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1

Krisdiawan, Rio Andriyat, Ramdoni Ramdoni, and Aji Permana. "RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID." NUANSA INFORMATIKA 14, no. 1 (January 16, 2020): 46. http://dx.doi.org/10.25134/nuansa.v14i1.2442.

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Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
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Sier, André. "Non-human labyrinths: Roots and additional other than human formation methods." Technoetic Arts 17, no. 1 (June 1, 2019): 5–23. http://dx.doi.org/10.1386/tear_00002_1.

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Abstract Within the context of exploring new electronic arts' aesthetic regions and unexampled connections between generative art, games and mythology, my practical artistic research was led to focus on labyrinthine structures as exquisite legendary spatial gaming devices and as possible pathways to gain deeper humane insights, resulting into discoveries of original methods of labyrinth formation by means other than human. Labyrinths and mazes are inextricable paths, human made millennial structures that provide spatial challenges often connected with feedback, compression, entanglement and hyper complexification of goal oriented displacement. They are perhaps the most ancient example of structure for spatial and serious games. Novel methods for labyrinth creation ‐ non-human methods ‐ are introduced and exemplified through artistic constructs. These new methods utilize non-human bioelectronic techniques and are initially grouped into three distinct sub-categories: the 'open' method, the 'mathematical flower' method, the 'animal' method. Four case examples of artistic non-human labyrinths resorting to the introduced novel methods are explored: k. video games (2007, 2010), Wolfanddotcom video game (2017), 8-bit Maze Gardens vegetable paintings (2018‐present), Ant Ennae Labyrinths bio-electronic apparatus (2019‐present).
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Pratiwi, Heny, Ita Arfyanti, and M. Za’iem Sururi. "Membangun Game Edutainment “Pengenalan Komputer” Menggunakan Shuffle Random (SR) Dan Finite State Machine (FSM) Untuk Anak Tunagrahita Ringan." J-SAKTI (Jurnal Sains Komputer dan Informatika) 3, no. 2 (September 13, 2019): 307. http://dx.doi.org/10.30645/j-sakti.v3i2.149.

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Research to build an Edutainment Game "Introduction to Computers" for mild retarded children is a study designed for teachers to deliver material to special school students (SLB) with special needs such as children with visual impairment, hearing impairment, mental retardation, intellectual disability, autism and blindness. . In this game the player will be presented with a variety of learning menus about "Computer Devices" and a game menu consisting of a guessing picture quiz to train memory, then there are typing games and labyrinth games to develop motor movements and increase students' responses and interests. Shuffle and Finite State Machine randomization algorithms will be applied in this study, with the aim of arranging the image position to be randomized in the learning menu and typing games as well as randomizing the position of the main characters and enemies in the labyrinth game made in three levels. This is done to improve students' learning and curiosity. The technology applied in this research is intelligent agent (intelligent system) which has a game agent character that will accompany children to learn and play.
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Prihandoko, Galih Kuat, and Tri Nova Hasti Yunianta. "Pengembangan Board Game “Labyrinth in the Forest” Untuk Siswa Sekolah Menengah Pertama Materi Bilangan." Jurnal Cendekia : Jurnal Pendidikan Matematika 5, no. 1 (March 18, 2021): 578–90. http://dx.doi.org/10.31004/cendekia.v5i1.548.

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Media pembelajaran yang menarik dapat membuat suasana dalam pembelajaran menjadi tidak membosankan, dan dapat meningkatkan hasil belajar. Pengembangan media pembelajaran yaitu board game “Labyrinth In the Forest” untuk siswa Sekolah Menengah Pertama (SMP) materi bilangan diperlukan dan inilah menjadi tujuan penelitian ini. Jenis penelitian pengembangan ini menggunakan model pengembangan ADDIE. Subjek penelitian ini menggunakan tujuh siswa kelas 7 SMP di Kota Salatiga. Media board game dinyatakan valid dan praktis dengan hasil persentase keduanya yaitu 90% dan 85% dengan kategori sangat baik. Hasil signifikasi uji paired t-test adalah 0,000 (kurang dari 0,005) didukung dengan nilai rata-rata posttest lebih tinggi dibandingkan pretest. Hasil respons siswa menyatakan 96,5% memilih dalam kategori sangat baik atau sangat praktis untuk digunakan. Simpulan penelitian ini menyatakan bahwa media board game “Labyrinth in the Forest” yang telah dikembangkan valid, praktis, dan efektif digunakan untuk proses pembelajaran khususnya siswa SMP pada materi bilangan.
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5

Podoprikhin, D. A. "Implementation of the “Labyrinth” Game by Brain –Computer Interface Tools." Computational Mathematics and Modeling 26, no. 4 (July 28, 2015): 555–65. http://dx.doi.org/10.1007/s10598-015-9292-z.

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Chang, Benjamin, Shawn Lawson, Kathleen Ruiz, Mei Si, Emilia Bagiella, Emma K. T. Benn, and Janice Lynn Gabrilove. "4403 Cure Quest: Team Science of Game Design for Medical Education." Journal of Clinical and Translational Science 4, s1 (June 2020): 59. http://dx.doi.org/10.1017/cts.2020.205.

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OBJECTIVES/GOALS: “Cure Quest” is an adventure quest game about the process of new drug discovery and development. The player explores a magical island in search of a cure for a mysterious illness, traveling through different lands based on the stages of the drug discovery pipeline. Along the way, they must solve puzzles, decipher clues, and enlist the help of a ‘team science’ group of collaborators. The game uses a fantastical setting and engaging story to communicate the topic through metaphorical representations, instilling a sense of wonderment in the learning process. Real-world science is embedded into fictionalized lands such as the Labyrinth of Target Identification, the Forest of Small Molecule Discovery, the Tree of Biostatistics, the Mountains of FDA Approval and the Desert of Funding. The project represents a novel application of game-based learning to a complex topic not typically addressed through games. The process of designing and developing the game itself uncovers strong parallels between the interdisciplinary game design process and the interdisciplinary team science process. The objective of the game is to communicate high-level concepts of the drug discovery and development process, starting with the principles of ethical research and the motivations behind medical discovery, through the development of a new drug and finally to FDA approval. The goal is to improve understanding of clinical translational science among the different disciplines involved, and to raise overall awareness of the drug discovery process. METHODS/STUDY POPULATION: The game is being developed through a collaboration between faculty and students at ISMMS and the Games and Simulation Arts and Science Program at Rensselaer Polytechnic Institute. The first target audience is 2nd-3rd year medical students, with the future goal of adapting the game to a broader population. The game design is informed by specific learning outcomes, input from players in the target population and an ongoing iterative design process. The game is designed for mobile devices (iOS and Android), with an emphasis on narrative, exploration, and puzzle solving. Future evaluation will be performed through a quasi-experimental design comparing standard lectures with the game on a drug discovery. RESULTS/ANTICIPATED RESULTS: The game is currently in development, but the project has yielded insight into the design process for serious games in medicine. We found that for a game of this type it is essential not just to have both designers and subject matter experts, but to enable cross-pollination of modes of thinking. Through multiple design iterations and focus groups, we found that a game design approach rooted in narrative and allegorical abstraction would have a better ability to engage the target audience than one focused only on realistic simulation. When complete, we anticipate that the game will improve understanding of the core concepts in drug discovery. CureQuest is designed as an episodic game, following the sequence of stages in the drug discovery and development process. In this version of the game, we demonstrate five of the initial episodes: The City of Discovery of Unmet Medical Need; The Labyrinth of Target Identification; the Aquarium of Transgenic Phenotype Expression; the Rival Researcher Gang Quiz Battle; and the Desert of Funding. DISCUSSION/SIGNIFICANCE OF IMPACT: If successful, the game-based learning approach can help fill key gaps in current formal medical and scientific training, as well as gaps in understanding among the general public. The design process serves as an informative model of evolving collaborative team science.
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Riza, Lala Septem, Tyas Sawiji, Nurjanah Nurjanah, Haviluddin Haviluddin, Edy Budiman, and Alejandro Rosales-Pérez. "A Labyrinth Game for Blind Children Using Problem Solving Learning Model." International Journal of Emerging Technologies in Learning (iJET) 15, no. 02 (January 29, 2020): 58. http://dx.doi.org/10.3991/ijet.v15i02.11375.

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This research aims to design the concept of learning media for the blind student and apply it to labyrinth game using problem-solving learning model. To design this media, 21 blind child characteristics, learning model, lesson plan and story concept of the game have been considered. After developing the proposed learn-ing media, some experiments on blind students are conducted. Then, the results of the experiments are processed and analyzed based on qualitative method. They shows that scores, perspectives, and focus of users are good. It means that the proposed learning media provides a positive impact on the blind child. Moreover, guidance and direction to students are the important things that have to do when the media is applied.
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Yunianta, Tri Nova Hasti. "LEARNING MEDIA DEVELOPMENT OF BOARD GAME “THE LABYRINTH OF TRIGONOMETRY” IN TRIGONOMETRY MATERIALS FOR THE 10th GRADE SENIOR HIGH SCHOOL." Satya Widya 34, no. 2 (February 14, 2019): 88–100. http://dx.doi.org/10.24246/j.sw.2018.v34.i2.p88-100.

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Interaction is essential in mathematics learning process, so effective means to promote students’ interaction is compulsory. This research was appointed to develop the board game learning media “The Labyrinth of Trigonometry”, which is adequate to be implemented in trigonometry problem practices. Employing Research and Development (R&D), this research utilized the ADDIE model built of 5 stages, namely: analysis, design, development, implementation, and evaluation. Notably, this board game had been clarified to be a valid learning media by teaching material and media experts, exceptionally obtained 94% and 86% category. 35 students of 11th grade of Senior High School 1 Ambarawa were selected as the participants. The result showed that the practical index obtained excellent category (96%) and the Wilcoxon test significance result was 0.00 (less than 0.05) with higher posttest mean score than pretest. Eventually, the researcher concluded that “The Labyrinth of Trigonometry” was a valid, practical, and effective learning media.
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Coskun, Zeynep Nesrin, Tufan Adıguzel, and Guven Catak. "Acoustic Labyrinth: Validation of a game – based heart auscultation educational tool." World Journal on Educational Technology: Current Issues 11, no. 4 (October 25, 2019): 245–56. http://dx.doi.org/10.18844/wjet.v11i4.4394.

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The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form. Key findings of the study were: 1—Each medical student increased their identification skills and retention was possible. 2—The most incorrectly identified heart sound was the most correctly identified heart sound after using the tool. 3—Medical students sided with the tool for it is flexible, quicker method of learning and getting feedback, can be used anytime, anywhere without interruption of daily life. 4—Since students felt skillful and epic, in real-World tackling problems, on the mission; saving lives, and competitive, they repeated the content otherwise they would not. 5—The tool created a hype and motivation for further learning. 6—Tool was effective on the users with possible restricted acoustic capability which could imply findings might also be used for improving listening skills and musical ear. Keywords: Stethoscope skills, heart auscultation training, mobile learning, game-based learning, retention.
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Hartanto, Anggit Dwi, Aji Surya Mandala, Dimas Rio P.L., Sidiq Aminudin, and Andika Yudirianto. "Implementasi Algoritma Dijkstra Pada Game Pacman." CCIT Journal 12, no. 2 (August 19, 2019): 170–76. http://dx.doi.org/10.33050/ccit.v12i2.687.

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Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations
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Putri, Astrid Novita. "OPTIMASI ALGHORITMA BREADTH FIRST SEARCH PADA GAME ENGINE 3D THIRD PERSON SHOOTER MAZE BERBASIS AGEN CERDAS ANDROID." Jurnal Transformatika 14, no. 1 (November 15, 2016): 50. http://dx.doi.org/10.26623/transformatika.v14i1.349.

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<p><em> </em><em>Game is currently very popular in the community at large, one of which is the game third person shooter (TPS) which can be run through a mobile phone or computer, making it very easy and affordable, one thrid person shooter game 3D maze.The labyrinth is a game to find the right path to achieve the objectives which the way players experience many obstacles to destination, so spend a lot of time,then in need of a settlement in order to facilitate the player in completing the levels on every obstacle, in need of a alghoritm Breadth First Search for ease in completing permainan.Cara employment levels every alghoritm Breadth First Search is a search method that starts with the roots off the road to the next.This search is done by looking at all the nodes or vertices have the same level to determine the final outcome at that level,if they do not find the will to move to the next level. so that the process backtrackto re-find the right path to achieve goals the appropriate time.</em></p><p><em> </em></p><p>Keyword: Games, Third person, Shooter, Maze, Breadth First Search.</p><p> </p>
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Wang, Gang, and Yan Quan Wang. "Design and Realization of Desktop Balance Reflection Ball System." Applied Mechanics and Materials 246-247 (December 2012): 671–75. http://dx.doi.org/10.4028/www.scientific.net/amm.246-247.671.

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At present, no intellectual games beneficial to both human left and right brain development simultaneously can be observed within China, oriented to which a design of desktop balance reflection ball system is realized in this thesis. Several main contents can be noticed. Firstly, with the participants' manual push torsion as the power source the direction of the handle control and the one of the game table swing movement of the system are made reverse on the principle that the cam swing exerted by the push and pull movement of the link rod is driven by the swing of the tee iron; thus, the control direction of the ball is made reverse with the one of human thinking inertia. Secondly, the game platform is made into a structure freely adjustable labyrinth pattern, and for convenience of operators of different heights the support unit is equipped with a height-adjustable triangle bracket. Thirdly, several softwares such as AUTOCAD is applied to this system design in the establishment of the 3D stereo model, through which the efficiency and quantity of the design are improved and the development circle of the system prototype is thus shortened.
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Thị Bích Hồng, Đặng. "The authorship of The New York Trilogy: labyrinth of the intellectual game in Paul Auster’s novel." Journal of Science, Social Science 60, no. 10 (2015): 131–38. http://dx.doi.org/10.18173/2354-1067.2015-0068.

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Mullen, Grayson, and Nicolas Davidenko. "Time Compression in Virtual Reality." Timing & Time Perception 9, no. 4 (May 3, 2021): 377–92. http://dx.doi.org/10.1163/22134468-bja10034.

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Abstract Virtual-reality (VR) users and developers have informally reported that time seems to pass more quickly while playing games in VR. We refer to this phenomenon as time compression: a longer real duration is compressed into a shorter perceived experience. To investigate this effect, we created two versions of a labyrinth-like game. The versions are identical in their content and mode of control but differ in their display type: one was designed to be played in VR, and the other on a conventional monitor (CM). Participants were asked to estimate time prospectively using an interval production method. Participants played each version of the game for a perceived five-minute interval, and the actual durations of the intervals they produced were compared between display conditions. We found that in the first block, participants in the VR condition played for an average of 72.6 more seconds than participants in the CM condition before feeling that five minutes had passed. This amounts to perceived five-minute intervals in VR containing 28.5% more actual time than perceived five-minute intervals in CM. However, the effect appeared to be reversed in the second block when participants switched display conditions, suggesting large novelty and anchoring effects, and demonstrating the importance of using between-subjects designs in interval production experiments. Overall, our results suggest that VR displays do produce a significant time compression effect. We discuss a VR-induced reduction in bodily awareness as a potential explanation for how this effect is mediated and outline some implications and suggestions for follow-up experiments.
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Misiou, Vasiliki. "Navigating a Multisemiotic Labyrinth: Reflections on the Translation of Mark Z. Danielewski’s House of Leaves." Punctum. International Journal of Semiotics 06, no. 01 (October 16, 2020): 243–64. http://dx.doi.org/10.18680/hss.2020.0012.

