Academic literature on the topic 'Icarian Communism'

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Journal articles on the topic "Icarian Communism"

1

François, Fourn. "Icarian communism between 1841 and 1848: a community of readers”." Praktyka Teoretyczna 3, no. 29 (January 28, 2019): 78–95. http://dx.doi.org/10.14746/prt.2018.3.4.

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W 1842 roku czytelnicy Le Populaire, pisma utworzonego rok wcześniej przez Etienne’a Cabeta, nadali sobie miano ikaryjskich komunistów. Ale do czego się w ten sposób odnosili? Partia komunistyczna, szkoła nauk społecznych, sieć, ruch, sekta – wszystkie te słowa mogą wyrażać naturę więzi, które rozwinęły się pomiędzy nimi w latach 1841-1848. Proponuję jednak nazwać ich mianem wspólnoty czytelników. Wynaleźli oni bowiem nową formę bycia razem. Ikaryjscy komuniści nie byli jedynie czytelnikami, lecz również twórcami, adresującymi swe dzieła do innych członków wspólnoty. W ramach owej wspólnoty osoby te dzieliły się pieniędzmi, ale również podzielały wspólne, egalitarne poglądy, wiarę w braterstwo oraz wdzięczność, a wręcz oddanie Cabetowi. Członkostwo w ramach takiej społeczności, angażujące wszystkie sfery życia, było rozwijane i manifestowane w różnych formach. Pociągało ono za sobą również częstokroć bolesną lekcję o ograniczeniach wspólnoty, zarazem wewnętrznych i odnoszących się do całości francuskiego społeczeństwa, które z trudem akceptowało jej funkcjonowanie.
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Ali, Asghar, J. D. H. Keatinge, B. Roidar Khan, and Sarfraz Ahmad. "Germplasm evaluation of dual-season lentil (Lens culinaris) lines for the arid highlands of west Asia." Journal of Agricultural Science 117, no. 3 (December 1991): 347–53. http://dx.doi.org/10.1017/s0021859600067095.

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SUMMARYExperiments to evaluate the suitability of lentil lines using an innovative dual-season approach for improved and reliable production under the harsh environmental conditions of the highlands of west Asia were conducted in Balochistan for 3 years (1986/87, 1987/88 and 1988/89) by the Arid Zone Research Institute. Two ICARDA-bred lines, ILL5865 and ILL5677, when assessed using a wide range of seeding times, appeared to be sufficiently flexible and well adapted to the conditions of extreme cold and aridity to be able to replace the ultra small-seeded local landrace. These ICARDA lines have seed sizes approximately double those of the local landrace and results of consumer acceptability studies suggest that the lines will have desirable marketing qualities. These two lines were selected for further larger-scale agronomy trials at multiple sites in Balochistan in subsequent seasons. Other lines, ILL5690, ILL1939 and ILL5730, have also shown potential, but only at certain seeding times and, as such, will be retained for further assessment in ongoing germplasm evaluation trials.Initial findings indicate that there are now good prospects for identifying dual-season lentil lines suitable for introduction into highland farming systems. However, further research will be required before new lentil lines will be an attainable reality for a large proportion of the dryland farming community of west Asia.
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Kozlov, Alexey E. "From Lazarus to the Petrashevtsy: Imagining Siberia in the Allegorical Novel Citizens of the Forest by Nikolai Akhsharumov." Imagologiya i komparativistika, no. 15 (2021): 214–35. http://dx.doi.org/10.17223/24099554/15/13.

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The article examines the phenomenon of spatial imagination in the plot and composition of the allegorical story by the critic and writer, member of the Petrashevsky Circle Nikolai Dmitrievich Akhsharumov. Turning to the most generalized Siberian topos and ignoring the numerous ethnographic information accumulated both in periodicals and in special studies, the writer constructs a dystopian plot, drawing on the novels by N.G. Chernyshevsky and F.M. Dostoevsky. Special attention should be paid to the polemic of Akhsharumov with the novel Crime and Punishment, which began in a critical article and continued beyond its borders, in a literary text. Akhsharumov begins his work from the point and coordinates where Crime and Punishment actually ends. When in a Siberian settlement, a gold digger and hunter, a former convict Lazar implements an educational project: he gives animals a language (according to the method of Robertson and Wundt) and law, teaches them the social principles of community and creates a kind of phalanstery. The social experiment gets out of control and ends in failure: “citizens of the forest” begin to worship the personified symbol of animal primal fear – the Great Fly totem. An uprising flares up to defeat a forcibly cultivated democracy, which yields to authoritarianism and totemism. By choosing the totem of the Great Fly, the forest dwellers finally lose their civic consciousness, appearing in their natural form and at the same time showing that there is no place for people, whoever they are, in their world (neither for life, nor, especially, for resurrection ). Like most dystopias, Citizens of the Forest demonstrates several phases of a social project: the formation of a civil society, its heyday and fall. Akhsharumov shows how the harmony of the animal world flings itself on mercy of one person and the word given to him; how the mass instinct (instincts of survival, reproduction, etc.) prevails over the needs of each individual (cattle or creature, as follows from the text). Citizens of the Forest creates an alternative value architectonics, due to which the life path of the protagonist, largely corresponding to the Old Testament, personifies the non-possibility of the resurrection miracle. The article attempts to describe not only intertextual links to political literature, utopias of Fourier, Cabet and Owen, dystopias in the spirit of Hobbes’ Leviathan, but also biographical lines associated with portraits of the writer’s brother, Fourierist Dmitry Akhsharumov, and M.V. Butashevich- Petrashevsky. Akhsharumov created space from scratch. Turning to the most primitive model of the Siberian text, and starting from strong texts (most likely, Voinarovsky and Crime and Punishment), Akhsharumov intuitively determined its two limits: a short novel, which begins as a story of the New World, ends with a descent into the kingdom of the dead. Siberia, which became a part of an ideological project and showed opportunities for a utopian perception, turned out to be reversible and easily transposed into a dystopia. Thus, despite the low aesthetic quality and numerous formal flaws, Citizens of the Forest remains one of the most significant evidences of spatial imagination, allowing to see in the choice of topos both ideological (from Icaria to Phalanstery) and conditionally biographical equestrianism (from family legends to political jokes). Siberia, as a space of imagination becomes the topos of an experiment continued by the writer in his fantastic story “Wanzamia”, directly replicating Cabet’s “Icaria”.
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Nyenhuis, Sharmilee M., Guilherme Moraes Balbim, Jun Ma, David X. Marquez, JoEllen Wilbur, Lisa K. Sharp, and Spyros Kitsiou. "A Walking Intervention Supplemented With Mobile Health Technology in Low-Active Urban African American Women With Asthma: Proof-of-Concept Study." JMIR Formative Research 4, no. 3 (March 11, 2020): e13900. http://dx.doi.org/10.2196/13900.

