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Journal articles on the topic 'Flying dance'

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1

Augugliaro, Federico, Angela P. Schoellig, and Raffaello D'Andrea. "Dance of the Flying Machines: Methods for Designing and Executing an Aerial Dance Choreography." IEEE Robotics & Automation Magazine 20, no. 4 (December 2013): 96–104. http://dx.doi.org/10.1109/mra.2013.2275693.

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고경희. "World View of Flying Deva Inherent in Goguryeo Dance." Journal of Korean Dance 33, no. 2 (August 2015): 1–30. http://dx.doi.org/10.15726/jkd.2015.33.2.001.

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3

Evangelista, C., P. Kraft, M. Dacke, T. Labhart, and M. V. Srinivasan. "Honeybee navigation: critically examining the role of the polarization compass." Philosophical Transactions of the Royal Society B: Biological Sciences 369, no. 1636 (February 19, 2014): 20130037. http://dx.doi.org/10.1098/rstb.2013.0037.

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Although it is widely accepted that honeybees use the polarized-light pattern of the sky as a compass for navigation, there is little direct evidence that this information is actually sensed during flight. Here, we ask whether flying bees can obtain compass cues derived purely from polarized light, and communicate this information to their nest-mates through the ‘waggle dance’. Bees, from an observation hive with vertically oriented honeycombs, were trained to fly to a food source at the end of a tunnel, which provided overhead illumination that was polarized either parallel to the axis of the tunnel, or perpendicular to it. When the illumination was transversely polarized, bees danced in a predominantly vertical direction with waggles occurring equally frequently in the upward or the downward direction. They were thus using the polarized-light information to signal the two possible directions in which they could have flown in natural outdoor flight: either directly towards the sun, or directly away from it. When the illumination was axially polarized, the bees danced in a predominantly horizontal direction with waggles directed either to the left or the right, indicating that they could have flown in an azimuthal direction that was 90° to the right or to the left of the sun, respectively. When the first half of the tunnel provided axial illumination and the second half transverse illumination, bees danced along all of the four principal diagonal directions, which represent four equally likely locations of the food source based on the polarized-light information that they had acquired during their journey. We conclude that flying bees are capable of obtaining and signalling compass information that is derived purely from polarized light. Furthermore, they deal with the directional ambiguity that is inherent in polarized light by signalling all of the possible locations of the food source in their dances, thus maximizing the chances of recruitment to it.
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Shafir, Sharoni, and Andrew B. Barron. "Optic flow informs distance but not profitability for honeybees." Proceedings of the Royal Society B: Biological Sciences 277, no. 1685 (December 16, 2009): 1241–45. http://dx.doi.org/10.1098/rspb.2009.1802.

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How do flying insects monitor foraging efficiency? Honeybees ( Apis mellifera ) use optic flow information as an odometer to estimate distance travelled, but here we tested whether optic flow informs estimation of foraging costs also. Bees were trained to feeders in flight tunnels such that bees experienced the greatest optic flow en route to the feeder closest to the hive. Analyses of dance communication showed that, as expected, bees indicated the close feeder as being further, but they also indicated this feeder as the more profitable, and preferentially visited this feeder when given a choice. We show that honeybee estimates of foraging cost are not reliant on optic flow information. Rather, bees can assess distance and profitability independently and signal these aspects as separate elements of their dances. The optic flow signal is sensitive to the nature of the environment travelled by the bee, and is therefore not a good index of flight energetic costs, but it provides a good indication of distance travelled for purpose of navigation and communication, as long as the dancer and recruit travel similar routes. This study suggests an adaptive dual processing system in honeybees for communicating and navigating distance flown and for evaluating its energetic costs.
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Berkowitz, Roger. "Drones and the Question of “The Human”." Ethics & International Affairs 28, no. 2 (2014): 159–69. http://dx.doi.org/10.1017/s0892679414000185.

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Domino's Pizza is testing “Domicopter” drones to deliver pizzas, which will compete with Taco Bell's “Tacocopter” drones. Not to be outdone, Amazon is working on an army of delivery drones that will cut out the postal service. In Denmark, farmers use drones to inspect fields for the appearance of harmful weeds, which reduces herbicide use as the drones directly apply pesticides only where it is needed. Environmentalists send drones into glacial caves or into deep waters, gathering data that would be too dangerous or expensive for human scientists to procure. Federal Express dreams of pilotless aerial and terrestrial drones that will transport goods more cheaply, reliably, and safely than vehicles operated by humans. Human rights activists deploy drones over conflict zones, intelligently searching for and documenting abuses for both rhetorical and legal purposes. Aid agencies send unmanned drones to villages deep in jungles or behind enemy lines, maneuvering hazardous terrain to bring food and supplies to endangered populations. Medical researchers are experimenting with injecting drone blood cells into humans that can mimic good cholesterol carriers or identify and neutralize cancerous cells. Parents in Vermont are using flying drones to accompany children to school, giving a whole new meaning to helicopter parenting. And Pilobolus, a New York dance company, has choreographed a dance in which drones and humans engage each other in the most human of acts: the creation of art.
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KITLV, Redactie. "Book reviews." Bijdragen tot de taal-, land- en volkenkunde / Journal of the Humanities and Social Sciences of Southeast Asia 167, no. 2-3 (2011): 333–69. http://dx.doi.org/10.1163/22134379-90003597.

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Jan J. Boersema, Beelden van Paaseiland: Over de duurzaamheid van een cultuur (H.J.M. Claessen) Henri Chambert-Loir (ed.), Sadur: Sejarah terjemahan di Indonesia dan Malaysia (E.P. Wieringa) Andrée Feillard and Rémy Madinier, The end of innocence? Indonesian Islam and the temptations of radicalism (Andy Fuller) Andrew Goss, The floracrats: State-sponsored science and the failure of Enlightenment in Indonesia (Andreas Weber) Rachel V. Harrison and Peter A. Jackson (eds), The ambiguous allure of the West: Traces of the colonial in Thailand (Luuk Knippenberg) Brigitta Hauser-Schäublin and I Wayan Ardika (eds), Burials, texts and rituals: Ethnoarchaeological investigations in North Bali, Indonesia (Thomas Reuter) Carolyn Hughes, Dependent communities: Aid and politics in Cambodia and East Timor (Helene Van Klinken) J.A. de Moor, Generaal Spoor: Triomf en tragiek van een legercommandant (Harry A. Poeze) Peter J. Rimmer and Howard Dick, The city in Southeast Asia: Patterns, processes and policy (Sheri Lynn Gibbings) Knut M. Rio and Olaf H. Smedal (eds), Hierarchy: Persistence and transformation in social formations (Toon van Meijl) Henry Spiller, Erotic triangles: Sundanese dance and masculinity in West Java (Paul H. Mason) Rupert Stasch, Society of others: Kinship and mourning in a West Papuan place (Anton Ploeg) Susanto Zuhdi, Sejarah Buton yang terabaikan: Labu rope labu wana (Muhammad Fuad) Terutomo Ozawa, The rise of Asia: The ‘flying geese’ theory of tandem growth and regional agglomeration (Mark Beeson) Uka Tjandrasasmita, Arkeologi Islam Nusantara (Hélène Njoto)
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Varsha, Rani, Sinha Ankit, and Kanaujia Amita. "Status, Distribution and Food Availability for Sarus Crane (Grus antigone) in Hassanganj and Bangarmau Tehsil under Unnao District, Uttar Pradesh, India." International Journal of Zoological Investigations 08, no. 01 (2022): 592–98. http://dx.doi.org/10.33745/ijzi.2022.v08i01.066.

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Almost all crane species rely on wetlands at some time during their annual life cycle, primarily for nesting but also for foraging and protective cover. Many species also have close affiliation with agricultural fields. The sarus cranes have coexisted with wetlands for thousands of years. The sarus crane is the tallest flying bird as categorized as Vulnerable species in the IUCN Red List of Threatened Species. Sarus crane (Grus antigone) is a large nonmigratory bird. Their primary habitat included wetlands, marshes and water bodies. But now these sarus cranes species have adapted to using agricultural lands and crops in some way – consuming waste grains or other crops, feeding in rice paddies, or foraging in pastures. The regular observation was done from July 2020 to September 2021 in Hassanganj and Bangarmau tehsil under Unnao district of Uttar Pradesh, India. Total number of individuals was counted by using point count method. Total number of 526 sarus crane were observed --Adults ( 384 ) and Juvenile (142 ). Most of the sarus were observed in agricultural fields and water bodies. Present study concluded that there are moderate number of sarus crane in Unnao district but they are under threat due to encroachment of wetlands and expanding agriculture. They play important role in maintaining ecological balance. Crop fields provide abundant, predictable, and often high-energy foods that can be particularly valuable during flight and mating dance behaviour and have literally fueled their growing populations .They are eternal symbol of unconditional love, devotion and good fortune with high degree of marital fidelity.
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Im, Mihyun. "A Study on Women’s Chivalry Painting(女俠圖) in the Late Joseon Dynasty." Paek-San Society 124 (December 31, 2022): 315–42. http://dx.doi.org/10.52557/tpsh.2022.124.315.

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First appearing in unofficial records during the Later Han period in China, Women’s Chivalry became a frequent topic of literature in the Tang Dynasty and fictions such as Hongsun and Sugeunrang garnered popularity. Later in the Ming Dynasty, illustrations were inspired by literature with women as protagonists based on the success of a variety of plays and novels, also resulting in artists producing paintings on Women’s Chivalry. Meanwhile in Joseon, as a result of two wars, chivalry was an emerging interest in literature, drawing attention to novels and paintings on Women’s Chivalry as well. Introduced in the Goryeo Dynasty, Chinese novels on Women’s Chivalry became widely popular and read and in the 17th century, and paintings on Women’s Chivalry such as Guyoung’s Yuhyupdo and Maeng Youngkwang’s Paegummiindo were circulated and appreciated among writers. In Korea, Women's Chivalry became a frequent topic of painting during the Late Joseon Dynasty with the main character of the Tang Dynasty’s novel Hongsun as a prominent inspiration. The reason for this prominence of Hongsun appears to be a combination of factors, including the impact of Chinese literature, the impact of artists such as Guyoung and Maeng Youngkwang and their paintings of Women’s Chivalry, and the association with naksindo paintings. Iconically, images reminiscent of sword dance were drawn with a beautiful woman holding a sword with her robe fluttering in the wind. Paintings of Women’s Chivalry in the Late Joseon Dynasty can be represented by eight paintings; iconically, the paintings can be classified into Maeng Youngkwang’s (孟永光, 1590-1648) style and Yunduseo’s (尹斗緖, 1668-1715) style. In Mangyunggwang’s paintings, the women produce a static atmosphere as she stands or sits gazing at somewhere, while in Yunduseo’s paintings, the paintings have a strong dynamic image as women are shown flying in the air motivated by a scene from a novel.
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Bull Christiansen, Lene. "Basim Mouhajid’s (non)immigrant celebrity: flying the flag ‘as a Dane’." Celebrity Studies 7, no. 3 (April 14, 2016): 405–11. http://dx.doi.org/10.1080/19392397.2016.1165939.

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10

Shaffer, Joyce. "Enhancing Neuroplasticity Is Urgent: Music and Dance for the UN/WHO Decade of Action for Healthy Ageing for All." Journal of Ageing and Longevity 2, no. 3 (June 22, 2022): 178–92. http://dx.doi.org/10.3390/jal2030015.

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This descriptive overview responds to a rising tide of reviews and RCTs which encourage evidence-based interventions from the first moments of life and across the life course that could increase the Flynn effect and improve global statistics on neurocognitive functioning with a healthspan that approximates longer lifespans. We need to learn more from our centenarians who achieve Healthy Ageing. Evolving neuroscience empowers us to drive neuroplasticity in a positive direction in ways that are associated with enhancing neurocognitive functioning across the entire lifespan for vigorous longevity. Music and Dance could meet these urgent needs in ways that also have physical, emotional, neurobiological, neurochemical, immunological, and social health benefits. Interventions using Music and Dance are likely to have high initial and ongoing use because people are more inclined to do what is fun, easy, free (or low cost), portable, and culturally adaptable.
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Azwar, Hendri. "POTENSI PENGEMBANGAN DAYA TARIK WISATA DI DESTINASI PARIWISATA IKAN SAKTI SUNGAI JANIAH KECAMATAN BASO KABUPATEN AGAM." JURNAL PENDIDIKAN DAN KELUARGA 9, no. 1 (June 1, 2017): 54. http://dx.doi.org/10.24036/jpk/vol9-iss1/45.

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ABSTRACT This study aims to analyze the potential development of a tourist attraction in Tourism Destinations of Ikan Sakti Sungai Janiah Kecamatan Baso Kabupaten Agam. This study used qualitative and SWOT analysis. The data source is Head of Tourism, Youth and Sports, the Chief Manager of Tourism Destinations, Community Leaders, and tourists. The techniques of data collection were through interviews, observation, and documentation. Data were analyzed qualitatively including reduction, data presentation, and conclusions. The results showed that the potential development of tourist attraction in this tourists destination is tracking, flying fox, fishing pond, bathhouse, camping area, playground, park, packaging art such as; Randai, dances, Debus, Talempong Pacik, Pupuik, Makan Bajamba, and Martial Arts Performances. Development strategies of a tourist attraction by optimizing the natural resources that already exist, giving training in tourism awareness to the community, building cooperation with local governments, managers and the public in the packaging of a tourist attraction, improve human resources by providing training and looking for investors in the development of tourist attraction, and increasing community involvement in the management of a tourist attraction.
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Lindgren, Allana. "Lisa Doolittle and Anne Flynn, eds. Dancing Bodies, Living Histories: New Writings about Dance and Culture." Theatre Research in Canada 22, no. 1 (September 2001): 105–9. http://dx.doi.org/10.3138/tric.22.1.105.

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Lindgren, Allana. "Lisa Doolittle and Anne Flynn, eds. Dancing Bodies, Living Histories: New Writings about Dance and Culture." Theatre Research in Canada 22, no. 1 (September 2001): 105–9. http://dx.doi.org/10.3138/tric.22.1.105.

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14

Shapoval, Oksana. "Theory of communication in the space of philosophy and scientific thought as a determinant of the analysis of R. Wagner’s creative process." Aspects of Historical Musicology 16, no. 16 (September 15, 2019): 52–76. http://dx.doi.org/10.34064/khnum2-16.03.