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Multimodal literature is not a new phenomenon. However, thanks to today’s technological advances, authors are further enabled to orchestrate and blend various available modes and resources to achieve cohesion and coherence within highly complex texts. By looking at the intersection of semiotics and translation studies, this paper focuses on the Greek translation of Mark Z. Danielewski’s House of Leaves. This novel incorporates multimodal and ergodic features that contribute to meaning creation and engage readers physically and mentally. In such a context, a literary translator has to traverse not only linguistic and cultural boundaries, but other modes and media employed for representation and meaning production, as well. Thus, one wonders whether the translator has to adopt new strategies when translating a multisemiotic text. Is the translation part of meaning-making? In an age of a plethora of means and forms of expression, what constitutes writing and reading, and by extension translation, is challenged, and literary texts –now often multimodal semiotic ensembles– invite all parties involved in an interpretive game. Through the prism of multimodal social semiotics, translation, and literary studies, and with a focus on their interaction and interconnectedness, this paper attempts to explore the new practices and forms of literary translation and the impact of the use of semiotic resources as meaning-making tools on the translation decisions made and the role of the translator. Is multimodal literacy just the tip of the iceberg of the changes brought to the field of translation studies?
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Aarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that are just as real as their equivalents outside the game, and far from equal to the fictional counterparts.
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Myrdzik, Barbara. "Children of “Toxic Parents”: An Attempt of Interpretation of “The Unconsoled” by Kazuo Ishiguro." Annales Universitatis Mariae Curie-Sklodowska, sectio N – Educatio Nova 6 (September 22, 2021): 281–301. http://dx.doi.org/10.17951/en.2021.6.281-301.

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The article constitutes an attempt to interpret the novel by Kazuo Ishiguro The Unconsoled – a work with a complex plot and a multi-threaded structure, typical for a composition stretched on the frame of the rhizome-like labyrinth and the motif of memory imperfections. The labyrinth is a space of strangeness, of being lost. It is a journey of the main character who wanders around various spaces of the city and hotel (which performs a variety of functions), meets many random people and listens to their accounts. The life problems of the city’s inhabitants indicate the eternal truth, according to which a man cannot live without understanding, without talking to someone kind who has the ability to listen. They were looking for someone who would listen and understand them, someone who would kindly respond to their problems. It may also be assumed that living in a world without the feeling of a lack of transcendence, the inhabitants were looking for an authority like a messiah who would indicate the direction of renewal in the world of chaos and who would answer the question: How to live? The novel describes a cultural crisis triggered by the feeling of a fundamental contradiction between the world of scientific truths and the inner world of every human being. Values such as faith, friendship, selflessness, truthfulness or family, to which Ishiguro pays a lot of attention, have been lost. “Toxic parents” are shown in multiple configurations: on the example of Ryder’s parents, or Ryder himself as the father of Boris and Stephan Hoffman. The author shows one of the major causes of the paternity crisis, namely the cult of professional success. Professional success and rivalry connected with it completely absorb Ryder’s life and activities. As a result of the pursuit of professional fulfillment, the role of emotional ties in his life becomes less significant, they almost disappear. It may be assumed that, using the example of the crisis in the described city, Ishiguro presents the contemporary world, which lost the sense of life; however, he did not limit it to the lost past. The world in which all attempts to search for a new form of expression and valorization end in failure. It is a labyrinthine, objectified world which is only given outside, a world of showing off and a “game” of pretending, without honesty and simplicity. It is a place dominated by a pose and culture of narcissism, full of inauthenticity, artificiality and appearance. In addition, The Unconsoled is a poignant novel about human loneliness.
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Chowdhury, Shib Shankar. "STRESS, TRAUMA, PSYCHOLOGICAL PROBLEMS, QUALITY OF LIFE, AND RESILIENCE OF WOMEN AS REFLECTED IN VARIOUS MOVIES AROUND THE WORLD." International Journal of Engineering Technologies and Management Research 5, no. 4 (February 24, 2020): 1–6. http://dx.doi.org/10.29121/ijetmr.v5.i4.2018.202.

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The aim of the study was to investigate the relationships between stressor due to restriction of women movement, traumatic events due to war, sexual abuse or domestic harassment and psychological symptoms, quality of life, and resilience. To explore the topic I analyzed samples consisted of 16 randomly selected subjects from sixteen various movies - Deliver Us From Evil, Forbidden Games, Metamorphosis, Monster, Pan’s Labyrinth, The Cemetery Club, Schindler’s List, The Cemetery Club, The Magdalene, The White Ribbon, Two Women, Taken, Empty Suitcase, Damini- Lightning, Dahan (Crossfire) and Ghajini.
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Sears, James T. "The second wave of curriculum theorizing: Labyrinths, orthodoxies, and other legacies of the glass bead game." Theory Into Practice 31, no. 3 (June 1992): 210–18. http://dx.doi.org/10.1080/00405849209543545.

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Sánchez García, Manuel. "Urban archetypes applied to the study of cities in historic contemporary fictions. Symbolic urban structures in Age of Empires III and Bioshock Infinite." Culture & History Digital Journal 9, no. 1 (September 11, 2020): 006. http://dx.doi.org/10.3989/chdj.2020.006.

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In “The Idea of a Town: Anthropology of Urban Form” (1976), architecture historian Joseph Rykwert defined six archetypes used in Etruscan rites for the foundation of urban settlements, which continued to be used in Classical Greece and Ancient Rome. He proposed to use these same categories for the study of cities in different eras, as a methodology to develop a global urban history. This paper projects Rykwert’s concepts to cities created during the XXI century, specifically those designed for video games with historical themes, and provides the reader with an experimental methodology for assessing digital architectures and environments. Spatial and narrative archetypes will be identified in two different video games, as well as their connections to imaginaries born in the Classic period. In Age of Empires (Ensemble Studios, 1996-2005) urban foundation corresponds to the idea of the town as a place for dominating territory. Their variable structure is grounded on a systemic set of rules that benefits tactic configurations designed by players. In contrast, Bioshock Infinite (Irrational Games, 2013) proposes an immobile storyline built around the city as its leading narrative voice. Its urban spaces direct the action through archetypes such as the “center”, the “labyrinth”, and the “door”.
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Herumurti, Darlis, Imam Kuswardayan, Wijayanti Nurul Khotimah, Andhik Ampuh Yunanto, and Andi Akram Yusuf. "Implementation of Artificial Ant Colony Algorithm (AACA) in dynamic labyrinth generation for android-based 2D games." Journal of Physics: Conference Series 1511 (March 2020): 012004. http://dx.doi.org/10.1088/1742-6596/1511/1/012004.

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Vilkonis, Rytis. "LEARNING GEOGRAPHY THROUGH PLAY." GAMTAMOKSLINIS UGDYMAS / NATURAL SCIENCE EDUCATION 3, no. 2 (August 15, 2006): 58–59. http://dx.doi.org/10.48127/gu-nse/06.3.58a.

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In modern world geography becomes an integral part of mankind’s culture and everyday life, and the significance and topicality of geography teaching in a secondary school increases. However, anyway geography as a subject is not particularly favourite to the Lithuanian pupils and this is easy to explain – conveying, oral methods of teaching dominate at school, the educational process is mainly concentrated not on the quality of knowledge and the ability to apply knowledge in practice but to quantity, often ignoring the development of pupils’ favourable attitude to geography. The evaluation of the ability to orientate on the map often reminds of physical education classes when attention is concentrated on seconds, i.e. the time factor, and not on the sense and practical value of orientating on the map. Meanwhile the modern conception of education emphasises meaningful learning, the wish to learn, satisfaction with the learning process, the ability to apply knowledge and use it in daily life. On the other hand, methodical aids, assisting teachers to change geography lessons currently are not numerous in Lithuania. Considering the existing situation the new book by Dr. L.Railienė and Dr. V.Lamanauskas for primary class and geography teachers “Mokomės geografijos žaisdami“ (We Learn Geography through Play) is topical and useful methodical publication to be used in educational practice. The authors present a particularly large variety of geographical games. These include communication games, labyrinths, rebuses, tasks-tables, code tasks, etc.
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Hamiche, Sandra. "Vers une réception politique des dystopies destinées aux jeunes :le cas des séries de films Hunger Games, Divergente et Le Labyrinthe." Quaderni, no. 102 (January 5, 2021): 87–104. http://dx.doi.org/10.4000/quaderni.1885.

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Gaivoronsky, Ivan V., Marina V. Markeeva, Olga Yu Aleshkina, Natalia V. Tarasova, Alexey I. Gaivoronsky, and Tatyana G. Berlinskaya. "Age-related features of the ethmoid bone in children and their clinical value." Курский научно-практический вестник «Человек и его здоровье», no. 3 (September 2020): 62–71. http://dx.doi.org/10.21626/vestnik/2020-3/08.

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Objective. To determine the variability of morphometric parameters of ethmoid bone structures in childhood and to identify the most significant of them to optimize surgical interventions. Materials and methods. Craniometry of 87 native samples of children's skulls aged 1-21 years without gender identity, and 85 computer tomograms (CT) scans of children of the same age were carried out. Measurements on skulls were made with caliper gage, metal ruler. The CT scan was performed on «Toshiba» 4-slice computer scanner «Asteion-S4» with a 0.5-1.0 mm increment. To assess the validity of the differences between the rows, the t-criterion was used for independent samples. Results. The ethmoidal labyrinth at the age of 1-1.5 and 2-3 years has the smallest size: length - 26.9-28.7 mm, width - 7.1-7.7 mm, height - 14.1-15.9 mm. However, the cribriform plate reaches in infancy almost the same size as an adult (length 21.7 mm, width 10.4 mm at the front and 11.2 mm at the back) and is rectangular or oval in shape. By adolescence, its shape changes to trapezoidal or triangular. Frequency of pneumatization of crista galli (8.3-82.4%) increases in children's age groups similar to that of sinuses. Trans-ethmoid access to the base of the skull during endonasal operations is significantly difficult in children under 4 years old. Transcribriform access to the anterior cranial fossa and crista galli can be used from infancy. Conclusion. The ethmoid bone is mostly formed by the time of birth. The increase is observed by the age of 2 years, and then in 13-16 years, in 17-21 years the growth of the ethmoid bone stabilizes.
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"3D PRINTED LABYRINTH- A TRANSREALITY GAME." Journal of critical reviews 7, no. 05 (September 2, 2020). http://dx.doi.org/10.31838/jcr.07.05.248.

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Paunova-Hubenova, Elena. "DIDACTIC MINI VIDEO GAMES – STUDENTS’ AND TEACHERS’ POINT OF VIEW." CBU International Conference Proceedings 7 (September 30, 2019). http://dx.doi.org/10.12955/cbup.v7.1417.

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Computer games are used more and more often in education. Their application in the learning process brings a lot of benefits and advantages compared to the classic form of teaching without the use of new technologies. Some of the more sophisticated games can include a variety of smaller ones, which supplement their functionality. In this article are described in detail the mini-games, which will be part of a 3D educational labyrinth game. They include: quiz, 2D puzzle, solving a Wordsearch Puzzle, rolling balls, shooting on moving inanimate objects, etc. The characteristics of mini-games are considered, and they may be mandatory or optional. The opinions of students and teachers regarding their preferences for the mini-games and the results are studied and compared. Surprisingly, according to the survey, teachers show a more positive attitude towards educational games than students. The APOGEE project aims to create a platform for automatically generating an educational 3D labyrinth game that can be easily used by teachers, even if they are not IT specialists. Thus, they will have the opportunity to choose the right mini-games and the necessary training material.
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Wais, Peter E., Melissa Arioli, Roger Anguera-Singla, and Adam Gazzaley. "Virtual reality video game improves high-fidelity memory in older adults." Scientific Reports 11, no. 1 (January 28, 2021). http://dx.doi.org/10.1038/s41598-021-82109-3.

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AbstractTherapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as a cognitive intervention with the hypothesis that it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks have been used as a means to achieve environmental enrichment via exposure to and learning about novel and complex information. Engagement has been shown to enhance learning and has been linked to the vitality of the LTM system in the brain. In the current study, 48 older adults (mean age 68.7 ± 6.4 years) with average cognitive abilities for their age were randomly assigned to 12 h of computer game play over four weeks in either the Labyrinth-VR or placebo control game arms. Promptly before and after each participant’s treatment regimen, high-fidelity LTM outcome measures were tested to assess mnemonic discrimination and other memory measures. The results showed a post-treatment gain in high-fidelity LTM capability for the Labyrinth-VR arm, relative to placebo, which reached the levels attained by younger adults in another experiment. This novel finding demonstrates generalization of benefits from the VR wayfinding game to important, and untrained, LTM capabilities. These cognitive results are discussed in the light of relevant research for hippocampal-dependent memory functions.
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Voevoda, Alexander Aleksandrovich, and Dmitry Olegovich Romannikov. "USING NEURAL NETWORKS FOR SOLVING GAME TASKS ON THE EXAMPLE OF THE PROBLEM OF SEARCHING THE WAY IN THE LABYRINTH." Vestnik of Astrakhan State Technical University. Series: Management, computer science and informatics, October 25, 2018, 33–42. http://dx.doi.org/10.24143/2072-9502-2018-4-33-42.

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The article deals with the solution of game problems by the example of finding a path in a labyrinth with the help of a neural network. Such a task can be solved by one of the existing methods of training with confirmation, but the solutions have several drawbacks, which include, for example, a long learning time for the "classical" training method with confirmation. Analysis of these algorithms is presented, including a training method with confirmation based on Monte Carlo search method in the game tree. There has been described a variant of setting the initial problem, in which the input consisting of only one value - the sign indicating that the previous step was successful or deadlock - is delivered to the neural network, instead of the entire field of the labyrinth. A variant of solving the problem is posed by the synthesis of a neural network based on a preliminary synthesized algorithm. A neural network obtained is constructed from an informal description of the algorithm; it allows searching for a path in the labyrinth. The main idea used in the formation of a neural network is that the detected or explored path is marked in the neural network by the weights of the units, the dead-end path - by the negative weights, and the unexplored path - by the zero weights. When a robot occurs in a dead end, the process of finding the path is restarted from the initial state, and the dead end state is marked in the labyrinth as unattainable. Several stages of the path search process in the labyrinth illustrating the operation of the synthesized neural network are presented. There has been given a comparative analysis of the solution obtained and of the existing methods of training with confirmation.
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Liebling, Alison, Ryan Williams, and Elinor Lieber. "More Mind Games: How ‘The Action’ and ‘The Odds’ have Changed in Prison." British Journal of Criminology, July 31, 2020. http://dx.doi.org/10.1093/bjc/azaa046.

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Abstract Surviving prison has always involved ‘action’ and game playing. Higher stakes—‘life-trashing sentences’, the fear and risk of radicalization, increased incidences of homicide and labyrinth routes out—have compounded the experience of struggle: to be heard, for dignity, against exposure to violent injustice, and for release; the wrestling of ‘the self’ against a bleak and unyielding bureaucracy. In this article, we revisit McDermott and King’s Mind Games: Where the Action is in Prison showing how long-term prisoners are exposed to unregulated, unfathomable forms of power and action, and how long-term imprisonment feels increasingly like being ‘abandoned by humanity.’
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30

Menshikov, Leonid A. "Ironic Strategies of Postmodern Art Games." Journal of Siberian Federal University. Humanities & Social Sciences, January 2019, 1174–90. http://dx.doi.org/10.17516/1997-1370-0199.

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Postmodernism has left a significant number of strategies to imitate art. They all rely on the game, offering to “play art”. The way of existing in Postmodernism in the form of the game is possible due to the broad interpretation of the concept of the “game” in modern aesthetics. The game principle in the works of Baudrillard, Lyotard, Debord and Gadamer is absolutised as the basis of the social interactions within which art is created. The methodology of the postmodern games is worked out and at the same time turns into arbitrariness in science, everyday life and social life, depriving them of certainty and consistency, making the principle of process the most important quality of any activity, including artistic one. In the postmodern game, hyperreal, carnival and marginal features are outlined. It is the basis of imitation, combinatorics, pastiche and intertextuality as the text production strategy. As a result, a playing text appears, erasing any differences and hierarchies. The game appropriates the place of the sacred and parodying, declining and desecration become the leading forms of creativity. The game turns into a masquerade, acquiring performative-spectacular forms, performing the function of returning the past to the present, preserving the lost tradition. The game within the cultural framework defined the field of the unserious. The game that has swallowed up culture, deprives it of its seriousness, puts it beyond morality, making evil and death a thing of the past. The game allows Postmodernism to overcome the finality of art. Within the framework of the total playful nature of Postmodernism, the new avant-garde technologies of irony, nihilism, labyrinth, chaos, creativity, authorship, and representation are filled with new content
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Allevato, Adam, Mitch Pryor, and Andrea L. Thomaz. "Multiparameter Real-World System Identification Using Iterative Residual Tuning." Journal of Mechanisms and Robotics 13, no. 3 (April 19, 2021). http://dx.doi.org/10.1115/1.4050679.