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Background Physical inactivity is associated with worse asthma outcomes. African American women experience disparities in both physical inactivity and asthma relative to their white counterparts. We conducted a modified evidence-based walking intervention supplemented with mobile health (mHealth) technologies to increase physical activity (PA). Objective This study aimed to assess the preliminary feasibility of a 7-week walking intervention modified for African American women with asthma. Methods African American women with suboptimally controlled asthma were identified from a health system serving low-income minorities. At a baseline data collection visit, participants performed spirometry and incremental shuttle walk test, completed questionnaires, and were given an accelerometer to wear for 1 week. The intervention comprised an informational study manual and 3 in-person group sessions over 7 weeks, led by a nurse interventionist, in a community setting. The supplemental mHealth tools included a wearable activity tracker device (Fitbit Charge HR) and one-way text messages related to PA and asthma 3 times per week. A secure Web-based research platform, iCardia, was used to obtain Fitbit data in real time (wear time, moderate-to-vigorous physical activity [MVPA] and sedentary time) and send text messages. The feasibility of the intervention was assessed in the domains of recruitment capability, acceptability (adherence, retention, engagement, text messaging, acceptability, complaints, and concerns), and preliminary outcome effects on PA behavior (change in steps, duration, and intensity). Results We approached 22 women, of whom 10 were eligible; 7 consented, enrolled and completed the study. Group session attendance was 71% (5/7), 86% (6/7), and 86% (6/7), respectively, across the 3 sessions. All participants completed evaluations at each group session. The women reported being satisfied or very satisfied with the program (eg, location, time, and materials). None of them had concerns about using, charging, or syncing the Fitbit device and app. Participants wore their Fitbit device for at least 10 hours per day in 44 out of the 49 intervention days. There was an increase in Fitbit-measured MVPA from week 1 (19 min/week, SD 14 min/week) to the last week of intervention (22 min/week, SD 12 min/week; Cohen d=0.24, 95% CI 0.1 to 6.4). A slight decrease in step count was observed from week 1 (8926 steps/day, SD 2156 steps/day) to the last week of intervention (8517 steps/day, SD 1612 steps/day; Cohen d=−0.21, 95% CI −876.9 to 58.9). Conclusions The initial feasibility results of a 7-week community-based walking intervention tailored for African American women with asthma and supplemented with mHealth tools are promising. Modifications to recruitment, retention, and the intervention itself are needed. These findings support the need to conduct a further modified pilot trial to collect additional data on feasibility and estimate the efficacy of the intervention on asthma and PA outcomes.
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Rajendran, Karthika, Clarice J. Coyne, Ping Zheng, Gopesh Saha, Dorrie Main, Nurul Amin, Yu Ma, et al. "Genetic diversity and GWAS of agronomic traits using an ICARDA lentil (Lens culinaris Medik.) Reference Plus collection." Plant Genetic Resources: Characterization and Utilization, July 7, 2021, 1–10. http://dx.doi.org/10.1017/s147926212100006x.

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Abstract Genotyping of lentil plant genetic resources holds the promise to increase the identification and utilization of useful genetic diversity for crop improvement. The International Center for Agriculture Research in the Dry Areas (ICARDA) lentil reference set plus collection of 176 accessions was genotyped using genotyping-by-sequencing (GBS) and 22,555 SNPs were identified. The population structure was investigated using Bayesian analysis (STRUCTURE, k = 3) and principal component analysis. The two methods are in concordance. Genome-wide association analysis (GWAS) using the filtered SNP set and ICARDA historical phenotypic data discovered putative markers for several agronomic traits including days to first flower, seeds per pod, seed weight and days to maturity. The genetic and genomic resources developed and utilized in this study are available to the research community interested in exploring the ICARDA reference set plus collection using GWAS.
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6

Williams, Marisa. "Going Underground." M/C Journal 5, no. 2 (May 1, 2002). http://dx.doi.org/10.5204/mcj.1953.