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Background. The knowledge about R. Wagner has now acquired the status of a significant component of not only music, but also philosophy, cultural studies, literary studies, and in studies the authors address to the intonation-conceptual and philosophical foundations of the artistic concepts of the German composer. Such universality has a basis in the substantial depths of Wagner’ works, which are the embodiment of myth-making, the conceptual ideas of Gesamtkunstwerk and Kunstreligion. Objectives. The purpose of the research is to determine the scientific basis for the implementation of the theory of communication as determinants of the analysis of the creative process by R. Wagner through the prism of the heuristic quest of the genius composer and the inclusion of his achievements in the continuum of culture. Methods. In knowledge about R. Wagner methodological importance have the works of the famous scientist M. Cherkashyna-Gubarenko. The researcher examines the conceptual foundations of R. Wagner’s work: finds the influence of the German composer on the artistic formation of S. Prokofiev, reveals in the works by R. Wagner evangelical motifs, the Faustian model, which is a reflection of the archetypes, the problem of the embodiment of his works in the Opera house of today. Significant representative of knowledge about R. Wagner, the author of the doctoral thesis, the focus of which is the Opera the «Flying Dutchman» is E. Roschenko. Analyzing the embodiment of mythology in the musical art, scientist addressed to the conceptual foundations of the artistic practice of the great mythmaker R. Wagner. Great importance in the understanding of cognitive and communicative activity of Wagner plays familiarization with his euristic quest, which was carried out through the study of the music and book editions. Materials about the libraries of Wagner transferred to the archive of the Kharkiv Wagner society by M. Eger in the form of manuscript. The results of his research contribute to the expansion of ideas about Wagner’s universalism, which, in turn, allows us to hunting the principle of the composer – Gesamtkunstwerk – as not only a union of music, poetry and dance, but comprehensive intellectual and spiritual synthesis. Results. In science, there are many approaches to the study of communication. This publication highlights the scientific provisions that are methodologically important in the study of the process of communicative and creative process of the artist. The roots of the theory of communication reach antiquity. Therefore, first of all addressing to them, correlating philosophical reflections of ancient Greek thinkers with scientific and philosophical thought regarding the understanding of these processes in subsequent eras from the perspective of the chosen discourse of the proposed research. The dialectical method of Socrates, justified by Plato, involves the acquisition of true knowledge through reasoning in the form of questions and answers that can be carried out in conversation with the interlocutor or with yourself, in the process of knowledge or self-knowledge. R. Wagner was reflectional artist, a sage who came to know themselves in unity with the being of the world, the idea is constantly addressing the question of the meaning of human existence and finding it on various options of response. The metaplot of his works delineates reflections on the imperfection of mortal existence, eternal desire for freedom and immortality. R. Wagner’s reflections are related to philosophical reasons of thinkers, but they are expressed in terms of the artistic concept of the work, where the composer reveals his own philosophical beliefs, placing the characters in the realities of ontological reality. Therefore, we can conclude that the infinite knowledge and self-knowledge of the German master is expressed in the form of artistic and philosophical reflection. Wagner’s creative work gradually reveals its depths through its inclusion in the public consciousness, where it finds a lot of interpretative readings; carried out by directors and performers, music lovers and opera audience, reviewers and researchers. The texts of the works of the German genius are in the focus of the interpreters active attention in the conditions of the modern Director’s Opera house, where they appear as an initial source, prompting the search and actualization of deep meanings, which is facilitated by the artistic and conceptual content of these works. Creativity of R. Wagner is included in the communicative and creative process, which is carried out in a dialogue in the big time (concept by M. Bakhtin). In turn, the German genius acted in this process not only as a communicator, but also as a comunicant, as evidenced, in particular, by the reflection recorded on the pages of his publications (an appeal to humanity and at the same time an imaginary conversation with outstanding personalities of the past and present). Conclusions. Consideration of R. Wagner’s creative work and thought through the prism of artistic and philosophical reflection, allows us to interpret dialogue as an endless search for truth, which takes its multiplicity, despite the composer’s desire to find episteme knowledge. Texts by R. Wagner are the embodiment of the author’s picture of the world, which reflects the conceptual ideas of the composer, included in the dialogue in the big time. The tracking of the semantic content of a literary text often generates new meanings, since this process is subjective, which bears the imprint of the interpretation’s perception. In the creative work of R. Wagner, there is an operation with symbols that means by composer as a «significant game», during which there is a comprehension of archetypal information and the generation on its basis of new meanings that arise as a result of knowledge through myth. The author sees the prospect of further research in the present consideration of R. Wagner’s creative work from the standpoint of the theory of communication, covering the level of social existence of the composer and onto-communication in his operas – display of ontological processes of the Universe.
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Flynn, Michael J., Patrick van Berkel, Francesca Zammarchi, Jean-Noel Levy, Arnaud Tiberghien, Luke A. Masterson, François D'Hooge, et al. "Pre-Clinical Activity of Adct-301, a Novel Pyrrolobenzodiazepine (PBD) Dimer-Containing Antibody Drug Conjugate (ADC) Targeting CD25-Expressing Hematological Malignancies." Blood 124, no. 21 (December 6, 2014): 4491. http://dx.doi.org/10.1182/blood.v124.21.4491.4491.

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Abstract Interleukin-2 receptor-α (IL2R-α, CD25), one of a heterotrimer that makes up the IL2R, plays a key role in signal transduction pathways involved in the pathogenesis of autoimmunity and graft rejection (Burchill et al Immunol Lett 2007). In addition, the preponderance of CD25+ cells in hematological malignancies (Srivastava et al Leuk Lymphoma 1994) and the relationship between increased CD25 expression and poor prognosis (Yoshida et al PLoS One 2013) raise the possibility of using an anti-CD25 antibody to deliver a cytotoxin to these cells in patients. Clinical proof of concept for treatment of CD25-positive malignancies has previously been established using radio-immunoconjugates (Dancey et al Clin Cancer Res 2009) and immunotoxins (Kreitman et al J Clin Oncol 2000) utilising antibodies basiliximab and daclizumab. ADCT-301 is an ADC composed of a recombinant human IgG1, HuMax®-TAC against human CD25 attached to a PBD warhead. The drug-antibody ratio is 2.3 ± 0.3. ADCT-301 was potently cytotoxic against CD25-expressing anaplastic large cell lymphoma lines SUDHL1 (341,000 CD25 copies/cell, GI50 0.7 ng/ml) and Karpas 299 (112,000 copies/cell, GI50 3.9 ng/ml) and Hodgkin's lymphoma line L540 (91,000 copies/cell, GI50 3.9 ng/ml). In contrast, CD25-negative Burkitt's lymphoma line, Daudi, gave a GI50 >> 1 mg/ml. The released PBD dimer warhead induces highly cytotoxic interstrand cross-links in the DNA minor groove. Unique to this class of ADCs, the single cell gel electrophoresis (comet) assay can therefore be used as a pharmacodynamic endpoint. For ADCT-301, cross-link formation was dose dependent and the peak of cross-linking occurred 16 to 24 hours after a 2 hour exposure of Karpas 299 cells. In vivo, ADCT-301 demonstrated dose-dependent antitumor activity against SUDHL1 and Karpas 299 xenograft and disseminated models. For example, ADCT-301 at a single dose of 0.2 mg/kg significantly delayed Karpas 299 tumor growth compared to vehicle-treated and isotype control ADC-treated mice, and at 0.4 and 0.6 mg/kg gave 3/10 and 10/10 tumor-free survivors, respectively (Figure A). 10/10 tumor-free survivors were also observed at a single dose of 0.5 mg/kg, whereas Adcetris gave only a modest delay in mean tumor growth at a single dose of 0.5 mg/kg despite this tumor expressing three times the level of Adcetris target CD30 antigen compared to CD25 (Figure B). ADCT-301 was well tolerated with no signs of toxicity at 6 mg/kg, currently the highest dose tested. Together, these data clearly demonstrate the potent antitumor activity of ADCT-301 against CD25-expressing hematological tumors and warrants the rapid development of this agent into the clinic. Figure 1A B Figure 1A B. Disclosures Flynn: Medimmune: Employment. van Berkel:ADC Therapeutics Sarl: Employment, Equity Ownership, Patents & Royalties. Zammarchi:ADC Therapeutics Sarl: Employment. Levy:Medimmune: Employment. Tiberghien:Medimmune: Employment, Patents & Royalties. Masterson:Medimmune: Employment. D'Hooge:Medimmune: Employment. Adams:Medimmune: Employment. Williams:Medimmune: Employment. Howard:ADC Therapeutics Sarl: Equity Ownership, Patents & Royalties. Hartley:Medimmune: Employment, Equity Ownership, Patents & Royalties; ADC Therapeutics Sarl: Equity Ownership, Patents & Royalties.
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Esatbeyoglu, Ferhat, TN Kirk, and Justin A. Haegele. "“Like I’m flying”: Capoeira dance experiences of youth with visual impairments." British Journal of Visual Impairment, November 25, 2021, 026461962110597. http://dx.doi.org/10.1177/02646196211059756.

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Participation in dance programs is associated with physical and psychosocial health among individuals with and without disabilities. However, literature centered on the dance participation experiences of youth with visual impairment remains scarce. Therefore, the purpose of this study was to explore the experiences of youth with visual impairments in a 3-week capoeira dance program. Fourteen adolescents with visual impairments (eight boys, six girls, aged 13–18 years old) were selected for participation in this qualitative inquiry. Participants engaged in a specially designed capoeira dance program led by trained instructors and volunteers in a metropolitan area in Turkey. The primary sources of data were semi-structured participant interviews completed after the conclusion of the program. Data were analyzed using a six-step thematic approach and recurrent themes were presented as findings. The authors constructed three themes in the data: (a) “capoeira makes me feel like I’m flying”: fun and freedom learning capoeira; (b) “I’ve never had this kind of close relationship with somebody”: relationships in capoeira training; and (c) “I’m a blind dancer. I did it, right?”: learning capoeira through sound and touch. Together, these findings indicate that dance programs such as capoeira can provide an opportunity for social connection, enjoyment, and physical activity for youth with visual impairments.
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Ananda, Elvi Rizki. "Bentuk Penyajian Tari Atu Belah pada Masyarakat Gayo Kabupaten Aceh Tengah." Gesture : Jurnal Seni Tari 5, no. 1 (April 7, 2016). http://dx.doi.org/10.24114/senitari.v5i1.3600.

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This research is the study of the form of presentation of dance parties, Or oncommunity Gayo in Aceh Tengah. The purpose of this study was to describe theform of the presentation of dance parties, Or on community Gayo in AcehTengah.In this discussion the researchers use theories related to research topics such as thesense of dance parties, Or, the theory of form and presentation of the theory.The methods used to discuss the form of the presentation of dance parties, Or oncommunities of Central Aceh Gayo is a descriptive analysis method. This researchpopulation and at the same time be a sample that is custom figures, artists, anddancers. Data collection techniques include the study of librarianship, interview,observation, and documentation. Data analysis techniques using qualitativedeskriftif.Based on research is a dance which depicts a convoluted story of Atu grief of amother. This dance was created in 1956 by Ibrahim Kadir. Examine the formpresentation at dance parties, Atu would discuss all elements include motionconsists of three parts, namely persalamen (opener), stages comprising the contentof the motion of the lompong fly (flying locust), nuet lompong (taking thelocusts), nero manganese (ask for a meal), lompong fly (flying locust), ulakmungaro (home to hunt), the benges (angry), Ilapahe (cut), mupancur rayoh (theblood gushed out), gunah (sad), mongot sebuku (crying), nunung jematue (followthe mother) beloh, musangka (ran away), wet tedoh weh (stop taking water), belohnyerah lives (go submit lives), restless, mujadi atu (stones), and penutupen(cover). The accompaniment is poetry. Clothing worn in men's clothing namelyfiligree motif while the female dancers use the kebaya. Property that is used like amachete. Makeup used makeup. The theme of the dance is a dramatic danceparties, Or where the dance contains the story and the message conveyed. Thepattern of the floor which is used there are eighteen floor patterns. The stage wasused in dance Or Side often appears on stages using just a simple lamp
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Bar, Anat, Johanna Czamanski-Cohen, and Judith Dita Federman. "I Feel Like I Am Flying and Full of Life: Contemporary Dance for Parkinson’s Patients." Frontiers in Psychology 12 (July 5, 2021). http://dx.doi.org/10.3389/fpsyg.2021.623721.

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Parkinson’s is a neurodegenerative disease characterized by motor and non-motor symptoms which are strongly associated with patients’ quality of life, affecting social skills and support. It strikes not only the motor abilities but may harm cognitive and emotional functioning. For the past 15 years, contemporary dance has been employed as an intervention to help people diagnosed with Parkinson’s disease cope physically and mentally by way of motor, vestibular, and sensory stimulation as well as social interaction. In this study we aimed to examine psychological flexibility, creative self-efficacy and quality of life of Parkinson’s patients participating in contemporary dance sessions. To obtain this goal we conducted a cross-sectional comparative study of 50 Parkinson’s patients aged 50–87 years, half of which had been participating for at least 3 months once a week, in contemporary dance classes, and the matched controls participated in a verbal support group. Study participants completed questionnaires after participating in a dance class (Intervention) or in a support group (control). Participants in the intervention group were also asked to answer three open-ended questions that examined the experience of participating in contemporary dance classes. We found that psychological flexibility and quality of life were significantly higher in the dance class participants. Participants reported positive changes that occur in their overall feeling and quality of life following their participation in dance classes. Since PD patients’ experiences are deeply embedded in the body, it is significant to explore the use of movement in treatment. The importance of the study is in its potential to highlight the relationship between psychological flexibility and quality of life and to increase awareness of clinicians treating Parkinson’s patients to the importance of incorporating dance as an inherent part of a multidisciplinary team effort.
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Sacko, Ryan S., Cate Egan, Dan Michael, Erin Moore, Nicole Kaysing, Keith Brazendale, and Collin A. Webster. "Activity Levels of College Students Enrolled in Physical Activity Courses." American Journal of Health Studies 32, no. 3 (July 1, 2017). http://dx.doi.org/10.47779/ajhs.2017.85.

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This study examined the amount of PA (physical activity) students obtain during college PA class-es and reasons for enrolling in classes. Accelerometers measured PA levels of participants (n=66) in nineclasses (archery, flying-disc, jogging, karate, spinning, swing dance, weight-training, Tai Chi, yoga) acrosssix time points during one semester. Only one (flying-disc, period 3) of the 54 class periods accumulatedenough PA to meet PA recommendations. Participants indicated reasons (e.g., increase PA) for takingthe courses. Students did not obtain high levels of PA during course meeting times. College PA instructorsshould design courses to maximize time spent in PA.
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Quezada, Noemí. "La danza del volador y algunas creencias de Tempoal en el siglo XVIII." Tlalocan 7 (April 30, 2013). http://dx.doi.org/10.19130/iifl.tlalocan.1977.18.

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In a 1783 report preserved in the papers of the Inquisition at the Archivo General de la Nacion, Mexico, the parish priest of Tempoal, Panuco, Veracruz, denounces a number of unorthodox practices in his village. They are: corruption of Catholic teachings, pagan medical practices, the celebration of feasts centered about the flying pole dance, unorthodox ideas about the afterlife, and beliefs in the evil eye and ailments caused by the "loss of shadow".
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Ohlinger, Bradley D., Roger Schürch, Sharif Durzi, Parry M. Kietzman, Mary R. Silliman, and Margaret J. Couvillon. "Honey Bees (Hymenoptera: Apidae) Decrease Foraging But Not Recruitment After Neonicotinoid Exposure." Journal of Insect Science 22, no. 1 (January 1, 2022). http://dx.doi.org/10.1093/jisesa/ieab095.

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Abstract Honey bees (Linnaeus, Hymenoptera: Apidae) are widely used as commercial pollinators and commonly forage in agricultural and urban landscapes containing neonicotinoid-treated plants. Previous research has demonstrated that honey bees display adverse behavioral and cognitive effects after treatment with sublethal doses of neonicotinoids. In laboratory studies, honey bees simultaneously increase their proportional intake of neonicotinoid-treated solutions and decrease their total solution consumption to some concentrations of certain neonicotinoids. These findings suggest that neonicotinoids might elicit a suboptimal response in honey bees, in which they forage preferentially on foods containing pesticides, effectively increasing their exposure, while also decreasing their total food intake; however, behavioral responses in semifield and field conditions are less understood. Here we conducted a feeder experiment with freely flying bees to determine the effects of a sublethal, field-realistic concentration of imidacloprid (IMD) on the foraging and recruitment behaviors of honey bees visiting either a control feeder containing a sucrose solution or a treatment feeder containing the same sucrose solution with IMD. We report that IMD-treated honey bees foraged less frequently (–28%) and persistently (–66%) than control foragers. Recruitment behaviors (dance frequency and dance propensity) also decreased with IMD, but nonsignificantly. Our results suggest that neonicotinoids inhibit honey bee foraging, which could potentially decrease food intake and adversely affect colony health.
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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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"Resource Reviews: Flying Easy, Audiocassette/Book Program, Aerobic Dance-Exercise Instructor Manual, the Smoker's Book of Health, Videocycle Video Exercise Programs for Stationary Cycling 60-Minute Tape, The Health Fitness Professionals (One of Six Films from “Survival of the Fittest Series”)." American Journal of Health Promotion 2, no. 2 (September 1987): 81–83. http://dx.doi.org/10.4278/0890-1171-2.2.81.

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King, Emerald, and Monika Winarnita. "Fashioning Gender in Asia and Beyond." M/C Journal 25, no. 4 (October 7, 2022). http://dx.doi.org/10.5204/mcj.2933.