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Abstract In this work, we consider the problem of nonlinear system identification using data to learn multiple and often coupled parameters that allow a simulator to more accurately model a physical system or mechanism and close the so-called reality gap for more accurate robot control. Our approach uses iterative residual tuning (IRT), a recently developed derivative-free system identification technique that utilizes neural networks and visual observation to estimate parameter differences between a proposed model and a target model. We develop several modifications to the basic IRT approach and apply it to the system identification of a five-parameter model of a marble rolling in a robot-controlled labyrinth game mechanism. We validate our technique both in simulation—where we outperform two baselines—and on a real system, where we achieve marble tracking error of 4% after just five optimization iterations.
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Hurtado Torres, Daniel, Núria Gil Duran, and Carlos Aguilar Paredes. "THE MAZE: Gamifying the concept of identity." Revista Electrónica Interuniversitaria de Formación del Profesorado 22, no. 2 (April 5, 2019). http://dx.doi.org/10.6018/reifop.22.2.370351.

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El presente trabajo expone el proceso de diseño, implementación y evaluación de la unidad didáctica «The Maze: Nosotros y ellos», elaborada por miembros del grupo de investigación DHiGeCs de la Universidad de Barcelona. Se trata de una aplicación basada en la Gamificación como estrategia didáctica y cuyos núcleos temáticos son la identidad y la diferencia, orientada a la asignatura de Ciencias Sociales y al trabajo de la competencia social y ciudadana. Su desarrollo ha requerido la reinterpretación de materiales históricos desde la óptica del juego, invitando a la reflexión y al debate sobre el «Nosotros y ellos», desde un punto de vista cohesionador, cívico y tolerante con la diversidad. Con el Learning Management System llamado Classcraft como recurso adicional, se han incorporado elementos de juego a las actividades propias de la práctica educativa, con los que el alumnado interactúa a través de avatares personalizados. El aprendizaje significativo que se consigue “dentro del laberinto” es destacable por la emoción y el entusiasmo de seguir las normas del juego. La investigación evaluativa realizada en diferentes centros de educación secundaria ha ofrecido unos resultados satisfactorios, destacando un incremento en la motivación y el compromiso, tanto por parte del alumnado como del profesorado implicado. The current work shows the design process, implementation and evaluation of the didactic unit "The Maze: Us and them", developed by members of the research group DHiGeCs of the Universidad de Barcelona. This is an implementation based on Gamification as a didactic strategy, whose thematic core are identity and difference, oriented to the Social Sciences subject and the work of social and civil competency. Its development has required to reinterpret historical materials from the point of view of the game, leading to think and debate about "Us and them", from a cohesive, tolerant with diversity and civic approach. With the Learning Management System called Classcraft as additional resource, game elements have complemented the educational practice activities, with which the students interact through personalized avatars.The significant learning acquired "inside the labyrinth" is remarkable by the excitement and enthusiasm to follow the rules of the game. The evaluation research carried out in different secondary schools has offered satisfactory results, highlighting an increase in motivation and commitment both by the students and the teachers involved.
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33

Filho, José dos Santos Cabral. "Flip Horizontal." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1870.

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The Issue of Gaming in Contemporary Culture "Are we still in the game?" This banal phrase gains a terrifying meaning in the last scene of Cronenberg's film eXistenZ, when a puzzled character, on the verge of being murdered, asks his potential killer if they are still inside a virtual reality game. The scene denotes the crucial place the issue of gaming is occupying in contemporary culture. If we take sci-fi movies less as an exercise of future divination and more as symptom of our current feelings projected into the future, we can easily see how games are becoming a frequent metaphor that sums up our fear of a world dominated by technology. Matrix, eXistenZ and quite a few other films draw on this haunting idea that technology can be evil and that reality may be just a high-tech game of which we are not aware. In fact, life has often been thought of as a kind of 'divine play', with God either playing dice to decide our destiny or acting almighty over millions of voodoo dolls. The key difference in contemporary imaginary is that it is no longer God, but human beings (or machines and creatures designed by them) in charge of the game. Moreover, it is interesting to notice that this attachment of nightmarish meanings to games is happening exactly at a time when computers are becoming more than an ubiquitous tool for any purpose, and are acquiring an astonishing ability to accurately describe our environments and convincingly reproduce our bodily senses. The prospect of having a full, working, machinic simulation of the now-called 'real world', no matter how unattainable it might be, is giving a new face to the old free will dilemma: to what extent is life predeterminate and what is our space for creativity inside God's plot? In this context, the otherwise ancient and apparently innocent cultural activity of playing games has turned into this biased metaphor, in which the blurring of the borderline between life and game becomes a sinister menace. The Nature of Games, Their Cultural Role and the Four Categories of Games The question that crops up is why games were chosen to re-enact this ever-present human fear before the mysteries of the given world of nature. We know for sure that there is a convergence between game and culture, and that game principles are at the foundation of social institutions, as Huizinga has shown (46). He does not propose that culture is derived from games, but maintains that play is a key element at the beginning of culture, and continues to be an important feature as culture develops. But it is the French sociologist Roger Caillois who has devised a framework in which to approach play and games that can help us, contemporary gamers, to shed light on this question. Caillois proposed four categories in which every known game can fit: games of chance, where the outcome results from fate rather than player's skills; games of vertigo, that aim to impose a disorder in the bodily senses; games of competition, in which adversaries are provided with an artificial equality at the outset and compete to show their superiority; and games of simulation, in which players create an imaginary universe and see themselves as someone else. However, games don't have to fit into one category only. Several games present a combination between the different types, though they always present one fundamental aspect that overshadows the others. These four categories can easily be extended to the field of computerised games: games of chance -- random devices are simulated in the computer (dice, roulette etc); games of vertigo -- games that draw on the use of metaphors such as the labyrinth and detective role-play, in which the player has to pursue a task through winding ways. Browsing and surfing are also frequent metaphors for this type of game; games of competition -- the usual fighting and 'shoot-and-kill' games; games of simulation -- use of development and management metaphor scenarios in which the player can nurture and manage the development of a system such as a town, a civilisation, or even a child as in some Japanese games. A psychoanalytic interpretation of these four categories helps to get an even clearer picture of the role of games in contemporary culture. According to this theory, playing is a response to unconscious motivations, and games could fulfil a function similar to that of dreams, slips of the tongue and actions alike. Abadi proposes a direct psychoanalytic correlation for Caillois's categories: games of chance symbolise the death drive since it is a bet against destiny; games of vertigo, by pushing the senses to a radical level of disarrangement and ecstasy, denote the symbolisation of sexual intercourse; games of competition are related to the Oedipus complex -- the rivalry between parents and children, or amongst siblings; and games of simulation refers to the construction of identity, an occasion when players work out a way to shape their own identity roles (Abadi 85-93). While Caillois's classification organises games in a more legible way, to read them through a psychoanalytic framework is to bring them into the realm of desire, or we could say, to the realm of language, or yet to be more precise, to the realm of language as the discourse of a desiring subject. But as an inhabitant of language "the subject is not; he makes and unmakes himself in a complex topology where the other and his discourse are included" (Kristeva 274). So as game and language converge, with this underlying presence of the Other, we can paraphrase Julia Kristeva and consider games as a signifying system in which, through demarcation, signification and communication, the player makes and unmakes him- or herself; in other words, a kind of radical rehearsal terrain where players can experiment with a playful reinvention of themselves. In this light it is no surprise that games in general, and more specifically games of simulation, have acquired such a paramount role in our 'electronic age'. Confronted with a strange new technology, which is hard to understand because it works mainly at a microscopic level, and which brings up uneasy concepts such as 'virtual reality' and 'cyberspace' (a quasi-mythical ethereal space -- Wertheim 18), we seem to be going through an identity crisis. In the wilderness of this technological 'newfoundland', an uncomfortable paradise of simulation and cloning, the very essence of human identity, our free will, seems to be mercilessly seized in uncontrolled games, since we are unable to differentiate between computers as the Other and computer as a means to the Other. Games as Scenarios for the Interplay of Determinism and Non-Determinism However, the same metaphor of game can shift this scenario and revert itself into a tool to rethink the identity problem within our technological daily life, for what is at stake in a game is always the question of free will. The game is essentially a framework for uncertainty, allowing the co-existence of determinism and non-determinism: games of chance by definition include the idea of indeterminacy; games of vertigo deal with indeterminacy by inducing an uncontrollable confusion of the senses; games of competition include indeterminacy in the form of the unpredictable abilities of the competitors; games of simulation present a particular type of interplay between rule and indeterminacy, where the gap between the scripts/rules and the interpretation/gaming provides the sense of uniqueness each time it is performed/played. Thus, if games and their probabilistic features are put to work in our favour, it would be an answer to a much searched metaphor, a theoretical ground to pervade contemporary culture allowing for creativity in a pre-determined technological environment. Then, the idea of life as gaming, instead of inspiring fear, can serve as a way to escape the false tyranny of a machine based on logic algorithms, without falling into the nihilism of a romantic refusal of a true information age. Precisely because computers are based in coherent and logical algorithms, coupled with game principles they can be a milieu for the delicate and complex interplay of determinism and non-determinism (Bijl). Computers would cease being this monstrous 'big Other', and simply would stand as an ethical tool, a technological mediated way for touching the Other (Cabral Filho and Szalapaj). We then may be compelled not simply to rebuild or re-shape our identity, but to experiment and question the very idea of such a concept. By exploring the ambiguous and intricate gap between life as gaming and gaming as life, identity can be something that deals with the unknown, based on the always challenging idea of Otherness. As we leave the duty of coherence anchored in non-desiring machines (as Baudrillard has called computers), we are liberated to wander in auspicious new territories. Then, personality, gender, race, colour, and other aspects that were formerly associated with an ideal and immutable image, can become rather playful zones of experimentation. As an open field, identity may be just a nuance in a multitude of flipping horizons. Yet, as freedom is never an easy place to dwell, a disturbing question arises: will it after all be less scary? References Abadi, Mauricio. "Psychoanalysis of Playing." Psychotherapy and Psychosomatics 15 (1967): 85-93. Baudrillard, Jean. The Transparency of Evil. London: Verso, 1993. Bijl, Aart. Ourselves and Computers. London: Macmillan, 1995. Cabral Filho, J. S., and P. Szalapaj. "Otherness and Computers: Uniform Cyberspaces and Individual Cyberplaces." The Journal of Design Sciences and Technology (Special Issue: Philosophy of Design and Information Technology) 4.1 (1995): 29-43. Caillois, Roger. Man, Play, and Games. New York: Free Press, 1961. Huizinga, J. Homo Ludens. New York: Roy Publishers, 1950. Kristeva, Julia. Language -- The Unknown: An Initiation into Linguistics. New York: Columbia UP, 1989. Wertheim, Margaret. The Pearly Gates of Cyberspace -- A History of Space from Dante to the Internet. London: Virago, 2000. Citation reference for this article MLA style: José dos Santos Cabral Filho. "Flip Horizontal: Gaming as Redemption." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/flip.php>. Chicago style: José dos Santos Cabral Filho, "Flip Horizontal: Gaming as Redemption," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/flip.php> ([your date of access]). APA style: José dos Santos Cabral Filho. (2000) Flip horizontal: gaming as redemption. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/flip.php> ([your date of access]).
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Oliveira, Anabela Dinis Branco de. "Manoel de Oliveira: a inevitabilidade da memória." AVANCA | CINEMA, May 12, 2020. http://dx.doi.org/10.37390/ac.v0i0.79.

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In Cinematographic Poem (29/11/1986), Manoel de Oliveira claims:” We are left with the memory/Of the life we lived/which becomes the food/ Life itself feeds on/The possibility of art itself.” The filmmaker-poet defines memory as the creative impulse behind filmmaking. Visit or Memories and Confessions (1982/2015), Voyage to the Beginning of the World (1997) and Porto of My Childhood (2001) are but examples of how art can build the memory. In these films, Oliveira’s camera becomes what he calls the” memory reservoir” where objectivity and subjectivity meet. In the words of João Bénard da Costa, referring to Voyage to the Beginning of the World, it is the vision you get through the rear-view mirror. The going back of time to time, the time labyrinth of spaces and objects, redemption or the refusal of a Proustian look, they all allow one a journey beyond time that only memory can undertake. In these films, Manoel de Oliveira recalls spaces and times. The memory of photos and objects, homemade films, archive footage, ethereal characters, real spaces and acting spaces become the inevitable lever of cinematic creation. Intertextual games and time collages help build the memory path in filmmaking. With Oliveira, memory, captured between fiction and documentary, defines the inevitability of art. Is it the recovery of lost time or the total awareness of the filmic nature of time? Memory is just something inevitable and urgent.
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35

Young, Sherman. "Racing Simulacra?" M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1728.