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In The Practice of Everyday Life, Walking in the City, Michel de Certeau celebrates the glorious sublimity of an Icarian moment as his gaze from the 110th floor of the World Trade Centre soars over Manhattan. Having taken such a voluptuous pleasure (92) in the view myself, and watched the twin towers collapse into rubble on my television screen last September, as I re-visit the aerial site through de Certeau, his words resonate strongly with the oneiric force of memory, myth and the wonder of urban possibility. For while theorising, does de Certeau not write his own story of the city as dream, as imaginative longing, consuming and producing an urban 'text' (93) as he reads from on high? Participating in the logic of one of the city's opportunities, a tourist attraction, his analytic practice is a creative expression of his own subjective experience. Theoretically, the story begins in the labyrinth of the cityscape, where the urban text is humanised by its mobile, unpredictable practitioners whose everyday operations style, invent and generate ways of being and becoming. What de Certeau offers us is something quite beautiful and noble, almost consolatory, in the idea of an artful, other spatiality that slips, undetected, into the banal routine of daily existence. To explore how lived space (96) is authorised by its heroic practitioners, made other, as it is inscribed into and outside the historic, social and economic realities or strategies of the urban environment, I resort to fiction, where the certain strangeness (93) of the everyday surfaces to be read. Colum McCann's novel, This Side of Brightness, takes us down below de Certeau's down below to the subterranean spaces of the New York City subway tunnels where the central character, Treefrog, estranged from his family, makes his home: his dark nest, high in the tunnel (McCann 2). Treefrog's escape into this murky, cavernous netherworld is a disappearing act for this is where no ordinary practitioners of the city live 'down below,' [down] below the thresholds at which [an everyday] visibility begins. (de Certeau 93) Seeking refuge, this is where the city's resident asylum seekers migrate, claiming exile as a right. To be outcast is an autonomous and pragmatic spatial tactic, a self-imposed, self-composed state of being as other. Here, survival is a process of resistance, an illegal occupation. Errant and devious, the lifestyle choice these urban consumers make violates the civil ordinances of the city. Venturing topside, Treefrog repels, offends and embarrasses the ordinary practitioners of the city travelling on the subway (96, 240) and in the reading room at the public library (93). The disgust and fear aroused by his stench and squalid appearance make no allowance for pity or pride. In these aboveground collective social spaces his unhygienic, undomesticated presence is not proper; it signals defiance in its fetid, imposing refusal to be controlled or to disappear. Treefrog is an anonymous manifestation of the cityscape. Disguised by long hair, a beard, ragged clothes, filth and dirt (242), his real identity is undetectable: Clarence Nathan Walker is invisible. Seemingly primitive, this sight is decidedly modern in its ubiquitous depiction of the contemporary urban indigent. A place of wounded spirits, Treefrog's 'mole' neighbourhood confesses the shame of an overwhelming suffering born of the streets. Papa Love's grief is monumentalised in the surreal gargantuan murals and portraits of the dead he paints on the walls of the tunnel. Crack addicts, Angela and Elijah, get high, wasted, underground. A symbolic toilet seat hangs wreath-like on Faraday's front door; as a doorbell (128). Dean, the Trash Man, collects the discarded remains of an urban consumer society and installs them in his 'front yard' as an assemblage of ready-made materials and found objects. Textually, his 'work' orchestrates a cacophony of human ruin and putrescence: the mounds of human faeces and the torn magazines and the empty containers and the hypodermic needles with blobs of blood at their tips like poppies erupting in a field...the broken bottles and rat droppings and a baby carriage and smashed TV and squashed cans and discarded cardboard boxes and shattered jars and orange peels and crack vials and a single teddy bear with both its eyes missing, its belly nibbled into by rats. (56) In this community, housing isolates, shelters and incarcerates, each inhabitant has their own cubicle, concrete bunker, solitary cell (56). In contrast to this depressed existential vista, before his incarnation as Treefrog, Clarence Nathan knows the sublime erotic charge of towering over New York City, expressed by de Certeau. Working construction on the city's skyscrapers, he seeks ascension, going, willfully, higher than any walking man in Manhattan....Beneath him, Manhattan becomes a blur of moving yellow taxis and dark silhouettes. There is something in this rising akin to desire, the gentle rock from side to side, the cooling breeze, the knowledge that he is the one who will pierce the virginity of space where the steel hits the sky....The elevator clangs and stops. Clarence Nathan finishes his coffee, tosses the paper cup and walks across the metal decking towards two ladders which jut up in the air. For a joke the men call this area the POST: The Place of Shrivelled Testicles. No ordinary man will go further. The nimblest Clarence Nathan and Cricket...climb three ladders to the very top of the building, where columns of steel reach up into the air. (195-6) Unaffected by vertigo and impervious to the danger, there is a seeming nonchalance, a banality, to Clarence Nathan's activity as he finishes his coffee, tosses the paper cup and gets to work; this is a practice of everyday life for him. And yet this productive activity, governed by city council planning and approval, contains a liberatory ruse, an 'anthropological,' poetic and mythic experience of space, (93) as proposed by de Certeau. High above, he performs a transcendent manoeuvre, a magic trick, creating and constructing space out of thin air, nothing. Icarian, Clarence Nathan's desire seems not for scopic pleasure but for the pure visceral elation of being unrestrained, unprotected, autonomous, above and beyond the rest of the world. At such a height Clarence Nathan does not speculate or even think he forgets where he is, that his 'body even exists.' (177) Surpassing rational comprehension and linguistic expression, his elevation articulates an unadulterated liberation, an erotics of feeling and an ecstasy of being: [s]ometimes, for a joke, Clarence Nathan takes out his harmonica at the top of the column and blows into it using just one hand. The wind carries most of the tune away, but occasionally the notes filter down to the ironworkers