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Walk, walk, fashion babyWork it, move that b***h crazy — Lady Gaga, “Bad Romance” There's a brand new dance but I don't know its nameThat people from bad homes do again and againIt's big and it's bland, full of tension and fearThey do it over there but we don't do it hereFashion! Turn to the leftFashion! Turn to the right — David Bowie, “Fashion” Piece by pieceMy emotions are glued togetherYou’re a new patternSent towards one another: We have a secretive and thrilling motionOoh ooh ooh, you are my fashion — TaeYeon, “Fashion” The word ‘fashion’ conjures images of glitzy 90s supermodels stomping down a catwalk, a flock of Victoria Secret Angels flying in formation, or a crew of K-pop girl and boy bands sporting the latest looks and setting trends in hair, makeup, and fitness. In an age of Instafame and TikTok influencers, it is easy to view ‘fashion’ purely as something trivial or fleeting. We might talk of the latest fashions, or the ‘centuries old’ traditions of regional and folk garments. Fashion can mean the manner in which something is done or a fashionable way of thinking. It can also be used to discuss how things are created or fabricated, from heavy metals used in technology to lightweight garment fabrics and trims. Much of fashion studies focusses on Europe and North America, with the Fédération Française de la Couture (French Federation of Fashion and of Ready-to-Wear Couturiers and Fashion Designers) still holding sway over haute couture houses. If East Asian and South East Asian fashion is mentioned, it is usually in terms of textiles and manufacturing rather than couture or innovation. However, Japanese designer Hanae Mori (1026-2022) was the first Asian woman to be admitted as a design house to the Fédération in 1951. Mori notably had the patronage of Empress Masako, Hillary Clinton, Nancy Reagan and Grace Kelly. More recently, Chinese designer Guo Pei (b. 1967) was the first Asian designer to be invited as a guest member of the Chambre Syndicale de la Haute Couture (Trade Association of High Fashion) as part of the Fédération. We started this editorial with lyrics to pop and K-pop songs that reference fashion, but anyone familiar with Guo Pei will be aware of her rise in the popular zeitgeist when Bajan singer Rhianna attended the 2015 Met Gala in a 2008 yellow fur gown that weighed 25 kilos. However, fashion is also a place of protest and resistance. We need only look at the current protests in Iran which have seen women burn their hijabs in public after 22-year-old Mahsa Amini was arrested in September for allegedly breaking the country’s dress code, and mysteriously died in custody. At the time of writing, at least 83 people, including children, have been killed in the protests which are, above all, about a woman’s right to control her body and her clothing choices. The theme for this issue is drawn from the 2021 “Fashioning Gender in Asia” Women in Asia conference, convened by the Asian Studies Association of Australia (ASAA) Women’s Forum by Dr Emerald L. King, Dr Wendy Mee, Associate Professor Kerstin Steiner, and Associate Professor Sallie Yea. With much of the world’s textile and clothing production located in Asia, the theme for this issue lends itself to a wide interpretation of ‘fashion’ such as the slow fashion movement, garment construction, haute couture, cosplay and ‘bounding’, and gender expression through clothing. In this issue, we consider how bodies are fashioned and re-fashioned through social pressure, protest, resistance, and illness. We also consider how fashion and fashioning the body across time and space have become contested symbols not only of persona, gender, or sexualised bodies, but also of national identity or of how the nation is embodied through fashion. We begin with a feature article by Monika Winarnita, Sharyn Graham Davies, and Nicholas Herriman which looks at how Indonesian policewomen’s bodies are clothed and controlled in their role as border control and symbol of the nation. This article was based on a plenary talk by Sharyn Graham Davies for the 2021 Women in Asia Conference described above. Kathryn M. Tanaka discusses the importance of maintaining individual identity through dress and makeup in the face of institutionalisation and loss of self after a diagnosis of Hansen’s disease in turn-of-the-century Japan. Michelle Aung Thin reveals how secret fashion shoots in 70s Myanmar were an act of resistance and rebellion that is mirrored by current-day campaigners during the 2021 coup d’état. Carmen Sapunaru Tamas draws back the curtain on the glamourous world of Taisu Engeki in Japan, positing that this relatively unknown form of performance is just as valid as its more respected cousins kabuki, noh, and drag. In stark contrast, Robyn Gulliver discusses how ordinary tote bags and t-shirts have become a space of everyday protest in Australasia. Arnoud Arps looks at the performance of memory by Indonesian re-enactor groups who create modern-day interpretations of key moments during the turbulent and violent war for independence between 1943 and 1949. Megan Catherine Rose, Haruka Kurebayashi, and Rei Saionji return to Japan, where they investigate the affective potential of the ensembles created by Harajuku and decora street style practitioners. Moving from the streets of Japan to China, Amber Patterson-Ooi and Natalie Araujo look at how designers such as Guo Pei can use haute couture to interrogate and explore specific cultural imaginaries as well as the nature of gender and the socio-political climate in contemporary China. We close with an excerpt from Denise N. Rall’s 2022 edited collection, Fashion, Women, and Power: The Politics of Dress, which traverses the globe in its critique of power dressing and gender.
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Vavasour, Kris. "Pop Songs and Solastalgia in a Broken City." M/C Journal 20, no. 5 (October 13, 2017). http://dx.doi.org/10.5204/mcj.1292.

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IntroductionMusically-inclined people often speak about the soundtrack of their life, with certain songs indelibly linked to a specific moment. When hearing a particular song, it can “easily evoke a whole time and place, distant feelings and emotions, and memories of where we were, and with whom” (Lewis 135). Music has the ability to provide maps to real and imagined spaces, positioning people within a larger social environment where songs “are never just a song, but a connection, a ticket, a pass, an invitation, a node in a complex network” (Kun 3). When someone is lost in the music, they can find themselves transported somewhere else entirely without physically moving. This can be a blessing in some situations, for example, while living in a disaster zone, when almost any other time or place can seem better than the here and now. The city of Christchurch, New Zealand was hit by a succession of damaging earthquakes beginning with a magnitude 7.1 earthquake in the early hours of 4 September 2010. The magnitude 6.3 earthquake of 22 February 2011, although technically an aftershock of the September earthquake, was closer and shallower, with intense ground acceleration that caused much greater damage to the city and its people (“Scientists”). It was this February earthquake that caused the total or partial collapse of many inner city buildings, and claimed the lives of 185 people. Everybody in Christchurch lost someone or something that day: their house or job; family members, friends, or colleagues; the city as they knew it; or their normal way of life. The broken central city was quickly cordoned off behind fences, with the few entry points guarded by local and international police and armed military personnel.In the aftermath of a disaster, circumstances and personal attributes will influence how people react, think and feel about the experience. Surviving a disaster is more than not dying, “survival is to do with quality of life [and] involves progressing from the event and its aftermath, and transforming the experience” (Hodgkinson and Stewart 2). In these times of heightened stress, music can be a catalyst for sharing and expressing emotions, connecting people and communities, and helping them make sense of what has happened (Carr 38; Webb 437). This article looks at some of the ways that popular songs and musical memories helped residents of a broken city remember the past and come to terms with the present.BackgroundExisting songs can take on new significance after a catastrophic event, even without any alteration. Songs such as Do You Know What It Means to Miss New Orleans? and Prayer for New Orleans have been given new emotional layers by those who were displaced or affected by Hurricane Katrina (Cooper 265; Sullivan 15). A thirty year-old song by Randy Newman, Louisiana, 1927, became something of “a contemporary anthem, its chorus – ‘Louisiana, they’re trying to wash us away’ – bearing new relevance” (Blumenfeld 166). Contemporary popular songs have also been re-mixed or revised after catastrophic events, either by the original artist or by others. Elton John’s Candle in the Wind and Beyonce’s Halo have each been revised twice by the artist after tragedy and disaster (Doyle; McAlister), while radio stations in the United States have produced commemorative versions of popular songs to mark tragedies and their anniversaries (Beaumont-Thomas; Cantrell). The use and appreciation of music after disaster is a reminder that popular music is fluid, in that it “refuses to provide a uniform or static text” (Connell and Gibson 3), and can simultaneously carry many different meanings.Music provides a soundtrack to daily life, creating a map of meaning to the world around us, or presenting a reminder of the world as it once was. Tia DeNora explains that when people hear a song that was once heard in, and remains associated with, a particular time and place, it “provides a device for unfolding, for replaying, the temporal structure of that moment, [which] is why, for so many people, the past ‘comes alive’ to its soundtrack” (67). When a community is frequently and collectively casting their minds back to a time before a catastrophic change, a sense of community identity can be seen in the use of, and reaction to, particular songs. Music allows people to “locate themselves in different imaginary geographics at one and the same time” (Cohen 93), creating spaces for people to retreat into, small ‘audiotopias’ that are “built, imagined, and sustained through sound, noise, and music” (Kun 21). The use of musical escape holes is prevalent after disaster, as many once-familiar spaces that have changed beyond recognition or are no longer able to be physically visited, can be easily imagined or remembered through music. There is a particular type of longing expressed by those who are still at home and yet cannot return to the home they knew. Whereas nostalgia is often experienced by people far from home who wish to return or those enjoying memories of a bygone era, people after disaster often encounter a similar nostalgic feeling but with no change in time or place: a loss without leaving. Glenn Albrecht coined the term ‘solastalgia’ to represent “the form of homesickness one experiences when one is still at home” (35). This sense of being unable to find solace in one’s home environment can be brought on by natural disasters such as fire, flood, earthquakes or hurricanes, or by other means like war, mining, climate change or gentrification. Solastalgia is often felt most keenly when people experience the change first-hand and then have to adjust to life in a totally changed environment. This can create “chronic distress of a solastalgic kind [that] would persist well after the acute phase of post-traumatic distress” (Albrecht 36). Just as the visible, physical effects of disaster last for years, so too do the emotional effects, but there have been many examples of how the nostalgia inherent in a shared popular music soundtrack has eased the pain of solastalgia for a community that is hurting.Pop Songs and Nostalgia in ChristchurchIn September 2011, one year after the initial earthquake, the Bank of New Zealand (BNZ) announced a collaboration with Christchurch hip hop artist, Scribe, to remake his smash hit, Not Many, for charity. Back in 2003, Not Many debuted at number five on the New Zealand music charts, where it spent twelve weeks at number one and was crowned ‘Single of the Year’ (Sweetman, On Song 164). The punchy chorus heralded Scribe as a force to be reckoned with, and created a massive imprint on New Zealand popular culture with the line: “How many dudes you know roll like this? Not many, if any” (Scribe, Not Many). Music critic, Simon Sweetman, explains how “the hook line of the chorus [is now] a conversational aside that is practically unavoidable when discussing amounts… The words ‘not many’ are now truck-and-trailered with ‘if any’. If you do not say them, you are thinking them” (On Song 167). The strong links between artist and hometown – and the fact it is an enduringly catchy song – made it ideal for a charity remake. Reworded and reworked as Not Many Cities, the chorus now asks: “How many cities you know roll like this?” to which the answer is, of course, “not many, if any” (Scribe/BNZ, Not Many Cities). The remade song entered the New Zealand music charts at number 36 and the video was widely shared through social media but not all reception was positive. Parts of the video were shot in the city’s Red Zone, the central business district that was cordoned off from public access due to safety concerns. The granting of special access outraged some residents, with letters to the editor and online commentary expressing frustration that celebrities were allowed into the Red Zone to shoot a music video while those directly affected were not allowed in to retrieve essential items from residences and business premises. However, it is not just the Red Zone that features: the video switches between Scribe travelling around the broken inner city on the back of a small truck and lingering shots of carefully selected people, businesses, and groups – all with ties to the BNZ as either clients or beneficiaries of sponsorship. In some ways, Not Many Cities comes across like just another corporate promotional video for the BNZ, albeit with more emotion and a better soundtrack than usual. But what it has bequeathed is a snapshot of the city as it was in that liminal time: a landscape featuring familiar buildings, spaces and places which, although damaged, was still a recognisable version of the city that existed before the earthquakes.Before Scribe burst onto the music scene in the early 2000s, the best-known song about Christchurch was probably Christchurch (in Cashel St. I wait), an early hit from the Exponents (Mitchell 189). Initially known as the Dance Exponents, the group formed in Christchurch in the early 1980s and