To see the other types of publications on this topic, follow the link: Virtual linguistic landscape.

Journal articles on the topic 'Virtual linguistic landscape'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 31 journal articles for your research on the topic 'Virtual linguistic landscape.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Biró, Enikő. "More Than a Facebook Share: Exploring Virtual Linguistic Landscape." Acta Universitatis Sapientiae, Philologica 10, no. 2 (November 1, 2018): 181–92. http://dx.doi.org/10.2478/ausp-2018-0022.

Full text
Abstract:
AbstractThis paper seeks to cross the boundaries of what we consider linguistic landscape (LL) and open new spaces, thus examining the Internet as a complex set of linguistic landscapes. The present study is the result of an exploratory research. Virtual linguistic landscape (VLL) provides opportunities for language display that are rare in the geographical LL. This study investigates multilingualism and language practices present on the periphery of cyberscapes analysed in this research (namely the social media), based on questionnaires carried out among bilingual university students at Sapientia University. The conclusion will offer suggestions for further research on how to extend the boundaries of LL studies to the digital domain.
APA, Harvard, Vancouver, ISO, and other styles
2

Ivkovic, Dejan, and Heather Lotherington. "Multilingualism in cyberspace: conceptualising the virtual linguistic landscape." International Journal of Multilingualism 6, no. 1 (February 2009): 17–36. http://dx.doi.org/10.1080/14790710802582436.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Gomaa, Yasser. "Language Policy in the Virtual Linguistic Landscape: The case of the Kingdom of Bahrain E-Government National Portal." Cadernos de Linguagem e Sociedade 21, no. 2 (December 31, 2020): 20–37. http://dx.doi.org/10.26512/les.v21i2.29354.

Full text
Abstract:
This study examined language policy in the virtual linguistic landscape in the Kingdom of Bahrain as exemplified in its E-Government National Portal. It was carried out with the aim of extending the view of the linguistic landscape beyond the mainstream research that is typically anchored and defined within the parameters of given geographic boundaries. It sought to answer the question of how the linguistic diversity is experienced in cyberspace. Spolsky and Cooper’s (1991) Preference Model Theory of language choice was used to address this question. The findings authenticate the assumption that the Bahraini virtual linguistic landscape shares not only specific features with physical counterparts, but also displays unique attributes
APA, Harvard, Vancouver, ISO, and other styles
4

Almoaily, Mohammad. "Linguistic Choices in the Saudi Entrepreneurial Cyberspace." International Journal of Applied Linguistics and English Literature 8, no. 2 (March 31, 2019): 181. http://dx.doi.org/10.7575/aiac.ijalel.v.8n.2p.181.

Full text
Abstract:
Unlike physical linguistic landscapes, virtual linguistic landscapes (VLL) target speakers who are not confined to a geographical area. Hence, a linguistic landscape created in cyberspace is expected to be multilingual, not English monolingual, regardless of the geographical backgrounds of its creators. Yet, different entrepeneurs may have diverging linguistic preferences when creating a VLL. Hence, the current paper provides, to the best of the writer’s knowledge, a first report on the linguistic choices of Arabic-speaking enterpreneurs in a VLL. The study explores the linguistic choices of 400 randomly selected businesses of Saudi entrepreneurs, listed on a local business website (Maroof). Data from three fields, the business name, logo, and description, were classified as either Arabic monolingual, English monolingual, or multilingual. The multilingual signs were further classified following Reh (2004): duplicating, complementary, fragmentary, and overlapping. The results show that the polled sample had varying preferences depending on the genre of the text. Business names were mostly duplicating, while business logos were mostly English monolingual and business descriptions were predominantly written in Arabic only. Since the data showed a great deal of inconsistency across different text genres, the results call for more systematic analyses of VLLs that pay more attention to the genre of the text rather than to the linguistic backgrounds of those who created these landscapes.
APA, Harvard, Vancouver, ISO, and other styles
5

Бушев, Александр Борисович. "CHANGES IN SOCIAL LANDSCAPE OF WESTERN SOCIETY: NEW VOICES." Вестник Тверского государственного университета. Серия: Филология, no. 1(68) (April 9, 2021): 160–67. http://dx.doi.org/10.26456/vtfilol/2021.1.160.