below. The notes sound billowy and strained, and for this the men sometimes call him Treefrog, a name he doesn't much care for. (198) From this pivotal point, high on the extreme vertical axis of the cityscape, Clarence Nathan has much further to fall when he loses his balance mentally, descending into an abyss of human despair. Being down is not deep enough. Going underground, Clarence Nathan reclaims this haunted, burrowed space of the city as a legacy bequeathed to him by his grandfather, one of the sandhogs who dug the tunnels of the New York subway, and reinvents himself as Treefrog. An appropriate moniker for this uncivilised, otherworldly realm, [a]ll darkness and dampness and danger, (7) sometimes it is the only name he can remember (29). Foregrounding memory and myth, McCann's fable weaves the creation story of a family through the interstices of a city's legends and official history, allowing us to read the appropriation, the othering, of the city's spaces by its inhabitants in the practice of their lives as ephemeral markings of artistic activity. Through the incantation of spatial and narrative trajectories, as de Certeau suggests, [a] migrational, or metaphorical, city thus slips into the clear text of the planned and readable city (93). Writing himself into these catacombs, literally, Treefrog embraces his interment, his burial rights, as a return to his primordial home: In his notebook Treefrog writes: Back down under the earth, where you belong. Back down under the earth where you belong....He could make a map of those words, beginning at the B and ending at the g where all beginning begins and ends and they would make the strangest of upground and belowground topographies. (139) So as not to forget the strange topographies of existence, Treefrog inscribes them on the surface of his skin: [h]is chest is scrimshawed with stabwounds and burns and scars. So many mutilations of his body. Hot paper clips, blunt scissors, pliers, cigarettes, matches, blades they have all left their marks. (30) Mapping an abstract expression, intimately, these are the warrior scars of the initiate. Belowground, Clarence Nathan eludes the clinical strategies of his obsessive-compulsive post-traumatic stress disorder; he avoids the nuthouse (228). Here, in retreat, as Treefrog, he is free to create, dream and imagine, unrestrained and unexamined; it is an elegant self-prescribed remedy. For Clarence Nathan, the tunnels are therapeutic and restorative. Ultimately, they enable him to be resurrected back into the light, upground, leaving Treefrog, like a discarded doppelgänger, to the shadows of the tunnels (242-3). An ironic compensation for his mental instability, Clarence Nathan's gift of perfect physical balance, his inheritance, (170) determines his survival underground. Safe and secure with his cave positioned high in the tunnel wall, Treefrog's daily movements are dependent upon the demonstration of an agile bodily grace, a mobility that defies gravity in its series of acrobatic swings and precarious tight-rope walking. Enhancing the danger and difficulty of his daring by performing blindfolded, Treefrog negotiates space intuitively: he walks onto the catwalk with his eyelids shut. The narrow beam requires supreme balance below him is a twenty foot drop to the tunnel. He swings his way down to the second beam ten feet below, crouches, then leaps and drops soundlessly to the gravel, knees bent, heart thumping. He opens his eyes to the darkness. (25) Mimetically Treefrog appropriates this eternal nocturnal realm and makes it his own, a part of himself, he feels the darkness, smells it, belongs to it. (23) As from his subterranean perch Treefrog fills the emptiness with the eerie, improvised strains of his harmonica, the stale, dank, tired air of the tunnels, is filtered through the human body, and used to make something strangely ethereal, beautiful, fresh and new: in the miasmic dark, Treefrog played, transforming the air, giving back to the tunnels their original music (2). Treefrog accepts this other spatiality, carved into and out of the urban environment, as a gift, and his performance reciprocates a generosity that signals hope and healing; '[t]he world, he knows, can still spring its small and wondrous surprises (53). McCann presents the tunnels of New York City as an urban wilderness, a lawless frontier. And yes, Treefrog's community is comprised of "demonic subterraneans madmen, perverts, addicts, criminals, murderers," but challenging Blanche Gelfant's account of the lower states, this reverse spatial direction does not necessarily signify a metaphorical mobilisation of values downward into the unexplored depths of moral disorder (417). Rather, in This Side of Brightness, moral disorder is a condition of ordinary, everyday existence aboveground, where violence, chaos, vulnerability, persecution, terror, inequality, kindness, disregard, compassion, indifference, awe, tragedy, compose, socially, [a] landscape of loving and hating. A palpable viciousness in the air. And yet a tenderness too. Something about this part of the world being so alive that its own heart could burst from the accumulated grief. As if it all might suddenly fulminate under the gravity of living. (185) Figured imaginatively through Treefrog the tunnels become an enchanted otherworldly space, '[a] heaven of hell,' (70) in which darkness, solitude and anonymity have the miraculous power to strengthen and absolve. Amidst the waste and detritus a beauty is brutally, painfully laid bare. For Treefrog, for Clarence Nathan, the tunnels are an emotional and psychological sanctuary and their appropriation is a courageous life-affirming act: it is only underground that...men become men, integrated, whole (37). References de Certeau, Michel. The Practice of Everyday Life. Trans. Steven Rendall. Berkeley: U of California P, 1988. Gelfant, Blanche. Residence Underground: Recent Fictions of the Subterranean City. The Sewanee Review. 83 (1975): 406-38. McCann, Colum. This Side of Brightness. London: Phoenix House, 1998. Citation reference for this article MLA Style Williams, Marisa. "Going Underground" M/C: A Journal of Media and Culture 5.2 (2002). [your date of access] < http://www.media-culture.org.au/0205/underground.php>. Chicago Style Williams, Marisa, "Going Underground" M/C: A Journal of Media and Culture 5, no. 2 (2002), < http://www.media-culture.org.au/0205/underground.php> ([your date of access]). APA Style Williams, Marisa. (2002) Going Underground. M/C: A Journal of Media and Culture 5(2). < http://www.media-culture.org.au/0205/underground.php> ([your date of access]).
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Proctor, Devin. "Wandering in the City: Time, Memory, and Experience in Digital Game Space." M/C Journal 22, no. 4 (August 14, 2019). http://dx.doi.org/10.5204/mcj.1549.

