Academic literature on the topic 'Modern dance breathing'

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Journal articles on the topic "Modern dance breathing"

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Vītola, Sandra. "PROPER BREATHING IMPORTANCE IN CLASSICAL AND MODERN DANCE TRAINING." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 26, 2017): 158. http://dx.doi.org/10.17770/sie2017vol4.2353.

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Based on the theoretical ideas of scholars in the field of dance, the article analyses the significance of correct breathing and its usage in movement performance in classical and modern dance acquisition. The most important condition for dancers is the daily workout, which develops an understanding of basic components of movements, one of the most significant being correct breathing. Application of correct breathing facilitates a comprehension among dancers of the possibilities of the body – the amplitude and quality of performed movements, as well as the ability to control the strength necessary for movement performance. This article aims to analyse the meaning of correct breathing and to justify its use among dancers acquiring classical and modern dance. The article makes use of the theoretical research method – characterising differences between classical and modern dance acquisition, analysing breathing and its correct usage during a dance performance.
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МОВА, Людмила. "Contemporary dance as a component of students’ physical education." EUROPEAN HUMANITIES STUDIES: State and Society 3, no. I (September 27, 2019): 16–29. http://dx.doi.org/10.38014/ehs-ss.2019.3-i.02.

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Today in the modern world the basic human need for the development of one's own body and keeping it healthy and fit is a topical issue. Health is one of the most important prerequisites for harmonious, full-fledged life and personal self-realization. And it is precisely physical education that is aimed at the formation of a healthy, physically complete personality and the functional improvement of the organism. Dance is an integral part of a human plastic culture. The danceplastic culture education begins with the knowledge and development of the musculoskeletal system of a dancer. First and foremost, students need to learn how to perform basic dance exercises and movements efficiently, anatomically competently and consciously. In our understanding, the contemporary dance technique (post-postmodern) is the technique based on the natural laws of the body functioning with regard to the organization of movement and breathing. Muscles’ release from excessive tension and the activation of the faction level in movement organization, the natural anatomical work of joints and their strengthening, the structure of the body interrelations - all of the abovementioned should precede the technical dance mastery as a high-quality physical training of a student for further mastering of professional disciplines. That is why, in our opinion, a modern student-dancer should be knowledgeable about the body by the following parameters: how human movement is organized, structural peculiarities of the skeletal mobile zones (joints), the understanding what makes the body move in space, what is the center of the body gravity, how the movement of a person from the lower tier to the upper tier in space is organized, what is primary for understanding and training your body and why breathing is acknowledged as the number one item in teaching contemporary dance, what are fasciae and why the experienced dancers-teachers talk so much about them during their classes, how the floor plays the role of a partner and allows you to feel the zones with excessive tension in your body during movement, what BF (Bartenieff Fundamentals) and LMA (Laban Мovement Аnalysis) are and more.
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Boerstler, Richard. "Comeditation: A Thanatological Aid." International Journal of Yoga Therapy 10, no. 1 (January 1, 2000): 95–104. http://dx.doi.org/10.17761/ijyt.10.1.j1161503846k5023.

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Ancient traditions have employed powerful meditative practices at the time of death. This article explores one of these practices originating in Tibetan medicine,which relied upon specially trained practitioners in the science of consciousness. The goal is to maintain "clear mind and peaceful heart," which is accomplished by sharing a meditational breathing technique that brings about a deep state of relaxation. Studies in autonomic nervous system response and in the physiology of pain indicate that stress reduction is becoming a necessary modality in modern health care. This article describes a breathing and meditative procedure called "comeditation" to deal with anxieties and stress associated with life-threatening illness. This method involves no religious belief system and brings some of the psychological effects of the meditative state to patients who have never meditated. The meditative practices described in this article were transmitted through the Clear Light Society, Boston, Massachusetts(Patricia Shelton Harvey, executive director). I offer these techniques to deal with the pain and anxieties that may flood one's consciousness during a life-threatening illness. The methods can be used by anyone, sick or healthy,who wants to center his or her spinning mind and achieve serenity. Let your life lightly dance on the edges of time like dew on the tip of a leaf.–Rabindranath Tagore
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Rymar, Olga, Nataliya Sorokolit, Alla Solovey, Marta Yaroshyk, and Olena Khanikiants. "THE EFFECTIVENESS OF ZUMBA KIDS IMPLEMENTATION INTO PHYSICAL EDUCATION OF ELEMENTARY SCHOOL PUPILS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 2 (May 28, 2021): 548–57. http://dx.doi.org/10.17770/sie2021vol2.6187.

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The demand to improve physical education process of elementary school pupils by the tools of innovative dancing fitness branch – Zumba Kids is described in the article. Positive changes in dynamics among children have occurred in indicators of functional and physical preparation in conditions of the experiment. The goal of the work is the optimization process of physical education of elementary school pupils by Zumba Kids tools. There were investigated children’s physical development, functional and physical preparation and experimentally was checked the effectiveness of the implementation program of Zumba Kids tolls into process of physical education. There were 54 participants, 26 among them are boys and 28 are girls (the children’s age is 9 years old). The methods of the research are theoretical analysis and literature sources generalization; physiological research methods; pedagogical observation (passing of control standards); pedagogical experiment and mathematical statistics methods. There are presented and scientifically justified the program of implementing Zumba Kids tools into physical education lessons of elementary school pupils. The content of the program consists of the synthesis of energetic modern dances with aerobics, fitness exercises, stretching and also exercises for breathing exercises and muscle relaxation. The elaborated program is realized in the educational process and proved its effectiveness. The results of investigation have shown its positive influence on the functional and physical preparation of elementary school pupils. It was proved by mathematical statistics methods.