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"So which is the most authentic experience for an end-user steeped in car culture? Real, made-in-Japan Type R? Or virtual, programmed-in-Japan Type-R. Each Type-R is equally enjoyable, equally wieldy, equally consistent -- and precisely fulfils the sporting intent of Honda's Type-R sub-brand. Car culture, then, is so broad, so diverse, that we might now have got to a point where actual driving, all the bum-on-seat, wind-in-hair, aphid-in-teeth, tradly, dadly stuff we were weaned on is peripheral... Who needs reality, anyway?" -- Russell Bulgin, Car Magazine, August 1998 (53) "Such would be the successive phases of the image: it is the reflection of a profound reality; it masks and denatures a profound reality; it masks the absence of a profound reality; it has no relation to any reality whatsoever: it is its own pure simulacrum." (Baudrillard 6) A Personal Prehistory of Racing Sims The very first racing sim I used was an arcade machine on the Gold Coast sometime during the mid-seventies. A coin-operated cabinet where a boy and his dad could stand and move a plastic steering wheel from side to side. This controlled a plastic model racing car attached to a stick. I kid you not. Youth was further misspent on large four-up machines, with a simple overhead view of a square-cornered, maze-like track. Each driver had a certain coloured 'car' to control round the electronic labyrinth in real time. The revolution moved into the living room, and a Hanimex TV game. Something of a poor man's Atari 2600, the driving sim was the overhead view of an endless straight track -- 'driving' was the act of jabbing a joystick left or right to avoid oncoming traffic. Addictive until the repetitive pattern of avoidance was committed to memory. Finally, there was an Apple II --and perhaps my first true racing sim. No overhead imagery, or even representations of cars. Just a first-person view down an imaginary winding road, as the view shuffled left or right using a knob-shaped controller. A Coming of Age Today, reputable motoring journalists dare to compare driving a Honda sports car on a Sony Playstation with driving a Honda Integra in real life, and deriving similar levels of satisfaction from each. This, mind you, on a two-generations-old, soon to be superseded piece of hardware with relatively chunky graphics hooked up to a mildly archaic television screen. Using a couple of buttons as a controller. When the immersion becomes more complete -- when graphics chips render more and more polygons at ever faster speeds, when the visual virtual is displayed on a wrap-around plasma in a real racing helmet, where control is provided by a force-feedback steering wheel in a vibrating bucket seat, what then... The latest racing sim I used was at Sega World in Sydney. Eight IndyCar machines, all giant 50" screens, mechanical vibrating seats and shuddering steering wheels. The physics engines sucked. Purists would call it more of a game, and less of a sim; but I still walked away with sweaty palms, shaky legs and a moment of nausea. But you ain't seen nothing yet... indeed the Nascar Silicon Motor Speedway in the USA has taken the concept to the next appropriate level -- a dozen real Nascar racers mounted on rocking. rolling motion generators in front of enormous projection screens. And So to the Network The crazies buy fibreglass tubs and strap themselves into racing seats. Jacques Villeneuve apparently learnt the layout of F1 tracks from his PC, before he scored a Formula One drive, and promptly went out and won the world championship in his second season. And the real crazies do it to each other. There are dial-in racing boards all over the USA and the racing mob have taken to the Internet in a big way. Nascar runs a league for on-line racers, who participate in a season of speedway much like that of their heroes. Indeed, the official body of V8 metal munchers in the good old USA is talking about running hybrid races -- inserting virtual images onto real races, and allowing online competitors to compete against their heroes in real time. We're a little way from that technologically -- V90 modems and Voodoo II cards may do the job for the moment, but utopian racing simulations will require Moore's Laws for a few more years yet. Nevertheless, it's way less than a single human generation since playing with a car glued to a stick was considered pretty cool. What of It? It may indeed be time to invoke the appropriate french philosopher. Whilst anecdotal evidence exists of world champions learning formula one race tracks using PC simulators, the reality is that racing sims are a simulacrum for most of us. Few of us have the opportunity, let alone the courage, to partake in the act of driving cars fast. Either on the road, on on a race track. Indeed, when it can take 15 minutes to move a mile in peak hour traffic, it is tempting to suggest that the entire notion of car-culture, which this society holds dear to its heart, be moved to simulation, so that the rest of us can just get on with the job of getting from A to B as efficiently as possible. As participants, racing sims -- even driving sims -- don't exist in real life. A daily commute across the harbour bridge is, in reality, nothing like we imagine the real thing should be. Crawling, foot riding on clutch, through slow-moving traffic, is as far from the dream of freedom that the motorcar suggests as, well, as sitting in front of a Playstation or PC. In fact, the computer does more than represent a simulation of driving. It represents the new freedom. The question is though, in Baudrillard's precession of simulacra, where exactly are we at? If one accepts that the reality represented by a racing sim does not exist; then does this new escapism mask the absence of a profound reality? Is the hyperreality that is the sweaty palm on plastic wheel merely a confirmation that we live in a hyperreality? As he describes Disneyland, "it is no longer a question of a false representation of reality ... but of concealing the fact that the real is no longer real" (12). There is no escape machine for the overworked stressed young executive; there is no sports car or highway that can give you a day's respite from the pressures of consumption; there is no road to Tijuana, no Corvette summer, no Highway 66. There is no Bathurst 1000, Le Mans or Monte Carlo where men can be men and leave behind the grinding reality. There is, in fact, no escape at all -- there is only cyberspace! References Jean Baudrillard. "The Precession of Simulacra." Simulacra and Simulation. Ann Arbor: U of Michigan P, 1994. Citation reference for this article MLA style: Sherman Young. "Racing Simulacra?" M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/racing.php>. Chicago style: Sherman Young, "Racing Simulacra?" M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/racing.php> ([your date of access]). APA style: Sherman Young. (1998) Racing simulacra? M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/racing.php> ([your date of access]).
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36

Kącka, Eliza. "Geometria imaginacji. O kształtowaniu przestrzeni u Schulza." Schulz/Forum, no. 14 (December 16, 2019). http://dx.doi.org/10.26881/sf.2019.14.02.

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The starting point of the essay is a hypothesis that the concepts of time in Schulz’s fiction can be approached more effectively and systematically than those of space. It is space that shows his inventiveness the best, comparable to his drawings. There are many studies of space in Schulz’s fiction, yet few of them address the basic problem: how is space actually created, what are the rules of its production? While a number of critics have pointed at the figure of the labyrinth and geopoetics has inevitably become a relevant method, less attention has been paid to the representations of phenomena from the border area of dream and wakefulness. Ernst Mach’s Analysis of Impressions, commonly read by Schulz’s peers, suggests many valuable clues. The proper frame of reference for such phenomena, close to spontaneous hallucinations, is language. It is its dynamic, with which Schulz collaborates in a disciplined way without reducing its artistic value, which generates analogies between linguistic operations and spatial forms. The shaping of space conditioned by language – verbal mimesis which renounces any other mimetic ambitions – is a very interesting aspect of Schulz’s writing. The essay includes analyses of the selected passages from Schulz’s stories – those dominated by a unique conditional mode signalized on various levels by verbal, adjectival, and adverbial phrases. Schulz’s tour de force in that respect is “The Gale.” The atmosphere of the story is uncanny and surreal, and, what is perhaps the most important, the sound effects are rich as in no other work of fiction by the Drogobych writer. “Spring” shows other strategies of creating spaces derived from words. It is important that the stories in both Schulz’s collections make the reader turn to the concepts related to the category of non-place.
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Wilken, Rowan. "Walkie-Talkies, Wandering, and Sonic Intimacy." M/C Journal 22, no. 4 (August 14, 2019). http://dx.doi.org/10.5204/mcj.1581.

