey herself puts it on Stories from the City, Stories from the Sea: “I can’t believe life’s so complex/when I just want to sit here and watch you undress.” The art of the entertaining, insightful review is alive and well in creative non-fiction; you just have to sort through a considerable amount of chaff to find it. References Bayles, Martha. “Body and Soul: The Musical Miseducation of the Youth.” Public Interest 131 (1998): 36-49. Bywater, Michael. “Never Mind the Width, Feel the Lack of Quality.” The Spectator 13 May 1995: 44-5. Dessaix, Robert. (& So Forth). Sydney: MacMillan, 1998. Echard, William. “An Analysis of Neil Young’s ‘Powderfinger’ Based on Mark Johnson’s Image Schemata.” Popular Music 18.1 (1999): 133-44. Frith, Simon. Performing Rites: Evaluating Popular Music. Oxford: Oxford UP, 1996. Leavis, F.R. The Great Tradition. Harmondsworth: Penguin, 1948. Mellers, Wilfrid. The Music of the Beatles: Twilight of the Gods. New York: Schirmer, 1973. Morris, Meaghan. The Pirate’s Fiancee. London: Verso, 1988. Regev, Motti. “The ‘Pop-Rockization’ of Popular Music.” Popular Music Studies. Ed. David Hesmondhalgh and Keith Negus. London: Arnold, 2002. 117-30. Scruton, Roger. Aesthetics of Music. Oxford: Clarendon, 1997. Citation reference for this article MLA Style Biron, Dean. "The Tortoise and the Hare." M/C Journal 8.5 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0510/05-biron.php>. APA Style Biron, D. (Oct. 2005) "The Tortoise and the Hare," M/C Journal, 8(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0510/05-biron.php>.
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21

Flynn, Bernadette. "Towards an Aesthetics of Navigation." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1875.

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

Gerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.742.

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Abstract:
Introduction The accelerometer seems, at first, both advanced and dated, both too complex and not complex enough. It sits in our video game controllers and our smartphones allowing us to move beyond mere button presses into immersive experiences where the motion of the hand is directly translated into the motion on the screen, where our flesh is transformed into the flesh of a superhero. Or at least that was the promise in 2005. Since then, motion control has moved from a promised revitalization of the video game industry to a not-quite-good-enough gimmick that all games use but none use well. Rogers describes the diffusion of innovation, as an invention or technology comes to market, in five phases: First, innovators will take risks with a new invention. Second, early adopters will establish a market and lead opinion. Third, the early majority shows that the product has wide appeal and application. Fourth, the late majority adopt the technology only after their skepticism has been allayed. Finally the laggards adopt the technology only when no other options are present (62). Not every technology makes it through the diffusion, however, and there are many who have never warmed to the accelerometer-controlled video game. Once an innovation has moved into the mainstream, additional waves of innovation may take place, when innovators or early adopters may find new uses for existing technology, and bring these uses into the majority. This is the case with the accelerometer that began as an airbag trigger and today is used for measuring and augmenting human motion, from dance to health (Walter 84). In many ways, gestural control of video games, an augmentation technology, was an interlude in the advancement of motion control. History In the early 1920s, bulky proofs-of-concept were produced that manipulated electrical voltage levels based on the movement of a probe, many related to early pressure or force sensors. The relationships between pressure, force, velocity and acceleration are well understood, but development of a tool that could measure one and infer the others was a many-fronted activity. Each of these individual sensors has its own specific application and many are still in use today, as pressure triggers, reaction devices, or other sensor-based interactivity, such as video games (Latulipe et al. 2995) and dance (Chu et al. 184). Over the years, the probes and devices became smaller and more accurate, and eventually migrated to the semiconductor, allowing the measurement of acceleration to take place within an almost inconsequential form-factor. Today, accelerometer chips are in many consumer devices and athletes wear battery-powered wireless accelerometer bracelets that report their every movement in real-time, a concept unimaginable only 20 years ago. One of the significant initial uses for accelerometers was as a sensor for the deployment of airbags in automobiles (Varat and Husher 1). The sensor was placed in the front bumper, detecting quick changes in speed that would indicate a crash. The system was a significant advance in the safety of automobiles, and followed Rogers’ diffusion through to the point where all new cars have airbags as a standard component. Airbags, and the accelerometers which allow them to function fast enough to save lives, are a ubiquitous, commoditized technology that most people take for granted, and served as the primary motivating factor for the mass-production of silicon-based accelerometer chips. On 14 September 2005, a device was introduced which would fundamentally alter the principal market for accelerometer microchips. The accelerometer was the