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Ivanova, Yuliia. "Children’s choir in MarkKarminskyi’s creativity." Aspects of Historical Musicology 19, no. 19 (February 7, 2020): 29–43. http://dx.doi.org/10.34064/khnum2-19.02.

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Background. The article deals with the choral creativity by the famous Ukrainian composer Mark Karminskyi. The weight of M. Karminskyi’s choral works in the legacy of the composer and in choral art in general stimulates research interest in this area of his activity. However, there are relatively few scientific studies that examine the composer’s choral work; most of them are aimed at reconstructing his general creative portrait or at examining other pages of his heritage. The scientific novelty of this research is determined by the comprehensive coverage of children’s choral creativity by M. Karminskyi and the consideration of his unpublished choral works. The research methodology, synthesizing analytical and generalizing approaches, is based on the traditions of national musicology and is determined by the specifics of vocal and choral genres, first of all, by the inextricable link between musical drama and text. The purpose of the article is to recreate the most complete picture of M. Karminsky’s choral work for children and to determine its role in contemporary choral performing. The results of the research. The composer’s early works were distinguished by meaningfulness, optimism, brightness of musical images, which was embodied in easy, convenient and accessible tunes. Many Soviet-era songs created for children of different school age were included in the “Songs for Students” collections as a new program material for choral singing of Ukrainian secondary schools students in music lessons. Several works of the author became known throughout the country and published in the leading music publishers in Kiev and Moscow: “What Boys Are Made Of” (lyrics by R. Burns translated by S. Marshak), “Quicker to the Gathering” (by L. Galkin), “Balloons” (lyrics by Ya. Akim). The songs about Victory in the Second World War are popular: “Victory is celebrated by the people” (S. Orlova), “The soldier has forgotten nothing” (E. Berstein), “Red Poppies” (poems by G. Pozhenyan). The composer combines his songs into vocal-symphonic suites. One of the main genre of choral creativity of the author has become a miniature that is able to absorb a variety of musical expressive means to expand and deepen the content of the work in a small area of the form. The works by M. Karminskyi revealed such features of choral miniature as philosophicity, attentive attitude to the word, its emotional and semantic meaning, which is reflected in the detailed development of the thematic material. Most of the composer’s choral works are written for a cappella choir. The collections of “Choral Notebooks” (1988) and “Road to the Temple” (1995) have reflected the artist’s thoughts for several decades. The figurative content of “Choir Notebooks” includes the lyrical states caused by contemplation of pictures of nature; the collection “Road to the Temple” represents philosophical reflections not only of a personal nature, but also thoughts about the universal problems of today. The cycles reveal the principles of the composer’s thinking and are one of the pinnacles of his creative heritage. The article looks at one of the best works of the cycle “Road to the Temple”, the choir “Remembering Drobitsky Yar” (lyrics by E. Yevtushenko) for children’s choir, soloist (tenor) and piano. Also, the article deals with unpublished choral works by M. Karminskyi “Paraphrases on the Sonata of Mozart” and “Guitar” on F. G. Lorka’s poems. In the work “Guitar” on Lorca’s poem (translated by M. Tsvetayeva), the composer uses signs of Spanish color: imitation of techniques of playing the guitar, rhythmic copyism of the castanets playing and other. The poetic text “decorated” by flexible, broad, expressive melody that gives words greater emotion. The piece is full of sharp changes of genre signs of melodic structures (vocal without text, dance, austinous repetitions) revealing the semantic implication of the poem. The basis of the “Paraphrase on the theme of Mozart’s Sonatine” was the fourth part (Allegro) of Sonatina No. 1 in C Major from the Six Vienna Sonatas by W. A. Mozart. M. Karminskyi noticed the vocal nature of many parts of this cycle and skillfully made a “translation” of one of them for the children’s choir. Unlike many of his contemporaries, he wrote music that does not fundamentally claim to be innovative. As a true professional, he pays attention to the integrity of the compositions elaborating the smallest details. He strives for the laconism of expression and, at the same time, is able to saturate the choral texture with modern expressive means, if the artistic image of the work requires it. Natural expressive intonation, intonation as emotional content of vocal language distinguishes choral music by M. Karminskyi. A special role in intonation is played by breathing, it is inextricably linked with melodic movement and energy. The breath of the melodies of the author is enriched by the lively intonations of the language, which reveal her “soul”, give a feeling of warmth, strength, caress, greatness, truthfulness. Musical form of the composer’s works is determined by the intonation of the music. Based on linguistic-vocal intonations, most of the author’s works have strophic forms that follow from the semantic aspect of the literary text. Karminskyi is a master of choral unison. This mean of expressiveness, which is not often used by composers, in Karminsky’s works is a carrier of expressive melodism and suppose the performance with a great inner feeling. Features of declamation always find a place in his choirs, they reproduce the living human language, the spiritual experiences of a man. Conclusion. The works for the children’s choir have a special purity and cordiality that is so subtly perceived by children. Mark Karminsky’s music is capable of drawing children’s attention to musical values that purify the soul and nurture personality. His music makes you think and feel! M. Karminsky’s creativity has forever entered the concert practice of children’s choirs of Ukraine.
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Esposito, Paola. "Thread: Somatic Lives of a Thing." M/C Journal 19, no. 1 (April 6, 2016). http://dx.doi.org/10.5204/mcj.1062.