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IntroductionThis short article examines contemporary artistic use of walkie-talkies across two projects: Saturday (2002) by Sabrina Raaf and Walk That Sound (2014) by Lukatoyboy. Drawing on Dominic Pettman’s notion of sonic intimacy, I argue that both artists incorporate walkie-talkies as part of their explorations of mediated wandering, and in ways that seek to capture sonic ambiances and intimacies. One thing that is striking about both these works is that they rethink what’s possible with walkie-talkies; both artists use them not just as low-tech, portable devices for one-to-one communication over distance, but also—and more strikingly—as (covert) recording equipment for capturing, while wandering, snippets of intimate conversation between passers-by and the “voice” of the surrounding environment. Both artworks strive to make the familiar strange. They prompt us to question our preconceived perceptions of, and affective engagements with, the people and places around us, to listen more attentively to the voices of others (and the “Other”), and to aurally inhabit in new ways the spaces and places we find ourselves in and routinely pass through.The walkie-talkie is an established, simple communication device, consisting of a two-way radio transceiver with a speaker and microphone (in some cases, the speaker is also used as the microphone) and an antenna (Wikipedia). Walkie-talkies are half-duplex communication devices, meaning that they use a single radio channel: only one radio on the channel can transmit at a time, but many can listen; when a user wishes to talk, they must turn off the receiver and turn on the transmitter by pressing a push-to-talk button (Wikipedia). In some models, static—known as squelch—is produced each time the push-to-talk button is depressed. The push-to-talk button is a feature of both projects: in Saturday, it transforms the walkie-talkie into a cheap, portable recorder-transmitter. In Walk That Sound, rapid fire exchanges of conversation using the push-to-talk button feature strongly.Interestingly, walkie-talkies were developed during World War Two. While they continue to be used within certain industrial settings, they are perhaps best known as a “quaint” household toy and “fun tool” (Smith). Early print ads for walkie-talkie toys marketed them as a form of both spyware for kids (with the Gabriel Toy Co. releasing a 007-themed walkie-talkie set) and as a teletechnology for communication over distance—“how thrilling to ‘speak through space!’”, states one ad (Statuv “New!”). What is noteworthy about these early ads is that they actively promote experimental use of walkie-talkies. For instance, a 1953 ad for Vibro-Matic “Space Commander” walkie-talkies casts them as media transmission devices, suggesting that, with them, one can send and receive “voice – songs – music” (Statuv “New!”). In addition, a 1962 ad for the Knight-Kit walkie-talkie imagines “you’ll find new uses for this exciting walkie-talkie every day” (Statuv “Details”). Resurgent interest in walkie-talkies has seen them also promoted more recently as intimate tools “for communication without asking permission to communicate” (“Nextel”); this is to say that they have been marketed as devices for synchronous or immediate communication that overcome the limits of asynchronous communication, such as texting, where there might be substantial delays between the sending of a message and receipt of a response. Within this context, it is not surprising that Snapchat and Instagram have also since added “walkie-talkie” features to their messaging services. The Nextel byline, emphasising “without asking permission”, also speaks to the possibilities of using walkie-talkies as rudimentary forms of spyware.Within art practice that explores mediated forms of wandering—that is, walking while using media and various “remote transmission technologies” (Duclos 233)—walkie-talkies hold appeal for a number of reasons, including their particular aesthetic qualities, such as the crackling or static sound (squelch) that one encounters when using them; their portability; their affordability; and, the fact that, while they can be operated on multiple channels, they tend to be regarded primarily as devices that permit two-way, one-to-one (and therefore intimate, if not secure) remote communication. As we will see below, however, contemporary artists, such as the aforementioned earlier advertisers, have also been very attentive to the device’s experimental possibilities. Perhaps the best known (if possibly apocryphal) example of artistic use of walkie-talkies is by the Situationist International as part of their explorations in urban wandering (a revolutionary strategy called dérive). In the Situationist text from 1960, Die Welt als Labyrinth (Anon.), there is a detailed account of how walkie-talkies were to form part of a planned dérive, which was organised by the Dutch section of the Situationist International, through the city of Amsterdam, but which never went ahead:Two groups, each containing three situationists, would dérive for three days, on foot or eventually by boat (sleeping in hotels along the way) without leaving the center of Amsterdam. By means of the walkie-talkies with which they would be equipped, these groups would remain in contact, with each other, if possible, and in any case with the radio-truck of the cartographic team, from where the director of the dérive—in this case Constant [Nieuwenhuys]—moving around so as to maintain contact, would define their routes and sometimes give instructions (it was also the director of the dérive’s responsibility to prepare experiments at certain locations and secretly arranged events.) (Anon.) This proposed dérive formed part of Situationist experiments in unitary urbanism, a process that consisted of “making different parts of the city communicate with one another.” Their ambition was to create new situations informed by, among other things, encounters and atmospheres that were registered through dérive in order to reconnect parts of the city that were separated spatially (Lefebvre quoted in Lefebvre and Ross 73). In an interview with Kristin Ross, Henri Lefebvre insists that the Situationists “did have their experiments; I didn’t participate. They used all kinds of means of communication—I don’t know when exactly they were using walkie-talkies. But I know they were used in Amsterdam and in Strasbourg” (Lefebvre quoted in Lefebvre and Ross 73). However, as Rebecca Duclos points out, such use “is, in fact, not well documented”, and “none of the more well-known reports on situationist activity […] specifically mentions the use of walkie-talkies within their descriptive narratives” (Duclos 233). In the early 2000s, walkie-talkies also figured prominently, alongside other media devices, in at least two location-based gaming projects by renowned British art collective Blast Theory, Can You See Me Now? (2001) and You Get Me (2008). In the first of these projects, participants in the game (“online players”) competed against members of Blast Theory (“runners”), tracking them through city streets via a GPS-enabled handheld computer that runners carried with them. The goal for online players was to move an avatar they created through a virtual map of the city as multiple runners “pursued their avatar’s geographical coordinates in real-time” (Leorke). As Dale Leorke explains, “Players could see the locations of the runners and other players and exchange text messages with other players” (Leorke 27), and runners could “read players’ messages and communicate directly with each other through a walkie-talkie” (28). An audio stream from these walkie-talkie conversations allowed players to eavesdrop on their pursuers (Blast Theory, Can You See Me Now?).You Get Me was similarly structured, with online players and “runners” (eight teenagers who worked with Blast Theory on the game). Remotely situated online players began the game by listening to the “personal geography” of the runners over a walkie-talkie stream (Blast Theory, You Get Me). They then selected one runner, and tracked them down by navigating their own avatar, without being caught, through a virtual version of Mile End Park in London, in pursuit of their chosen runner who was moving about the actual Mile End Park. Once their chosen runner was contacted, the player had to respond to a question that the runner posed to them. If the runner was satisfied with the player’s answer, conversation switched to “the privacy of a mobile phone” in order to converse further; if not, the player was thrown back into the game (Blast Theory, You Get Me). A key aim of Blast Theory’s work, as I have argued elsewhere (Wilken), is the fostering of interactions and fleeting intimacies between relative and complete strangers. The walkie-talkie is a key tool in both the aforementioned Blast Theory projects for facilitating these interactions and intimacies.Beyond these well-known examples, walkie-talkies have been employed in productive and exploratory ways by other artists. The focus in this article is on two specific projects: the first by US-based sound artist Sabrina Raaf, called Saturday (2002) and the second by Serbian sound designer Lukatoyboy (Luka Ivanović), titled Walk That Sound (2014). Sonic IntimaciesThe concept that gives shape and direction to the analysis of the art projects by Raaf and Lukatoyboy and their use of walkie-talkies is that of sonic intimacy. This is a concept of emerging critical interest across media and sound studies and geography (see, for example, James; Pettman; Gallagher and Prior). Sonic intimacy, as Dominic Pettman explains, is composed of two simultaneous yet opposing orientations. On the one hand, sonic intimacy involves a “turning inward, away from the wider world, to more private and personal experiences and relationships” (79). While, on the other hand, it also involves a turning outward, to seek and heed “the voice of the world” (79)—or what Pettman refers to as the “vox mundi” (66). Pettman conceives of the “vox mundi” as an “ecological voice”, whereby “all manner of creatures, agents, entities, objects, and phenomena” (79) have the opportunity to speak to us, if only we were prepared to listen to our surroundings in new and different ways. In a later passage, he also refers to the “vox mundi” as a “carrier or potentially enlightening alterity” (83). Voices, Pettman writes, “transgress the neat divisions we make between ‘us’ and ‘them’, at all scales and junctures” (6). Thus, Pettman’s suggestion is that “by listening to the ‘voices’ that lie dormant in the surrounding world […] we may in turn foster a more sustainable relationship with [the] local matrix of specific existences” (85), be they human or otherwise.This formulation of sonic intimacy provides a productive conceptual frame for thinking through Raaf’s and Lukatoyboy’s use of walkie-talkies. The contention in this article is that these two projects are striking for the way that they both use walkie-talkies to explore, simultaneously, this double articulation or dual orientation of sonic intimacy—a turning inwards to capture more private and personal experiences and conversations, and a turning outwards to capture the vox mundi. Employing Pettman’s notion of sonic intimacy as a conceptual frame, I trace below the different ways that these two projects incorporate walkie-talkies in order to develop mediated forms of wandering that seek to capture place-based sonic ambiances and sonic intimacies.Sabrina Raaf, Saturday (2002)US sound artist Sabrina Raaf’s Saturday (2002) is a sound-based art installation based on recordings of “stolen conversations” that Raaf gathered over many Saturdays in Humboldt Park, Chicago. Raaf’s work harks back to the early marketing of walkie-talkie toys as spyware. In Raaf’s hands, this device is used not for engaging in intimate one-to-one conversation, but for listening in on, and capturing, the intimate conversations of others. In other words, she uses this device, as the Nextel slogan goes, for “communication without permission to communicate” (“Nextel”). Raaf’s inspiration for the piece was twofold. First, she has noted that “with the overuse of radio frequency bands for wireless communications, there comes the increased occurrence of crossed lines where a private conversation becomes accidentally shared” (Raaf). Reminiscent of Francis Ford Coppola’s film The Conversation (1974), in which surveillance expert Harry Caul (Gene Hackman) records the conversation of a couple as they walk through crowded Union Square in San Francisco, Raaf used a combination of walkie-talkies, CB radios, and “various other forms of consumer spy […] technology in order to actively harvest such communication leaks” (Raaf). The second source of inspiration was noticing the “sheer quantity of non-phone, low tech, radio transmissions that were constantly being sent around [the] neighbourhood”, transmissions that were easily intercepted. These conversations were eclectic in composition and character:The transmissions included communications between gang members on street corners nearby and group conversations between friends talking about changes in the neighbourhood and their families. There were raw, intimate conversations and often even late night sex talk between potential lovers. (Raaf)What struck Raaf about these conversations, these transmissions, was that there was “a furtive quality” to most of them, and “a particular daringness to their tone”.During her Saturday wanderings, Raaf complemented her recordings of stolen snippets of conversation with recordings of the “voice” of the surrounding neighbourhood—“the women singing out their windows to their radios, the young men in their low rider cars circling the block, the children, the ice cream carts, etc. These are the sounds that are mixed into the piece” (Raaf).Audience engagement with Saturday involves a kind of austere intimacy of its own that seems befitting of a surveillance-inspired sonic portrait of urban and private life. The piece is accessed via an interactive glove. This glove is white in colour and about the size of a large gardening glove, with a Velcro strap that fastens across the hand, like a cycling glove. The glove, which only has coverings for thumb and first two fingers (it is missing the ring and little fingers) is wired into and rests on top of a roughly A4-sized white rectangular box. This box, which is mounted onto the wall of an all-white gallery space at the short end, serves as a small shelf. The displayed glove is illuminated by a discrete, bent-arm desk lamp, that protrudes from the shelf near the gallery wall. Above the shelf are a series of wall-mounted colour images that relate to the project. In order to hear the soundtrack of Saturday, gallery visitors approach the shelf, put on the glove, and “magically just press their fingertips to their forehead [to] hear the sound without the use of their ears” (Raaf). The glove, Raaf explains, “is outfitted with leading edge audio electronic devices called ‘bone transducers’ […]. These transducers transmit sound in a very unusual fashion. They translate sound into vibration patterns which resonate through bone” (Raaf).Employing this technique, Raaf explains, “permits a new way of listening”:The user places their fingers to their forehead—in a gesture akin to Rodin’s The Thinker or of a clairvoyant—in order to tap into the lives of strangers. Pressing different combinations of fingers to the temple yield plural viewpoints and group conversations. These sounds are literally mixed in the bones of the listener. (Raaf) The result is a (literally and figuratively) touching sonic portrait of Humboldt Park, its residents, and the “voice” of its surrounding neighbourhoods. Through the unique technosomatic (Richardson) apparatus—combinations of gestures that convey the soundscape directly through the bones and body—those engaging with Saturday get to hear voices in/of/around Humboldt Park. It is a portrait that combines sonic intimacy in the two forms described earlier in this article. In its inward-focused form, the gallery visitor-listener is positioned as a voyeur of sorts, listening into stolen snippets of private and personal relationships, experiences, and interactions. And, in its outward-focused form, the gallery visitor-listener encounters a soundscape in which an array of agents, entities, and objects are also given a voice. Additional work performed by this piece, it seems to me, is to be found in the intermingling of these two form of sonic intimacy—the personal and the environmental—and the way that they prompt reflection on mediation, place, urban life, others, and intimacy. That is to say that, beyond its particular sonic portrait of Humboldt Park, Saturday works in “clearing some conceptual space” in the mind of the departing gallery visitor such that they might “listen for, if not precisely to, the collective, polyphonic ‘voice of the world’” (Pettman 6) as they go about their day-to-day lives.Lukatoyboy, Walk That Sound (2014)The second project, Walk That Sound, by Serbian sound artist Lukatoyboy was completed for the 2014 CTM festival. CTM is an annual festival event that is staged in Berlin and dedicated to “adventurous music and art” (CTM Festival, “About”). A key project within the festival is CTM Radio Lab. The Lab supports works, commissioned by CTM Festival and Deutschlandradio Kultur – Hörspiel/Klangkunst (among other partnering organisations), that seek to pair and explore the “specific artistic possibilities of radio with the potentials of live performance or installation” (CTM Festival, “Projects”). Lukatoyboy’s Walk That Sound was one of two commissioned pieces for the 2014 CTM Radio Lab. The project used the “commonplace yet often forgotten walkie-talkie” (CTM Festival, “Projects”) to create a moving urban sound portrait in the area around the Kottbusser Tor U-Bahn station in Berlin-Kreuzberg. Walk That Sound recruited participants—“mobile scouts”—to rove around the Kottbusser Tor area (CTM Festival, “Projects”). Armed with walkie-talkies, and playing with “the array of available and free frequencies, and the almost unlimited amount of users that can interact over these different channels”, the project captured the dispatches via walkie-talkie of each participant (CTM Festival, “Projects”). The resultant recording of Walk That Sound—which was aired on Deutschlandradio (see Lukatoyboy), part of a long tradition of transmitting experimental music and sound art on German radio (Cory)—forms an eclectic soundscape.The work juxtaposes snippets of dialogue shared between the mobile scouts, overheard mobile phone conversations, and moments of relative quietude, where the subdued soundtrack is formed by the ambient sounds—the “voice”—of the Kottbusser Tor area. This voice includes distant traffic, the distinctive auditory ticking of pedestrian lights, and moments of tumult and agitation, such as the sounds of construction work, car horns, emergency services vehicle sirens, a bottle bouncing on the pavement, and various other repetitive yet difficult to identify industrial sounds. This voice trails off towards the end of the recording into extended walkie-talkie produced static or squelch. The topics covered within the “crackling dialogues” (CTM Festival, “Projects”) of the mobile scouts ranged widely. There were banal observations (“I just stepped on a used tissue”; “people are crossing the street”; “there are 150 trains”)—wonderings that bear strong similarities with French writer Georges Perec’s well-known experimental descriptions of everyday Parisian life in the 1970s (Perec “An Attempt”). There were also intimate, confiding, flirtatious remarks (“Do you want to come to Turkey with me?”), as well as a number of playfully paranoid observations and quips (“I like to lie”; “I can see you”; “do you feel like you are being recorded?”; “I’m being followed”) that seem to speak to the fraught history of Berlin in particular as well as the complicated character of urban life in general—as Pettman asks, “what does ‘together’ signify in a socioeconomic system so efficient in producing alienation and isolation?” (92).In sum, Walk That Sound is a strangely moving exploration of sonic intimacy, one that shifts between many different registers and points of focus—much like urban wandering itself. As a work, it is variously funny, smart, paranoid, intimate, expansive, difficult to decipher, and, at times, even difficult to listen to. Pettman argues that, “thanks in large part to the industrialization of the human ear […], we have lost the capacity to hear the vox mundi, which is […] the sum total of cacophonous, heterogeneous, incommensurate, and unsynthesizable sounds of the postnatural world” (8). Walk That Sound functions almost like a response to this dilemma. One comes away from listening to it with a heightened awareness of, appreciation for, and aural connection to the rich messiness of the polyphonic contemporary urban vox mundi. ConclusionThe argument of this article is that Sabrina Raaf’s Saturday and Lukatoyboy’s Walk That Sound are two projects that both incorporate walkie-talkies in order to develop mediated forms of wandering that seek to capture place-based sonic ambiances and sonic intimacies. Drawing on Pettman’s notion of “sonic intimacy”, examination of these projects has opened consideration around voice, analogue technology, and what Nick Couldry refers to as “an obligation to listen” (Couldry 580). In order to be heard, Pettman remarks, and “in order to be considered a voice at all”, and therefore as “something worth heeding”, the vox mundi “must arrive intimately, or else it is experienced as noise or static” (Pettman 83). In both the projects discussed here—Saturday and Walk That Sound—the walkie-talkie provides this means of “intimate arrival”. As half-duplex communication devices, walkie-talkies have always fulfilled a double function: communicating and listening. This dual functionality is exploited in new ways by Raaf and Lukatoyboy. In their projects, both artists turn the microphone outwards, such that the walkie-talkie becomes not just a device for communicating while in the field, but also—and more strikingly—it becomes a field recording device. The result of which is that this simple, “playful” communication device is utilised in these two projects in two ways: on the one hand, as a “carrier of potentially enlightening alterity” (Pettman 83), a means of encouraging “potential encounters” (89) with strangers who have been thrown together and who cross paths, and, on the other hand, as a means of fostering “an environmental awareness” (89) of the world around us. In developing these prompts, Raaf and Lukatoyboy build potential bridges between Pettman’s work on sonic intimacy, their own work, and the work of other experimental artists. For instance, in relation to potential encounters, there are clear points of connection with Blast Theory, a group who, as noted earlier, have utilised walkie-talkies and sound-based and other media technologies to explore issues around urban encounters with strangers that promote reflection on ideas and experiences of otherness and difference (see Wilken)—issues that are also implicit in the two works examined. In relation to environmental awareness, their work—as well as Pettman’s calls for greater sonic intimacy—brings renewed urgency to Georges Perec’s encouragement to “question the habitual” and to account for, and listen carefully to, “the common, the ordinary, the infraordinary, the background noise” (Perec “Approaches” 210).Walkie-talkies, for Raaf and Lukatoyboy, when reimagined as field recording devices as much as remote transmission technologies, thus “allow new forms of listening, which in turn afford new forms of being together” (Pettman 92), new forms of being in the world, and new forms of sonic intimacy. Both these artworks engage with, and explore, what’s at stake in a politics and ethics of listening. Pettman prompts us, as urban dweller-wanderers, to think about how we might “attend to the act of listening itself, rather than to a specific sound” (Pettman 1). His questioning, as this article has explored, is answered by the works from Raaf and Lukatoyboy in effective style and technique, setting up opportunities for aural attentiveness and experiential learning. However, it is up to us whether we are prepared to listen carefully and to open ourselves to such intimate sonic contact with others and with the environments in which we live.ReferencesAnon. “Die Welt als Labyrinth.” Internationale Situationiste 4 (Jan. 1960). International Situationist Online, 19 June 2019 <https://www.cddc.vt.edu/sionline/si/diewelt.html>Blast Theory. “Can You See Me Now?” Blast Theory, 19 June 2019 <https://www.blasttheory.co.uk/projects/can-you-see-me-now/>.———. “You Get Me.” Blast Theory, 19 June 2019 <https://wwww.blasttheory.co.uk/projects/you-get-me/>.Cory, Mark E. “Soundplay: The Polyphonous Tradition of German Radio Art.” Wireless Imagination: Sound, Radio, and the Avant-garde. Eds. Douglas Kahn and Gregory Whitehead. Cambridge, MA: MIT P, 1992. 331–371.Couldry, Nick. “Rethinking the Politics of Voice.” Continuum 23.4 (2009): 579–582.CTM Festival. “About.” CTM Festival, 2019. 19 June 2019 <https://www.ctm-festival.de/about/ctm-festival/>.———. “Projects – CTM Radio Lab.” CTM Festival, 2019. 19 June 2019 <https://www.ctm-festival.de/projects/ctm-radio-lab/>.Duclos, Rebecca. “Reconnaissance/Méconnaissance: The Work of Janet Cardiff and George Bures Miller.” Articulate Objects: Voice, Sculpture and Performance. Eds. Aura Satz and Jon Wood. Bern: Peter Lang, 2009. 221–246. Gallagher, Michael, and Jonathan Prior. “Sonic Geographies: Exploring Phonographic Methods.” Progress in Human Geography 38.2 (2014): 267–284.James, Malcom. Sonic Intimacy: The Study of Sound. London: Bloomsbury, forthcoming.Lefebvre, Henri, and Kristin Ross. “Lefebvre on the Situationists: An Interview.” October 79 (Winter 1997): 69–83. Leorke, Dale. Location-Based Gaming: Play in Public Space. Singapore: Palgrave Macmillan, 2019.Lukatoyboy. “Walk That Sound – Deutschlandradiokultur Klangkunst Broadcast 14.02.2014.” SoundCloud. 19 June 2019 <https://soundcloud.com/lukatoyboy/walk-that-sound-deutschlandradiokultur-broadcast-14022014>.“Nextel: Couple. Walkie Talkies Are Good for Something More.” AdAge. 6 June 2012. 18 July 2019 <https://adage.com/creativity/work/couple/27993>.Perec, Georges. An Attempt at Exhausting a Place in Paris. Trans. Marc Lowenthal. Cambridge, MA: Wakefield Press, 2010.———. “Approaches to What?” Species of Spaces and Other Pieces. Rev. ed. Ed. and trans. John Sturrock. Harmondsworth, Middlesex: Penguin, 1999. 209–211.Pettman, Dominic. Sonic Intimacy: Voice, Species, Technics (Or, How to Listen to the World). Stanford, CA: Stanford UP, 2017.Raaf, Sabrina. “Saturday.” Sabrina Raaf :: New Media Artist, 2002. 19 June 2019 <http://raaf.org/projects.php?pcat=2&proj=10>.Richardson, Ingrid. “Mobile Technosoma: Some Phenomenological Reflections on Itinerant Media Devices.” The Fibreculture Journal 6 (2005). <http://six.fibreculturejournal.org/fcj-032-mobile-technosoma-some-phenomenological-reflections-on-itinerant-media-devices/>. Smith, Ernie. “Roger That: A Short History of the Walkie Talkie.” Vice, 23 Sep. 2017. 19 June 2019 <https://www.vice.com/en_us/article/vb7vk4/roger-that-a-short-history-of-the-walkie-talkie>. Statuv. “Details about Allied Radio Knight-Kit C-100 Walkie Talkie CB Radio Vtg Print Ad.” Statuv, 4 Jan. 2016. 18 July 2019 <https://statuv.com/media/74802043788985511>.———. “New! 1953 ‘Space Commander’ Vibro-Matic Walkie-Talkies.” Statuv, 4 Jan. 2016. 18 July 2019 <https://statuv.com/media/74802043788985539>.Wikipedia. “Walkie-Talkie”. Wikipedia, 3 July 2019. 18 July 2019 <https://en.wikipedia.org/wiki/Walkie-talkie>.Wilken, Rowan. “Proximity and Alienation: Narratives of City, Self, and Other in the Locative Games of Blast Theory.” The Mobile Story: Narrative Practices with Locative Technologies. Ed. Jason Farman. New York: Routledge, 2014. 175–191.
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Johnston, Kate Sarah. "“Dal Sulcis a Sushi”: Tradition and Transformation in a Southern Italian Tuna Fishing Community." M/C Journal 17, no. 1 (March 18, 2014). http://dx.doi.org/10.5204/mcj.764.