ADXL335, a small, low-power, 3-Axis device capable of measuring up to 3g (1g is the acceleration due to gravity), and the device that used this accelerometer was the Wii remote, also called the Wiimote. Developed by Nintendo and its holding companies, the Wii remote was to be a defining feature of Nintendo’s 7th-generation video game console, in direct competition with the Xbox 360 and the Playstation 3. The Wii remote was so successful that both Microsoft and Sony added motion control to their platforms, in the form of the accelerometer-based “dual shock” controller for the Playstation, and later the Playstation Move controller; as well as an integrated accelerometer in the Xbox 360 controller and the later release of the Microsoft Kinect 3D motion sensing camera. Simultaneously, computer manufacturing companies saw a different, more pedantic use of the accelerometer. The primary storage medium in most computers today is the Hard Disk Drive (HDD), a set of spinning platters of electro-magnetically stored information. Much like a record player, the HDD contains a “head” which sweeps back and forth across the platter, reading and writing data. As computers changed from desktops to laptops, people moved their computers more often, and a problem arose. If the HDD inside a laptop was active when the laptop was moved, the read head might touch the surface of the disk, damaging the HDD and destroying information. Two solutions were implemented: vibration dampening in the manufacturing process, and the use of an accelerometer to detect motion. When the laptop is bumped, or dropped, the hard disk will sense the motion and immediately park the head, saving the disk and the valuable data inside. As a consequence of laptop computers and Wii remotes using accelerometers, the market for these devices began to swing from their use within car airbag systems toward their use in computer systems. And with an accelerometer in every computer, it wasn’t long before clever programmers began to make use of the information coming from the accelerometer for more than just protecting the hard drive. Programs began to appear that would use the accelerometer within a laptop to “lock” it when the user was away, invoking a loud noise like a car alarm to alert passers-by to any potential theft. Other programmers began to use the accelerometer as a gaming input, and this was the beginning of gesture control and the augmentation of human motion. Like laptops, most smartphones and tablets today have accelerometers included among their sensor suite (Brezmes et al. 796). These accelerometers strictly a user-interface tool, allowing the phone to re-orient its interface based on how the user is holding it, and allowing the user to play games and track health information using the phone. Many other consumer electronic devices use accelerometers, such as digital cameras for image stabilization and landscape/portrait orientation. Allowing a device to know its relative orientation and motion provides a wide range of augmentation possibilities. The Language of Measuring Motion When studying accelerometers, their function, and applications, a critical first step is to examine the language used to describe these devices. As the name implies, the accelerometer is a device which measures acceleration, however, our everyday connotation of this term is problematic at best. In colloquial language, we say “accelerate” when we mean “speed up”, but this is, in fact, two connotations removed from the physical property being measured by the device, and we must unwrap these layers of meaning before we can understand what is being measured. Physicists use the term “accelerate” to mean any change in velocity. It is worth reminding ourselves that velocity (to the physicists) is actually a pair of quantities: a speed coupled with a direction. Given this definition, when an object changes velocity (accelerates), it can be changing its speed, its direction, or both. So a car can be said to be accelerating when speeding up, slowing down, or even turning while maintaining a speed. This is why the accelerometer could be used as an airbag sensor in the first place. The airbags should deploy when a car suddenly changes velocity in any direction, including getting faster (due to being hit from behind), getting slower (from a front impact crash) or changing direction (being hit from the side). It is because of this ability to measure changes in velocity that accelerometers have come into common usage for laptop drop sensors and video game motion controllers. But even this understanding of accelerometers is incomplete. Because of the way that accelerometers are constructed, they actually measure “proper acceleration” within the context of a relativistic frame of reference. Discussing general relativity is beyond the scope of this paper, but it is sufficient to describe a relativistic frame of reference as one in which no forces are felt. A familiar example is being in orbit around the planet, when astronauts (and their equipment) float freely in space. A state of “free-fall” is one in which no forces are felt, and this is the only situation in which an accelerometer reads 0 acceleration. Since most of us are not in free-fall most of the time, any accelerometers in devices in normal use do not experience 0 proper acceleration, even when apparently sitting still. This is, of course, because of the force due to gravity. An accelerometer sitting on a table experiences 1g of force from the table, acting against the gravitational acceleration. This