Full text
Abstract:
В статье описывается изменение общественного дискурса западного общества, связанного с появлением сетевых движений #METOO и BLACK LIVES MATTER. Предложена авторская методика анализа дискурса - существование фактографической, языковой, аргументативной, невербальной рамок анализа, рамки анализа ключевых коммуникаторов, рамки символической, перформансной коммуникации, рамки виртуальной коммуникации, рамки обратной связи. The article describes the changes in social discourse connected with movements #METOO и BLACK LIVES MATTER. The author suggests the theory of the discourse analysis - the existence of factual, linguistic, argumentative, non-verbal frames of analysis, the frame of key communicators, the frames of symbolic and performance communication, the frame of virtual communication, the feedback frame.
APA, Harvard, Vancouver, ISO, and other styles
6

Keles, Ufuk, Bedrettin Yazan, and Amanda Giles. "Turkish-English bilingual content in the virtual linguistic landscape of a university in Turkey: exclusive de facto language policies." International Multilingual Research Journal 14, no. 1 (May 16, 2019): 1–19. http://dx.doi.org/10.1080/19313152.2019.1611341.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Jordan, Brigitte. "Blurring Boundaries: The "Real" and the "Virtual" in Hybrid Spaces." Human Organization 68, no. 2 (May 30, 2009): 181–93. http://dx.doi.org/10.17730/humo.68.2.7x4406g270801284.

Full text
Abstract:
This chapter introduces a sequence of four papers that focus on the theme of knowledge and information flow in hybrid and virtual sites of interaction. As the Internet and the World Wide Web proliferate, people live increasingly hybrid lives where the physical and the digital, the real and the virtual, interact. In this world, online and offline identities may overlap and interdigitate, erasing prior boundaries in social, cultural, linguistic, political, and economic domains. My central argument proposes that we are witnessing an underlying process of technology-spurred blurring, resulting in major shifts in the cultural landscape of the 21st century. Providing context for the papers, I argue that the blurring of boundaries and the fusion of the real and the virtual in hybrid settings may require rethinking conventional ethnographic methods in the future, and beyond that, the actual problem space for anthropology. To frame the papers methodologically, I suggest that we are in a process of experimentation during which conventional ethnographic methods are being adjusted, or will need to be adjusted, to the requirements of a truly hybrid ethnography, i.e., one that combines research in virtual and real-world spaces. I specifically examine some of the issues that arise in and for online and offline research, gauging the impact on core concepts in anthropological ethnography such as "fieldsite" and "participant observation."
APA, Harvard, Vancouver, ISO, and other styles
8

Henderson, Heike. "Mapping the Future? Contemporary German-Language Techno Thrillers." Crime Fiction Studies 1, no. 1 (March 2020): 96–113. http://dx.doi.org/10.3366/cfs.2020.0009.

Full text
Abstract:
Contemporary German-language techno thrillers by Tom Hillenbrand and Marc Elsberg invite readers to imagine a future marked by constant surveillance and predictive technology. New models of data mining and risk assessment are being used to inform decisions and trigger actions, but due to their complete reliance on digital data, they are open to being hacked and gamed. Lack of privacy, an elimination of boundaries between actual reality and the virtual world, and a blurring of the distinction between fact and fiction impacts both crime and detection; it has ramifications on the way we will solve crimes as well as on the types of crime that will be committed. Techno thrillers are uniquely positioned to explore moral grey areas in a security landscape affected by widespread globalisation and neoliberal privatisation, and to map possible developments in imaginative ways. They are today's globalised genre par excellence. These thrillers, that for linguistic reasons have escaped consideration in crime fiction scholarship, reflect and respond to crucial discussions about security, (virtual) reality, and artificial intelligence that are of utmost concern in our rapidly changing world.
APA, Harvard, Vancouver, ISO, and other styles
9

Taylor-Leech, Kerry. "Timorese talking back." Linguistic Landscape. An international journal 6, no. 1 (March 16, 2020): 29–51. http://dx.doi.org/10.1075/ll.00016.tay.