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I miss the ferry to San Pietro, so after a long bus trip winding through the southern Sardinian rocky terrain past gum trees, shrubs, caper plants, and sheep, I take refuge from the rain in a bar at the port. While I order a beer and panini, the owner, a man in his early sixties, begins to chat asking me why I’m heading to the island. For the tuna, I say, to research cultural practices and changes surrounding the ancient tuna trap la tonnara, and for the Girotonno international tuna festival, which coincides with the migration of the Northern Bluefin Tuna and the harvest season. This year the slogan of the festival reads Dal Sulcis a Sushi ("From Sulcis to Sushi"), a sign of the diverse tastes to come. Tuna here is the best in the world, he exclaims, a sentiment I hear many times over whilst doing fieldwork in southern Italy. He excitedly gestures for me to follow. We walk into the kitchen and on a long steel bench sits a basin covered with cloth. He uncovers it, and proudly poised, waits for my reaction. A large pinkish-brown loin of cooked tuna sits in brine. I have never tasted tuna in this way, so to share in his enthusiasm I conjure my interest in the rich tuna gastronomy found in this area of Sardinia called Sulcis. I’m more familiar with the clean taste of sashimi or lightly seared tuna. As I later experience, traditional tuna preparations in San Pietro are far from this. The most notable characteristic is that the tuna is thoroughly cooked or the flesh or organs are preserved with salt by brining or drying. A tuna steak cooked in the oven is robust and more like meat from the land than the sea in its flavours, colour, and texture. This article is about taste: the taste of, and tastes for, tuna in a traditional fishing community. It is based on ethnographic fieldwork and is part of a wider inquiry into the place of tradition and culture in seafood sustainability discourses and practices. In this article I use the notion of a taste network to explore the relationship between macro forces—international markets, stock decline and marine regulations—and transformations within local cultures of tuna production and consumption. Taste networks frame the connections between taste in a gustatory sense, tastes as an aesthetic preference and tasting as a way of learning about and attuning to modes and meanings surrounding tuna. As Antoine Hennion asserts, taste is more than a connoisseurship of an object, taste represents a cultural activity that concerns a wide range of practices, exchanges and attachments. Elspeth Probyn suggests that taste “acts as a connector between history, place, things, and people” (65) and “can also come to form communities: local places that are entangled in the global” (62). Within this framework, taste moves away from Bourdieu’s notion of taste as a social distinction towards an understanding of taste as created through a network of entities—social, biological, technological, and so forth. It turns attention to the mundane activities and objects of tuna production and consumption, the components of a taste network, and the everyday spaces where tradition and transformation are negotiated. For taste to change requires a transformation of the network (or components of that network) that bring such tastes into existence. These networks and their elements form the very meaning, matter, and moments of tradition and culture. As Hennion reminds us through his idea of “reservoir(s) of difference” (100), there are a range of diverse tastes that can materialise from the interactions of humans with objects, in this case tuna. Yet, taste networks can also be rendered obsolete. When a highly valued and endangered species like Bluefin is at the centre of such networks, there are material, ethical, and even political limitations to some tastes. In a study that follows three scientists as they attempt to address scallop decline in Brest and St Brieuc Bay, Michael Callon advocates for “the abandonment of all prior distinction between the natural and the social” (1). He draws attention to networks of actors and significant moments, rather than pre-existing categories, to figure the contours of power. This approach is particularly useful for social research that involves science, technology and the “natural” world. In my own research in San Pietro, the list of human and non-human actors is long and spans the local to the global: Bluefin (in its various meanings and as an entity with its own agency), tonnara owners, fishermen, technologies, fish shops and restaurants, scientific observers, policy (local, regional, national, European and international), university researchers, the sea, weather, community members, Japanese and Spanish buyers, and markets. Local discourses surrounding tuna and taste articulate human and non-human entanglements in quite particular ways. In San Pietro, as with much of Italy, notions of place, environment, identity, quality, and authenticity are central to the culture of tuna production and consumption. Food products are connected to place through ecological, cultural and technological dimensions. In Morgan, Marsden, and Murdoch’s terms this frames food and tastes in relation to a spatial dimension (its place of origin), a social dimension (its methods of production and distribution), and a cultural dimension (its perceived qualities and reputation). The place name labelling of canned tuna from San Pietro is an example of a product that represents the notion of provenance. The practice of protecting traditional products is well established in Italy through appellation programs, much like the practice of protecting terroir products in France. It is no wonder that the eco-gastronomic movement Slow Food developed in Italy as a movement to protect traditional foods, production methods, and biodiversity. Such discourses and movements like Slow Food create local/global frameworks and develop in relation to the phenomenon and ideas like globalisation, industrialization, and homogenisation. This study is based on ethnographic fieldwork in San Pietro over the 2013 tuna season. This included interviews with some thirty participants (fishers, shop keepers, locals, restaurateurs, and tonnara owners), secondary research into international markets, marine regulations, and environmental movements, and—of course—a gustatory experience of tuna. Walking down the main street the traditions of the tonnara and tuna are palpable. On a first impression there’s something about the streets and piazzas that is akin to Zukin’s notion of “vernacular spaces”, “sources of identity and belonging, affective qualities that the idea of intangible culture expresses, refines and sustains” (282). At the centre is the tonnara, which refers to the trap (a labyrinth of underwater nets) as well as the technique of tuna fishing and land based processing activities. For centuries, tuna and the tonnara have been at the centre of community life, providing employment, food security, and trade opportunities, and generating a wealth of ecological knowledge, a rich gastronomy based on preserved tuna, and cultural traditions like the famous harvest ritual la mattanza (the massacre). Just about every organ is preserved by salting and drying. The most common is the female ovary sac, which becomes bottarga. Grated onto pasta it has a strong metallic offal flavour combined with the salty tang of the sea. There is also the male equivalent lusciami, a softer consistency and flavour, as well as dried heart and lungs. There is canned tuna, a continuation of the tradition of brining and barrelling, but these are no ordinary cans. Each part of the tuna is divided into parts corresponding loosely to anatomy but more closely to quality based on textures, colour, and taste. There is the ventresca from the belly, the most prized cut because of its high fat content. Canned in olive oil or brine, a single can of this cut sells for around 30 Euros. Both the canned variety or freshly grilled ventresca is a sumptuous experience, soft and rich. Change is not new to San Pietro. In the long history of the tonnara there have been numerous transformations resulting from trade, occupation, and dominant economic systems. As Stefano Longo describes, with the development of capitalism and industrialization, the socio-economic structure of the tonnara changed and there was a dramatic decline in tonnare (plural) throughout the 1800s. The tonnare also went through different phases of ownership. In 1587 King Philip II formally established the Sardinian tonnare (Emery). Phillip IV then sold a tonnara to a Genovese man in 1654 and, from the late 18th century until today, the tonnara has remained in the Greco family from Genova. There were also changes to fishing and preservation technologies, such as the replacement of barrels after the invention of the can in the early 1800s, and innovations to recipes, as for example in the addition of olive oil. Yet, compared to recent changes, the process of harvesting, breaking down and sorting flesh and organs, and preserving tuna, has remained relatively stable. The locus of change in recent years concerns the harvest, the mattanza. For locals this process seems to be framed with concepts of before, and after, the Japanese arrived on the island. Owner Giuliano Greco, a man in his early fifties who took over the management of the tonnara from his father when it reopened in the late 1990s, describes these changes: We have two ages—before the Japanese and after. Before the Japanese, yes, the tuna was damaged. It was very violent in the mattanza. In the age before the pollution, there was a crew of 120 people divided in a little team named the stellati. The more expert and more important at the centre of the boat, the others at the side because at the centre there was more tuna. When there was mattanza it was like a race, a game, because if they caught more tuna they had more entrails, which was good money for them, because before, part of the wage was in nature, part of the tuna, and for this game the tuna was damaged because they opened it with a knife, the heart, the eggs etc. And for this method it was very violent because they wanted to get the tuna entrails first. The tuna remained on the boat without ice, with blood everywhere. The tonnara operated within clear social hierarchies made up of tonnarotti (tuna fishermen) under the guidance of the Rais (captain of tonnara) whose skills, charisma and knowledge set him apart. The Rais liaised with the tonnarotti, the owners, and the local community, recruiting men and women to augment the workforce in the mattanza period. Goliardo Rivano, a tonnarotto (singular) since 1999 recalls “all the town would be called on for the mattanza. Not only men but women too would work in the cannery, cutting, cleaning, and canning the tuna.” The mattanza was the starting point of supply and consumption networks. From the mattanza the tuna was broken down, the flesh boiled and brined for local and foreign markets, and the organs salted and dried for the (mainly) local market. Part of the land-based activities of tonnarotti involved cleaning, salting, pressing and drying the organs, which supplemented their wage. As Giuliano described, the mattanza was a bloody affair because of the practice of retrieving the organs; but since the tuna was boiled and then preserved in brine, it was not important whether the flesh was damaged. At the end of the 1970s the tonnara closed. According to locals and reportage, pollution from a nearby factory had caused a drastic drop in tuna. It remained closed until the mid 1990s when Japanese buyers came to inquire about tuna from the trap. Global tastes for tuna had changed during the time the tonnara was closed. An increase in western appetites for sushi had been growing since the early 1970s (Bestore). As Theadore Bestore describes in detail, this coincided with a significant transformation of the Japanese fishing industry’s international role. In the 1980s, the Japanese government began to restructure its fleets in response to restricted access to overseas fishing grounds, which the declaration of Excusive Economic Zones enforced (Barclay and Koh). At this time, Japan turned to foreign suppliers for tuna (Bestore). Kate Barclay and Sun-Hui Koh describe how quantity was no longer a national food security issue like it had been in post war Japan and “consumers started to demand high-quality high-value products” (145). In the late 1990s, the Greco family reopened the tonnara and the majority of the tuna went to Japan leaving a smaller portion for the business of canning. The way mattanza was practiced underwent profound changes and particular notions of quality emerged. This was also the beginning of new relationships and a widening of the taste network to include international stakeholders: Japanese buyers and markets became part of the network. Giuliano refers to the period as the “Japanese Age”. A temporal framing that is iterated by restaurant and fish shop owners who talk about a time when Japanese began to come to the island and have the first pick of the tuna. Giuliano recalls “there was still blood but there was not the system of opening tuna, in total, like before. Now the tuna is opened on the land. The only operation we do on the boat is blooding and chilling.” Here he references the Japanese technique of ikejime. Over several years the technicians taught Giuliano and some of the crew about killing the tuna faster and bleeding it to maintain colour and freshness. New notions of quality and taste for raw or lightly cooked tuna entered San Pietro. According to Rais Luigi “the tuna is of higher quality, because we treat it in a particular way, with ice.” Giuliano describes the importance of quality. “Before they used the stellati and it took five people, each one with a harpoon to haul the tuna. Now they only use one hook, in the mouth and use a chain, by hand. On board there is bleeding, and there is blood, but now we must keep the quality of the meat at its best.” In addition to the influence of Japanese tastes, the international Girotonno tuna festival had its inauguration in 2003, and, along with growing tourism, brought cosmopolitan and international tastes to San Pietro. The impact of a global taste for tuna has had devastating effects on their biomass. The international response to the sharp decline was the expansion of the role of inter-governmental monitoring bodies like International Commission for the Conservation of Atlantic Tunas (ICCAT), the introduction of quotas, and an increase in the presence of marine authorities on fleets, scientific research and environmental campaigns. In San Pietro, international relationships further widened and so did the configuration of taste networks, this time to include marine regulators, a quota on Bluefin, a Spanish company, and tuna ranches in Malta. The mattanza again was at the centre of change and became a point of contention within the community. This time because as a practice it is endangered, occurring only once or twice a year, “for the sake of tradition, culture” as Giuliano stated. The harvest now takes place in ranches in Malta because for the last three years the Greco family have supplied the tonnara’s entire quota (excluding tuna from mattanza or those that die in the net) to a major Spanish seafood company Riccardo Fuentes e Hijos, which transports them live to Malta where they are fattened and slaughtered, predominantly for a Japanese market. The majority of tuna now leave the island whole, which has profoundly transformed the distribution networks and local taste culture, and mainly the production and trade in tuna organs and canned tuna. In 2012, ICCAT and the European Union further tightened the quotas, which along with competition with industrial fisheries for both quota and markets, has placed enormous pressure on the tonnara. In 2013, it was allocated a quota that was well under what is financially sustainable. Add to the mix the additional expense of financing the obligatory scientific observers, and the tonnara has had to modify its operations. In the last few years there has been a growing antagonism between marine regulations, global markets, and traditional practices. This is exemplified in the limitations to the tuna organ tradition. It is now more common to find dried tuna organs in vacuum packs from Sicily rather than local products. As the restaurateur Secondo Borghero of Tonno della Corsa says “the tonnara made a choice to sell the live tuna to the Spanish. It’s a big problem. The tuna is not just the flesh but also the interior—the stomach, the heart, the eggs—and now we don’t have the quantity of these and the quality around is also not great.” In addition, even though preserved organs are available for consumption, local preserving activities have almost ceased along with supplementary income. The social structures and the types of actors that are a part of the tonnara have also changed. New kinds of relationships, bodies, and knowledge are situated side by side because of the mandate that there be scientific observers present at certain moments in the season. In addition, there are coast guards and, at various stages of the season, university staff contracted by ICCAT take samples and tag the tuna to generate data. The changes have also introduced new types of knowledge, activities, and institutional affiliations based on scientific ideas and discourses of marine biology, conservation, and sustainability. These are applied through marine management activities and regimes like quotas and administered through state and global institutions. This is not to say that the knowledge informing the Rais’s decisions has been done away with but as Gisli Palsson has previously argued, there is a new knowledge hierarchy, which places a significant focus on the notion of expert knowledge. This has the potential to create unequal power dynamics between the marine scientists and the fishers. Today in San Pietro tuna tastes are diverse. Tuna is delicate, smooth, and rich ventresca, raw tartare clean on the palate, novel at the Girotono, hearty tuna al forno, and salty dry bottarga. Tasting tuna in San Pietro offers a material and affective starting point to follow the socio-cultural, political, and ecological contours and contentions that are part of tuna traditions and their transformations. By thinking of gustatory and aesthetic tastes as part of wider taste networks, which involve human and non-human entities, we can begin to unpack and detail better what these changes encompass and figure forms and moments of power and agency. At the centre of tastes and transformation in San Pietro are the tonnara and the mattanza. Although in its long existence the tonnara has endured many changes, those in the past 15 years are unprecedented. Several major global events have provided conditions for change and widened the network from its once mainly local setting to its current global span. First, Japanese and global tastes set a demand for tuna and introduced different tuna production and preparation techniques and new styles of serving tuna raw or lightly cooked tuna. Later, the decline of Bluefin stocks and the increasing involvement of European and international monitoring bodies introduced catch limitations along with new processes and types of knowledge and authorities. Coinciding with this was the development of relationships with middle companies, which again introduced new techniques and technologies, namely the gabbie (cage) and ranches, to the taste network. In the cultural setting of Italy where the conservation of tradition is of particular importance, as I have explained earlier through the notion of provenance, the management of a highly regulated endangered marine species is a complex project that causes much conflict. Because of the dire state of the stocks and continual rise in global demand, solutions are complex. Yet it would seem useful to recognise that tuna tastes are situated within a network of knowledge, know-how, technology, and practices that are not simple modes of production and consumption but also ways of stewarding the sea and its species. Ethics Approval Original names have been used when participants gave consent on the official consent form to being identified in publications relating to the study. This is in accordance with ethics approval granted through the University of Sydney on 21 March 2013. Project number 2012/2825. References Barclay, Kate, and Koh Sun-Hui “Neo-liberal Reforms in Japan’s Tuna Fisheries? A History of Government-business Relations in a Food-producing Sector.” Japan Forum 20.2 (2008): 139–170. Bestor, Theadore “Tsukiji: The Fish Market at the Center of the World.” Foreign Policy 121 (2000): 54–63. Bourdieu, Pierre. Distinction: A Social Critique of the Judgment of Taste. Harvard UP, 1984. Callon, Michael “Some Elements of a Sociology of Translation: Domestication of the Scallops and the Fishermen of St Brieuc Bay” Power, Action, Belief: a New Sociology of Knowledge? Ed. John Law. London: Routledge, 1986. 196–223. Emery, Katherine “Tonnare in Italy: Science, History and Culture of Sardinian Tuna Fishing.” Californian Italian Studies 1 (2010): 1–40. Hennion, Antoine “Those Things That Hold Us Together: Taste and Sociology” Cultural Sociology 1 (2007): 97–114. Longo, Stefano “Global Sushi: A Socio-Ecological Analysis of The Sicilian Bluefin Tuna Fishery.” Dissertation. Oregon: University of Oregon, 2009. Morgan, Kevin, Marsden, Terry, and Johathan Murdoch. Worlds of Food: Place, Power, and provenance in the Food Chain. Oxford: Oxford UP, 2006. Palsson, Gisli. Coastal Economies, Cultural Accounts: Human Ecology and Icelandic Discourse. Manchester: Manchester UP, 1991. Probyn, Elspeth “In the Interests of Taste & Place: Economies of Attachment.” The Global Intimate. Eds. G. Pratt and V. Rosner. New York: Columbia UP (2012). Zukin, Sharon “The Social Production of Urban Cultural Heritage: Identity and Ecosystem on an Amsterdam Shopping Street.” City, Culture and Society 3 (2012): 281–291.
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39

Goodall, Jane. "Looking Glass Worlds: The Queen and the Mirror." M/C Journal 19, no. 4 (August 31, 2016). http://dx.doi.org/10.5204/mcj.1141.