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As I round the corner from Church Street onto Vesey, I am abruptly met with the façade of St. Paul’s Chapel and by the sudden memory of two things, both of which have not yet happened. I think about how, in a couple of decades, the area surrounding me will be burnt to the ground. I also recall how, just after the turn of the twenty-first century, the area will again crumble onto itself. It is 1759, and I—via my avatar—am wandering through downtown New York City in the videogame space of Assassin’s Creed: Rogue (AC:R). These spatial and temporal memories stem from the fact that I have previously (that is, earlier in my life) played an AC game set in New York City during the War for Independence (later in history), wherein the city’s lower west side burns at the hands of the British. Years before that (in my biographical timeline, though much later in history) I watched from twenty-something blocks north of here as flames erupted from the twin towers of the World Trade Center. Complicating the situation further, Michel de Certeau strolls with me in spirit, pondering observations he will make from almost this exact location (though roughly 1,100 feet higher up) 220 years from now, around the time I am being born. Perhaps the oddest aspect of this convoluted and temporally layered experience is the fact that I am not actually at the corner of Church and Vesey in 1759 at all, but rather on a couch, in Virginia, now. This particular type of sudden arrival at a space is only possible when it is not planned. Prior to the moment described above, I had finished a “mission” in the game that involved my coming to the city, so I decided I would just walk around a bit in the newly discovered digital New York of 1759. I wanted to take it in. I wanted to wander. Truly Being-in-a-place means attending to the interconnected Being-ness and Being-with-ness of all of the things that make up that place (Heidegger; Haraway). Conversely, to travel to or through a place entails a type of focused directionality toward a place that you are not currently Being in. Wandering, however, demands eschewing both, neither driven by an incessant goal, nor stuck in place by introspective ruminations. Instead, wandering is perhaps best described as a sort of mobile openness. A wanderer is not quite Benjamin’s flâneur, characterised by an “idle yet assertive negotiation of the street” (Coates 28), but also, I would argue, not quite de Certeau’s “Wandersmünner, whose bodies follow the thicks and thins of an urban ‘text’ they write without being able to read it” (de Certeau 93). Wandering requires a concerted effort at non-intentionality. That description may seem to fold in on itself, to be sure, but as the spaces around us are increasingly “canalized” (Rabinow and Foucault) and designed with specific trajectories and narratives in mind, inaction leads to the unconscious enacting of an externally derived intention; whereas any attempt to subvert that design is itself a wholly intentional act. This is why wandering is so difficult. It requires shedding layers. It takes practice, like meditation.In what follows, I will explore the possibility of revelatory moments enabled by the shedding of these layers of intention through my own experience in digital space (maybe the most designed and canalized spaces we inhabit). I come to recognise, as I disavow the designed narrative of game space, that it takes on other meanings, becomes another space. I find myself Being-there in a way that transcends the digital as we understand it, experiencing space that reaches into the past and future, into memory and fiction. Indeed, wandering is liminal, betwixt fixed points, spaces, and times, and the text you are reading will wander in this fashion—between the digital and the physical, between memory and experience, and among multiple pasts and the present—to arrive at a multilayered subjective sense of space, a palimpsest of placemaking.Before charging fully into digital time travel, however, we must attend to the business of context. In this case, this means addressing why I am talking about videogame space in Certaudian terms. Beginning as early as 1995, videogame theorists have employed de Certeau’s notion of “spatial stories” in their assertions that games allow players to construct the game’s narrative by travelling through and “colonizing” the space (Fuller and Jenkins). Most of the scholarship involving de Certeau and videogames, however, has been relegated to the concepts of “map/tour” in looking at digital embodiment within game space as experiential representatives of the place/space binary. Maps verbalise spatial experience in place terms, such as “it’s at the corner of this and that street”, whereas tours express the same in terms of movement through space, as in “turn right at the red house”. Videogames complicate this because “mapping is combined with touring when moving through the game-space” (Lammes).In Games as Inhabited Spaces, Bernadette Flynn moves beyond the map/tour dichotomy to argue that spatial theories can approach videogaming in a way no other viewpoint can, because neither narrative nor mechanics of play can speak to the “space” of a game. Thus, Flynn’s work is “focused on completely reconceiving gameplay as fundamentally configured with spatial practice” (59) through de Certeau’s concepts of “strategic” and “tactical” spatial use. Flynn explains:The ability to forge personal directions from a closed simulation links to de Certeau’s notion of tactics, where users can create their own trajectories from the formal organizations of space. For de Certeau, tactics are related to how people individualise trajectories of movement to create meaning and transformations of space. Strategies on the other hand, are more akin to the game designer’s particular matrix of formal structures, arrangements of time and space which operate to control and constrain gameplay. (59)Flynn takes much of her reading of de Certeau from Lev Manovich, who argues that a game designer “uses strategies to impose a particular matrix of space, time, experience, and meaning on his viewers; they, in turn, use ‘tactics’ to create their own trajectories […] within this matrix” (267). Manovich believes de Certeau’s theories offer a salient model for thinking about “the ways in which computer users navigate through computer spaces they did not design” (267). In Flynn’s and Manovich’s estimation, simply moving through digital space is a tactic, a subversion of its strategic and linear design.The views of game space as tactical have historically (and paradoxically) treated the subject of videogames from a strategic perspective, as a configurable space to be “navigated through”, as a way of attaining a certain goal. Dan Golding takes up this