Full text
Abstract:
Abstract Taking the dispute between East Timor and Australia over their maritime boundary as an illustrative context, this article discusses the role of semiotic resources in constructing chronotopes of protest. Reflecting first on language choice in urban protests during East Timor’s struggle for independence, the paper goes on to analyse the deployment of material and virtual resources in East Timorese-led demonstrations against the Australian government’s stance in the dispute. Using ‘entanglement’ as a structuring metaphor, and looking at language choice, social and grammatical indexicality, imagery, embodied cultural capital, and the choreography of assembly, the paper explores how protesters constructed a set of chronotopes that drew on the injuries of the colonial past, and re-emplaced and re-framed them in the post-colonial present. The paper looks at the linguistic landscape of protest as a semiotic aggregate in which the periphery claims a voice and ‘talks back’ to the centre.
APA, Harvard, Vancouver, ISO, and other styles
10

Bochelyuk, Vitalii, and Nikita Panov. "Psycholinguistic Problem Field of Studies of the Social Online Networks Discourse." PSYCHOLINGUISTICS 24, no. 1 (October 3, 2018): 79–96. http://dx.doi.org/10.31470/2309-1797-2018-24-1-79-96.

Full text
Abstract:
The research paper deals with theoretical and applied analysis of communication problems in social online networks. It is shown that due to the specifics of the communication channel a virtual community with unique linguistic, cultural and psychological properties are formed (in this case described the change in the landscape of using Internet resources which arose as a result of deployment of the socio-political crisis in Ukraine). The phenomenon of fragmentary brikolage thinking is described, which arises as a result of influence of the hypertext structure and information load of the Internet environment. The nature of network communication gives grounds to speak about the formation of a special form of speech - oral in terms of essence and printed in terms of realization. The personality is presented in the online discourse in a reduced form: as a set of text and visual messages produced by it. Typical forms of communicative activity in the network environment that have a diagnostic and prognostic value are described. The topical prospects of psycholinguistic studies of the discourse of social online networks are identified: the problem of perception and interpretation of text messages; the problem of the relationship between the technological capabilities of the communication channel and the forms of user communicative behavior: the problem of self-presentation and design of effective communications; the problem of adequate “reading” of the linguistic personality being the partner in communication, recognition of markers of certain psychological disorders; the problem of manipulative and mobilizing influence, the need to develop critical thinking skills regarding perceived information, its falsifications and distortions; the problem of influence of online communication on a particular person, his/her outlook and behavior, as well as on society as a whole; the importance of information technology in the ontogenesis of speech. The methodological problem of developing and improving tools for evaluating human behavior on the Internet is presented through the analysis of texts.
APA, Harvard, Vancouver, ISO, and other styles
11

Coronel-Molina, Serafín M. "Introduction." International Journal of Literacy, Culture, and Language Education 1 (December 9, 2020): 1–3. http://dx.doi.org/10.14434/ijlcle.v1i0.31719.

Full text
Abstract:
The International Journal of Literacy, Culture, and Language Education (IJLCLE) was born out of the peer-reviewed Working Papers in Literacy, Culture, and Language Education (WPLCLE) published virtually in five volumes from 2012 to 2017. IJLCLE is an open-source, peer-reviewed international journal dedicated to publishing research in the field of literacy, culture, and language education from multi-, inter-, and transdisciplinary perspectives. Its mission is to promote the academic exchange of ideas and dissemination of research among scholars and researchers from diverse fields of study worldwide. Authors are invited to submit manuscripts describing scholarly research on a wide range of topics related to language, literacy, and culture in education. Theoretical and conceptual study, empirical and applied research using qualitative and/or quantitative methodologies, critical papers, special issues, and book reviews are all invited. Contributions from a host of disciplines such as sociolinguistics, sociology of language, psycholinguistics, educational linguistics, applied linguistics, linguistic anthropology, raciolinguistics, literacy studies, cultural studies, language and gender studies, language and political economy, media and technology, language education, teacher education, educational policy, semiotics, pragmatics, language policy and planning, language revitalization, and linguistic landscapes are very welcome. The intended audience of IJLCLE are researchers, scholars, educators, and graduate students from around the world.
APA, Harvard, Vancouver, ISO, and other styles
12

Kweldju, Siusana. "AUTONOMOUSLY RIDING GOOGLE MAPS TO TRAVEL TO ENGLISH SPEAKING COUNTRIES: LINGUISTIC LANDSCAPE." J-ELLiT (Journal of English Language, Literature, and Teaching) 2, no. 1 (June 29, 2018): 5. http://dx.doi.org/10.17977/um046v2i1p5-13.