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IntroductionOn a sunny afternoon in early spring 2014, five researchers were strolling through the streets of Old Aberdeen. They had known each other for only a few days since an event had brought them together. The event was Performance Reflexivity, Intentionality and Collaboration: A Sourcing Within Worksession, convened by anthropologist Caroline Gatt and performer Gey Pin Ang, as part of the ERC Advanced Grant project “Knowing from the Inside,” at the department of Anthropology, University of Aberdeen. This workshop aimed to explore aspects of creative decision-making in performance to assess their relevance to anthropological practice. For three days, participants had engaged in intensive physical and vocal training, seeking to act in ways that felt intuitive and not forced. Five of those participants—Brian Schultis, Peter Loovers, Ragnhild Freng Dale, Valeria Lembo, and myself—unintentionally continued those explorations after the workshop.Our wanderings around the old town took us to the St Machar’s Cathedral. As we were lingering by the graveyard, Valeria took out of her bag a yarn of golden thread. This, she said, was an object of “personal relevance” that she had brought along to the workshop as a prop to work with, following Gey Pin’s instructions. Now she was unravelling it, offering one point to each of us. As we untangled the yarn, we resumed walking. Held from different points, the yarn became a web. Its threads shifted, vibrations reaching our fingertips as we moved. As we entered Seaton Park, which is adjacent to the Cathedral, the threads registered our encounters with the bumpy path, trees, wind, and passers-by as visible, tactile, and kinetic qualities. Pulls, resistances, flows, and gaps triggered a sense of “enmeshment” (Ingold, Lines 11) in a living, breathing world, something greater than ourselves.Walking Threads (henceforth WT), as we retrospectively named the experience, has since developed into a publication (Ang et al.) and a series of invitations extended to larger groups, at conferences and symposia, to walk with the golden thread (walkingthreads.wordpress.com). In our basic WT practice, the yarn is passed around. The thread unravels and we begin to move. No instruction is given to participants, in order to avoid their over-conceptualising the walk. We begin in silence in order to encourage an attitude of “listening,” that is, of opening one’s perceptual awareness to what is happening in the moment. This has not prevented participants from spontaneously using their voice at later stages of the walk, through song, recitation or the exploring of vocal sound.While WT outings are sporadic, the golden thread has continued to be part of my life in subtle ways. Since the last walk in September 2015 at the Beyond Perception symposium in Aberdeen, the thread has repeatedly come to mind. I began to pay attention to these appearances of the thread not as a material object but as a so-called “mental image.” By focusing on the image of the thread, I intentionally recalled some of its properties as a thing that connects, tangles, ties, and is untied, properties that the WT had made salient. By allowing those properties to inform my relationship with my body, the thread turned into a somatic image, a process that I describe in this paper. Thus, this paper continues the WT project’s creative explorations of bodies with threads. This time, however, the thread is not conceived of as a material object but as an image.A few words on my understanding of images are in order. Since 2006 I have been dancing and researching butoh, a dance style that originated in Japan in the post-World War II years. Butoh is a formless dance: it resists codification into a conclusive system of movement, relying on intensified proprioception—the perception of one’s own body—to sustain movement work instead. The use of verbal imagery is widespread among butoh dancers: words act as devices to evoke sensory experiences and “scaffold” (Downey) perceptual attention in order to achieve nuanced qualities of movement. The practice of butoh has informed my understanding of mental images not as merely visual but also as kinaesthetic, that is, engaging the sense of movement. This connection is hardly new; Csordas, for instance, talks of “physical” or “sensory” imagery, rather than merely visual (146–47).While I never intentionally used butoh to relate to the thread, my training and sensitivities as a butoh dancer are likely to have played a role in my relations with this object, as filtered through the WT experiences. Based on my background as a butoh dancer and “thread-walker,” the approach of this paper may be understood as one of anthropology with art: one in which the modes of observation supporting artistic and anthropological inquiries coincide (Ingold, Making 8). An artist’s engagement with materials, tools and things—including the body—is speculative, experimental and open-ended, rather than descriptive or documentary. This type of engagement can question established ways of seeing. For instance, we generally think of objects and bodies as belonging to different domains—the inanimate and the animate, the lifeless and the living. This paper questions this assumption and hypothesises that, through a particular kind of perceptual engagement, which mobilises the somatic and the imaginary simultaneously, objects and bodies can merge. An object can be embodied and, vice versa, a body can become a thing.The paper draws on autoethnographic occurrences of relating to the image of the thread, in the form of short somatic narratives, or narratives “from the body” (Farnell). Each narrative aligns the image of the thread to a particular aspect of somatic awareness: thinking, breathing, and muscle-bones. Far from claiming universal validity, these personal accounts engage a “somatic mode of attention” (Csordas 139) to venture in the potentialities of image-based thinking (Sousanis; Jackson). The exploration finds that, as the materiality of the thread retreats into the background, its image unlocks aspects of self-perception that normally escape conscious awareness (Leder). The image of the thread becomes a perceptual device that, by facilitating access to somatic awareness, reshapes relations with the world and, internally, with the body. It is in this sense that I embody the thread. Beginning