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Abstract:
As Lewis Carroll’s Alice comes to the end of her journey through the looking glass world, she has also come to the end of her patience with its strange power games and arbitrations. At every stage of the adventure, she has encountered someone who wants to dictate rules and protocols, and a lesson on table manners from the Red Queen finally triggers rebellion. “I can’t stand this any more,” Alice cries, as she seizes the tablecloth and hurls the entire setting into chaos (279). Then, catching hold of the Red Queen, she gives her a good shaking, until the rigid contours of the imperious figure become fuzzy and soft. At this point, the hold of the dream dissolves and Alice, awakening on the other side of the mirror, realises she is shaking the kitten. Queens have long been associated with ideas of transformation. As Alice is duly advised when she first looks out across the chequered landscape of the looking glass world, the rules of chess decree that a pawn may become a queen if she makes it to the other side. The transformation of pawn to queen is in accord with the fairy tale convention of the unspoiled country girl who wins the heart of a prince and is crowned as his bride. This works in a dual register: on one level, it is a story of social elevation, from the lowest to the highest rank; on another, it is a magical transition, as some agent of fortune intervenes to alter the determinations of the social world. But fairy tales also present us with the antithesis and adversary of the fortune-blessed princess, in the figure of the tyrant queen who works magic to shape destiny to her own ends. The Queen and the mirror converge in the cultural imaginary, working transformations that disrupt the order of nature, invert socio-political hierarchies, and flout the laws of destiny. In “Snow White,” the powers of the wicked queen are mediated by the looking glass, which reflects and affirms her own image while also serving as a panopticon, keep the entire realm under surveillance, to pick up any signs of threat to her pre-eminence. All this turbulence in the order of things lets loose a chaotic phantasmagoria that is prime material for film and animation. Two major film versions of “Snow White” have been released in the past few years—Mirror Mirror (2012) and Snow White and the Huntsman (2012)—while Tim Burton’s animated 3D rendition of Alice in Wonderland was released in 2010. Alice through the Looking Glass (2016) and The Huntsman: Winter’s War, the 2016 prequel to Snow White and the Huntsman, continue the experiment with state-of-the-art-techniques in 3D animation and computer-generated imaging to push the visual boundaries of fantasy. Perhaps this escalating extravagance in the creation of fantasy worlds is another manifestation of the ancient lore and law of sorcery: that the magic of transformation always runs out of control, because it disrupts the all-encompassing design of an ordered world. This principle is expressed with poetic succinctness in Ursula Le Guin’s classic story A Wizard of Earthsea, when the Master Changer issues a warning to his most gifted student: But you must not change one thing, one pebble, one grain of sand, until you know what good and evil will follow on that act. The world is in balance, in Equilibrium. A wizard's power of Changing and Summoning can shake the balance of the world. It is dangerous, that power. (48)In Le Guin’s story, transformation is only dangerous if it involves material change; illusions of all kinds are ultimately harmless because they are impermanent.Illusions mediated by the mirror, however, blur the distinction Le Guin is making, for the mirror image supposedly reflects a real world. And it holds the seductive power of a projected narcissism. Seeing what we wish for is an experience that can hold us captive in a way that changes human nature, and so leads to dangerous acts with material consequences. The queen in the mirror becomes the wicked queen because she converts the world into her image, and in traditions of animation going back to Disney’s original Snow White (1937) the mirror is itself an animate being, with a spirit whose own determinations become paramount. Though there are exceptions in the annals of fairy story, powers of transformation are typically dark powers, turbulent and radically elicit. When they are mediated through the agency of the mirror, they are also the powers of narcissism and autocracy. Through a Glass DarklyIn her classic cultural history of the mirror, Sabine Melchior-Bonnet tracks a duality in the traditions of symbolism associated with it. This duality is already evident in Biblical allusions to the mirror, with references to the Bible itself as “the unstained mirror” (Proverbs 7.27) counterpointed by images of the mortal condition as one of seeing “through a glass darkly” (1 Corinthians 13.12).The first of these metaphoric conventions celebrates the crystalline purity of a reflecting surface that reveals the spiritual identity beneath the outward form of the human image. The church fathers drew on Plotinus to evoke “a whole metaphysics of light and reflection in which the visible world is the image of the invisible,” and taught that “humans become mirrors when they cleanse their souls (Melchior-Bonnet 109–10). Against such invocations of the mirror as an intermediary for the radiating presence of the divine in the mortal world, there arises an antithetical narrative, in which it is portrayed as distorting, stained, and clouded, and therefore an instrument of delusion. Narcissus becomes the prototype of the human subject led astray by the image itself, divorced from material reality. What was the mirror if not a trickster? Jean Delumeau poses this question in a preface to Melchior-Bonnet’s book (xi).Through the centuries, as Melchior-Bonnet’s study shows, these two strands are interwoven in the cultural imaginary, sometimes fused, and sometimes torn asunder. With Venetian advances in the techniques and technologies of mirror production in the late Renaissance, the mirror gained special status as a possession of pre-eminent beauty and craftsmanship, a means by which the rich and powerful could reflect back to themselves both the self-image they wanted to see, and the world in the background as a shimmering personal aura. This was an attempt to harness the numinous influence of the divinely radiant mirror in order to enhance the superiority of leading aristocrats. By the mid seventeenth century, the mirror had become an essential accessory to the royal presence. Queen Anne of Austria staged a Queen’s Ball in 1633, in a hall surrounded by mirrors and tapestries. The large, finely polished mirror panels required for this kind of display were made exclusively by craftsmen at Murano, in a process that, with its huge furnaces, its alternating phases of melting and solidifying, its mysterious applications of mercury and silver, seemed to belong to the transformational arts of alchemy. In 1664, Louis XIV began to steal unique craftsmen from Murano and bring them to France, to set up the Royal Glass and Mirror Company whose culminating achievement was the Hall of Mirrors at Versailles.The looking glass world of the palace was an arena in which courtiers and visitors engaged in the high-stakes challenge of self-fashioning. Costume, attitude, and manners were the passport to advancement. To cut a figure at court was to create an identity with national and sometimes international currency. It was through the art of self-fashioning that the many princesses of Europe, and many more young women of title and hereditary distinction, competed for the very few positions as consort to the heir of a royal house. A man might be born to be king, but a woman had to become a queen.So the girl who would be queen looks in the mirror to assess her chances. If her face is her fortune, what might she be? A deep relationship with the mirror may serve to enhance her beauty and enable her to realise her wish, but like all magical agents, the mirror also betrays anyone with the hubris to believe they are in control of it. In the Grimm’s story of “Snow White,” the Queen practises the ancient art of scrying, looking into a reflective surface to conjure images of things distant in time and place. But although the mirror affords her the seer’s visionary capacity to tell what will be, it does not give her the power to control the patterns of destiny. Driven to attempt such control, she must find other magic in order to work the changes she desires, and so she experiments with spells of self-transformation. Here the doubleness of the mirror plays out across every plane of human perception: visual, ethical, metaphysical, psychological. A dynamic of inherent contradiction betrays the figure who tries to engage the mirror as a servant. Disney’s original 1937 cartoon shows the vain Queen brewing an alchemical potion that changes her into the very opposite of all she has sought to become: an ugly, ill-dressed, and impoverished old woman. This is the figure who can win and betray trust from the unspoiled princess to whom the arts of self-fashioning are unknown. In Tarsem Singh’s film Mirror Mirror, the Queen actually has two mirrors. One is a large crystal egg that reflects back a phantasmagoria of palace scenes; the other, installed in a primitive hut on an island across the lake, is a simple looking glass that shows her as she really is. Snow White and the Huntsman portrays the mirror as a golden apparition, cloaked and faceless, that materialises from within the frame to stand before her. This is not her reflection, but with every encounter, she takes on more of its dark energies, until, in another kind of reversal, she becomes its image and agent in the wider world. As Ursula Le Guin’s sage teaches the young magician, magic has its secret economies. You pay for what you get, and the changes wrought will come back at you in ways you would never have foreseen. The practice of scrying inevitably leads the would-be clairvoyant into deeper levels of obscurity, until the whole world turns against the seer in a sequence of manifestations entirely contrary to his or her framework of expectation. Ultimately, the lesson of the mirror is that living in obscurity is a defining aspect of the human condition. Jorge Luis Borges, the blind writer whose work exhibits a life-long obsession with mirrors, surveys a range of interpretations and speculations surrounding the phrase “through a glass darkly,” and quotes this statement from Leon Bloy: “There is no human being on earth capable of declaring with certitude who he is. No one knows what he has come into this world to do . . . or what his real name is, his enduring Name in the register of Light” (212).The mirror will never really tell you who you are. Indeed, its effects may be quite the contrary, as Alice discovers when, within a couple of moves on the looking glass chessboard, she finds herself entering the wood of no names. Throughout her adventures she is repeatedly interrogated about who or what she is, and can give no satisfactory answer. The looking glass has turned her into an estranged creature, as bizarre a species as any of those she encounters in its landscapes.Furies“The furies are at home in the mirror,” wrote R. S. Thomas in his poem “Reflections” (265). They are the human image gone haywire, the frightening other of what we hope to see in our reflection. As the mirror is joined by technologies of the moving image in twentieth-century evolutions of the myth, the furies have been given a new lease of life on the cinema screen. In Disney’s 1937 cartoon of Snow White, the mirror itself has the face of a fury, which emerges from a pool of blackness like a death’s head before bringing the Queen’s own face into focus. As its vision comes into conflict with hers, threatening the dissolution of the world over which she presides, the mirror’s face erupts into fire.Computer-generated imaging enables an expansive response to the challenges of visualisation associated with the original furies of classical mythology. The Erinyes are unstable forms, arising from liquid (blood) to become semi-materialised in human guise, always ready to disintegrate again. They are the original undead, hovering between mortal embodiment and cadaverous decay. Tearing across the landscape as a flock of birds, a swarm of insects, or a mass of storm clouds, they gather into themselves tremendous energies of speed and motion. The 2012 film Snow White and the Huntsman, directed by Rupert Sanders, gives us the strongest contemporary realisation of the archaic fury. Queen Ravenna, played by Charlize Theron, is a virtuoso of the macabre, costumed in a range of metallic exoskeletons and a cloak of raven’s feathers, with a raised collar that forms two great black wings either side of her head. Powers of dematerialisation and rematerialisation are central to her repertoire. She undergoes spectacular metamorphosis into a mass of shrieking birds; from the walls around her she conjures phantom soldiers that splinter into shards of black crystal when struck by enemy swords. As she dies at the foot of the steps leading up to the great golden disc of her mirror, her face rapidly takes on the great age she has disguised by vampiric practices.Helena Bonham Carter as the Red Queen in Burton’s Alice in Wonderland is a figure midway between Disney’s fairy tale spectre and the fully cinematic register of Theron’s Ravenna. Bonham Carter’s Queen, with her accentuated head and pantomime mask of a face, retains the boundaries of form. She also presides over a court whose visual structures express the rigidities of a tyrannical regime. Thus she is no shape-shifter, but energies of the fury are expressed in her voice, which rings out across the presence chamber of the palace and reverberates throughout the kingdom with its calls for blood. Alice through the Looking Glass, James Bobin’s 2016 sequel, puts her at the centre of a vast destructive force field. Alice passes through the mirror to encounter the Lord of Time, whose eternal rule must be broken in order to break the power of the murdering Queen; Alice then opens a door and tumbles in free-fall out into nothingness. The place where she lands is a world not of daydream but of nightmare, where everything will soon be on fire, as the two sides in the chess game advance towards each other for the last battle. This inflation of the Red Queen’s macabre aura and impact is quite contrary to what Lewis Carroll had in mind for his own sequel. In some notes about the stage adaptation of the Alice stories, he makes a painstaking distinction between the characters of the queen in his two stories.I pictured to myself the Queen of Hearts as a sort of embodiment of ungovernable passion—a blind and aimless Fury. The Red Queen I pictured as a Fury, but of another type; her passion must be cold and calm—she must be formal and strict, yet not unkindly; pedantic to the 10th degree, the concentrated essence of governesses. (86)Yet there is clearly a temptation to erase this distinction in dramatisations of Alice’s adventures. Perhaps the Red Queen as a ‘not unkindly’ governess is too restrained a persona for the psychodynamic mythos surrounding the queen in the mirror. The image itself demands more than Carroll wants to accord, and the original Tenniel illustrations give a distinctly sinister look to the stern chess queen. In their very first encounter, the Red Queen contradicts every observation Alice makes, confounds the child’s sensory orientation by inverting the rules of time and motion, and assigns her the role of pawn in the game. Kafka or Orwell would not have been at all relaxed about an authority figure who practises mind control, language management, and identity reassignment. But here Carroll offers a brilliant modernisation of the fairy story tradition. Under the governance of the autocratic queen, wonderland and the looking glass world are places in which the laws of science, logic, and language are overturned, to be replaced by the rules of the queen’s games: cards and croquet in the wonderland, and chess in the looking glass world. Alice, as a well-schooled Victorian child, knows something of these games. She has enough common sense to be aware of how the laws of gravity and time and motion are supposed to work, and if she boasts of being able to believe six impossible things before breakfast, this signifies that she has enough logic to understand the limits of possibility. She would also have been taught about species and varieties and encouraged to make her own collections of natural forms. But the anarchy of the queen’s world extends into the domain of biology: species of all kinds can talk, bodies dissolve or change size, and transmutations occur instantaneously. Thus the world-warping energies of the Erinyes are re-imagined in an absurdist’s challenge to the scientist’s universe and the logician’s mentality.Carroll’s instinct to tame the furies is in accord with the overall tone and milieu of his stories, which are works of quirky charm rather than tales of terror, but his two queens are threatening enough to enable him to build the narrative to a dramatic climax. For film-makers and animators, though, it is the queen who provides the dramatic energy and presence. There is an over-riding temptation to let loose the pandemonium of the original Erinyes, exploiting their visual terror and their classical association with metamorphosis. FashioningThere is some sociological background to the coupling of the queen and the mirror in fairy story. In reality, the mirror might assist an aspiring princess to become queen by enchanting the prince who was heir to the throne, but what was the role of the looking glass once she was crowned? Historically, the self-imaging of the queen has intense and nervous resonances, and these can be traced back to Elizabeth I, whose elaborate persona was fraught with newly interpreted symbolism. Her portraits were her mirrors, and they reflect a figure in whom the qualities of radiance associated with divinity were transferred to the human monarch. Elizabeth developed the art of dressing herself in wearable light. If she lacked for a halo, she made up for it with the extravagant radiata of her ruffs and the wreaths of pearls around her head. Pearls in mediaeval poetry carried the mystique of a luminous microcosm, but they were also mirrors in themselves, each one a miniature reflecting globe. The Ditchely portrait of 1592 shows her standing as a colossus between heaven and earth, with the changing planetary light cycle as background. This is a queen who rules the world through the mediation of her own created image. It is an inevitable step from here to a corresponding intervention in the arrangement of the world at large, which involves the armies and armadas that form the backdrop to her other great portraits. And on the home front, a regime of terror focused on regular public decapitations and other grisly executions completes the strategy to remaking the world according to her will. Renowned costume designer Eiko Ishioka created an aesthetic for Mirror Mirror that combines elements of court fashion from the Elizabethan era and the French ancien régime, with allusions to Versailles. Formality and mannerism are the keynotes for the palace scenes. Julia Roberts as the Queen wears a succession of vast dresses that are in defiance of human scale and proportion. Their width at the hem is twice her height, and 100,000 Svarovski crystals were used for their embellishment. For the masked ball scene, she makes her entry as a scarlet peacock with a high arching ruff of pure white feathers. She amuses herself by arranging her courtiers as pieces on a chess-board. So stiffly attired they can barely move more than a square at a time, and with hats surmounted by precariously balanced ships, they are a mock armada from which the Queen may sink individual vessels on a whim, by ordering a fatal move. Snow White and the Huntsman takes a very different approach to extreme fashioning. Designer Colleen Atwood suggests the shape-shifter in the Queen’s costumes, incorporating materials evoking a range of species: reptile scales, fluorescent beetle wings from Thailand, and miniature bird skulls. There is an obvious homage here to the great fashion designer Alexander McQueen, whose hallmark was a fascination with the organic costuming of creatures in feathers, fur, wool, scales, shells, and fronds. Birds were everywhere in McQueen’s work. His 2006 show Widows of Culloden featured a range of headdresses that made the models look as if they had just walked through a flock of birds in full flight. The creatures were perched on their heads with outstretched wings askance across the models’ faces, obscuring their field of vision. As avatars from the spirit realm, birds are emblems of otherness, and associated with metempsychosis, the transmigration of souls. These resonances give a potent mythological aura to Theron’s Queen of the dark arts.Mirror Mirror and Snow White and the Huntsman accordingly present strikingly contrasted versions of self-fashioning. In Mirror Mirror we have an approach driven by traditions of aristocratic narcissism and courtly persona, in which form is both rigid and extreme. The Queen herself, far from being a shape-shifter, is a prisoner of the massive and rigid architecture that is her costume. Snow White and the Huntsman gives us a more profoundly magical interpretation, where form is radically unstable, infused with strange energies that may at any moment manifest themselves through violent transformation.Atwood was also costume designer for Burton’s Alice in Wonderland, where an invented framing story foregrounds the issue of fashioning as social control. Alice in this version is a young woman, being led by her mother to a garden party where a staged marriage proposal is to take place. Alice, as the social underling in the match, is simply expected to accept the honour. Instead, she escapes the scene and disappears down a rabbit hole to return to the wonderland of her childhood. In a nice comedic touch, her episodes of shrinking and growing involve an embarrassing separation from her clothes, so divesting her also of the demure image of the Victorian maiden. Atwood provides her with a range of fantasy party dresses that express the free spirit of a world that is her refuge from adult conformity.Alice gets to escape the straitjacket of social formation in Carroll’s original stories by overthrowing the queen’s game, and with it her micro-management of image and behaviour. There are other respects, though, in which Alice’s adventures are a form of social and moral fashioning. Her opening reprimand to the kitten includes some telling details about her own propensities. She once frightened a deaf old nurse by shouting suddenly in her ear, “Do let’s pretend that I’m a hungry hyaena and you’re a bone!” (147). Playing kings and queens is one of little Alice’s favourite games, and there is more than a touch of the Red Queen in the way she bosses and manages the kitten. It is easy to laud her impertinence in the face of the tyrannical characters she meets in her fantasies, but does she risk becoming just like them?As a story of moral self-fashioning, Alice through the Looking Glass cuts both ways. It is at once a critique of the Victorian social straitjacket, and a child’s fable about self-improvement. To be accorded the status of queen and with it the freedom of the board is also to be invested with responsibilities. If the human girl is the queen of species, how will she measure up? The published version of the story excludes an episode known to editors as “The Wasp in a Wig,” an encounter that takes place as Alice reaches the last ditch before the square upon which she will be crowned. She is about to jump the stream when she hears a sigh from woods behind her. Someone here is very unhappy, and she reasons with herself about whether there is any point in stopping to help. Once she has made the leap, there will be no going back, but she is reluctant to delay the move, as she is “very anxious to be a Queen” (309). The sigh comes from an aged creature in the shape of a wasp, who is sitting in the cold wind, grumbling to himself. Her kind enquiries are greeted with a succession of waspish retorts, but she persists and does not leave until she has cheered him up. The few minutes devoted “to making the poor old creature comfortable,” she tells herself, have been well spent.Read in isolation, the episode is trite and interferes with the momentum of the story. Carroll abandoned it on the advice of his illustrator John Tenniel, who wrote to say it didn’t interest him in the least (297). There is interest of another kind in Carroll’s instinct to arrest Alice’s momentum at that critical stage, with what amounts to a small morality tale, but Tenniel’s instinct was surely right. The mirror as a social object is surrounded by traditions of self-fashioning that are governed by various modes of conformity: moral, aesthetic, political. Traditions of myth and fantasy allow wider imaginative scope for the role of the mirror, and by association, for inventive speculation about human transformation in a world prone to extraordinary upheavals. ReferencesBorges, Jorge Luis. “Mirrors of Enigma.” Labyrinths: Selected Stories and Other Writings. Eds. Donald A. Yates and James Irby. New York: New Directions, 2007. 209–12. Carroll, Lewis. Alice through the Looking Glass. In The Annotated Alice. Ed. Martin Gardner. London: Penguin, 2000.The King James Bible.Le Guin, Ursula. The Earthsea Quartet. London: Penguin, 2012.Melchior-Bonnet, Sabine. The Mirror: A History. Trans. Katherine H. Jewett. London: Routledge, 2014.Thomas, R.S. “Reflections.” No Truce with the Furies, Collected Later Poems 1988–2000. Hexham, Northumberland: Bloodaxe, 2011.
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Piatti-Farnell, Lorna, and Erin Mercer. "Gothic: New Directions in Media and Popular Culture." M/C Journal 17, no. 4 (August 20, 2014). http://dx.doi.org/10.5204/mcj.880.