problem, distancing our engagement from the design and calling for a de Certeaudian treatment of videogame space “from below”, where “the spatial diegesis of the videogame is affordance based and constituted by the skills of the player”, including those accrued outside the game space (Golding 118). Similarly, Darshana Jayemanne adds a temporal element with the idea that these spatial constructions are happening alongside a “complexity” and “proliferation of temporal schemes” (Jayemanne 1, 4; see also Nikolchina). Building from Golding and Jayemanne, I illustrate here a space wherein the player, not the game, is at the fulcrum of both spatial and temporal complexity, by adding the notion that—along with skill and experience—players bring space and time with them into the game.Viewed with the above understanding of strategies, tactics, skill, and temporality, the act of wandering in a videogame seems inherently subversive: on one hand, by undergoing a destination-less exploration of game space, I am rejecting the game’s spatial narrative trajectory; on the other, I am eschewing both skill accrual and temporal insistence to attempt a sense of pure Being-in-the-game. Such rebellious freedom, however, is part of the design of this particular game space. AC:R is a “sand box” game, which means it involves a large environment that can be traversed in a non-linear fashion, allowing, supposedly, for more freedom and exploration. Indeed, much of the gameplay involves slowly making more space available for investigation in an outward—rather than unidirectional—course. A player opens up these new spaces by “synchronising a viewpoint”, which can only be done by climbing to the top of specific landmarks. One of the fundamental elements of the AC franchise is an acrobatic, free-running, parkour style of engagement with a player’s surroundings, “where practitioners weave through urban environments, hopping over barricades, debris, and other obstacles” (Laviolette 242), climbing walls and traversing rooftops in a way unthinkable (and probably illegal) in our everyday lives. People scaling buildings in major metropolitan areas outside of videogame space tend to get arrested, if they survive the climb. Possibly, these renegade climbers are seeking what de Certeau describes as the “voluptuous pleasure […] of ‘seeing the whole,’ of looking down on, totalizing the most immoderate of human texts” (92)—what he experienced, looking down from the top of the World Trade Center in the late 1970s.***On digital ground level, back in 1759, I look up to the top of St. Paul’s bell tower and crave that pleasure, so I climb. As I make my way up, Non-Player Characters (NPCs)—the townspeople and trader avatars who make up the interactive human scenery of the game—shout things such as “You’ll hurt yourself” and “I say! What on earth is he doing?” This is the game’s way of convincing me that I am enacting agency and writing my own spatial story. I seem to be deploying “tricky and stubborn procedures that elude discipline without being outside the field in which it is exercised” (de Certeau 96), when I am actually following the program the way I am supposed to. If I were not meant to climb the tower, I simply would not be able to. The fact that game developers go to the extent of recording dialogue to shout at me when I do this proves that they expect my transgression. This is part of the game’s “semi-social system”: a collection of in-game social norms that—to an extent—reflect the cultural understandings of outside non-digital society (Atkinson and Willis). These norms are enforced through social pressures and expectations in the game such that “these relative imperatives and influences, appearing to present players with ‘unlimited’ choices, [frame] them within the parameters of synthetic worlds whose social structure and assumptions are distinctly skewed in particular ways” (408). By using these semi-social systems, games communicate to players that performing a particular act is seen as wrong or scandalous by the in-game society (and therefore subversive), even when the action is necessary for the continuation of the spatial story.When I reach the top of the bell tower, I am able to “synchronise the viewpoint”—that is, unlock the map of this area of the city. Previously, I did not have access to an overhead view of the area, but now that I have indulged in de Certeau’s pleasure of “seeing the whole”, I can see not only the tactical view from the street, but also the strategic bird’s-eye view from above. From the top, looking out over the city—now The City, a conceivable whole rather than a collection of streets—it is difficult to picture the neighbourhood engulfed in flames. The stair-step Dutch-inspired rooflines still recall the very recent change from New Amsterdam to New York, but in thirty years’ time, they will all be torched and rebuilt, replaced with colonial Tudor boxes. I imagine myself as an eighteenth-century de Certeau, surveying pre-ruination New York City. I wonder how his thoughts would have changed if his viewpoint were coloured with knowledge of the future. Standing atop the very symbol of global power and wealth—a duo-lith that would exist for less than three decades—would his pleasure have been less “voluptuous”? While de Certeau considers the viewer from above like Icarus, whose “elevation transfigures him into a voyeur” (92), I identify more with Daedalus, preoccupied with impending disaster. I swan-dive from the tower into a hay cart, returning to the bustle of the street below.As I wander amongst the people of digital 1759 New York, the game continuously makes phatic advances at me. I bump into others on the street and they drop boxes they are carrying, or stumble to the side. Partial overheard conversations going on between townspeople—“… what with all these new taxes …”, “… but we’ve got a fine regiment here …”—both underscore the historical context of the game and imply that this is a world that exists even when I am not there. These characters and their conversations are as much a part of the strategic makeup of the city as the buildings are. They are the text, not the writers nor the readers. I am the only writer of this text, but I am merely transcribing a pre-programmed narrative. So, I am not an author, but rather a stenographer. For this short moment, though, I am allowed by the game to believe that I am making the choice not to transcribe; there are missions to complete, and I am ignoring them. I am taking in the city, forgetting—just as the design intends—that I am the only one here, the only person in the entire world, indeed, the person for whom this world exists.While wandering, I also experience conflicts and mergers between what Maurice Halbwachs has called historical, autobiographical, and collective memory types: respectively, these