non-zero reading for a stationary object is the reason that accelerometers can serve a second (and, today, much more common) use: measuring orientation with respect to gravity. Gravity and Tilt Accelerometers typically measure forces with respect to three linear dimensions, labeled x, y, and z. These three directions orient along the axes of the accelerometer chip itself, with x and y normally orienting along the long faces of the device, and the z direction often pointing through the face of the device. Relative motion within a gravity field can easily be inferred assuming that the only force acting on the device is gravity. In this case, the single force is distributed among the three axes depending on the orientation of the device. This is how personal smartphones and video game controllers are able to use “tilt” control. When held in a natural position, the software extracts the relative value on all three axes and uses that as a reference point. When the user tilts the device, the new direction of the gravitational acceleration is then compared to the reference value and used to infer the tilt. This can be done hundreds of times a second and can be used to control and augment any aspect of the user experience. If, however, gravity is not the only force present, it becomes more difficult to infer orientation. Another common use for accelerometers is to measure physical activity like walking steps. In this case, it is the forces on the accelerometer from each footfall that are interpreted to measure fitness features. Tilt is unreliable in this circumstance because both gravity and the forces from the footfall are measured by the accelerometer, and it is impossible to separate the two forces from a single measurement. Velocity and Position A second common assumption with accelerometers is that since they can measure acceleration (rate of change of velocity), it should be possible to infer the velocity. If the device begins at rest, then any measured acceleration can be interpreted as changes to the velocity in some direction, thus inferring the new velocity. Although this is theoretically possible, real-world factors come in to play which prevent this from being realized. First, the assumption of beginning from a state of rest is not always reasonable. Further, if we don’t know whether the device is moving or not, knowing its acceleration at any moment will not help us to determine it’s new speed or position. The most important real-world problem, however, is that accelerometers typically show small variations even when the object is at rest. This is because of inaccuracies in the way that the accelerometer itself is interpreted. In normal operation, these small changes are ignored, but when trying to infer velocity or position, these little errors will quickly add up to the point where any inferred velocity or position would be unreliable. A common solution to these problems is in the combination of devices. Many new smartphones combine an accelerometer and a gyroscopes (a device which measures changes in rotational inertia) to provide a sensing system known as an IMU (Inertial measurement unit), which makes the readings from each more reliable. In this case, the gyroscope can be used to directly measure tilt (instead of inferring it from gravity) and this tilt information can be subtracted from the accelerometer reading to separate out the motion of the device from the force of gravity. Augmentation Applications in Health, Gaming, and Art Accelerometer-based devices have been used extensively in healthcare (Ward et al. 582), either using the accelerometer within a smartphone worn in the pocket (Yoshioka et al. 502) or using a standalone accelerometer device such as a wristband or shoe tab (Paradiso and Hu 165). In many cases, these devices have been used to measure specific activity such as swimming, gait (Henriksen et al. 288), and muscular activity (Thompson and Bemben 897), as well as general activity for tracking health (Troiano et al. 181), both in children (Stone et al. 136) and the elderly (Davis and Fox 581). These simple measurements are the first step in allowing athletes to modify their performance based on past activity. In the past, athletes would pour over recorded video to analyze and improve their performance, but with accelerometer devices, they can receive feedback in real time and modify their own behaviour based on these measurements. This augmentation is a competitive advantage but could be seen as unfair considering the current non-equal access to computer and electronic technology, i.e. the digital divide (Buente and Robbin 1743). When video games were augmented with motion controls, many assumed that this would have a positive impact on health. Physical activity in children is a common concern (Treuth et al. 1259), and there was a hope that if children had to move to play games, an activity that used to be considered a problem for health could be turned into an opportunity (Mellecker et al. 343). Unfortunately, the impact of children playing motion controlled video games has been less than successful. Although fitness games have been created, it is relatively easy to figure out how to activate controls with the least possible motion, thereby nullifying any potential benefit. One of the most interesting applications of accelerometers, in the context of this paper, is the application to dance-based video games (Brezmes et al. 796). In these systems, participants wear devices originally intended for health tracking in order to increase the