remained local and national favourites thanks to a string of hits Sweetman refers to as “the question-mark songs,” such as Who Loves Who the Most?, Why Does Love Do This to Me?, and What Ever Happened to Tracey? (Best Songwriter). Despite disbanding in 1999, the group re-formed to be the headline act of ‘Band Together’—a multi-artist, outdoor music event organised for the benefit of Christchurch residents by local musician, Jason Kerrison, formerly of the band OpShop. Attended by over 140,000 people (Anderson, Band Together), this nine-hour event brought joy and distraction to a shaken and stressed populace who, at that point in time (October 2010), probably thought the worst was over.The Exponents took the stage last, and chose Christchurch (in Cashel St. I Wait) as their final number. Every musician involved in the gig joined them on stage and the crowd rose to their feet, singing along with gusto. A local favourite since its release in 1985, the verses may have been a bit of a mumble for some, but the chorus rang out loud and clear across the park: Christchurch, In Cashel Street I wait,Together we will be,Together, together, together, One day, one day, one day,One day, one day, one daaaaaay! (Exponents, “Christchurch (in Cashel St. I Wait)”; lyrics written as sung)At that moment, forming an impromptu community choir of over 100,000 people, the audience was filled with hope and faith that those words would come true. Life would go on and people would gather together in Cashel Street and wait for normality to return, one day. Later the following year, the opening of the Re:Start container mall added an extra layer of poignancy to the song lyrics. Denied access to most of the city’s CBD, that one small part of Cashel Street now populated with colourful shipping containers was almost the only place in central Christchurch where people could wait. There are many music videos that capture the central city of Christchurch as it was in decades past. There are some local classics, like The Bats’ Block of Wood and Claudine; The Shallows’ Suzanne Said; Moana and the Moahunters’ Rebel in Me; and All Fall Down’s Black Gratten, which were all filmed in the 1980s or early 1990s (Goodsort, Re-Live and More Music). These videos provide many flashback moments to the city as it was twenty or thirty years ago. However, one post-earthquake release became an accidental musical time capsule. The song, Space and Place, was released in February 2013, but both song and video had been recorded not long before the earthquakes occurred. The song was inspired by the feelings experienced when returning home after a long absence, and celebrates the importance of the home town as “a place that knows you as well as you know it” (Anderson, Letter). The chorus features the line, “streets of common ground, I remember, I remember” (Franklin, Mayes, and Roberts, Space and Place), but it is the video, showcasing many of the Christchurch places and spaces only recently lost to the earthquakes, that tugs at people’s heartstrings. The video for Space and Place sweeps through the central city at night, with key heritage buildings like the Christ Church Cathedral, and the Catholic Basilica lit up against the night sky (both are still damaged and inaccessible). Producer and engineer, Rob Mayes, describes the video as “a love letter to something we all lost [with] the song and its lyrics [becoming] even more potent, poignant, and unexpectedly prescient post quake” (“Songs in the Key”). The Arts Centre features prominently in the footage, including the back alleys and archways that hosted all manner of night-time activities – sanctioned or otherwise – as well as many people’s favourite hangout, the Dux de Lux (the Dux). Operating from the corner of the Arts Centre site since the 1970s, the Dux has been described as “the city’s common room” and “Christchurch’s beating heart” by musicians mourning its loss (Anderson, Musicians). While the repair and restoration of some parts of the Arts Centre is currently well advanced, the Student Union building that once housed this inner-city social institution is not slated for reopening until 2019 (“Rebuild and Restore”), and whether the Dux will be welcomed back remains to be seen. Empty Spaces, Missing PlacesA Facebook group, ‘Save Our Dux,’ was created in early March 2011, and quickly filled with messages and memories from around the world. People wandered down memory lane together as they reminisced about their favourite gigs and memorable occasions, like the ‘Big Snow’ of 1992 when the Dux served up mulled wine and looked more like a ski chalet. Memories were shared about the time when the music video for the Dance Exponents’ song, Victoria, was filmed at the Dux and the Art Deco-style apartment building across the street. The reminiscing continued, establishing and strengthening connections, with music providing a stepping stone to shared experience and a sense of community. Physically restricted from visiting a favourite social space, people were converging in virtual hangouts to relive moments and remember places now cut off by the passing of time, the falling of bricks, and the rise of barrier fences.While waiting to find out whether the original Dux site can be re-occupied, the business owners opened new venues that housed different parts of the Dux business (live music, vegetarian food, and the bars/brewery). Although the fit-out of the restaurant and bars capture a sense of the history and charm that people associate with the Dux brand, the empty wasteland and building sites that surround the new Dux Central quickly destroy any illusion of permanence or familiarity. Now that most of the quake-damaged buildings have been demolished, the freshly-scarred earth of the central city is like a child’s gap-toothed smile. Wandering around the city and forgetting what used to occupy an empty space, wanting to visit a shop or bar before remembering it is no longer there, being at the Dux but not at the Dux – these are the kind of things that contributed to a feeling that local music writer, Vicki Anderson, describes as “lost city syndrome” (“Lost City”). Although initially worried she might be alone in mourning places lost, other residents have shared similar experiences. In an online comment on the article, one local resident explained how there are two different cities fighting for dominance in their head: “the new keeps trying to overlay the old [but] when I’m not looking at pictures, or in seeing it as it is, it’s the old city that pushes its way to the front” (Juniper). Others expressed relief that they were not the only ones feeling strangely homesick in their own town, homesick for a place they never left but that had somehow left them.There are a variety of methods available to fill the gaps in both memories and cityscape. The Human Interface Technology Laboratory New Zealand (HITLab), produced a technological solution: interactive augmented reality software called CityViewAR, using GPS data and 3D models to show parts of the city as they were prior to the earthquakes (“CityViewAR”). However, not everybody needed computerised help to remember buildings and other details. Many people found that, just by listening to a certain song or remembering particular gigs, it was not just an image of a building that appeared but a multi-sensory event complete with sound, movement, smell, and emotion. In online spaces like the Save Our Dux group, memories of favourite bands and songs, crowded gigs, old friends, good times, great food, and long nights were shared and discussed, embroidering a rich and colourful tapestry about a favourite part of Christchurch’s social scene. ConclusionMusic is strongly interwoven with memory, and can recreate a particular moment in time and place through the associations carried in lyrics, melody, and imagery. Songs can spark vivid memories of what was happening – when, where, and with whom. A song shared is a connection made: between people; between moments; between good times and bad; between the past and the present. Music provides a soundtrack to people’s lives, and during times of stress it can also provide many benefits. The lyrics and video imagery of songs made in years gone by have been shown to take on new significance and meaning after disaster, offering snapshots of times, people and places that are no longer with us. Even without relying on the accompanying imagery of a video, music has the ability to recreate spaces or relocate the listener somewhere other than the physical location they currently occupy. This small act of musical magic can provide a great deal of comfort when suffering solastalgia, the feeling of homesickness one experiences when the familiar landscapes of home suddenly change or disappear, when one has not left home but that home has nonetheless gone from sight. The earthquakes (and the demolition crews that followed) have created a lot of empty land in Christchurch but the sound of popular music has filled many gaps – not just on the ground, but also in the hearts and lives of the city’s residents. ReferencesAlbrecht, Glenn. “Solastalgia.” Alternatives Journal 32.4/5 (2006): 34-36.Anderson, Vicki. “A Love Letter to Christchurch.” Stuff 22 Feb. 2013. <http://www.stuff.co.nz/the-press/christchurch-life/art-and-stage/christchurch-music/8335491/A-love-letter-to-Christchurch>.———. “Band Together.” Supplemental. The Press. 25 Oct. 2010: 1. ———. “Lost City Syndrome.” Stuff 19 Mar. 2012. <http://www.stuff.co.nz/the-press/opinion/blogs/rock-and-roll-mother/6600468/Lost-city-syndrome>.———. “Musicians Sing Praises in Call for ‘Vital Common Room’ to Reopen.” The Press 7 Jun. 2011: A8. Beaumont-Thomas, Ben. “Exploring Musical Responses to 9/11.” Guardian 9 Sep. 2011. <https://www.theguardian.com/music/musicblog/2011/sep/09/musical-responses-9-11>. Blumenfeld, Larry. “Since the Flood: Scenes from the Fight for New Orleans Jazz Culture.” Pop When the World Falls Apart. Ed. Eric Weisbard. Durham: Duke UP, 2012. 145-175.Cantrell, Rebecca. “These Emotional Musical Tributes Are Still Powerful 20 Years after Oklahoma City Bombing.” KFOR 18 Apr. 2015. <http://kfor.com/2015/04/18/these-emotional-musical-tributes-are-still-powerful-20-years-after-oklahoma-city-bombing/>.Carr, Revell. ““We Never Will Forget”: Disaster in American Folksong from the Nineteenth Century to September 11, 2011.” Voices 30.3/4 (2004): 36-41. “CityViewAR.” HITLab NZ, ca. 2011. <http://www.hitlabnz.org/index.php/products/cityviewar>. Cohen, Sara. Decline, Renewal and the City in Popular Music Culture: Beyond the Beatles. Hampshire: Ashgate, 2007. Connell, John, and Chris Gibson. Soundtracks: Popular Music, Identity and Place. London: Routledge, 2003.Cooper, B. Lee. “Right Place, Wrong Time: Discography of a Disaster.” Popular Music and Society 31.2 (2008): 263-4. DeNora, Tia. Music in Everyday Life. Cambridge: Cambridge UP, 2000. Doyle, Jack. “Candle in the Wind, 1973 & 1997.” Pop History Dig 26 Apr. 2008. <http://www.pophistorydig.com/topics/candle-in-the-wind1973-1997/>. Goodsort, Paul. “More Music Videos Set in Pre-Quake(s) Christchurch.” Mostly within Human Hearing Range. 3 Dec. 2011. <http://humanhearingrange.blogspot.co.nz/2011/12/more-music-videos-set-in-pre-quakes.html>.———. “Re-Live the ‘Old’ Christchurch in Music Videos.” Mostly within Human Hearing Range. 7 Nov. 2011. <http://humanhearingrange.blogspot.co.nz/2011/11/re-live-old-christchurch-in-music.html>. Hodgkinson, Peter, and Michael Stewart. Coping with Catastrophe: A Handbook of Disaster Management. London: Routledge, 1991. Juniper. “Lost City Syndrome.” Comment. Stuff 19 Mar. 2012. <http://www.stuff.co.nz/the-press/opinion/blogs/rock-and-roll-mother/6600468/Lost-city-syndrome>.Kun, Josh. Audiotopia. Berkeley: U of California P, 2005. Lewis, George H. “Who Do You Love? The Dimensions of Musical Taste.” Popular Music and Communication. Ed. James Lull. London: Sage, 1992. 134-151. Mayes, Rob. “Songs in the Key-Space and Place.” Failsafe Records. Mar. 2013. <http://www.failsaferecords.com/>.McAlister, Elizabeth. “Soundscapes of Disaster and Humanitarianism.” Small Axe 16.3 (2012): 22-38. Mitchell, Tony. “Flat City Sounds Redux: A Musical ‘Countercartography’ of Christchurch.” Home, Land and Sea: Situating Music in Aotearoa New Zealand. Eds. Glenda Keam and Tony Mitchell. Auckland: Pearson, 2011. 176-194.“Rebuild and Restore.” Arts Centre, ca. 2016. <http://www.artscentre.org.nz/rebuild---restore.html>.“Scientists Find Rare Mix of Factors Exacerbated the Christchurch Quake.” GNS [Institute of Geological and Nuclear Sciences Limited] Science 16 Mar. 2011. <http://www.gns.cri.nz/Home/News-and-Events/Media-Releases/Multiple-factors>. Sullivan, Jack. “In New Orleans, Did the Music Die?” Chronicle of Higher Education 53.3 (2006): 14-15. Sweetman, Simon. “New Zealand’s Best Songwriter.” Stuff 18 Feb. 2011. <http://www.stuff.co.nz/entertainment/blogs/blog-on-the-tracks/4672532/New-Zealands-best-songwriter>.———. On Song. Auckland: Penguin, 2012.Webb, Gary. “The Popular Culture of Disaster: Exploring a New Dimension of Disaster Research.” Handbook of Disaster Research. Eds. Havidan Rodriguez, Enrico Quarantelli and Russell Dynes. New York: Springer, 2006. 430-440. MusicAll Fall Down. “Black Gratten.” Wallpaper Coat [EP]. New Zealand: Flying Nun, 1987.Bats. “Block of Wood” [single]. New Zealand: Flying Nun, 1987. ———. “Claudine.” And Here’s Music for the Fireside [EP]. New Zealand: Flying Nun, 1985. Beyonce. “Halo.” I Am Sacha Fierce. USA: Columbia, 2008.Charlie Miller. “Prayer for New Orleans.” Our New Orleans. USA: Nonesuch, 2005. (Dance) Exponents. “Christchurch (in Cashel St. I Wait).” Expectations. New Zealand: Mushroom Records, 1985.———. “Victoria.” Prayers Be Answered. New Zealand: Mushroom, 1982. ———. “What Ever Happened to Tracy?” Something Beginning with C. New Zealand: PolyGram, 1992.———. “Who Loves Who the Most?” Something Beginning with C. New Zealand: PolyGram, 1992.———. “Why Does Love Do This to Me?” Something Beginning with C. New Zealand: PolyGram, 1992.Elton John. “Candle in the Wind.” Goodbye Yellow Brick Road. United Kingdom: MCA, 1973.Franklin, Leigh, Rob Mayes, and Mark Roberts. “Space and Place.” Songs in the Key. New Zealand: Failsafe, 2013. Louis Armstrong and Billie Holiday. “Do You Know What It Means to Miss New Orleans.” New Orleans Original Motion Picture Soundtrack. USA: Giants of Jazz, 1983 (originally recorded 1947). Moana and the Moahunters. “Rebel in Me.” Tahi. New Zealand: Southside, 1993.Randy Newman. “Louisiana 1927.” Good Old Boys. USA: Reprise, 1974.Scribe. “Not Many.” The Crusader. New Zealand: Dirty Records/Festival Mushroom, 2003.Scribe/BNZ. “Not Many Cities.” [charity single]. New Zealand, 2011. The Shallows. “Suzanne Said.” [single]. New Zealand: self-released, 1985.
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Lavers, Katie. "Cirque du Soleil and Its Roots in Illegitimate Circus." M/C Journal 17, no. 5 (October 25, 2014). http://dx.doi.org/10.5204/mcj.882.