are memories created according to historical record, through one’s own life experience, and by the way a society tends to culturally frame and recall “important” events. De Certeau describes a memorable place as a “palimpsest, [where] subjectivity is already linked to the absence that structures it as existence” (109). Wandering through AC:R’s virtual representation of 1759 downtown New York, I am experiencing this palimpsest in multiple layers, activating my Halbwachsian memories and influencing one another in the creation of my subjectivity. This is the “absence” de Certeau speaks of. My visions of Revolutionary New York ablaze tug at me from beneath a veneer of peaceful Dutch architecture: two warring historical memory constructs. Simultaneously, this old world is painted on top of my autobiographical memories as a New Yorker for thirteen years, loudly ordering corned beef with Russian dressing at the deli that will be on this corner. Somewhere sandwiched between these layers hides a portrait of September 11th, 2001, painted either by collective memory or autobiographical memory, or, more likely, a collage of both. A plane entering a building. Fire. Seen by my eyes, and then re-seen countless times through the same televised imagery that the rest of the world outside our small downtown village saw it. Which images are from media, and which from memory?Above, as if presiding over the scene, Michel de Certeau hangs in the air at the collision site, suspended a 1000 feet above the North Pool of the 9/11 Memorial, rapt in “voluptuous pleasure”. And below, amid the colonists in their tricorns and waistcoats, people in grey ash-covered suits—ambulatory statues; golems—slowly and silently march ever uptown-wards. Dutch and Tudor town homes stretch skyward and transform into art-deco and glass monoliths. These multiform strata, like so many superimposed transparent maps, ground me in the idea of New York, creating the “fragmentary and inward-turning histories” (de Certeau 108) that give place to my subjectivity, allowing me to Be-there—even though, technically, I am not.My conscious decision to ignore the game’s narrative and wander has made this moment possible. While I understand that this is entirely part of the intended gameplay, I also know that the design cannot possibly account for the particular way in which I experience the space. And this is the fundamental point I am asserting here: that—along with the strategies and temporal complexities of the design and the tactics and skills of those on the ground—we bring into digital space our own temporal and experiential constructions that allow us to Be-in-the-game in ways not anticipated by its strategic design. Non-digital virtuality—in the tangled forms of autobiographical, historic, and collective memory—reaches into digital space, transforming the experience. Further, this changed game-experience becomes a part of my autobiographical “prosthetic memory” that I carry with me (Landsberg). When I visit New York in the future, and I inevitably find myself abruptly met with the façade of St Paul’s Chapel as I round the corner of Church Street and Vesey, I will be brought back to this moment. Will I continue to wander, or will I—if just for a second—entertain the urge to climb?***After the recent near destruction by fire of Notre-Dame, a different game in the AC franchise was offered as a free download, because it is set in revolutionary Paris and includes a very detailed and interactive version of the cathedral. Perhaps right now, on sundry couches in various geographical locations, people are wandering there: strolling along the Siene, re-experiencing time they once spent there; overhearing tense conversations about regime change along the Champs-Élysées that sound disturbingly familiar; or scaling the bell tower of the Notre-Dame Cathedral itself—site of revolution, desecration, destruction, and future rebuilding—to reach the pleasure of seeing the strategic whole at the top. And maybe, while they are up there, they will glance south-southwest to the 15th arrondissement, where de Certeau lies, enjoying some voluptuous Icarian viewpoint as-yet unimagined.ReferencesAtkinson, Rowland, and Paul Willis. “Transparent Cities: Re‐Shaping the Urban Experience through Interactive Video Game Simulation.” City 13.4 (2009): 403–417. DOI: 10.1080/13604810903298458.Benjamin, Walter. The Arcades Project. Trans. Howard Eiland and Kevin McLaughlin. Ed. Rolf Tiedmann. Cambridge, Mass.: Belknap Press, 2002. Coates, Jamie. “Key Figure of Mobility: The Flâneur.” Social Anthropology 25.1 (2017): 28–41. DOI: 10.1111/1469-8676.12381.De Certeau, Michel. The Practice of Everyday Life. Translated by Steven Rendall. Berkeley: University of California Press, 1984.Flynn, Bernadette. “Games as Inhabited Spaces.” Media International Australia, Incorporating Culture and Policy 110 (2004): 52–61. DOI: 10.1177/1329878X0411000108.Fuller, Mary, and Henry Jenkins. “‘Nintendo and New World Travel Writing: A Dialogue’ [in] CyberSociety: Computer-Mediated Communication and Community.” CyberSociety: Computer-Mediated Communication and Community. Ed. Steve Jones. Thousand Oaks: Sage, 1994. 57–72. <https://contentstore.cla.co.uk/secure/link?id=7dc700b8-cb87-e611-80c6-005056af4099>.Golding, Daniel. “Putting the Player Back in Their Place: Spatial Analysis from Below.” Journal of Gaming & Virtual Worlds 5.2 (2013): 117–30. DOI: 10.1386/jgvw.5.2.117_1.Halbwachs, Maurice. The Collective Memory. New York: Harper & Row, 1980.Haraway, Donna. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke University Press Books, 2016.Heidegger, Martin. Existence and Being. Chicago: Henry Regnery Company, 1949.Jayemanne, Darshana. “Chronotypology: A Comparative Method for Analyzing Game Time.” Games and Culture (2019): 1–16. DOI: 10.1177/1555412019845593.Lammes, Sybille. “Playing the World: Computer Games, Cartography and Spatial Stories.” Aether: The Journal of Media Geography 3 (2008): 84–96. DOI: 10.1080/10402659908426297.Landsberg, Alison. Prosthetic Memory: The Transformation of American Remembrance in the Age of Mass Culture. New York: Columbia University Press, 2004.Laviolette, Patrick. “The Neo-Flâneur amongst Irresistible Decay.” Playgrounds and Battlefields: Critical Perspectives of Social Engagement. Eds. Martínez Jüristo and Klemen Slabina. Tallinn: Tallinn University Press, 2014. 243–71.Manovich, Lev. The Language of New Media. Cambridge, Massachusetts: MIT Press, 2002.Nikolchina, Miglena. “Time in Video Games: Repetitions of the New.” Differences 28.3 (2017): 19–43. DOI: 10.1215/10407391-4260519.Rabinow, Paul, and Michel Foucault. “Interview with Michel Foucault on Space, Knowledge and Power.” Skyline (March 1982): 17–20.
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Dissertations / Theses on the topic "Icarian Communism"