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Abstract:
In a field of study as well-established as the Gothic, it is surprising how much contention there is over precisely what that term refers to. Is Gothic a genre, for example, or a mode? Should it be only applicable to literary and film texts that deal with tropes of haunting and trauma set in a gloomy atmosphere, or might it meaningfully be applied to other cultural forms of production, such as music or animation? Can television shows aimed at children be considered Gothic? What about food? When is something “Gothic” and when is it “horror”? Is there even a difference? The Gothic as a phenomenon is commonly identified as beginning with Horace Walpole’s novel The Castle of Otranto (1764), which was followed by Clara Reeve’s The Old English Baron (1778), the romances of Ann Radcliffe and Matthew Lewis’ The Monk (1796). Nineteenth-century Gothic literature was characterised by “penny dreadfuls” and novels such as Mary Shelley’s Frankenstein (1818) and Bram Stoker’s Dracula (1897). Frequently dismissed as sensational and escapist, the Gothic has experienced a critical revival in recent decades, beginning with the feminist revisionism of the 1970s by critics such as Ellen Moers, Sandra M. Gilbert and Susan Gubar. With the appearance of studies such as David Punter’s The Literature of Terror (1980), Gothic literature became a reputable field of scholarly research, with critics identifying suburban Gothic, imperial Gothic, postcolonial Gothic and numerous national Gothics, including Irish Gothic and the Gothic of the American South. Furthermore, as this special edition on Gothic shows, the Gothic is by no means limited to literature, with film, television, animation and music all partaking of the Gothic inflection. Indeed, it would be unwise to negate the ways in which the Gothic has developed to find fertile ground beyond the bounds of literature. In our media-centred twenty-first century, the Gothic has colonised different forms of expression, where the impact left by literary works, that were historically the centre of the Gothic itself, is all but a legacy. Film, in particular, has a close connection to the Gothic, where the works of, for instance, Tim Burton, have shown the representative potential of the Gothic mode; the visual medium of film, of course, has a certain experiential immediacy that marries successfully with the dark aesthetics of the Gothic, and its connections to representing cultural anxieties and desires (Botting). The analysis of Gothic cinema, in its various and extremely international incarnations, has now established itself as a distinct area of academic research, where prominent Gothic scholars such as Ken Gelder—with the recent publication of his New Vampire Cinema (2012)—continue to lead the way to advance Gothic scholarship outside of the traditional bounds of the literary.As far as cinema is concerned, one cannot negate the interconnections, both aesthetic and conceptual, between traditional Gothic representation and horror. Jerrold Hogle has clearly identified the mutation and transformation of the Gothic from a narrative solely based on “terror”, to one that incorporates elements of “horror” (Hogle 3). While the separation between the two has a long-standing history—and there is no denying that both the aesthetics and the politics of horror and the Gothic can be fundamentally different—one has to be attuned to the fact that, in our contemporary moment, the two often tend to merge and intersect, often forming hybrid visions of the Gothic, with cinematic examples such as Guillermo Del Toro’s Pan’s Labyrinth (2006) playing testament to this. Indeed, the newly formed representations of “Gothic Horror” and “Gothic Terror” alerts us to the mutable and malleable nature of the Gothic itself, an adaptable mode that is always contextually based. Film is not, however, the only non-literary medium that has incorporated elements of the Gothic over the years. Other visual representations of the Gothic abound in the worlds of television, animation, comics and graphic novels. One must only think here of the multiple examples of recent television series that have found fruitful connections with both the psychologically haunting aspects of Gothic terror, and the gory and grisly visual evocations of Gothic horror: the list is long and diverse, and includes Dexter (2006-2013), Hannibal (2013-), and Penny Dreadful (2014-), to mention but a few. The animation front —in its multiple in carnations —has similarly been entangled with Gothic tropes and concerns, a valid interconnection that is visible both in cinematic and television examples, from The Corpse Bride (2005) to Coraline (2009) and Frankenweeinie (2012). Comics and graphics also have a long-standing tradition of exploiting the dark aesthetics of the Gothic mode, and its sensationalist connections to horror; the instances from this list pervade the contemporary media scope, and feature the inclusion of Gothicised ambiences and characters in both singular graphic novels and continuous comics —such as the famous Arkham Asylum (1989) in the ever-popular Batman franchise. The inclusion of these multi-media examples here is only representative, and it is an almost prosaic accent in a list of Gothicised media that extends to great bounds, and also includes the worlds of games and music. The scholarship, for its part, has not failed to pick up on the transformations and metamorphoses that the Gothic mode has undergone in recent years. The place of both Gothic horror and Gothic terror in a multi-media context has been critically evaluated in detail, and continues to attract academic attention, as the development of the multi-genre and multi-medium journey of the Gothic unfolds. Indeed, this emphasis is now so widespread that a certain canonicity has developed for the study of the Gothic in media such as television, extending the reach of Gothic Studies into the wider popular culture scope. Critical texts that have recently focused on identifying the Gothic in media beyond not only literature, but also film, include Helen Wheatley’s Gothic Television (2007), John C. Tibbetts’ The Gothic Imagination: Conversation of Fantasy, Horror, and Science Fiction in the Media (2011), and Julia Round’s Gothic in Comics and Graphic Novels (2014). Critics often suggest that the Gothic returns at moments of particular cultural crisis, and if this is true, it seems as if we are in such a moment ourselves. Popular television shows such as True Blood and The Walking Dead, books such as the Twilight series, and the death-obsessed musical stylings of Lana Del Ray all point to the pertinence of the Gothic in contemporary culture, as does the amount of submissions received for this edition of M/C Journal, which explore a wide range of Gothic texts. Timothy Jones’ featured essay “The Black Mass as Play: Dennis Wheatley’s The Devil Rides Out” suggests that although scholarly approaches to the Gothic tend to adopt the methodologies used to approach literary texts and applied them to Gothic texts, yielding readings that are more-or-less congruous with readings of other sorts of literature, the Gothic can be considered as something that tells us about more than simply ourselves and the world we live in. For Jones, the fact that the Gothic is a production of popular culture as much as “highbrow” literature suggests there is something else happening with the way popular Gothic texts function. What if, Jones asks, the popular Gothic were not a type of work, but a kind of play? Jones uses this approach to suggest that texts such as Wheatley’s The Devil Rides Out might direct readers not primarily towards the real, but away from it, at least for a time. Wheatley’s novel is explored by Jones as a venue for readerly play, apart from the more substantial and “serious” concerns that occupy most literary criticism. Samantha Jane Lindop’s essay foregrounds the debt David Lynch’s film Mulholland Drive owes to J. Sheridan le Fanu’s Carmilla (1872) thus adding to studies of the film that have noted Lynch’s intertextual references to classic cinema such as Billy Wilder’s Sunset Boulevard (1950), Alfred Hitchcock’s Vertigo (1958) and Ingmar Bergman’s Persona (1966). Lindop explores not just the striking similarity between Carmilla and Mulholland Drive in terms of character and plot, but also the way that each text is profoundly concerned with the uncanny. Lorna Piatti-Farnell’s contribution, “What’s Hidden in Gravity Falls: Strange Creatures and the Gothic Intertext” is similarly interested in the intertextuality of the Gothic mode, noting that since its inception this has taken many and varied incarnations, from simple references and allusions to more complicated uses of style and plot organisation. Piatti-Farnell suggests it is unwise to reduce the Gothic text to a simple master narrative, but that within its re-elaborations and re-interpretations, interconnections do appear, forming “the Gothic intertext”. While the Gothic has traditionally found fertile ground in works of literature, other contemporary media, such as animation, have offered the Gothic an opportunity for growth and adaptation. Alex Hirsch’s Gravity Falls is explored by Piatti-Farnell as a visual text providing an example of intersecting monstrous creatures and interconnected narrative structures that reveal the presence of a dense and intertextual Gothic network. Those interlacings are connected to the wider cultural framework and occupy an important part in unravelling the insidious aspects of human nature, from the difficulties of finding “oneself” to the loneliness of the everyday. Issues relating to identity also feature in Patrick Usmar’s “Born To Die: Lana Del Rey, Beauty Queen or Gothic Princess?”, which further highlights the presence of the Gothic in a wide range of contemporary media forms. Usmar explores the music videos of Del Rey, which he describes as Pop Gothic, and that advance themes of consumer culture, gender identity, sexuality and the male gaze. Jen Craig’s “The Agitated Shell: Thinspiration and the Gothic Experience of Eating Disorders” similarly focuses on contemporary media and gender identity, problematising these issues by exploring the highly charged topic of “thinspiration” web sites. Hannah Irwin’s contribution also focuses on female experience. “Not of this earth: Jack the Ripper and the development of Gothic Whitechapel” focuses on the murder of five women who were the victims of an assailant commonly referred to by the epithet “Jack the Ripper”. Irwin discusses how Whitechapel developed as a Gothic location through the body of literature devoted to the Whitechapel murders of 1888, known as “Ripperature”. The subject of the Gothic space is also taken up by Donna Brien’s “Forging Continuing Bonds from the Dead to the Living: Gothic Commemorative Practices along Australia’s Leichhardt Highway.” This essay explores the memorials along Leichhardt’s highway as Gothic practice, in order to illuminate some of the uncanny paradoxes around public memorials, as well as the loaded emotional terrain such commemorative practices may inhabit. Furthering our understanding of the Australian Gothic is Patrick West’s contribution “Towards a Politics & Art of the Land: Gothic Cinema of the Australian New Wave and its Reception by American Film Critics.” West argues that many films of the Australian New Wave of the 1970s and 1980s can be defined as Gothic and that international reviews of such films tended to overlook the importance of the Australian landscape, which functions less as a backdrop and more as a participating element, even a character, in the drama, saturating the mise-en-scène. Bruno Starrs’ “Writing My Indigenous Vampires: Aboriginal Gothic or Aboriginal Fantastic” is dedicated to illuminating a new genre of creative writing: that of the “Aboriginal Fantastic”. Starrs’ novel That Blackfella Bloodsucka Dance! is part of this emerging genre of writing that is worthy of further academic interrogation. Similarly concerned with the supernatural, Erin Mercer’s contribution “‘A Deluge of Shrieking Unreason’: Supernaturalism and Settlement in New Zealand Gothic Fiction” explores the absence of ghosts and vampires in contemporary Gothic produced in New Zealand, arguing that this is largely a result of a colonial Gothic tradition utilising Maori ghosts that complicates the processes through which contemporary writers might build on that tradition. Although there is no reason why the Gothic must include supernatural elements, it is an enduring feature that is taken up by Jessica Balanzategui in “‘You Have a Secret that You Don’t Want To Tell Me’: The Child as Trauma in Spanish and American Horror Film.” This essay explores the uncanny child character and how such children act as an embodiment of trauma. Sarah Baker’s “The Walking Dead and Gothic Excess: The Decaying Social Structures of Contagion” focuses on the figure of the zombie as it appears in the television show The Walking Dead, which Baker argues is a way of exploring themes of decay, particularly of family and society. The essays contained in this special Gothic edition of M/C Journal highlight the continuing importance of the Gothic mode in contemporary culture and how that mode is constantly evolving into new forms and manifestations. The multi-faceted nature of the Gothic in our contemporary popular culture moment is accurately signalled by the various media on which the essays focus, from television to literature, animation, music, and film. The place occupied by the Gothic beyond representational forms, and into the realms of cultural practice, is also signalled, an important shift within the bounds of Gothic Studies which is bound to initiate fascinating debates. The transformations of the Gothic in media and culture are, therefore, also surveyed, so to continue the ongoing critical conversation on not only the place of the Gothic in contemporary narratives, but also its duplicitous, malleable, and often slippery nature. It is our hope that the essays here stimulate further discussion about the Gothic and we will hope, and look forward, to hearing from you. References Botting, Fred. Gothic: The New Critical Idiom. 2nd edition. Abingdon, UK: Routledge, 2014. Hogle, Jerrold. “Introduction: The Gothic in Western Culture”. The Cambridge Companion of Gothic Fiction, ed. Jerrold Hogle. Cambridge: Cambridge University Press, 2002. 1-20.
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