with a Loose End: Spinning Thought into Thread-FormAs I begin to write this paper, I witness my thinking taking the form of a thread. It first appears as a loose end. I see it in my mind’s eye, and from a short distance. The loose end of a golden thread floating in a dark space. I cannot see how far it extends. Instead, the gaze of my imagination glides towards its surface as though attempting to grab it. Even so close, I cannot touch it. Still I can contemplate few of its qualities. I meet its reassuring continuity. A glimmer catches my attention: it is a few silver filaments inside the thread, glittering. The thought-form of the thread is a sensation of thin electric current between the temples. I sense the space between my eyes and forehead, their muscles and bones, subtly engaging. The same space begins to narrow down into a corridor. It is narrower and narrower. My thought spins itself into thread-form.In the 1980s, movement therapist Thomas Hanna defined a perspective from inside as “somatic,” that is, pertaining to soma, the ancient Greek word for “living body” (20). The somatic involves the perception of the corporeal from the inside rather than the outside: “to yourself, you are a soma. To others, you are a body. Only you can perceive yourself as a soma—no one else can do so” (20). As a first-person perspective on the body, the somatic involves attention to perceptual processes (Csordas). Yet, in daily life, self-perception is the exception rather than the norm. Being in the world is active rather than reflective (Leder). Otherwise put, being alive requires a mode of engagement that goes “forwards” rather than “in reverse” (Ingold, Making 8).Were we constantly aware of our own presence and actions, this would obstruct their unfolding (Leder 19–20). In order not to inhibit its capacity for being, the body must remain to a great extent “absent” to itself (Leder 19). Some reflective possibilities nonetheless exist. In meditation, for instance, one can attend directly to bodily processes, with aesthetic and contemplative benefits (18–19). The opening somatic narrative presented my visualising of the golden thread as such a kind of reflexive engagement. There, the activity of visualising ceased to be an orientation towards an externally conceived “object” (the thread), becoming itself the end, or object, of perception.One may ask: What kind of sensory perception is mobilised in positing the “visualising” of the thread as “object” rather than as background process? I suggest it is proprioceptively-oriented kinaesthesia or, the perception of self-movement. In this mode of perception, the activity of visualising the thread yields kinetic and spatial impressions. Visualising, that is, is perceived as a movement of attention (Sheets-Johnstone 420–22).The image of the thread, meanwhile, has suggestively merged with the activity of visualisation, in two stages. First, it has guided my attention towards an otherwise-recessive bodily process. Secondly, it has lent its form to an otherwise-indeterminate bundle of sensations. I elaborate on this latter aspect in the following section, where the next somatic narrative posits thinking as a perceptual object, in the form of the image of a web of threads.Seeing through the Veil Walking home one day I noticed some thoughts unpleasantly affecting my mood. In recognising their negative impact, I decided that I should try and detach myself from them. I imagined that the thoughts were like threads woven together. This image of interwoven thoughts developed into another image: a coherent system of thoughts, or worldview, was like a “veil” spread between my eyes and the world. I could, quite literally, “remove” the veil through an act simultaneously of proprioceptive awareness and imagination, leaving my mind uncluttered. As new thoughts rushed in to form a new veil, I could also remove these and so on. As a reminder of this experience, I jotted down these words:If the veil is made of ideasThen thinking is weaving.Sometimes I can see the veilMade of the substance ofMy thoughts.When I see it,When I see the fabricOf thought that forms it,Then it disappears.When I see itWhen I can really see the veil,It’s by a certain way of seeingWhich is in my forehead.To see that way,Really look, with yourEyes as well asWith your mindFor the mind itselfCan attune,Can look, can see through the veil.Leder writes, “insofar as I perceive through an organ, it necessarily recedes from the perceptual field it discloses. I do not smell my tissue, hear my ear, or taste my taste buds but perceive with and through such organs” (14). Similarly, in ordinary conditions, I cannot think about my own mind. To see through the veil of thoughts requires a reflexive effort. It is to attend to the act, not the content, of thinking.This form of awareness can be seen as gestural, as it calls into play the body—a certain way of seeing/which is in my forehead. It is both a stepping back from thoughts, which allows me to see them as objects (a veil), and a removing of them, as though they were tangible things.Weaving the Body into the Night: Breath and Physical Forces as KnotsThe definition of somatic in the previous section anchors it to the point of view of the perceiver. The next somatic narrative describes how, through the image of thread, the perceiving I dissipates into contiguity with the world. Following my experience of perceiving my own thoughts as a veil, I further practised “moving my thoughts” through that image. One night the image of the veil “moved me,” that is, my entire body, in turn.As I cycle back home in the light rain I sense my own presence weaving in the fabric of the night. The fresh air flowing into and out of my nostrils and lungs, my feet pressing against the pedals, pushing my body up from the saddle, my legs looping. Dynamic energy mingles with currents of air passing through my body, and shining asphalt flowing under the wheels. Rhythm, like sowing my presence onto the air. And though the road is steep, tonight cycling up the hill feels effortless. My mind is empty and alert, engaging with the fabric of reality I can see. Is this “reality” or just my imagination? It would not make much difference to me. This somatic narrative reintroduces the image of the veil on a different scale. Now I see the veil as though through a microscope: myriad intertwining threads, and I am part of it. Threads run out