Full text
Abstract:
Abstract: All English Department students dream to visit English-speaking countries. One reason is that they want to practice their English to communicate with native speakers in real communication, and to immerse themselves into the English language-rich environment. However, only a small portion of students have the means and opportunity to do so. This paper will show how Google Maps can help students to virtually travel to English speaking countries and improve their English linguistically, pragmatically and interculturally. Actually, languages, including English, are available in public spaces and make up the linguistic landscape of a territory or a region, and linguistic landscape is potential for the teaching and learning of second and foreign languages. The linguistic element of signs is made creatively with clear, interesting, fresh and ready to understand English. They are valuable for learners to improve their English.
APA, Harvard, Vancouver, ISO, and other styles
13

Woodsworth, Judith. "Watson Kirkconnell and the "Undoing of Babel": a Little-Known Case in Canadian Translation History." Meta 45, no. 1 (October 2, 2002): 13–28. http://dx.doi.org/10.7202/004618ar.

Full text
Abstract:
Abstract Watson Kirkconnell (1895-1977) was a scholar, university administrator and prodigious translator of verse from dozens of languages. Yet today he is virtually unknown in the translation community in this country. This article examines the life, work and thought ofKirkconnell, and situates the neglect into which he has fallen in the context of the linguistic landscape of Canada.
APA, Harvard, Vancouver, ISO, and other styles
14

Allan, Stuart, and Chris Peters. "The Visual Citizen in a Digital News Landscape." Communication Theory 30, no. 2 (November 26, 2019): 149–68. http://dx.doi.org/10.1093/ct/qtz028.

Full text
Abstract:
Abstract This article’s contribution to theory-building focuses on the everyday circumstances under which journalism encourages a civic gaze. Specifically, it elaborates our heuristic conception of the “visual citizen” to explore journalism’s mediation of a politics of seeing, paying particular attention to how and why renderings of in/visibility signify varied opportunities for civic engagement within digital news landscapes. In recognizing a distinction between direct and virtual witnessing, it establishes a conceptual basis for an inductive typology delineating interrelated, potential citizen-subject positions across a continuum. Four such positions are identified and appraised, namely the visual citizen as: (a) news observer and circulator, (b) accidental news image-maker and contributor, (c) purposeful news image-maker and activist, and (d) creative image-maker and news commentator. Evaluating these positions in relation to their significance for visual journalism, this article aims to advance efforts to rethink the inscription of imagery in news reportage and its import for public life.
APA, Harvard, Vancouver, ISO, and other styles
15

Pfeiffer, Michelle, Dirk Eller, and Cyril Carré. "Toward a virtual research environment for the spatial humanities: heiMAP." Digital Scholarship in the Humanities 35, no. 2 (May 25, 2019): 429–40. http://dx.doi.org/10.1093/llc/fqz032.

Full text
Abstract:
Abstract This article describes the context and design of heiMAP, a virtual research environment (VRE) currently under development at Heidelberg University. heiMAP is aimed at users from a wide spectrum of disciplines within the Humanities, allowing them to collaborate and share data using space as their common frame of reference by way of a collaborative web platform. We first set out the challenges that spatial research in the Humanities poses for such a working platform, including but not limited to reflecting the often heterogeneous and imperfect nature of Humanities data in a Geographic Information System (GIS). Next, we give an overview of some existing VREs and detail where heiMAP fits into this context and show what makes it a worthwhile addition to the existing research landscape. Finally, we revisit the initially outlined challenges and showcase heiMAP’s approaches to address them.
APA, Harvard, Vancouver, ISO, and other styles
16

Cook, Vivian. "The language of the street." Applied Linguistics Review 4, no. 1 (March 29, 2013): 43–81. http://dx.doi.org/10.1515/applirev-2013-0003.