Full text
Abstract:
IntroductionCirque du Soleil, the largest live entertainment company in the world, has eight standing shows in Las Vegas alone, KÀ, Love, Mystère, Zumanity, Believe, Michael Jackson ONE, Zarkana and O. Close to 150 million spectators have seen Cirque du Soleil shows since the company’s beginnings in 1984 and it is estimated that over 15 million spectators will see a Cirque du Soleil show in 2014 (Cirque du Soleil). The Cirque du Soleil concept of circus as a form of theatre, with simple, often archetypal, narrative arcs conveyed without words, virtuoso physicality with the circus artists presented as characters in a fictional world, cutting-edge lighting and visuals, extraordinary innovative staging, and the uptake of new technology for special effects can all be linked back to an early form of circus which is sometimes termed illegitimate circus. In the late 18th century and early 19th century, in the age of Romanticism, only two theatres in London, Covent Garden and Drury Lane, plus the summer theatre in the Haymarket, had royal patents allowing them to produce plays or text-based productions, and these were considered legitimate theatres. (These theatres retained this monopoly until the Theatre Regulation Act of 1843; Saxon 301.) Other circuses and theatres such as Astley’s Amphitheatre, which were precluded from performing text-based works by the terms of their licenses, have been termed illegitimate (Moody 1). Perversely, the effect of licensing venues in this way, instead of having the desired effect of enshrining some particular forms of expression and “casting all others beyond the cultural pale,” served instead to help to cultivate a different kind of theatrical landscape, “a theatrical terrain with a new, rich and varied dramatic ecology” (Reed 255). A fundamental change to the theatrical culture of London took place, and pivotal to “that transformation was the emergence of an illegitimate theatrical culture” (Moody 1) with circus at its heart. An innovative and different form of performance, a theatre of the body, featuring spectacle and athleticism emerged, with “a sensuous, spectacular aesthetic largely wordless except for the lyrics of songs” (Bratton 117).This writing sets out to explore some of the strong parallels between the aesthetic that emerged in this early illegitimate circus and the aesthetic of the Montreal-based, multi-billion dollar entertainment empire of Cirque du Soleil. Although it is not fighting against legal restrictions and can in no way be considered illegitimate, the circus of Cirque du Soleil can be seen to be the descendant of the early circus entrepreneurs and their illegitimate aesthetic which arose out of the desire to find ways to continue to attract audiences to their shows in spite of the restrictions of the licenses granted to them. BackgroundCircus has served as an inspiration for many innovatory theatre productions including Peter Brook’s Midsummer Night’s Dream (1970) and Tom Stoppard’s Jumpers (1972) as well as the earlier experiments of Meyerhold, Eisenstein, Mayakovsky and other Soviet directors of the 1920’s (Saxon 299). A. H. Saxon points out, however, that the relationship between circus and theatre is a long-standing one that begins in the late 18th century and the early 19th century, when circus itself was theatre (Saxon 299).Modern circus was founded in London in 1768 by an ex-cavalryman and his wife, Philip and Patty Astley, and consisted of spectacular stunt horse riding taking place in a ring, with acts from traditional fairs such as juggling, acrobatics, clowning and wire-walking inserted to cover the changeovers between riding acts. From the very first shows entry was by paid ticket only and the early history of circus was driven by innovative, risk-taking entrepreneurs such as Philip Astley, who indeed built so many new amphitheatres for his productions that he became known as Amphi-Philip (Jando). After years of legal tussles with the authorities concerning the legal status of this new entertainment, a limited license was finally granted in 1783 for Astley’s Amphitheatre. This license precluded the performing of plays, anything text-based, or anything which had a script that resembled a play. Instead the annual license granted allowed only for “public dancing and music” and “other public entertainments of like kind” (St. Leon 9).Corporeal Dramaturgy and TextIn the face of the ban on scripted text, illegitimate circus turned to the human body and privileged it as a means of dramatic expression. A resultant dramaturgy focusing on the expressive capabilities of the performers’ bodies emerged. “The primacy of rhetoric and the spoken word in legitimate drama gave way […] to a corporeal dramaturgy which privileged the galvanic, affective capacity of the human body as a vehicle of dramatic expression” (Moody 83). Moody proposes that the “iconography of illegitimacy participated in a broader cultural and scientific transformation in which the human body began to be understood as an eloquent compendium of visible signs” (83). Even though the company has the use of text and dramatic dialogue freely available to it, Cirque du Soleil, shares this investment in the bodies of the performers and their “galvanic, affective capacity” (83) to communicate with the audience directly without the use of a scripted text, and this remains a constant between the two forms of circus. Robert Lepage, the director of two Cirque du Soleil shows, KÀ (2004) and more recently Totem (2010), speaking about KÀ in 2004, said, “We wanted it to be an epic story told not with the use of words, but with the universal language of body movement” (Lepage cited in Fink).In accordance with David Graver’s system of classifying performers’ bodies, Cirque du Soleil’s productions most usually present performers’ ‘character bodies’ in which the performers are understood by spectators to be playing fictional roles or characters (Hurley n/p) and this was also the case with illegitimate circus which right from its very beginnings presented its performers within narratives in which the performers are understood to be playing characters. In Cirque du Soleil’s shows, as with illegitimate circus, this presentation of the performers’ character bodies is interspersed with acts “that emphasize the extraordinary training and physical skill of the performers, that is which draw attention to the ‘performer body’ but always within the context of an overall narrative” (Fricker n.p.).Insertion of Vital TextAfter audience feedback, text was eventually added into KÀ (2004) in the form of a pre-recorded prologue inserted to enable people to follow the narrative arc, and in the show Wintuk (2007) there are tales that are sung by Jim Comcoran (Leroux 126). Interestingly early illegitimate circus creators, in their efforts to circumvent the ban on using dramatic dialogue, often inserted text into their performances in similar ways to the methods Cirque du Soleil chose for KÀ and Wintuk. Illegitimate circus included dramatic recitatives accompanied by music to facilitate the following of the storyline (Moody 28) in the same way that Cirque du Soleil inserted a pre-recorded prologue to KÀ to enable audience members to understand the narrative. Performers in illegitimate circus often conveyed essential information to the audience as lyrics of songs (Bratton 117) in the same way that Jim Comcoran does in Wintuk. Dramaturgical StructuresAstley from his very first circus show in 1768 began to set his equestrian stunts within a narrative. Billy Button’s Ride to Brentford (1768), showed a tailor, a novice rider, mounting backwards, losing his belongings and being thrown off the horse when it bucks. The act ends with the tailor being chased around the ring by his horse (Schlicke 161). Early circus innovators, searching for dramaturgy for their shows drew on contemporary warfare, creating vivid physical enactments of contemporary battles. They also created a new dramatic form known as Hippodramas (literally ‘horse dramas’ from hippos the Attic Greek for Horse), a hybridization of melodrama and circus featuring the trick riding skills of the early circus pioneers. The narrative arcs chosen were often archetypal or sourced from well-known contemporary books or poems. As Moody writes, at the heart of many of these shows “lay an archetypal narrative of the villainous usurper finally defeated” (Moody 30).One of the first hippodramas, The Blood Red Knight, opened at Astley’s Amphitheatre in 1810.Presented in dumbshow, and interspersed with grand chivalric processions, the show featured Alphonso’s rescue of his wife Isabella from her imprisonment and forced marriage to the evil knight Sir Rowland and concluded with the spectacular, fiery destruction of the castle and Sir Rowland’s death. (Moody 69)Another later hippodrama, The Spectre Monarch and his Phantom Steed, or the Genii Horseman of the Air (1830) was set in China where the rightful prince was ousted by a Tartar usurper who entered into a pact with the Spectre Monarch and received,a magic ring, by aid of which his unlawful desires were instantly gratified. Virtue, predictably won out in the end, and the discomforted villain, in a final settling of accounts with his dread master was borne off through the air in a car of fire pursued by Daemon Horsemen above THE GREAT WALL OF CHINA. (Saxon 303)Karen Fricker writes of early Cirque du Soleil shows that “while plot is doubtless too strong a word, each of Cirque’s recent shows has a distinct concept or theme, that is urbanity for Saltimbanco; nomadism in Varekai (2002) and humanity’s clownish spirit for Corteo (2005), and tend to follow the same very basic storyline, which is not narrated in words but suggested by the staging that connects the individual acts” (Fricker n/p). Leroux describes the early Cirque du Soleil shows as following a “proverbial and well-worn ‘collective transformation trope’” (Leroux 122) whilst Peta Tait points out that the narrative arc of Cirque du Soleil “ might be summarized as an innocent protagonist, often female, helped by an older identity, seemingly male, to face a challenging journey or search for identity; more generally, old versus young” (Tait 128). However Leroux discerns an increasing interest in narrative devices such as action and plot in Cirque du Soleil’s Las Vegas productions (Leroux 122). Fricker points out that “with KÀ, what Cirque sought – and indeed found in Lepage’s staging – was to push this storytelling tendency further into full-fledged plot and character” (Fricker n/p). Telling a story without words, apart from the inserted prologue, means that the narrative arc of Kà is, however, very simple. A young prince and princess, twins in a mythical Far Eastern kingdom, are separated when a ceremonial occasion is interrupted by an attack by a tribe of enemy warriors. A variety of adventures follow, most involving perilous escapes from bad guys with flaming arrows and fierce-looking body tattoos. After many trials, a happy reunion arrives. (Isherwood)This increasing emphasis on developing a plot and a narrative arc positions Cirque as moving closer in dramaturgical aesthetic to illegitimate circus.Visual TechnologiesTo increase the visual excitement of its shows and compensate for the absence of spoken dialogue, illegitimate circus in the late 18th and early 19th century drew on contemporaneous and emerging visual technologies. Some of the new visual technologies that Astley’s used have been termed pre-cinematic, including the panorama (or diorama as it is sometimes called) and “the phantasmagoria and other visual machines… [which] expanded the means through which an audience could be addressed” (O’Quinn, Governance 312). The panorama or diorama ran in the same way that a film runs in an analogue camera, rolling between vertical rollers on either side of the stage. In Astley’s production The Siege and Storming of Seringapatam (1800) he used another effect almost equivalent to a modern day camera zoom-in by showing scenic back drops which, as they moved through time, progressively moved geographically closer to the battle. This meant that “the increasing enlargement of scale-each successive scene has a smaller geographic space-has a telescopic event. Although the size of the performance space remains constant, the spatial parameters of the spectacle become increasingly magnified” (O’Quinn, Governance 345). In KÀ, Robert Lepage experiments with “cinematographic stage storytelling on a very grand scale” (Fricker n.p.). A KÀ press release (2005) from Cirque du Soleil describes the show “as a cinematic journey of aerial adventure” (Cirque du Soleil). Cirque du Soleil worked with ground-breaking visual technologies in KÀ, developing an interactive projected set. This involves the performers controlling what happens to the projected environment in real time, with the projected scenery responding to their movements. The performers’ movements are tracked by an infra-red sensitive camera above the stage, and by computer software written by Interactive Production Designer Olger Förterer. “In essence, what we have is an intelligent set,” says Förterer. “And everything the audience sees is created by the computer” (Cirque du Soleil).Contemporary Technology Cutting edge technologies, many of which came directly from contemporaneous warfare, were introduced into the illegitimate circus performance space by Astley and his competitors. These included explosions using redfire, a new military explosive that combined “strontia, shellac and chlorate of potash, [which] produced […] spectacular flame effects” (Moody 28). Redfire was used for ‘blow-ups,’ the spectacular explosions often occurring at the end of the performance when the villain’s castle or hideout was destroyed. Cirque du Soleil is also drawing on contemporary military technology for performance projects. Sparked: A Live interaction between Humans and Quadcopters (2014) is a recent short film released by Cirque du Soleil, which features the theatrical use of drones. The new collaboration between Cirque du Soleil, ETH Zurich and Verity Studios uses 10 quadcopters disguised as animated lampshades which take to the air, “carrying out the kinds of complex synchronized dance manoeuvres we usually see from the circus' famed acrobats” (Huffington Post). This shows, as with early illegitimate circus, the quick theatrical uptake of contemporary technology originally developed for use in warfare.Innovative StagingArrighi writes that the performance space that Astley developed was a “completely new theatrical configuration that had not been seen in Western culture before… [and] included a circular ring (primarily for equestrian performance) and a raised theatre stage (for pantomime and burletta)” (177) joined together by ramps that were large enough and strong enough to allow horses to be ridden over them during performances. The stage at Astley’s Amphitheatre was said to be the largest in Europe measuring over 130 feet across. A proscenium arch was installed in 1818 which could be adjusted in full view of the audience with the stage opening changing anywhere in size from forty to sixty feet (Saxon 300). The staging evolved so that it had the capacity to be multi-level, involving “immense [moveable] platforms or floors, rising above each other, and extending the whole width of the stage” (Meisel 214). The ability to transform the stage by the use of draped and masked platforms which could be moved mechanically, proved central to the creation of the “new hybrid genre of swashbuckling melodramas on horseback, or ‘hippodramas’” (Kwint, Leisure 46). Foot soldiers and mounted cavalry would fight their way across the elaborate sets and the production would culminate with a big finale that usually featured a burning castle (Kwint, Legitimization 95). Cirque du Soleil’s investment in high-tech staging can be clearly seen in KÀ. Mark Swed writes that KÀ is, “the most lavish production in the history of Western theatre. It is surely the most technologically advanced” (Swed). With a production budget of $165 million (Swed), theatre designer Michael Fisher has replaced the conventional stage floor with two huge moveable performance platforms and five smaller platforms that appear to float above a gigantic pit descending 51 feet below floor level. One of the larger platforms is a tatami floor that moves backwards and forwards, the other platform is described by the New York Times as being the most thrilling performer in the show.The most consistently thrilling performer, perhaps appropriately, isn't even human: It's the giant slab of machinery that serves as one of the two stages designed by Mark Fisher. Here Mr. Lepage's ability to use a single emblem or image for a variety of dramatic purposes is magnified to epic proportions. Rising and falling with amazing speed and ease, spinning and tilting to a full vertical position, this huge, hydraulically powered game board is a sandy beach in one segment, a sheer cliff wall in another and a battleground, viewed from above, for the evening's exuberantly cinematic climax. (Isherwood)In the climax a vertical battle is fought by aerialists fighting up and down the surface of the sand stone cliff with defeated fighters portrayed as tumbling down the surface of the cliff into the depths of the pit below. Cirque du Soleil’s production entitled O, which phonetically is the French word eau meaning water, is a collaboration with director Franco Dragone that has been running at Las Vegas’ Bellagio Hotel since 1998. O has grossed over a billion dollars since it opened in 1998 (Sylt and Reid). It is an aquatic circus or an aquadrama. In 1804, Charles Dibdin, one of Astley’s rivals, taking advantage of the nearby New River, “added to the accoutrements of the Sadler’s Wells Theatre a tank three feet deep, ninety feet long and as wide as twenty-four feet which could be filled with water from the New River” (Hays and Nickolopoulou 171) Sadler’s Wells presented aquadramas depicting many reconstructions of famous naval battles. One of the first of these was The Siege of Gibraltar (1804) that used “117 ships designed by the Woolwich Dockyard shipwrights and capable of firing their guns” (Hays and Nickolopoulou 5). To represent the drowning Spanish sailors saved by the British, “Dibdin used children, ‘who were seen swimming and affecting to struggle with the waves’”(5).O (1998) is the first Cirque production to be performed in a proscenium arch theatre, with the pool installed behind the proscenium arch. “To light the water in the pool, a majority of the front lighting comes from a subterranean light tunnel (at the same level as the pool) which has eleven 4" thick Plexiglas windows that open along the downstage perimeter of the pool” (Lampert-Greaux). Accompanied by a live orchestra, performers dive into the 53 x 90 foot pool from on high, they swim underwater lit by lights installed in the subterranean light tunnel and they also perform on perforated platforms that rise up out of the water and turn the pool into a solid stage floor. In many respects, Cirque du Soleil can be seen to be the inheritors of the spectacular illegitimate circus of the 18th and 19th Century. The inheritance can be seen in Cirque du Soleil’s entrepreneurial daring, the corporeal dramaturgy privileging the affective power of the body over the use of words, in the performers presented primarily as character bodies, and in the delivering of essential text either as a prologue or as lyrics to songs. It can also be seen in Cirque du Soleil’s innovative staging design, the uptake of military based technology and the experimentation with cutting edge visual effects. Although re-invigorating the tradition and creating spectacular shows that in many respects are entirely of the moment, Cirque du Soleil’s aesthetic roots can be clearly seen to draw deeply on the inheritance of illegitimate circus.ReferencesBratton, Jacky. “Romantic Melodrama.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University, 2007. 115-27. Bratton, Jacky. “What Is a Play? Drama and the Victorian Circus in the Performing Century.” Nineteenth-Century Theatre’s History. Eds. Tracey C. Davis and Peter Holland. Hampshire, UK: Palgrave Macmillan, 2007. 250-62.Cavendish, Richard. “Death of Madame Tussaud.” History Today 50.4 (2000). 15 Aug. 2014 ‹http://www.historytoday.com/richard-cavendish/death-madame-tussaud›.Cirque du Soleil. 2014. 10 Sep. 2014 ‹http://www.cirquedusoleil.com/en/home/about-us/at-a-glance.aspx›.Davis, Janet M. The Circus Age: Culture and Society under the American Big Top. Chapel Hill and London: University of North Carolina Press, 2002. Hays, Michael, and Anastasia Nikolopoulou. Melodrama: The Cultural Emergence of a Genre. New York: Palgrave Macmillan, 1999.House of Dancing Water. 2014. 17 Aug. 2014 ‹http://thehouseofdancingwater.com/en/›.Isherwood, Charles. “Fire, Acrobatics and Most of All Hydraulics.” New York Times 5 Feb. 2005. 12 Sep. 2014 ‹http://www.nytimes.com/2005/02/05/theater/reviews/05cirq.html?_r=0›.Fink, Jerry. “Cirque du Soleil Spares No Cost with Kà.” Las Vegas Sun 2004. 17 Sep. 2014 ‹http://www.lasvegassun.com/news/2004/sep/16/cirque-du-soleil-spares-no-cost-with-ka/›.Fricker, Karen. “Le Goût du Risque: Kà de Robert Lepage et du Cirque du Soleil.” (“Risky Business: Robert Lepage and the Cirque du Soleil’s Kà.”) L’Annuaire théâtral 45 (2010) 45-68. Trans. Isabelle Savoie. (Original English Version not paginated.)Hurley, Erin. "Les Corps Multiples du Cirque du Soleil." Globe: Revue Internationale d’Études Quebecoise. Les Arts de la Scene au Quebec, 11.2 (2008). (Original English n.p.)Jacob, Pascal. The Circus Artist Today: Analysis of the Key Competences. Brussels: FEDEC: European Federation of Professional Circus Schools, 2008. 5 June 2010 ‹http://sideshow-circusmagazine.com/research/downloads/circus-artist-today-analysis-key-competencies›.Jando, Dominique. “Philip Astley, Circus Owner, Equestrian.” Circopedia. 15 Sep. 2014 ‹http://www.circopedia.org/Philip_Astley›.Kwint, Marius. “The Legitimization of Circus in Late Georgian England.” Past and Present 174 (2002): 72-115.---. “The Circus and Nature in Late Georgian England.” Histories of Leisure. Ed. Rudy Koshar. Oxford: Berg Publishers, 2002. 45-60. ---. “The Theatre of War.” History Today 53.6 (2003). 28 Mar. 2012 ‹http://www.historytoday.com/marius-kwint/theatre-war›.Lampert-Greaux, Ellen. “The Wizardry of O: Cirque du Soleil Takes the Plunge into an Underwater World.” livedesignonline 1999. 17 Aug. 2014 ‹http://livedesignonline.com/mag/wizardry-o-cirque-du-soleil-takes-plunge-underwater-world›.Lavers, Katie. “Sighting Circus: Perceptions of Circus Phenomena Investigated through Diverse Bodies.” Doctoral Thesis. Perth, WA: Edith Cowan University, 2014. Leroux, Patrick Louis. “The Cirque du Soleil in Las Vegas: An American Striptease.” Revista Mexicana de Estudio Canadiens (Nueva Época) 16 (2008): 121-126.Mazza, Ed. “Cirque du Soleil’s Drone Video ‘Sparked’ is Pure Magic.” Huffington Post 22 Sep. 2014. 23 Sep. 2014 ‹http://www.huffingtonpost.com/2014/09/22/cirque-du-soleil-sparked-drone-video_n_5865668.html›.Meisel, Martin. Realizations: Narrative, Pictorial and Theatrical Arts in Nineteenth-Century England. Princeton, New Jersey: Princeton University Press, 1983.Moody, Jane. Illegitimate Theatre in London, 1770-1840. Cambridge: Cambridge University Press, 2000. O'Quinn, Daniel. Staging Governance: Teatrical Imperialism in London 1770-1800. Baltimore, Maryland, USA: Johns Hopkins University Press, 2005. O'Quinn, Daniel. “Theatre and Empire.” The Cambridge Companion to British Theatre 1730-1830. Eds. Jane Moody and Daniel O'Quinn. Cambridge: Cambridge University Press, 2007. 233-46. Reed, Peter P. “Interrogating Legitimacy in Britain and America.” The Oxford Handbook of Georgian Theatre. Eds. Julia Swindells and Francis David. Oxford: Oxford University Press, 2014. 247-264.Saxon, A.H. “The Circus as Theatre: Astley’s and Its Actors in the Age of Romanticism.” Educational Theatre Journal 27.3 (1975): 299-312.Schlicke, P. Dickens and Popular Entertainment. London: Unwin Hyman, 1985.St. Leon, Mark. Circus: The Australian Story. Melbourne: Melbourne Books, 2011. Stoddart, Helen. Rings of Desire: Circus History and Representation. Manchester: Manchester University Press, 2000. Swed, Mark. “Epic, Extravagant: In Ka the Acrobatics and Dazzling Special Effects Are Stunning and Enchanting.” Los Angeles Times 5 Feb. 2005. 22 Aug. 2014 ‹http://articles.latimes.com/2005/feb/05/entertainment/et-ka5›.Sylt, Cristian, and Caroline Reid. “Cirque du Soleil Swings to $1bn Revenue as It Mulls Shows at O2.” The Independent Oct. 2011. 14 Sep. 2014 ‹http://www.independent.co.uk/news/business/news/cirque-du-soleil-swings-to-1bn-revenue-as-it-mulls-shows-at-o2-2191850.html›.Tait, Peta. Circus Bodies: Cultural Identity in Aerial Performance. London: Routledge, 2005.Terdiman, Daniel. “Flying Lampshades: Cirque du Soleil Plays with Drones.” CNet 2014. 22 Sept 2014 ‹http://www.cnet.com/news/flying-lampshades-the-cirque-du-soleil-plays-with-drones/›.Venables, Michael. “The Technology Behind the Las Vegas Magic of Cirque du Soleil.” Forbes Magazine 30 Aug. 2013. 16 Aug. 2014 ‹http://www.forbes.com/sites/michaelvenables/2013/08/30/technology-behind-the-magical-universe-of-cirque-du-soleil-part-one/›.
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27