of my limbs and lungs: gathering and propelling, pushes and pulls, in- and out-breaths. They weave with the night’s very limbs and lungs: streets, trees, the hill, the breeze, the deep embrace of the sky.For Ingold “every living being is a line or, better, a bundle of lines” (Lines 3). Lines are the movements that living beings perform as they relate—“corresponding,” “clinging,” “tying,” and “untying” (3–7)—to other living beings and the world. Breathing also is a line: “as we breathe in and out, the air mingles with our bodily tissues, filling the lungs and oxygenating the blood” (70). Or rather, breathing is a knot: it ties the inside with the outside. “Breathing is the way in which beings can have unmediated access to one another, on the inside, while yet spilling out into the cosmos in which they are equally immersed” (67).Cycling up-hill, breathing in and out, pushing and propelling, is a weaving of my body, a bundle of lines, with the ebb and flow of the weather-world (Ingold, Lines). This image evokes an outer spatial dimension to the body, an opening. It recalls my being one of multiple people holding and walking with the thread in the WT project. As with WT, feelings of resistance, flux, and being part of something bigger emerge.The image of threads feeds into the somatic perception of body-in-action, and vice versa. Here, engaging in action and imagination are not in contradiction but imply one another. They “correspond” (Ingold, Making): it is because my actions unfold through the imaginary framework of the night as veil that they can flow as they do, sinking in perceptual tracks of extended being.Muscle-Bones as ThreadsFor anthropologist Michael Jackson, metaphors reveal the identity of domains of being that the intellect strives to keep separate, such as the cultural and the natural. “Metaphor reveals unities; it is not a figurative way of denying dualities. Metaphor reveals, not the ‘thisness of a that’ but rather that ‘this is that’” (142, emphasis in the original). Whenever a crisis occurs, which undermines the unity of being-in-the-world, metaphors can be called upon to resolve the impasse and to make people “whole” (149).The final somatic narrative is an example of how an image can restore the unity of the physical and the mental. By imbuing the visceral body with the tangible qualities of a thing, the image of the thread turns the absent body into a sentient, responsive body. This, in turn, helps to overcome the impasse created by physical pain.Lying on the floor, sinking into it. The pain has been with me for years now. When stressed or tired, it spreads through the left side of my body. I have begun imagining the pain’s epicenter as a knot inside the pelvis, between left hip and tailbone. Looking inwards, I try and see the muscular fibres enveloping my limbs, connecting top to bottom. I summon the image of the thread. I make its fibres overlap with my muscle fibres. I want the thread to be the muscles, and the muscles to be the thread. This way I can disentangle the knots and find relief. My body is a deep, dark well. Breath is the rope that takes me down. Breathing in and out creates ripples of movement. They gently undo the knot, ease the pain. In this somatic narrative, my body is, once again, a bundle of threads. This time, however, this image has an anatomical inflection. Instead of generic movements, it is my very muscles that are threads. Early modern Dutch anatomist Ruysch also described muscles as made “of many parallel threads of different lengths,” which fitted with his overall view of the human body as divine “embroidery” (van de Roemer 180–82).In the previous section, a knot was a device for binding and securing life relations to survive a world that is, by its very nature, adrift (Ingold, Lines 67). Breathing enacted one such kind of knot “tying” the inside with the outside. In contrast, now a knot is a place of stagnation, of tension, where movement does not flow as it should. Breathing triggers minute movements throughout the body, which allow me to gradually undo the knot, releasing tensions and bringing relief.ConclusionDrawing on personal experiences, this article has sought to show that corporeal relations with an object can transcend its materiality. By engaging imagination and somatic attention, the thread lived a second life within and through my body.Based on the object’s characteristics and properties, the image of the thread refashioned, albeit momentarily, my relation with my body and the world. It allowed me to fill a perceived gap between body and world, between imagining and being.Finally, in relating to “unthinkable” aspects of being—mental and physical pain—the image of the thread was beneficial and even healing. It yielded sustainable notions of the corporeal.ReferencesAng, Gey Pin, Paola Esposito, Valeria Lembo, Ragnhild Freng Dale, Caroline Gatt, Peter Loovers, and Brian Schultis. “Walking Threads.” Humans and the Environment/Walking Threads [Special Issue]. The Unfamiliar: An Anthropological Journal 5.1–2 (forthcoming, 2016). Csordas, Thomas. “Somatic Modes of Attention.” Cultural Anthropology 8.2 (1993): 135-56.Downey, Greg. “Scaffolding Imitation in Capoeira Training: Physical Education and Enculturation in an Afro-Brazilian Art.” American Anthropologist 110 (2008): 204–13.Farnell, Brenda. “Moving Bodies, Acting Selves.” Annual Review of Anthropology 28 (1999): 341–73.Hanna, Thomas. Somatics: Reawakening the Mind’s Control of Movement, Flexibility, and Health. Cambridge, Massachusetts: Perseus Books, 1988.Ingold, Tim. Making: Anthropology, Archaeology, Art and Architecture. London: Routledge, 2013.———. The Life of Lines. Abingdon: Routledge, 2015.Jackson, Michael. Paths toward a Clearing: Radical Empiricism and Ethnographic Inquiry. Bloomington: Indiana UP, 1989.Leder, Drew. The Absent Body. Chicago: U of Chicago P, 1990.Sheets-Johnstone, Maxine. The Primacy of Movement. Amsterdam: Benjamins, 2011.Sousanis, Nick. Unflattening. Cambridge, Massachusetts: Harvard UP, 2015.Van de Roemer, Gijsbert M. “From Vanitas to Veneration: The Embellishments in the Anatomical Cabinet of Frederik Ruysch.” Journal of the History of Collections 22.2 (2010): 169–86.
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Noy, Chaim. "Your Hands. Extended: Performing Embodied Knowledge in Eastern Martial Arts." M/C Journal 15, no. 4 (August 2, 2012). http://dx.doi.org/10.5204/mcj.539.