Full text
Abstract:
AbstractThis paper looks at the language of the street from a perspective that draws on linguistics, writing system research and linguistic landscapes. It describes the totality of signs in two inner city streets in Newcastle upon Tyne, one virtually monolingual, one part of Chinatown, in terms of who controls the sign (licensor, owner, author, writer, reader), of serif and sans serif typefaces, and capital letters versus lowercase, and of which languages are used. It classifies the signs into: (i) locating and attracting, such as brassplates, (ii) informing, such as opening hours, (iii) controlling movement and behaviour, such as traffic signs, (iv) service signs, such as manhole covers. Multilingualism in these streets takes the form either of ‘atmospheric’ multilingualism that does not necessarily expect readers to understand the signs or of ‘community’ multilingualism that serves the needs of the Chinese community. Important aspects include: the necessity for all signs to be licensed and owned; the crucial role of the material that signs are made of; the ubiquity of signs in lowercase throughout; the almost total absence of punctuation marks; and the widespread use of serif forms of letters. The language of the street is therefore not a defective version of written language but a distinctive genre with its own grammar and conventions that needs extensive further investigation.
APA, Harvard, Vancouver, ISO, and other styles
17

DAUSSÀ, EVA J. "MINORITY LANGUAGE FAMILIES IN DIASPORA: LANGUAGE TRANSMISSION AMONG CATALANS AND GALICIANS IN NEW YORK CITY." Catalan Review 35, no. 1 (June 1, 2021): 23–47. http://dx.doi.org/10.3828/catr.35.2.

Full text
Abstract:
Understanding why parents transmit which of the languages they speak, and how they do so, is especially interesting in the case of mixed and migrant families, since typically these parents make especially well thought out linguistic choices. In this article is presented one such case, from the USA, a rich multilingual society yet where, due to the hegemony of English, intergenerational transmission of other languages is oftentimes weak. Through a questionnaire and interviews, this article examines linguistic practices and ideologies in multilingual families residing in New York City, in which one parent was born in Catalonia or in Galicia. Potential languages for transmission are two locally available and globally projected languages, English and Spanish; and Catalan or Galician. Not only are these minoritized languages in their countries of origin, but they also have virtually no presence in the American landscape. The two groups differ in the sociolinguistic situation of their homeland: while governmental campaigns succeeded in restoring Catalan in the public sphere and as a symbol for national identity, parallel campaigns have not been comparably successful for Galician. In our sample, transmission of Catalan is higher than of Galician; and in many cases Catalan is transmitted at the cost of Spanish, but this is never the case for Galician, while English remains constant. A motivational analysis reveals that the determining factor is the distribution of integrative and personal values among the languages and their symbolic role in the construction of identity.
APA, Harvard, Vancouver, ISO, and other styles
18

Simpson, Alyson, and Maureen Walsh. "Children’s literature in the digital world." English Teaching: Practice & Critique 14, no. 1 (May 5, 2015): 28–43. http://dx.doi.org/10.1108/etpc-12-2014-0005.

Full text
Abstract:
Purpose – This paper aims to interrogate the place of literature in the digital world and the way a narrative is represented in digital spaces. In the changing landscape of digital, mobile and virtual texts, the authors aimed to examine how multimodal and animated elements in digital narratives engage young readers and encourage affective and aesthetic reader response? Design/methodology/approach – The study was an exploratory, interpretive qualitative research study undertaken in a classroom of 28 10-year-old boys in grade 5. The investigators analysed data recorded during a lesson where students responded to the textual conventions and literary features of a traditional story read in print and multimodal digital format. Two coding systems were used to identify students’ understanding of textual conventions along with the nature of their responses. Findings – The results suggested that when students are prompted to attend to the impact of multimodal layering in digital literature, affective, aesthetic and critical responses, they are encouraged in their interpretations. The responses emphasised the importance of teacher scaffolding and development of meta-language in teaching literature in both print and digital form. Research limitations/implications – Because of the small sample and limited data set, the research results lack generalisability. Therefore, researchers are encouraged to test the proposed implications further. Practical implications – The paper includes implications for teacher pedagogy, while teaching reading with multimodal narratives in digital form. Originality/value – This paper offers insight into the differences between print and multimodal literary texts; it codes students’ responses to multimodal texts and offers a method for analysis.
APA, Harvard, Vancouver, ISO, and other styles
19

Asero, Vincenzo, and Douglas Mark Ponton. "Film Tourism in South-Eastern Sicily: In the Footsteps of Inspector Montalbano." ATHENS JOURNAL OF TOURISM 8, no. 3 (September 2, 2021): 163–76. http://dx.doi.org/10.30958/ajt.8-3-2.