Noy, Chaim. "Your Hands. Extended: Performing Embodied Knowledge in Eastern Martial Arts." M/C Journal 15, no. 4 (August 2, 2012). http://dx.doi.org/10.5204/mcj.539.

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Abstract:
Sensei claps his hands and calls “hai douzo!”, and it is as if I woke up from a daydream, though I wasn’t daydreaming. I’m sitting seiza (traditional Japanese kneeling posture) in an aikidō seminar taking place in Jerusalem. In the large mirror, which is installed on the opposite wall, I can see my friends sitting near me in a row that extends to my left and to my right. At the center of the hall, sensei is demonstrating a technique. We observe his physical movements closely, while at the same time we also follow his verbal explanations. Yelena, my colleague and student, is assisting him: as she attacks he performs the correct defensive set of movements. Sometimes his movements with Yelena strike me as so aesthetic, so beautiful, that I become emotional and my eyes become wet. “Hai douzo!” is a cue: we quickly rise from seiza and pair-up. Now it is for us to perform the technique that sensei has taught, attempting to do so as effortlessly and as perfectly as he has. In this paper I inquire into knowledge as a social, embodied and interactional accomplishment. Following phenomenological and interactional theories, I address knowledge not as an abstract notion that exists over and above felt experience and feeling persons, but as felt/sensed and situational action. Interactional studies and theories in particular (Dewey; Garfinkel; Goffman) have stressed not only how inspiring it can be to think with the body, rather than about it or perhaps without it altogether, but also how society and the social are interactional through and through. Further along these lines, social life is seen as essentially (re)assembled (Latour Reassembling), and is continuously (re)created in and through interconnected interactions.Many social theories of the twentieth century are of static nature. If Popperian science sought to ‘capture’, ‘isolate’ and ‘fix’ reality, even momentarily, in order to examine it in a laboratory (be it concrete or metaphorical), emerging mobile and non-representational sensibilities suggest that it is social science that should adapt rather than social life. The notion of mobilities for instance, rests on an approach “which is not limited to representational thinking and feeling, but a different sort of thinking-feeling altogether. It is a recognition that mobilities such as dance involve various combinations of thought, action, feeling and articulation” (Adey 149). Thrift’s non-representational theory too asks social science to move beyond the representational order and beyond acts of ‘interpretation’ of ‘reality-as-text’, and inquire instead into “skills and knowledges [people] get from being embodied beings” (Thrift 127). Latour appealingly suggests that, “to have a body is to learn to be affected, meaning ‘effectuated’, moved, put into motion by other entities” (How to Talk 205). The question then is how the body becomes what it knows, and how and where such skill-ful learning takes place, where, together, bodies learn to sense each other and interact in innovative ways, performing new somatic knowledges, sensitivities, and interactions. I use the notion of a kinesthetic community of practice to address these questions, and to inquire into the (inter-)somatic environments where knowledge is both embodied and performed. I suggest that somatic knowledge is gained within a community, whereby “[a]cquiring a body is thus a progressive enterprise that produces at once a sensory medium and a sensitive world” (Latour, How to Talk 207), can be observed in an instructive way. The point here is not only the social nature of knowledge, but also its somatic and performed nature; “The action of knowledge”, as Latour (Latour, How to Talk 214) puts it. With the performative turn, to which I wish to contribute, I contend that we find ourselves less in times of hermeneutics of interpretation, and more in times of intervention and performance.For the purpose of studying a community of kinesthetic practice, I reflect on an occasion of aikidō training, which took place during a seminar given by Doug Wedell sensei during June, 2010, in Jerusalem. More generally, Aikidō is a modern Japanese martial art, which was developed by Morihei Ueshiba (1883-1969) during the 1920s and 1930s. The term’s meaning resides in the kanji: Ai (合) meaning blending or harmonizing; Ki (気) meaning spirit, vitality or energy; and Dō (道) meaning way and also ‘discipline of’ or ‘art of’. Hence literally the meaning of aikidō, which is told to newcomers and reiterated to experienced aikidōka (practitioners), is the way of blending and harmonizing with the energy. Indeed, aikidōka view accomplishing the state of aiki, or of “being (one) with” not as a means but as an ends; a case of perfect time and movement, the performance of which means that aggression and risk, pain and injury, have been avoided. Research into bodies and mobilities in aikidō is part of the larger inquiry into systems of embodiment in and of Eastern bodily arts and of course other systems of movements and mobilities. My personal association here concerns practicing aikidō for over two decades, mostly in the dōjō (training hall and community) affiliated with the Hebrew University of Jerusalem.Interspersed Embodied AutoethnographyThe ethnographic text below is what I call an interspersed autoethnography, referring to two points that characterize it as a research method. First, it is an autoethnographic text as it is composed from my own embodied and emotional perspective, as an experienced aikidō practitioner or aikidōka. It is not a typical ‘participant observation’ description because my aikidō practice is deeply personal and has commenced a few years before my practice in academic disciplines began. Articulating my aikidō practice is necessarily for me a personal matter, touching on meaningful social and spiritual nexuses. In doing so my pleasure is twofold, as I am able to bring together my aikidō and my academic life-spheres. Second, the term interspersed describes a reluctance on my behalf to write in a straightforward, seemingly unproblematic, ethnographic genre. While I am completely in accord with works which decenter positivistic scientific writing and offer reflexivity and personal voice (eg. Young), I nonetheless acknowledge the strong claim for authenticity made at times by neat ethnographic extracts ‘from the field’. My preference is for a hybrid text that conveys experience and bodily praxis as they unfold, allowing the interspersing of real-life activity with academic reflection. Such autoethnographic writing is a hybrid genre, simultaneously de- or re-contextualizing academic knowledge and illuminating it via my practice/knowledge of aikidō. Writing in the personal voice of the researcher’s body, and sense of embodiedness, has of course its own history within and outside academic communities. In the type or research produced by colleagues who work on bodily practices and somatic communities, addressing one’s own body is inevitable. The more recent voices in this tradition remind us that “[s]ocial scientists who have gotten deeply involved in kinesthetic cultures have discovered they can analyze cultural information recorded in their own bodies” (Samudra 667). The interspersed embodied autoethnography offered in this paper aims to do just that, to share an embodied experience of actual aikidō training. Your Hands. Extended.Now Doug Wedell sensei slightly bows in my direction, and I, sitting seiza, immediately bow back and run to assist him. He faces me and extends both of his hands forward slightly. This marks for me an invitation. It is an opening, a cue marking that something is (already) going on between us. When Doug sensei raises his hands slightly and extends both of them forward a tension is established, and now it is my turn: I rush in the direction of his hands, seeking to grab both of them with mine. The grab is a type of an attack called ryotedori (lit. in Japanese ‘two-hand-grab’). My hands are extended as my body moves forward, focusing on grabbing Doug’s extended arms powerfully. I would have liked at this point to write that I am experiencing a ‘Zen state of mind’ and that my mind is clear of thoughts, and there are no words humming in me; or that I am experiencing a sensation of ‘flow’. But, alas, the fact is that I am thinking, and quite intensely. More accurately, I am speculating and wondering what will happen to me/my body as my arms approach sensei’s extended arms. Surely, I will not be able to grab his hands, and before physical contact between our limbs will materialize, he will move away swiftly and evade my approach. In terms of the discourse of the Martial Arts, I’m thinking about the technique that Doug sensei might perform with/on me, which will shape our expected embodied interaction. Not so much thinking as sensing: I imagine embodied possible trajectories that might span out from when and where our hands will nearly touch. As I rush in sensei’s direction I’m also aware of my breathing and sweating (both seem too heavy to me, and I repeatedly remind myself that I need to work out more often), of the coolness of the tatami (mattresses) under my feet, and somewhere in the back of my mind I’m concerned that I haven’t arranged my white training shirt (the thick training wear called gi) tidily enough. I’m also registering an anxiety. It has to do with the possible consequences of the technique that he will execute: will it be painful? Will I be hurt? Do I know that technique? Will I perform competently when he executes it? (I wouldn’t want to disappoint him, and in addition there are people watching us). Once, in a seminar in another style of aikidō, the Sensei smacked me on the tatami so powerfully and painfully that my eyes immediately filled with tears, but I bowed and said “domo arigato Sensei!” (“thank you very much, teacher”). Storming at Doug sensei, then, is not without words and many sensations, it is the easy part of this tango; the unexpected moments are very brief and amount to the actual duration of the performance of the technique. In this demonstration, Doug sensei is nagè or the one who performs the technique. In the capacity of teaching a technique, defined as a series of interactional moves that affects the attacker and neutralizes the threat embodied in the attack, nagè is the one exhibiting the technique for students and others to see and learn (which in the martial arts essentially means to try to repeat and imitate). Everyone’s eyes are set on nagè, sometimes with a technical gaze that seeks to unravel the proficient skills he is demonstrating (“how did he move his legs, did you get that? That was subtle!”), and sometimes with an impressionistic gaze that is inspired with his mastery of Ki, and how he connects and blends so effortlessly and effectively with the uke, who is presently myself (“wow, you can really see the Ki”). In aikidō, uke’s role – which I am now embodying – is mainly helping nagè perform the technique correctly, and in the case it is also clearly a demonstration. This is done by approaching Doug sensei (‘attacking’) energetically and effectively. I am generating motility and extending not only my arms and my body in the direction of sensei’s arms and body, but I am also ‘extending Ki’, an intention, an orientation, an invisible energy. Paraphrasing the ethnomethodological dictum “seen but unnoticed” (Garfinkel), for aikidōka Ki is the reverse: noticed but unseen. In fact, it is precisely the noticing of and awareness to Ki that makes a person into an aikidōka; into a member of a community of kinesthetic practice. The notion of community of practice has much more to do with learning in real-life situations and interactions, rather than in classroom contexts where knowledge is commonly presented in an abstracted and decontextualized form. Yet in aikidō training it could be said that “a community of practice is different from the traditional community, primarily because it is defined simultaneously by its membership and by the practice in which that membership engages” (Eckert and McConnell-Ginet 464). I add the notion of a kinesthetic community of practice to these practices. Following Samudra, I acknowledge that kinesthetic sensitivities and sensibilities are essential in and for martial arts in general, and more prominently for aikidō. The practice that defines the community, then, has to do with developing and enhancing kinesthetic sensitivities.Rushing at sensei Doug, I’m imagining what might/will happen to my body and where will it go. Ryotedori tenchi-nagè (lit. two-hand-grab heaven-and-earth-through) engulfs one possibility, whereby sensei will side-step a little and then raise one hand and lower the other – a movement which will have a particular effect on my body: my feet will be in the air, my body will be more or less horizontal to the tatami, and I will then fall and land on my back. Or he might do a ryotedori enkei-nagè (two-hand-grab circular-throw), whereby he will side-step and then quickly lower and raise his body in a graceful yet abrupt dipping movement, while performing a vertical circular motion with his hands. In this case my body will rhythmically follow his body’s movements, bend and straighten a little and finally bend again beyond my ability to maintain stability. At this point I will lose my balance and fall, either forward or backward, depending on the fleeting subtleties of a particular occasion. Or sensei might choose to do ryotedori irimi-nagè (two-hand-grab forward-thrust), or ryotedori shiho-nagè (two-hand-grab four-directions-throw), which is one of his favorites and one of my most dreaded techniques… My mind is conjuring these associations of names and movements, of techniques and somatic trajectories. Which are now coupled. There is nothing more that I can do about all of this at this stage, besides what I am already doing, which is storming at Doug sensei and committing an “attack”, not allowing my hesitations, anxieties and visualizations to interfere or distract my motility. I know that regardless of the specific technique that he will eventually perform, I will not be able to actually capture his hands, and it is precisely this time-space interval which is the creative opportunity for nagè to execute the technique at the ideal timing. He will begin the technique just before I capture his hands. Not too far or too early; not close or too late. In precisely the right time. What is left for me now to do as uke-in-interaction is to allow my body to be centered and relaxed; try to keep my body attentive and reactive and least rigid as possible, which are the somatic-kinesthetic qualities that ukemi – doing uke – demands (to my understanding). Indeed, as I close in on sensei’s hands, about a foot away or so, at the exact point where I cannot anymore retract my movement, he begins moving. He slides unnoticingly sideways and his hands do a similar motion to that of tenchi-nagè, but not precisely. It’s a different technique: I think it’s ryotedori zepo-nagè (two-hand-grab forward-throw). His sidestepping draws my body low and near his body quickly and powerfully. I’m inside a whirlpool and now really do not have time to ponder or simulate trajectories. There is a split of a second there that the air is drawn out of my lungs. My hands follow sensei’s hands attentively, and my body stays ‘with’ my hands, connected to his movements. Everyone is observing sensei; the nagè. The uke is perceived as a helper; a sideshow. Yet my skills are developed and subtle, and as nagè performs various movements swiftly and minutely, my limbs and body must reflect these movements in a highly attuned manner. My movements are as swift and minute as his. Otherwise, the connection will be asynchronous and uke will fail to follow or be engaged by nagè’s technique. Uke’s embodied abilities (acquired skills) at following through nagè’s leads allows uke’s body to move in a fashion that reflects nagè’s movements in a magnified way. Observers’ correct gaze then should not be set only or even primarily on Nagè, the ‘performer’; it should include the uke, which supplies a type of an embodied mirror to or echo of nagè’s movements. I identify with Samudra’s (671) observation, that “[k]nowing the structure of movement is not the same as experiencing the sensation of movement, however. After more than two decades of training, I know when I am executing a besi correctly: not by the shape of the form but by subtle sensations.” Uke is attending to nagè. It is less a matter of attacking the nagè, if attack is taken simplistically to mean striking/kicking/grabbing the other. More dialectical and interactional, in the nagè-uke dyad the uke supplies the gesture of the audience. Uke audiences nagè – the latter must appreciate (must have acquired the sensitivities and the ‘taste’ to appreciate) nagè, hence to audience nagè and complement her. If we take the notion of audience not as a passive receptor, but as an active, committed and engaged actor, then uke is an active and involved audience. This is how art is consumed, and indeed at stake here is a martial art. The next thing I feel are a variety of sensations, taking place more or less at the same time in different bodily parts, both at the skin level and inside the body. Then my body is suspended in mid-air: two feet up in the air and for a distance of some nine feet. Thanks to Doug sensei I’m micro-flying. This is the last part performed by uke: after the attack and after nagè has performed the technique, uke must make sure that she or he are unharmed while taking the appropriate fall. Relieved, I land softly on the tatami. Conclusions I could have concluded by saying that as it takes two to tango, it also takes two to perform an aikidō technique. But this would have been an over-simplification. It takes two roles to perform a technique, that of the nagè and that of the uke, and in addition it also takes a community of kinesthetic practice in order to learn to perform ‘doing being a nagè’ and also ‘doing being a uke’ (following Garfinkel). It might take two to tango but it takes more (inter)connections and more (inter)actions to learn to tango. Moreover, it is never completely clear, nor can it ever be, whether the occasion at hand is that of learning (training, rehearsing) or that or performing (accomplishing). When I rush at Doug sensei during a seminar class, it seems like a performance: students and others are watching and taking pictures, and the seminar is video-recorded and then uploaded to YouTube and to our websites. But at the same time I am also thinking of the practice I gained with ‘doing being a uke for/with Doug Sensei’. So any performance is also a training session, a rehearsal for an occasion that is known or unknown but nonetheless anticipated. And of course vice versa: every training session or rehearsal is also a performance; an aesthetic and meaningful interaction that stands for itself. In these occasions, kinesthetic and somatic knowledge is simultaneously created, shared, and performed, as are also the sensitivities and sensibilities that are acquired and required in order to reciprocate it; to ‘understand it’ via mobilities. With the interspersed autoethnography presented I have sought to show how, in Latour’s terms, the body learns to be affected with and to the uke in the uke-nagè dyad in aikidō. The skills and sensitivities in and of aikidō are learned through the roles performed during actual practice. What is called ‘the work of the uke’, or ukemi, is an ongoing process of acquiring and refining skills in and for interaction. ReferencesAdey, Peter. Aerial Life: Spaces, Mobilities, Affects. Oxford: Wiley-Blackwell, 2010. Dewey, John. Reconstruction in Philosophy. New York: Henry Holt, 1920.Eckert, Penelope, and Sally McConnell-Ginet. "Think Practically and Look Locally: Language and Gender as Community-Based Practice." Annual Review of Anthropology 21 (1992): 461-90. Garfinkel, Harold. Studies in Ethnomethodology. Englewood Cliffs, N.J.: Prentice-Hall, 1967. Goffman, Erving. Interaction Ritual: Essays in Face-to-Face Behavior. Chicago: Aldine Pub. Co., 1967.Latour, Bruno. "How to Talk about the Body? The Normative Dimension of Science Studies." Body & Society 10.2-3 (2004): 205-29. ---. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2005. Samudra, Jaida Kim. "Memory in Our Body: Thick Participation and the Translation of Kinesthetic Experience." American Ethnologist 35.4 (2008): 665-81. Thrift, Nigel. J. Non-Representational Theory: Space, Politics, Affect. New York: Routledge, 2007. Young, Katharine Galloway. "Perspectives on Embodiment: The Uses of Narrativity in Ethnographic Writing." Journal of Narrative and Life History 1.1 (1991): 213-43.
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28

Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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29

Marshall, P. David, and Sue Morris. "Game." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1869.

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What is game who got game Where's the game In life Behind the game Behind the game I got game She got game We got game They got game He got game -- He Got Game by Public Enemy(From the soundtrack to the 1998 Spike Lee film He Got Game) There is an interesting pattern that develops when a relatively new object of study is broached by cultural studies academics. A reflex response is to defend the reasons why you are giving time to studying these apparently innocuous pastimes. Defenses of television studies twenty-five years ago could have resembled the way that the new forms of games are now being investigated: a preamble of justification -- like an incredibly deep inhalation that has to precede a long-winded exhalation -- would be necessary before launching into the dance of critical analysis. Thankfully our authors have learned and progressed from their forebears at least in this issue (but probably not in every version of game material that you will see flowing outwards in the next few years) and our articles get to the heart of the game, conceptually, analytically and critically. What we're telling you is that this is a remarkable issue that, along with the online re-play conference of 1999, launches the study of games in the contemporary moment of new media game forms and their call and response to previous patterns of play and pastimes. The articles here represent cutting-edge thinking about games and we have, as your humble issue editors, collected those postures and positions in one place. The term pastime to describe playing games has become a bit antiquated, but we'd like to regenerate it here. Our various authors have obviously devoted an incredible number of hours to understanding the games that they describe: contemporary computer games, as much as learning the intricacies of a particular sport, often require an investment of time over weeks and months to achieve sometimes only limited mastery. A pastime has usually been relegated to rainy Saturday afternoons when children (or adults) couldn't work out what do with themselves and were trapped within the confines of the home. To pass the time the old standard board games would appear: from the Victorian Snakes and Ladders to the spirit of proprietorial capitalism of Monopoly; from the war dimensions of Risk and Chess to the mildly headache-producing Scrabble. Passing time could be seen as a description of what childhood has often been about: a transitional reality whose value is always questionable and debatable by others because it is seen as the foundation for the rest of life. Indeed, one element of the moral panic about contemporary computer games is a matter of adults trying to determine whether these games are valuable for their children's future employability in the information economy or a massive waste of time that can never be recovered (Marshall). The pastime, instead of being of peripheral importance has now moved centre-stage in contemporary life through the ubiquity of electronic games and the fact that these games no longer are clearly the province of adolescents but a major cultural reality for a very large population from the ages 5 to 50. The concept of game has similarly migrated, so that most of the authors who have written for this issue have dealt with video and computer games primarily and not with sport or board games or even television game shows, although we have our new and intriguing representative articles from some of these other domains. Several of our authors have been intrigued by how video and computer games have now become metaphors for contemporary life. Certainly recent films have used the game as the new way to deal with the fears and powers of general technological change. In "Flip Horizontal: Gaming as Redemption" José dos Santos Cabral Filho relies on Roger Callois's categories to debate the role of the game in the formation of identity in contemporary culture's continuous debate about the power of technology to determine, and the freedom that technology apparently endows to its users. "The Fortean Continuity of eXistenZ within a Virtual Environment" by Adam Dodd revisits the work of philosopher of the paranormal, Charles Fort, and explores the connections between his ontology of continuity and the movement of signs within a postmodern, virtual, networked environment, analysing Cronenberg's 'game' film eXistenZ and relationships between the body, media, truth and representation. In "Game" Rebecca Farley ponders the concepts of 'game' and 'play' and how these intersect with the values of the society in which games are produced and played, and argues for game theories that recognise the essential element central to all gaming experiences: the player. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics" by Axel Bruns looks at the shifting aesthetic relationship between words and images in new media as exemplified by the Internet, as a focus for an examination of the influences computer gaming has brought to the Internet, and to computing in general. Our tapestry on the game weaves from this larger conceptual pattern into analytical reflection about the aesthetics and narratives in particular games. In "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming", Jason Wilson identifies the limitations of critical approaches that focus mainly on the screen and on-screen events; he calls for an expanded aesthetics of gaming that recognises the possibilities for "hybrid, cyborg players to narrate performance, play and self" and then analyses how players access this in a variety of games. In "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game", Bernadette Flynn takes us on a guided tour through the virtual worlds of the exploration/adventure games Myst and The Crystal Key via the historic, visual structures of art, architecture and cinema, and examines how these past forms and influences are used to establish representational context, and position, and work to orient and narrate players through the ludic space. In "Computer Games and Narrative Progression", Mark Finn examines the varying degrees of success with which theories from existing media have been applied to computer games, and analyses a variety of console games, specifically using the concepts of narrative progression and subject positioning, showing how these are both enforced by the game and negotiated in the complex relationship between game and player. Computer games are highly diverse in terms of game genre, technology, interactivity and the positioning of the player -- physically, narratively, subjectively and ideologically. While certain analyses may be applied to games in general, some of the best work gets into the particularities of gameplay, success, pleasure and expertise. The two following articles each provide an in-depth analysis of a particular game -- how it is structured, how players interact with the game, and the ideological assumptions that are inherent in the game software. "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD" by Daniel Pargman takes us inside the world of the online adventure MUD (Multi-User Domain) in his analysis of the text-based SvenskMUD, which has been running in Sweden for the last nine years. In "Settler Stories: Representational Ideologies in Computer Strategy Gaming" Nick Caldwell examines a real-time strategy (RTS) game, The Settlers, demonstrating how ideological assumptions about culture and production may be actualised in a virtual environment. Our final two articles deal with the fascinating intersection between games and media: how games are used to create media content, and how this repositioning as media spectacle influences and indeed dictates many aspects of the game. In "Technology and Sport" Greg Levine discusses the impact of media broadcast of sporting matches on televised sport through an analysis of Australian Rules football and looks at the broader effects of technological innovation on sport. Carol Morgan examines another meeting of game and media in "Capitalistic Ideology as an 'Interpersonal Game': The Case of Survivor", an analysis of this year's highly popular game show Survivor and the economic and social ideals that are implicit in, and perpetuated by that particular game. Oh, and then there is our final, final submission that you should not miss -- like an extra game level that you haven't discovered yet: this contribution comes from a person who actually failed in his attempt to capture what he wanted to say through an article for submission to the 'game' issue. Jesper Juul, along with 3D graphics by Mads Rydahl, has created a game instead that is designed for your pleasure and for those who have waded through the articles of game theory. It's called "Game Liberation" and its composed of four levels where you as game theorist have to blast away to destroy each theory that tries to colonise games and claim they have worked out their cultural significance. So cool down with a pleasant round of Space Invader-style shoot-em-up after a hard day of facing the faux-titans of media and cultural studies. Experience the zen-zone pleasure of games firsthand without leaving your comfort zone of intellectual gymnastics. We have tried to capture here some of the surface and depth of game culture -- if we can be so bold as to propose a new area of cultural study that is consolidating as a clear and interesting domain of popular culture and intellectual inquiry. As our articles demonstrate game culture does not fit comfortably into past forms of media analysis although there are insights about games that can be teased outwards from their relationship to visual/textual media forms. We invite your comments so that the analytical/critical process initiated by this issue can continue and encourage you to extrapolate outwards through your interventions and contribution on the Media-Culture list associated with M/C. Our authors are thirsty for discussion and debate. Although the issue is not quite like an adventure game, we invite you to point and click and investigate its various threads of game culture. P. David Marshall & Sue Morris -- 'Game' Issue Editors References Marshall, P. David. "Technophobia: Videogames, Computer Hacks and Cybernetics." Media International Australia 85 (1997): 70-8. Citation reference for this article MLA style: P. David Marshall, Sue Morris. "Editorial: 'Game'." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/edit.php>. Chicago style: P. David Marshall, Sue Morris, "Editorial: 'Game'," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/edit.php> ([your date of access]). APA style: P. David Marshall, Sue Morris. (2000) Editorial: 'game'. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/edit.php> ([your date of access]).
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30

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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31

Poletti, Anna, and Julie Rak. "“We’re All Born Naked and the Rest Is” Mediation: Drag as Automediality." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1387.