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McCorquindale, John Derek. "Spatial Practices of Icarian Communism." Diss., CLICK HERE for online access, 2008. http://contentdm.lib.byu.edu/ETD/image/etd2352.pdf.

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Mendes-Geffroy, Véronique. "Voyage en Icarie, aux noms du père : 1772-2005." Poitiers, 2011. http://www.theses.fr/2011POIT5030.

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Le 3 février 1848, 69 icariens partent du Havre sur le bâteau "Rome" pour le Nouveau Monde. Un roman "voyage en Icarie", écrit sous forme de conte , et le combat politique de son auteur etienne Cabet ont convaincu quelques aventuriers de tenter une expérience : croire qu'une société utopique , soumise aux principes icariens du roman, était réalisable en Amérique. .
On the thirdd February 1848, 69 icarians set sail from "Le Havre" abord "The Rome" on a voyage to the New World. A novel, "Voyage to Icaria", written by Etienne Cabet in the style of a traditionnal tale, and the political struggle of its author, had persuaded these adventurers to found an Icarian utopian society in America. .
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Books on the topic "Icarian Communism"

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Symposia, Cours Icarien. Contributions of Icarians to America: Proceedings of the 1990-93 Cours Icarien Symposia. [Nauvoo, Ill.?]: National Icarian Heritage Society, 1997.

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Benguerel, Xavier. Icaria, Icaria ...: Novela / Xavier Benguerel. - 1. ed. -. Barcelona: Edicions Del Mall, 1986.

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Étienne Cabet, ou, Le temps de l'utopie. Paris: Vendémiaire, 2014.

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Waltraud, Seidel-Höppner, ed. Etienne Cabet und seine ikarische Kolonie: Sein Weg vom Linksliberalen zum Kommunisten und seine Kolonie in Darstellung und Dokumenten. Frankfurt am Main: P. Lang, 2002.

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1914-, Snyder Lillian M., Sutton Robert P, and Icarian Weekend in Nauvoo (1986 : Nauvoo, Ill.), eds. Immigration of the Icarians to Illinois: Proceedings of the Icarian Weekend in Nauvoo : Nauvoo, Illinois, July 19 & 20, 1986. [Illinois: s.n.], 1987.

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Book chapters on the topic "Icarian Communism"

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Oved, Yaacov. "Icaria: The Socialist Immigrant Communes." In Two Hundred Years of American Communes, 193–214. Routledge, 2017. http://dx.doi.org/10.4324/9781351317887-8.

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