Full text
Abstract:
This study focuses on film tourism on the island of Sicily, in the context of the popular television series, Montalbano. Since the series began, there have been increases in tourist flows in the towns most directly interested. Although it is impossible to say that the Montalbano series is directly responsible for these phenomena, it has succeeded in bringing visibility to the territories and landscapes of the area. In the tourist sector, there are now abundant possibilities for fans to participate in movie tours. The apparent success of the series and its tourist spin-offs can be problematised, therefore, since it raises questions about authenticity from the perspective of the subjectivity of the tourists. Authenticity, for a tourist on a ‘Montalbano tour’, relates more to the desire to explore a virtual reality than to the traditional attractions of the places. The issue of authenticity has contrasting implications for the areas involved. The location of ‘Vigata’, a fictional creation of author Andrea Camilleri, has become an issue, as towns compete for a share of the rapidly evolving tourist market, engaging in attempts to demonstrate authentic traces of the fictional context. The paper explores these issues from an interdisciplinary, mixed methods perspective that combines insights from the fields of Economics and Linguistics. Data are analysed in terms of the multimodal and discourse-pragmatic dimensions of the interpretation of image-texts. Keywords: Montalbano, film tourism, framing, multimodality, destination branding
APA, Harvard, Vancouver, ISO, and other styles
20

Berniz, Kate, and Andrew Miller. "English language support: A dialogical multi-literacies approach to teaching students from CALD backgrounds." Journal of Pedagogy 8, no. 2 (December 1, 2017): 101–20. http://dx.doi.org/10.1515/jped-2017-0011.

Full text
Abstract:
Abstract Students in Western university contexts require multiple literacies, numeracies, and critical capacities to succeed. Participation requires a blend of English language capacity, cultural knowhow, and cognisance of the often-hidden racialized assumptions and dispositions underpinning literate performance. Students from Culturally and Linguistically Diverse (CALD) backgrounds transitioning to Western university settings from local and international contexts often find themselves floundering in this complex sociocultural web. Many students struggle with the English language preferences of their institutions despite meeting International English Language Testing System (IELTS) requirements. Once enrolled, students from CALD backgrounds need to navigate the linguistic, semiotic, and cultural landscape of the university, both physically and virtually, to enter the discourses and practices of their chosen disciplines. Universities cannot afford to allow students to ‘sink or swim’ or struggle through with non-specialist or ad-hoc support. In response to a clear need for explicit and ongoing English language support for students from CALD backgrounds, the Student Learning Centre (SLC) at Flinders University in South Australia created the English Language Support Program (ELSP). The ELSP sets out to overcome prescriptive and assimilationist approaches to language support by adopting an eclectic blend of learner-centred, critical-creative, and multi-literacies approaches to learning and teaching. Rather than concentrate on skills and/or language appropriateness, the ELSP broadens its reach by unpacking the mechanics and machinations of university study through an intensive—and transgressive—multi-module program. This paper outlines the theoretical and pedagogical challenges of implementing the ELSP.
APA, Harvard, Vancouver, ISO, and other styles
21

Міхно, Н. К. "Architectural objects as elements of the social space of the city in the subject field of social sciences." Grani 22, no. 4 (June 26, 2019): 64–73. http://dx.doi.org/10.15421/171944.