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Sensei claps his hands and calls “hai douzo!”, and it is as if I woke up from a daydream, though I wasn’t daydreaming. I’m sitting seiza (traditional Japanese kneeling posture) in an aikidō seminar taking place in Jerusalem. In the large mirror, which is installed on the opposite wall, I can see my friends sitting near me in a row that extends to my left and to my right. At the center of the hall, sensei is demonstrating a technique. We observe his physical movements closely, while at the same time we also follow his verbal explanations. Yelena, my colleague and student, is assisting him: as she attacks he performs the correct defensive set of movements. Sometimes his movements with Yelena strike me as so aesthetic, so beautiful, that I become emotional and my eyes become wet. “Hai douzo!” is a cue: we quickly rise from seiza and pair-up. Now it is for us to perform the technique that sensei has taught, attempting to do so as effortlessly and as perfectly as he has. In this paper I inquire into knowledge as a social, embodied and interactional accomplishment. Following phenomenological and interactional theories, I address knowledge not as an abstract notion that exists over and above felt experience and feeling persons, but as felt/sensed and situational action. Interactional studies and theories in particular (Dewey; Garfinkel; Goffman) have stressed not only how inspiring it can be to think with the body, rather than about it or perhaps without it altogether, but also how society and the social are interactional through and through. Further along these lines, social life is seen as essentially (re)assembled (Latour Reassembling), and is continuously (re)created in and through interconnected interactions.Many social theories of the twentieth century are of static nature. If Popperian science sought to ‘capture’, ‘isolate’ and ‘fix’ reality, even momentarily, in order to examine it in a laboratory (be it concrete or metaphorical), emerging mobile and non-representational sensibilities suggest that it is social science that should adapt rather than social life. The notion of mobilities for instance, rests on an approach “which is not limited to representational thinking and feeling, but a different sort of thinking-feeling altogether. It is a recognition that mobilities such as dance involve various combinations of thought, action, feeling and articulation” (Adey 149). Thrift’s non-representational theory too asks social science to move beyond the representational order and beyond acts of ‘interpretation’ of ‘reality-as-text’, and inquire instead into “skills and knowledges [people] get from being embodied beings” (Thrift 127). Latour appealingly suggests that, “to have a body is to learn to be affected, meaning ‘effectuated’, moved, put into motion by other entities” (How to Talk 205). The question then is how the body becomes what it knows, and how and where such skill-ful learning takes place, where, together, bodies learn to sense each other and interact in innovative ways, performing new somatic knowledges, sensitivities, and interactions. I use the notion of a kinesthetic community of practice to address these questions, and to inquire into the (inter-)somatic environments where knowledge is both embodied and performed. I suggest that somatic knowledge is gained within a community, whereby “[a]cquiring a body is thus a progressive enterprise that produces at once a sensory medium and a sensitive world” (Latour, How to Talk 207), can be observed in an instructive way. The point here is not only the social nature of knowledge, but also its somatic and performed nature; “The action of knowledge”, as Latour (Latour, How to Talk 214) puts it. With the performative turn, to which I wish to contribute, I contend that we find ourselves less in times of hermeneutics of interpretation, and more in times of intervention and performance.For the purpose of studying a community of kinesthetic practice, I reflect on an occasion of aikidō training, which took place during a seminar given by Doug Wedell sensei during June, 2010, in Jerusalem. More generally, Aikidō is a modern Japanese martial art, which was developed by Morihei Ueshiba (1883-1969) during the 1920s and 1930s. The term’s meaning resides in the kanji: Ai (合) meaning blending or harmonizing; Ki (気) meaning spirit, vitality or energy; and Dō (道) meaning way and also ‘discipline of’ or ‘art of’. Hence literally the meaning of aikidō, which is told to newcomers and reiterated to experienced aikidōka (practitioners), is the way of blending and harmonizing with the energy. Indeed, aikidōka view accomplishing the state of aiki, or of “being (one) with” not as a means but as an ends; a case of perfect time and movement, the performance of which means that aggression and risk, pain and injury, have been avoided. Research into bodies and mobilities in aikidō is part of the larger inquiry into systems of embodiment in and of Eastern bodily arts and of course other systems of movements and mobilities. My personal association here concerns practicing aikidō for over two decades, mostly in the dōjō (training hall and community) affiliated with the Hebrew University of Jerusalem.Interspersed Embodied AutoethnographyThe ethnographic text below is what I call an interspersed autoethnography, referring to two points that characterize it as a research method. First, it is an autoethnographic text as it is composed from my own embodied and emotional perspective, as an experienced aikidō practitioner or aikidōka. It is not a typical ‘participant observation’ description because my aikidō practice is deeply personal and has commenced a few years before my practice in academic disciplines began. Articulating my aikidō practice is necessarily for me a personal matter, touching on meaningful social and spiritual nexuses. In doing so my pleasure is twofold, as I am able to bring together my aikidō and my academic life-spheres. Second, the term interspersed describes a reluctance on my behalf to write in a straightforward, seemingly unproblematic, ethnographic genre. While I am completely in accord with works which decenter positivistic scientific writing and offer reflexivity and personal voice (eg. Young), I nonetheless acknowledge the strong claim for authenticity made at times by neat ethnographic extracts ‘from the field’. My preference is for a hybrid text that conveys experience and bodily praxis as they unfold, allowing the interspersing of real-life activity with academic reflection. Such autoethnographic writing is a hybrid genre, simultaneously de- or re-contextualizing academic knowledge and illuminating it via my practice/knowledge of aikidō. Writing in the personal voice of the researcher’s body, and sense of embodiedness, has of course its own history within and outside academic communities. In the type or research produced by colleagues who work on bodily practices and somatic communities, addressing one’s own body is inevitable. The more recent voices in this tradition remind us that “[s]ocial scientists who have gotten deeply involved in kinesthetic cultures have discovered they can analyze cultural information recorded in their own bodies” (Samudra 667). The interspersed embodied autoethnography offered in this paper aims to do just that, to share an embodied experience of actual aikidō training. Your Hands. Extended.Now Doug Wedell sensei slightly bows in my direction, and I, sitting seiza, immediately bow back and run to assist him. He faces me and extends both of his hands forward slightly. This marks for me an invitation. It is an opening, a cue marking that something is (already) going on between us. When Doug sensei raises his hands slightly and