sensitivity and control options for dance. This has evolved both from the use of accelerometers for gestural control in video games and for measuring and augmenting sport. Researchers and artists have also recently used accelerometers to augment dance systems in many ways (Latulipe et al. 2995) including combining multiple sensors (Yang et al. 121), as discussed above. Conclusions Although more and more people are using accelerometers in their research and art practice, it is significant that there is a lack of widespread knowledge about how the devices actually work. This can be seen in the many art installations and sports research studies that do not take full advantage of the capabilities of the accelerometer, or infer information or data that is unreliable because of the way that accelerometers behave. This lack of understanding of accelerometers also serves to limit the increased utilization of this powerful device, specifically in the context of augmentation tools. Being able to detect, analyze and interpret the motion of a body part has significant applications in augmentation that are only starting to be realized. The history of accelerometers is interesting and varied, and it is worthwhile, when exploring new ideas for applications of accelerometers, to be fully aware of the previous uses, current trends and technical limitations. It is clear that applications of accelerometers to the measurement of human motion are increasing, and that many new opportunities exist, especially in the application of combinations of sensors and new software techniques. The real novelty, however, will come from researchers and artists using accelerometers and sensors in novel and unusual ways. References Brezmes, Tomas, Juan-Luis Gorricho, and Josep Cotrina. “Activity Recognition from Accelerometer Data on a Mobile Phone.” In Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living. Springer, 2009. Buente, Wayne, and Alice Robbin. “Trends in Internet Information Behavior, 2000-2004.” Journal of the American Society for Information Science and Technology 59.11 (2008).Chu, Narisa N.Y., Chang-Ming Yang, and Chih-Chung Wu. “Game Interface Using Digital Textile Sensors, Accelerometer and Gyroscope.” IEEE Transactions on Consumer Electronics 58.2 (2012): 184-189. Davis, Mark G., and Kenneth R. Fox. “Physical Activity Patterns Assessed by Accelerometry in Older People.” European Journal of Applied Physiology 100.5 (2007): 581-589.Hagstromer, Maria, Pekka Oja, and Michael Sjostrom. “Physical Activity and Inactivity in an Adult Population Assessed by Accelerometry.” Medical Science and Sports Exercise. 39.9 (2007): 1502-08. Henriksen, Marius, H. Lund, R. Moe-Nilssen, H. Bliddal, and B. Danneskiod-Samsøe. “Test–Retest Reliability of Trunk Accelerometric Gait Analysis.” Gait & Posture 19.3 (2004): 288-297. Latulipe, Celine, David Wilson, Sybil Huskey, Melissa Word, Arthur Carroll, Erin Carroll, Berto Gonzalez, Vikash Singh, Mike Wirth, and Danielle Lottridge. “Exploring the Design Space in Technology-Augmented Dance.” In CHI’10 Extended Abstracts on Human Factors in Computing Systems. ACM, 2010. Mellecker, Robin R., Lorraine Lanningham-Foster, James A. Levine, and Alison M. McManus. “Energy Intake during Activity Enhanced Video Game Play.” Appetite 55.2 (2010): 343-347. Paradiso, Joseph A., and Eric Hu. “Expressive Footwear for Computer-Augmented Dance Performance.” In First International Symposium on Wearable Computers. IEEE, 1997. Rogers, Everett M. Diffusion of Innovations. New York: Free Press of Glencoe, 1962. Stone, Michelle R., Ann V. Rowlands, and Roger G. Eston. "Relationships between Accelerometer-Assessed Physical Activity and Health in Children: Impact of the Activity-Intensity Classification Method" The Free Library 1 Mar. 2009. Thompson, Christian J., and Michael G. Bemben. “Reliability and Comparability of the Accelerometer as a Measure of Muscular Power.” Medicine and Science in Sports and Exercise. 31.6 (1999): 897-902.Treuth, Margarita S., Kathryn Schmitz, Diane J. Catellier, Robert G. McMurray, David M. Murray, M. Joao Almeida, Scott Going, James E. Norman, and Russell Pate. “Defining Accelerometer Thresholds for Activity Intensities in Adolescent Girls.” Medicine and Science in Sports and Exercise 36.7 (2004):1259-1266Troiano, Richard P., David Berrigan, Kevin W. Dodd, Louise C. Masse, Timothy Tilert, Margaret McDowell, et al. “Physical Activity in the United States Measured by Accelerometer.” Medicine and Science in Sports and Exercise, 40.1 (2008):181-88. Varat, Michael S., and Stein E. Husher. “Vehicle Impact Response Analysis through the Use of Accelerometer Data.” In SAE World Congress, 2000. Walter, Patrick L. “The History of the Accelerometer”. Sound and Vibration (Mar. 1997): 16-22. Ward, Dianne S., Kelly R. Evenson, Amber Vaughn, Anne Brown Rodgers, Richard P. Troiano, et al. “Accelerometer Use in Physical Activity: Best Practices and Research Recommendations.” Medicine and Science in Sports and Exercise 37.11 (2005): S582-8. Yang, Chang-Ming, Jwu-Sheng Hu, Ching-Wen Yang, Chih-Chung Wu, and Narisa Chu. “Dancing Game by Digital Textile Sensor, Accelerometer and Gyroscope.” In IEEE International Games Innovation Conference. IEEE, 2011.Yoshioka, M., M. Ayabe, T. Yahiro, H. Higuchi, Y. Higaki, J. St-Amand, H. Miyazaki, Y. Yoshitake, M. Shindo, and H. Tanaka. “Long-Period Accelerometer Monitoring Shows the Role of Physical Activity in Overweight and Obesity.” International Journal of Obesity 29.5 (2005): 502-508.
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