Full text
Abstract:
The study tested that cities are studied from different perspectives: from city-to-city links, structural elements of urban space to everyday practices of cities. Among the representatives of the scientific field, which made a significant contribution to the development of the theory of urban research is to highlight J. Bodriyar, P. Bourdieu, D. Becker, D. Jacobs, C. Lynch, A. Lefevra, M. Castells, D. Garvey, A. Scott, R. Pal, J. Fischer, H. Delitz and others. Moreover interesting and thorough are the scientific works of Ukrainian researchers – V. Sereda, M. Sobolevskaya, L. Males, Y. Soroka, D. Sudin, A. Petrenko-Lisak, A. Mikheeva, L. Nagorna, O. Musiyuzdov and a number of others. In this case, the methodological position of the researchers is relevant, which states that the symbolic space of the city is formed through the ability of visual objects to translate cultural and symbolic codes with the help of geometric, semantic and aesthetic characteristics. For example, in this work, one of the key terms is «architectural landscapes» with which it is possible to analyze the combination of spatial forms in the city with meaningful cultural and ideological content. It was recorded that the signs or symbolic markers can serve as architectural buildings, monuments, memorable signs, street names, informational and promotional posters, and so on. The main objects of research in the sociology of the study of architectural forms gradually became the phenomenon of buildings and structures, as well as the development of theoretical directions in architecture, the study of the place and role of space in sociology and cultural studies. As a result in the methodological space, along with the phenomenological, anthropological, and linguistic turns, the term «architectural turn» appears. From the point of view of the system theory, architecture is not seen as the main subject of research, namely communication on architecture. Accordingly, institutional theory in sociology considers architecture as an «institutional mechanism» that firmly asks individuals a certain social order and allows for the implementation of architectural ideas. On the other hand, at the same time, open questions remain regarding the meaningful content of the meanings contained in the objects of architecture. The postmodern direction, which reveals other aspects of the study of architectural forms, deserves special attention. Discreteness Architectural of social life, «decentralization of the subject», the decomposition of reality into actual and virtual, freedom and spontaneity as characteristics of the postmodern era are reflected and read in the architecture of postmodern. The architectural space of the city is considered by a number of domestic and foreign researchers in the context of symbolic interaction between power structures and actors through architectural constructions and design of a living environment.
APA, Harvard, Vancouver, ISO, and other styles
22

Abdurahman, Nur Hafiz, Isti Siti Saleha Gandana, and Nita Novianti. "The fever of English 2.0 in Indonesia: University students’ and faculty members’ attitudes towards English in different multilingual landscapes." Indonesian Journal of Applied Linguistics 8, no. 2 (September 30, 2018). http://dx.doi.org/10.17509/ijal.v8i2.13315.

Full text
Abstract:
The global spread of English has become a widely felt phenomenon, arousing different perceptions and attitudes among those who encounter it. The dominant use of English in virtual spaces has led to the emergence of ‘English 2.0,’ which has been perceived as a new concept of learning English involving networked learning and the use of digital technologies. This study explores Indonesian university students’ and faculty members’ attitudes towards the use of English in both face-to-face and virtual contexts. Adopting a mixed methods approach, it involved two hundred and fifty-one respondents through which questionnaires were distributed and completed. Responses to Likert-scale items were analysed using a paired-samples t-test of SPSS, while open-ended responses were used to yield a more in-depth analysis. The results show that there were mixed attitudes towards English among the respondents. This study suggests that while virtual domains can provide a space for learning and practicing English, a beneficial utilisation of the language ultimately depends on how English language learning is planned and designed.
APA, Harvard, Vancouver, ISO, and other styles
23

Busse, Beatrix. "Practices of discursive urban place-making in Brooklyn, New York: (hidden) digital and embodied discourse." Text & Talk, August 13, 2021. http://dx.doi.org/10.1515/text-2021-0003.

Full text
Abstract:
Abstract This paper investigates practices of urban discursive place-making in selected neighborhoods of Brooklyn, New York. I investigate the forms and functions of hitherto neglected multimodal data – semiotic landscapes written on the body, (hidden) Wi-Fi Service Set Identifiers, that is, SSIDs or Wi-Fi names, and #Brooklyn Tweets – and how I have compiled these into a corpus. The corpus currently consists of multivariate data including – among others – ca. 1.3 million words of semi-structured interviews with Brooklynites, ca. 8,000 photographs of the semiotic landscapes in Brooklyn, New York, and ca. 47,000 Wi-Fi SSIDs. The aim of this paper is to show which semiotic forms and constructions of both Wi-Fi SSIDs and #Brooklyn Tweets take on foregrounded practices of so-called discursive urban-place-making and how these interact in the various neighborhoods of Brooklyn and in the virtual spheres related to them. I will show how these practices carry the potential for (re-)indexing specific social values of an urban neighborhood or even the borough itself and how Brooklynites and others comment on the respective neighborhoods. They position themselves in the social, cultural, political, and economic spheres of urbanity. The mixed-methods approach draws on corpus linguistic, sociolinguistic, and stylistic methodology.
APA, Harvard, Vancouver, ISO, and other styles
24

Han, Yiting. "Understanding multilingual young adults and adolescents' digital literacies in the wilds: Implications for language and literacy classrooms." Issues and Trends in Learning Technologies 9, no. 1 (July 19, 2021). http://dx.doi.org/10.2458/azu_itlt_v9i1_han.