extends both of them forward a tension is established, and now it is my turn: I rush in the direction of his hands, seeking to grab both of them with mine. The grab is a type of an attack called ryotedori (lit. in Japanese ‘two-hand-grab’). My hands are extended as my body moves forward, focusing on grabbing Doug’s extended arms powerfully. I would have liked at this point to write that I am experiencing a ‘Zen state of mind’ and that my mind is clear of thoughts, and there are no words humming in me; or that I am experiencing a sensation of ‘flow’. But, alas, the fact is that I am thinking, and quite intensely. More accurately, I am speculating and wondering what will happen to me/my body as my arms approach sensei’s extended arms. Surely, I will not be able to grab his hands, and before physical contact between our limbs will materialize, he will move away swiftly and evade my approach. In terms of the discourse of the Martial Arts, I’m thinking about the technique that Doug sensei might perform with/on me, which will shape our expected embodied interaction. Not so much thinking as sensing: I imagine embodied possible trajectories that might span out from when and where our hands will nearly touch. As I rush in sensei’s direction I’m also aware of my breathing and sweating (both seem too heavy to me, and I repeatedly remind myself that I need to work out more often), of the coolness of the tatami (mattresses) under my feet, and somewhere in the back of my mind I’m concerned that I haven’t arranged my white training shirt (the thick training wear called gi) tidily enough. I’m also registering an anxiety. It has to do with the possible consequences of the technique that he will execute: will it be painful? Will I be hurt? Do I know that technique? Will I perform competently when he executes it? (I wouldn’t want to disappoint him, and in addition there are people watching us). Once, in a seminar in another style of aikidō, the Sensei smacked me on the tatami so powerfully and painfully that my eyes immediately filled with tears, but I bowed and said “domo arigato Sensei!” (“thank you very much, teacher”). Storming at Doug sensei, then, is not without words and many sensations, it is the easy part of this tango; the unexpected moments are very brief and amount to the actual duration of the performance of the technique. In this demonstration, Doug sensei is nagè or the one who performs the technique. In the capacity of teaching a technique, defined as a series of interactional moves that affects the attacker and neutralizes the threat embodied in the attack, nagè is the one exhibiting the technique for students and others to see and learn (which in the martial arts essentially means to try to repeat and imitate). Everyone’s eyes are set on nagè, sometimes with a technical gaze that seeks to unravel the proficient skills he is demonstrating (“how did he move his legs, did you get that? That was subtle!”), and sometimes with an impressionistic gaze that is inspired with his mastery of Ki, and how he connects and blends so effortlessly and effectively with the uke, who is presently myself (“wow, you can really see the Ki”). In aikidō, uke’s role – which I am now embodying – is mainly helping nagè perform the technique correctly, and in the case it is also clearly a demonstration. This is done by approaching Doug sensei (‘attacking’) energetically and effectively. I am generating motility and extending not only my arms and my body in the direction of sensei’s arms and body, but I am also ‘extending Ki’, an intention, an orientation, an invisible energy. Paraphrasing the ethnomethodological dictum “seen but unnoticed” (Garfinkel), for aikidōka Ki is the reverse: noticed but unseen. In fact, it is precisely the noticing of and awareness to Ki that makes a person into an aikidōka; into a member of a community of kinesthetic practice. The notion of community of practice has much more to do with learning in real-life situations and interactions, rather than in classroom contexts where knowledge is commonly presented in an abstracted and decontextualized form. Yet in aikidō training it could be said that “a community of practice is different from the traditional community, primarily because it is defined simultaneously by its membership and by the practice in which that membership engages” (Eckert and McConnell-Ginet 464). I add the notion of a kinesthetic community of practice to these practices. Following Samudra, I acknowledge that kinesthetic sensitivities and sensibilities are essential in and for martial arts in general, and more prominently for aikidō. The practice that defines the community, then, has to do with developing and enhancing kinesthetic sensitivities.Rushing at sensei Doug, I’m imagining what might/will happen to my body and where will it go. Ryotedori tenchi-nagè (lit. two-hand-grab heaven-and-earth-through) engulfs one possibility, whereby sensei will side-step a little and then raise one hand and lower the other – a movement which will have a particular effect on my body: my feet will be in the air, my body will be more or less horizontal to the tatami, and I will then fall and land on my back. Or he might do a ryotedori enkei-nagè (two-hand-grab circular-throw), whereby he will side-step and then quickly lower and raise his body in a graceful yet abrupt dipping movement, while performing a vertical circular motion with his hands. In this case my body will rhythmically follow his body’s movements, bend and straighten a little and finally bend again beyond my ability to maintain stability. At this point I will lose my balance and fall, either forward or backward, depending on the fleeting subtleties of a particular occasion. Or sensei might choose to do ryotedori irimi-nagè (two-hand-grab forward-thrust), or ryotedori shiho-nagè (two-hand-grab four-directions-throw), which is one of his favorites and one of my most dreaded techniques… My mind is conjuring these associations of names and movements, of techniques and somatic trajectories. Which are now coupled. There is nothing more that I can do about all of this at this stage, besides what I am already doing, which is storming at Doug sensei and committing an “attack”, not allowing my hesitations, anxieties and visualizations to interfere or distract my motility. I know that regardless of the specific technique that he will eventually perform, I will not be able to actually capture his hands, and it is precisely this time-space interval which is the creative opportunity for nagè to execute the technique at the ideal timing. He will begin the technique just before I capture his hands. Not too far or too early; not close or too late. In precisely the right time. What is left for me now to do as uke-in-interaction is to allow my body to be centered and relaxed; try to keep my body attentive and reactive and least rigid as possible, which are the somatic-kinesthetic qualities that ukemi – doing uke – demands (to my understanding). Indeed, as I close in on sensei’s hands, about a foot away or so, at the exact point where I cannot anymore retract my movement, he begins moving. He slides unnoticingly sideways and his hands do a similar motion to that of tenchi-nagè, but not precisely. It’s a different technique: I think it’s ryotedori zepo-nagè (two-hand-grab forward-throw). His sidestepping draws my body low and near his body quickly and powerfully. I’m inside a whirlpool and now really do not have time to ponder or simulate trajectories. There is a split of a second there that the air is drawn out of my lungs. My hands follow sensei’s hands attentively, and my body stays ‘with’ my hands, connected to his movements. Everyone is observing sensei; the nagè. The uke is perceived as a helper; a sideshow. Yet