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This essay originates out of our shared interest in genres and media forms used for identity practices that do not cohere into a narrative or a fixed representation of who someone is. It takes the current heightened visibility of drag as a mode of performance that explicitly engages with identity as a product materialized—but not completed—by the ongoing process of performance. We consider the new drag, which we define below, as a form of playing with identity that combines bodily practices (comportment and use of voice) and adornment (make-up, clothing, wigs, and accessories) with an array of media (photography, live performance, social media and television). Given the limited space available, we will not be engaging with the propositions made during earlier feminist and queer thinking that drag is not inherently subversive and may reinscribe gender and race norms through their hyperbolic recitation (Butler 230-37; hooks 145-56). While we think there is much to be gained from revisiting these critiques in light of the changes in conceptualisations of gender in queer subcultures, we are not interested in framing drag as subversive or resistant in relation to the norms of masculinity and femininity. Instead, we follow Eve Sedgwick’s interest in reparative practices adopted by queer-identified subjects who must learn to survive in a hostile culture (“Paranoid”) and trace two lines of analysis we identify in drag’s new found visibility that demonstrate the reparative potential of automedia.At time of writing, RuPaul’s Drag Race (RPDR) has truly hit the big time. Pop icon Christina Aguilera was a guest judge for the first episode of its tenth season (Daw “Christina”), and the latest episode of RuPaul’s All-Stars season three spin-off show was the most-watched of any show in its network’s history (Crowley). RuPaul Charles, the producer and star of RPDR, has just been honoured with a star on the Hollywood Walk of Fame, decades after he began his career as a drag performer (Daw “RuPaul”). Drag queens are finally becoming part of American mainstream media and drag as an art form and a cultural practice is on its way to becoming part of discourse about gender and identity around the world, via powerful systems of digital mediation and distribution. RPDR’s success is a good way to think about how drag, a long-standing performance art form, is having a “break out” moment in popular culture. We argue here that RPDR is doing this within an automedia framework.What does automedia mean in the context of drag on television and social media? We understand automedia to be about the mediation of identity when identity is both a product of representation and a process that is continually becoming, expressed in the double meaning of the word “life” as biography and as process (Poletti “Queer Collages” 362; Poletti and Rak 6-7). In this essay we build on our shared interest in developing a critical mode that can respond to forms of automedia that explore “the possibility of identity in the absence of narration” (Rak 172). What might artists who work with predominantly non-narrative forms such as drag performance show us about the ongoing interconnection between technologies and subjectivities as they represent and think through what “life” looks like, on stage and off?Automedia names life as a process and a product that has the potential to queer temporality and normative forms of identification, what Jack Halberstam has called “queer time” (1). We understand Halberstam’s evocation of queer time as suitable for being thought through automedia because of their characterisation of queer as “a form of self-description in the past decade or so … [that] has the potential to open up new life narratives and alternative relations to time and space” (2). Queer time, Halberstam explains, comes from the collapse of the past and shaky relation to futurity gay men experienced during the height of the American AIDs crisis, but they also see queer time, significantly, as exceeding the terms of its arrival. Queer time could be about the “potentiality of a life unscripted by the conventions of family, inheritance, and child rearing” (2). Queer time, then, evokes the possibility of making a life narrative that does not have to follow a straight line or stay “on script,” and does not have to feature conventional milestones or touchstones in its unfolding. If queer time can be thought alongside automedia, within drag performances that are not about straight lives, narrative histories and straight time can come into view.Much has been written about drag as a performance that creates a public, for example, as part of a queer world-building project that shoots unpredictably through spaces beyond performance locations (Berlant and Warner 558). Halberstam’s shift to thinking of queer time as an opening of new life narratives and a different relation to time has similar potential when considering the work of RPDR as automedia, because the shift of drag performance away from clubs, parades and other queer spaces to television and the internet is accompanied by a concern, manifested in the work of RuPaul himself, with drag history and the management of drag memory. We argue that a concern with the relationship between time and identity in RPDR is an attempt to open up, through digital networked media, a queer understanding of time that is in relation to drag of the past, but not always in a linear way. The performances of season nine winner Sasha Velour, and Velour’s own preoccupation with drag history in her performances and art projects, is an indicator of the importance of connecting the twin senses of “life” as process and product found in automedia to performance and narration.The current visibility of drag in popular culture is characterised by a shifting relationship between drag and media: what was once a location-based, temporally specific form of performance which occurred in bars, has been radically changed through the increased contact between the media forms of performance, television and social media. While local drag queens are often the celebrities (or “superstars”) of their local subcultural scene, reality television (in the form of RPDR) and social media (particularly Instagram) have radically increased the visibility of some drag queens, turning them into international celebrities with hundreds of thousands of fans. These queens now speak to audiences far beyond their local communities, and to audiences who may not have any knowledge of the queer subcultures that have nurtured generations of drag performers. Under the auspices of RPDR, drag queens have gained a level of cultural visibility that produces fascinating, and complex, encounters between subcultural identity practices and mainstream media tropes. Amongst her many tasks—being fierce, flawless, hilarious, and able to turn out a consummate lip sync performance—the newly visible drag queen is also a teacher. Enacting RuPaul’s theory of identity from his song title—“We’re all born naked and the rest is drag” (“Born”)—drag queens who in some way embody or make use of RuPaul’s ideas have the potential to advance a queer perspective on identity as a process in keeping with Judith Butler’s influential theory of identity performativity (Butler 7-16). In so doing they can provide fresh insights into the social function of media platforms and their genres in the context of queer lives. They are what we call “new” drag queens, because of their access to technology and digital forms of image distribution. They can refer to classic drag queen performance culture, and they make use of classic drag performance as a genre, but their transnational media presence and access to more recent forms of identification to describe themselves, such as trans, genderqueer or nonbinary, mark their identity presentations and performance presences as a departure from other forms of drag.While there is clearly a lot to be said about drag’s “break out,” in this essay we focus on two elements of the “new media” drag that we think speak directly, and productively, to the larger question of how cultural critics can understand the connection between identity and mediation as mutually emergent phenomena. As a particularly striking practitioner of automediality, the new drag queen draws our attention to the way that drag performance is an automedial practice that creates “queer time” (Halberstam), making use of the changing status of camp as a practice for constructing, and mediating identity. In what follows we examine the statements about drag and the autobiographical statements presented by RuPaul Charles and Sasha Velour (the winner of RPDR Season Nine) to demonstrate automediality as a powerful practice for queer world-making and living.No One Ever Wins Snatch Game: RuPaul and TimeAs we have observed at the opening of this essay, queer time is an oppositional practice, a refusal of those who belong to queer communities to fall into step with straight ideas about history, futurity, reproduction and the heteronormative idea of family, and a way to understand how communities mark occasions, conceptualize the history and traditions of subcultures. Queer time has the potential to rethink daily living and history differently and to tell accounts of lives in a different way, to “open up new life narratives,” as Halberstam says (2). RuPaul Charles’s own life story could be understood as a way to open up new life narratives literally by constructing what a queer life and career could mean in the aftermath of the AIDS epidemic in the United States. His 1995 memoir, Lettin It All Hang Out, details RuPaul’s early career in 1980s Atlanta, Georgia and in New York as an often-difficult search for what would make him a star. RuPaul did not at first conceptualize himself as a drag star, but as a punk musician in Atlanta and then as part of the New York Club Kid community, which developed when New York clubs were in danger of closing because of fear of the AIDS epidemic (Flynn). RuPaul became adept at self-promotion and image-building while he was part of these rebellious punk and dance club subcultures that refused gender and lifestyle norms (Lettin 62-5). It might seem to be an unusual beginning for a drag star, but as RuPaul writes, “I always knew I was going to be star [but] I never thought it was going to be as a drag queen” (Lettin 64). There was no narrative of mainstream success that RuPaul—a gay, gender non-binary African-American man from the American Midwest—could follow.Since he was a drag performer too, RuPaul eventually “had an epiphany. Why couldn’t I [he] become a mainstream pop star in drag? Who said it couldn’t be done?” (Workin’ It 159). And he decided that rather than look for a model of success to follow, he would queer the mainstream model for success. As he observes, “I looked around at my favorite stars and realized that they were drag queens too. In fact every celebrity is a drag queen” (Lettin 129). Proceeding from the idea that all people are in fact drag artists—the source of RuPaul’s aformentioned catch-phrase and song title “We’re all born naked and the rest is drag” (“Born”), RuPaul moved the show business trajectory into queer time, making the “formula” for success the labour required of drag queens to create personae, entertain, promote themselves and make a successful living (and a life) in dangerous work environments—a process presented in his song “Supermodel” and its widely-cited lyric “You better work!” (“Supermodel”). The video for “Supermodel” shows RuPaul in his persona as Supermodel of the World, “working” as a performer and a member of the public in New York to underscore the different kinds of labour that is involved, and that this labour is necessary for anyone to become successful (“Supermodel” video).When RuPaul’s Drag Race began in 2010, RuPaul modelled the challenges in the show on his own career in an instance of automedia, where the non-narrative aspects of drag performance and contest challenges were connected to the performance of RuPaul’s own story. According to one of RuPaul’s friends who produces the show: “The first season, all the challenges were ‘Ru did this, so you did this.’ It was Ru’s philosophy” (Snetiker). As someone who was without models for success, RuPaul intends for RPDR to provide a model for others to follow. The goal of the show is the replication of RuPaul’s own career trajectory: the winners of RPDR are each crowned “America’s Next Drag Superstar,” because they have successfully learned from RuPaul’s own experiences so that they too can develop their careers as drag artists. This pattern has persisted on RPDR, where the contestants are often asked to participate in challenges that reflect RuPaul’s own struggles to become a star as a way to “train” them to develop their careers. Contestants have, like RuPaul himself, starred in low-budget films, played in a punk band, marketed their own perfume, commemorated the work of the New York Club Kids, and even planned the design and marketing of their own memoirs.RPDR contestants are also expected to know popular culture of the past and present, and they are judged on how well they understand their own “herstory” of the drag communities and queer culture. Snatch Game, a popular segment where contestants have to impersonate celebrities on a queer version of the Match Game series, is a double test. To succeed, contestants must understand how to impersonate celebrities past and present within a camp aesthetic. But the segment also tests how well drag queens understand the genre of game show television, a genre that no longer exists on television (except in the form of Wheel of Fortune or Jeopardy), and that many of the RPDR contestants are not old enough to have seen, performing witty taglines and off-the-cuff jokes they hope will land in a very tight time frame. Sasha Velour, the winner of season nine, won praise for her work in the Snatch Game segment in episode six because, acting on advice from RuPaul, she played Marlene Dietrich and not her first choice, queer theorist Judith Butler (RuPaul’s). Sasha Velour was able to make Dietrich, a queer icon known for her film work in the 1920-1940s, humorous in the game show context, showing that she understands queer history, and that she is a skilful impersonator who understands how to navigate a genre that is part of RuPaul’s own life story. The queer time of RuPaul’s narrative is transmitted to a skill set future drag stars need to use: a narrative of a life becomes part of performance. RPDR is, in this sense, automedia in action as queens make their personae “live,” perform part of RuPaul’s “life” story, and get to “live” on the show for another week if they are successful. The point of Snatch Game is how well a queen can perform, how good she is at entertaining and educating audiences, and how well she deals with an archaic genre, that of the television game show. No one ever “wins” Snatch Game because that is not the point of it. But those who win the Snatch Game challenge often go on to win RPDR, because they have demonstrated improvisational skill, comic timing, knowledge of RuPaul’s own life narrative touchstones and entertained the audience.Performative Agency: The Drag Performance as Resource for Queer LivingVelour’s embodied performance in the Snatch Game of the love and knowledge of popular culture associated with camp, and its importance to the art of drag, highlights the multifaceted use of media as a resource for identity practices that characterizes drag as a form of automedia. Crucially, it exemplifies the complex way that media forms are heavily cited and replayed in new combinations in order to say something real about the ways of living of a specific artist or person. Sasha Velour’s impersonation of Dietrich is not one in which Velour’s persona disappears: indeed, she is highly commended by RuPaul, and fans, because her embodiment of Dietrich in the anachronous media environment of the Snatch Game works to further Velour’s unique persona and skill as a drag artist. Velour queers time with her Dietrich in order to demonstrate her unique sensibility and identity. Thus, reality TV, silent film, cabaret, improvisation and visual presentation are brought together in an embodied performance that advances Velour’s specific form of drag and is taken as a strong marker of who Sasha Velour is.But what exactly is Sasha Velour doing when she clarifies her identity by dressing as Marlene Dietrich and improvises the diva’s answers to questions on a game show? This element of drag is clearly connected to the aesthetics of camp that have a long tradition in gay and queer culture. Original theories of camp theorized it as a practice of taste and interpretation (Sontag)—camp described a relationship to the objects of popular culture that was subversive because it celebrated the artificiality of aesthetic forms, and was therefore ironizing. However, this understanding of camp does not adequately describe its role in postmodern culture or how some queer subcultures cultivate the use media forms for identity practices (O’Neill 21). In her re-casting of camp, Eve Kosofsky Sedgwick argues:we need to [think of camp] not in terms of parody or even wit, but with more of an eye of its visceral, operatic power: the startling outcrops of overinvested erudition; the prodigal production of alternative histories; the ‘over’-attachment to fragmentary, marginal, waste, lost, or leftover cultural products; the richness of affective variety; and the irrepressible, cathartic fascination with ventriloquist forms of relation. (Sedgwick The Weather 66)This reframing of camp emphasises affect, attachment and forms of relation as ongoing processes for the making of queer life (a process), rather than as elements of queer identity (a product). For Sedgwick camp is a practice or process that mediates queerness in the context of a hostile mainstream media culture that does not connect queer ways of living with flourishing or positive outcomes (Sedgwick “Paranoid Reading” 28). In O’Neill’s account, camp does not involve attachment to the diva as a fixed identity whose characteristics can be adopted in irony or impersonation in which the individual disappears (16). Rather, it is the diva’s labour—her way of marshalling her talent to produce compelling performances, which come to be the hallmark of her career and identity—that is the site of queer identification. What RuPaul wittily refers to as a drag queen’s “charisma, uniqueness, nerve and talent” (the acronym is important), O’Neill refers to as the diva’s “performative agency”—the primary “power to perform” (16, emphasis in original). This is the positive power of camp as form of automediation for queer world making: media forms provide resources that queer subjects can draw on in assembling a performance of identity as modes of embodiment and ways of being that can be cited (the specific posture of Dietrich, for example, which Velour mimics) and in terms of the affect required to marshal the performance itself.When she was crowned the winner of season nine of RPDR, Sasha Velour emphasised the drag queen’s performative agency itself as a resource for queer identity practices. After being announced the winner, Velour said: “Let’s change shit up. Let’s get all inspired by all this beauty, all this beauty, and change the motherfucking world” (Queentheban). This narrative of the world-changing power of the beauty of drag refers to the visibility of the new drag queens, who through television and social media now have thousands of fans across the world. Yet, this narrative of the collective potential of drag is accompanied by Velour presenting her own autobiographical narrative that posits drag as an automedial practice whose “richness of affective variety” has been central to her coming to terms with the death of her mother from cancer. In interviews and in her magazine about drag (Velour: The Drag Magazine) Velour narrates the evolution of her drag and her identity as a “bald queen” whose signature look includes a clean-shaven head which is often unadorned or revealed in her performances as directly linked to her mother’s baldness brought on by treatment for cancer (WBUR).In an autobiographical photo-essay titled “Gone” published in Velour, Velour poses in a series of eight photographs which are accompanied by handwritten text reflecting on the role of drag in Velour’s grieving for her mother. In the introduction, the viewer is told that the “books and clothes” used in the photos belonged to Velour’s mother, Jane. The penultimate image shows Velour lying on grass in drag without a wig, looking up at the camera and is accompanied by nineteen statements elucidating what drag is, all of which are in keeping with Sedgwick’s reframing of camp practices as reparative strategies for queer lives: “Drag is for danger / Drag is for safety / Drag is for remembering / Drag is for recovering.” Affect, catharsis, and operatic power are narrated and visually rendered in the photo-essay, presenting drag as a highly personal form of automediation for Velour. The twentieth line defining drag appears on the final page, accompanied by a photograph of Velour from behind, her arms thrown back and tensile: “Drag is for dressing up / And this is my mother’s dress.”Taken together, Velour’s generic and highly personal descriptions of drag as a process and product that empowers individual and collective queer lives define drag as a form of automedia in which identity and living are a constant process of creativity and invention “where ideas about the self and what it means to live are tested, played with, rejected, and embraced” (Rak 177).Velour’s public statements and autobiographical works foreground how the power, investment, richness and catharsis encapsulated in drag performance offers an important antidote to the hostility to queer ways of being embodied by an assimilationist gay politics. In a recent interview, Velour commented on the increased visibility of her drag beyond her localised performances in “dive bars” in New York:When Drag Race came on television I feel like the gay community in general was focussed on […] dare I say, a kind of assimilation politics, showing straight people and the world at large that we are just like everyone else and I think drag offered a radical different saying [sic] and reminded people that there’s been this grand tradition of queer people and gay people saying ‘actually we’re fabulously different and this is why.’ (PopBuzz)Velour suggests that in its newly visible forms outside localised queer cultures, drag as a media spectacle offers an important alternative to the pressure for queer people to assimilate to dominant forms of living, those practices, forms of attachment and relation Halberstam associates with straight time.ConclusionThe queer time and performative agency enacted in drag provides a compelling example of non-narrative forms of identity work in which identity is continuously emerging through labour, innovation, and creativity (or—in RuPaul’s formulation—charisma, uniqueness, nerve and talent). This creativity draws on popular culture as a resource and site of history for queer identities, an evocation of queer time. The queer time of drag as a performance genre has an increasing presence in media forms such as television, social media and print media, bringing autobiographical performances and narratives by drag artists into new venues. This multiple remediation of drag recasts queer cultural practices beyond localised subcultural contexts into the broader media cultures in order to amplify and celebrate queerness as a form of difference, and differing, as automediality.ReferencesBerlant, Lauren, and Michael Warner. “Sex in Public.” Critical Inquiry 24.2 (Winter 1998): 547-566.Butler, Judith. Bodies That Matter: On the Discursive Limits of Sex. 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Madison, WI: U of Wisconsin P, 2014. 1-25.Poletti, Anna. “Periperformative Life Narrative: Queer Collages.” GLQ: A Journal of Lesbian and Gay Studies 22.3 (2016): 359-379.PopBuzz. “Sasha Velour Talks All Stars 3, Riverdale and Life after Winning RuPaul’s Drag Race.” 16 Feb. 2018 <https://youtu.be/xyl5PIRZ_Hw>.Queentheban. “Sasha Velour vs Peppermint | ‘It's Not Right But It's Okay’ & Winner Announcement.” 23 Jun. 2017 <https://youtu.be/8RqTzzcOLq4>.Rak, Julie. “Life Writing versus Automedia: The Sims 3 Game as a Life Lab.” Biography: An Interdisciplinary Quarterly 38.2 (Spring 2015): 155-180.RuPaul. “Born Naked.” Born Naked. RuCo, Inc., 2014.———. Lettin It All Hang Out: An Autobiography. New York: Hyperion Books, 1999.———. “Supermodel (You Better Work).” Supermodel of the World. Tommy Boy, 1993.———. “Supermodel (You Better Work).” Dir. Randy Barbato. MTV, 1993. <https://www.youtube.com/watch?v=Vw9LOrHU8JI>.———. Workin’ It!: RuPaul's Guide to Life, Liberty, and the Pursuit of Style. New York: HarperCollins, 2010.RuPaul’s Drag Race. RuPaul. World of Wonder Productions. Season 9, 2017.Sedgwick, Eve Kosofsky. The Weather in Proust. Durham and London: Duke UP, 2011.———. “Paranoid Reading and Reparative Reading; Or, You’re So Paranoid, You Probably Think This Introduction Is about You.” Novel Gazing: Queer Readings in Fiction. Ed. Eve Kosofsky Sedgwick. Durham: Duke UP, 1997. 1-37.Sontag, Susan. “Notes on ‘Camp’.” Camp: Queer Aesthetics and the Performing Subject: A Reader. Ed. Fabio Cleto. Edinburgh: Edinburgh UP, 1991. 53-65.Snetiker, Mark. “The Oral History of RuPaul.” Entertainment Weekly (2016). <http://rupaul.ew.com/>.WBUR. “Sasha Velour on Why Drag Is a ‘Political and Historical Art Form’.” 24 July 2017. <http://www.wbur.org/hereandnow/2017/07/24/sasha-velour>.Velour, Sasha. “Gone (with Daphne Chan).” sashavelour.com. <http://sashavelour.com/work/#/daphnechan/>.
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