my skills are developed and subtle, and as nagè performs various movements swiftly and minutely, my limbs and body must reflect these movements in a highly attuned manner. My movements are as swift and minute as his. Otherwise, the connection will be asynchronous and uke will fail to follow or be engaged by nagè’s technique. Uke’s embodied abilities (acquired skills) at following through nagè’s leads allows uke’s body to move in a fashion that reflects nagè’s movements in a magnified way. Observers’ correct gaze then should not be set only or even primarily on Nagè, the ‘performer’; it should include the uke, which supplies a type of an embodied mirror to or echo of nagè’s movements. I identify with Samudra’s (671) observation, that “[k]nowing the structure of movement is not the same as experiencing the sensation of movement, however. After more than two decades of training, I know when I am executing a besi correctly: not by the shape of the form but by subtle sensations.” Uke is attending to nagè. It is less a matter of attacking the nagè, if attack is taken simplistically to mean striking/kicking/grabbing the other. More dialectical and interactional, in the nagè-uke dyad the uke supplies the gesture of the audience. Uke audiences nagè – the latter must appreciate (must have acquired the sensitivities and the ‘taste’ to appreciate) nagè, hence to audience nagè and complement her. If we take the notion of audience not as a passive receptor, but as an active, committed and engaged actor, then uke is an active and involved audience. This is how art is consumed, and indeed at stake here is a martial art. The next thing I feel are a variety of sensations, taking place more or less at the same time in different bodily parts, both at the skin level and inside the body. Then my body is suspended in mid-air: two feet up in the air and for a distance of some nine feet. Thanks to Doug sensei I’m micro-flying. This is the last part performed by uke: after the attack and after nagè has performed the technique, uke must make sure that she or he are unharmed while taking the appropriate fall. Relieved, I land softly on the tatami. Conclusions I could have concluded by saying that as it takes two to tango, it also takes two to perform an aikidō technique. But this would have been an over-simplification. It takes two roles to perform a technique, that of the nagè and that of the uke, and in addition it also takes a community of kinesthetic practice in order to learn to perform ‘doing being a nagè’ and also ‘doing being a uke’ (following Garfinkel). It might take two to tango but it takes more (inter)connections and more (inter)actions to learn to tango. Moreover, it is never completely clear, nor can it ever be, whether the occasion at hand is that of learning (training, rehearsing) or that or performing (accomplishing). When I rush at Doug sensei during a seminar class, it seems like a performance: students and others are watching and taking pictures, and the seminar is video-recorded and then uploaded to YouTube and to our websites. But at the same time I am also thinking of the practice I gained with ‘doing being a uke for/with Doug Sensei’. So any performance is also a training session, a rehearsal for an occasion that is known or unknown but nonetheless anticipated. And of course vice versa: every training session or rehearsal is also a performance; an aesthetic and meaningful interaction that stands for itself. In these occasions, kinesthetic and somatic knowledge is simultaneously created, shared, and performed, as are also the sensitivities and sensibilities that are acquired and required in order to reciprocate it; to ‘understand it’ via mobilities. With the interspersed autoethnography presented I have sought to show how, in Latour’s terms, the body learns to be affected with and to the uke in the uke-nagè dyad in aikidō. The skills and sensitivities in and of aikidō are learned through the roles performed during actual practice. What is called ‘the work of the uke’, or ukemi, is an ongoing process of acquiring and refining skills in and for interaction. ReferencesAdey, Peter. Aerial Life: Spaces, Mobilities, Affects. Oxford: Wiley-Blackwell, 2010. Dewey, John. Reconstruction in Philosophy. New York: Henry Holt, 1920.Eckert, Penelope, and Sally McConnell-Ginet. "Think Practically and Look Locally: Language and Gender as Community-Based Practice." Annual Review of Anthropology 21 (1992): 461-90. Garfinkel, Harold. Studies in Ethnomethodology. Englewood Cliffs, N.J.: Prentice-Hall, 1967. Goffman, Erving. Interaction Ritual: Essays in Face-to-Face Behavior. Chicago: Aldine Pub. Co., 1967.Latour, Bruno. "How to Talk about the Body? The Normative Dimension of Science Studies." Body & Society 10.2-3 (2004): 205-29. ---. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2005. Samudra, Jaida Kim. "Memory in Our Body: Thick Participation and the Translation of Kinesthetic Experience." American Ethnologist 35.4 (2008): 665-81. Thrift, Nigel. J. Non-Representational Theory: Space, Politics, Affect. New York: Routledge, 2007. Young, Katharine Galloway. "Perspectives on Embodiment: The Uses of Narrativity in Ethnographic Writing." Journal of Narrative and Life History 1.1 (1991): 213-43.
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Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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

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"WAKE UP BREATHING." Master's thesis, 2019. http://hdl.handle.net/2286/R.I.53634.

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abstract: The piece WAKE UP BREATHING holds personal significance as an investigation of thought-provoking issues of breathing through film installation, video and live performance. This research specifically addressed how breath training exercises enhance dance performance and improve a dancer’s control of their body, as well as how these exercises can function as material for choreographic inquiry. During the creation of the concert, the choreographer employed breath building exercises and applied different breath techniques with a cast of nine dancers. The choreographer and dancers worked collaboratively to develop creative material, enhance performance and help members of the audience understand why breathing in dance is so meaningful.
Dissertation/Thesis
Masters Thesis Dance 2019
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Book chapters on the topic "Modern dance breathing"

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Foxen, Anya P. "Breathing for Nerve Force, Posing for Poise." In Inhaling Spirit, 107–44. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190082734.003.0004.

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Chapter 3 examines the relationship between lingering harmonial ideas and the nineteenth-century evolution of physical culture. Specifically it relates the development of Ling Swedish gymnastics, the Movement Cure, and American Delsarteism with the rise of alternative medical therapies and gender dynamics. In doing so, it points to two trends that speak to modern yoga’s form as well as its gender demographics. First, modern yoga—especially the vastly popular dance-like flow styles—looks most like the light calisthenics that would have been prescribed for women during this period. Second, these types of calisthenics were elaborated to address distinctly feminine concerns, such as dress reform, which led to a special focus being placed on elements that would become central to modern yoga practice in the West, namely a generalized emphasis on deep breathing (rather than the more specific techniques of pranayama) and attention to aesthetic form.
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