Full text
Abstract:
Changes in digital landscapes have complex effects on the meaning-making that they mediate (Thorne et al., 2015). There is a growing interest in examining the daily digital literacy practices of today’s multilingual young adults and adolescents, who are going to become the generation of future global communicators (Kim, 2016). Addressing current scholarship on multilingual digital literacy, this article examines research on digital literacy practices of multilingual young adults and adolescents beyond the classroom. Drawing upon multimodality and translanguaging perspectives that recognize literacy practices as ideological constructions produced within social contexts and across semiotic resources, the article identifies five emerging themes across the research. These themes are: recognizing cultural and linguistic diversity, exploring and constructing multifaceted identities online, leveraging technological affordances for communicating, gaining social support in virtual communities, and developing global citizenship through online intercultural exchanges. This article concludes with implications to support critical multilingualism and multimodality in language and literacy classrooms. 
APA, Harvard, Vancouver, ISO, and other styles
25

Synenko, Joshua. "Topography and Frontier: Gibellina's City of Art." M/C Journal 19, no. 3 (June 22, 2016). http://dx.doi.org/10.5204/mcj.1095.

Full text
Abstract:
Cities have long been important sites of collective memory. In this paper, I highlight the ritual and memorial functions of cities by focusing on Gibellina, a Sicilian town destroyed by earthquake, and the subsequent struggle among its community to articulate a sense of spatial belonging with its remains. By examining the productive relationships between art, landscape and collective memory, I consider how memorial objects in Gibellina have become integral to the reimagining of place, and, in some cases, to forgetting. To address the relationship between memorial objects and the articulation of communities from this unique vantage point, a significant part of my analysis compares memorial initiatives both in and around the old site on which Gibellina once stood. More specifically, my paper compares the aesthetic similarities between the Italian artist Alberto Burri’s design for a large concrete overlay of the city’s remains, and the Berlin Holocaust Memorial by the American architect Peter Eisenman. To reveal the distinctiveness of Burri’s design in relation to Eisenman’s work and the rich commentaries that have been produced in its name, and therefore to highlight the specificity of their relationship, I extend my comparison to more recent attempts at rebuilding Gibellina in the image of a “frontier city of art” (“Museum Network Belicina”).Broadly speaking, this paper is framed by a series of observations concerning the role that landscape plays in the construction or naturalization of collective identity, and by a further attempt at mapping the bonds that tend to be shared among members of particular communities in any given circumstance. To organize my thoughts in this area, I follow W. J. T. Mitchell’s interpretation of landscape as “a medium of exchange,” in other words, as an artistic practice that galvanizes nature for the purpose of naturalizing culture and its relations of power (5). While the terms of landscape art may in turn be described as “complicated,” “mutual” and marked by “ambivalence,” as Mitchell himself suggests, I would further argue that the artist’s sought-after result will, in almost every case, be to unify the visual and the discursive fields through an ideological operation that engenders, reinforces, and, perhaps also mystifies the constituents of community in general (9). From this perspective, landscape represents a crucial if unavoidable materialization both of community and collective memory.Conflicting viewpoints about this formation are undoubtedly present in the literature. For instance, in describing the effects of this operation, Mitchell, to use one example, will suggest that landscape as a mode of creation unfolds in ways that are similar to that of a dream, or that the materialization of landscape art is in accordance with the promise of “emancipation” that dreams inscribe into imaginaries (12). During the course of investigating and overturning the premise of Mitchell’s claim through a number of writers and commentators, I conclude my paper by turning to a famous work on the inoperative community by Jean-Luc Nancy. This work is especially useful for bringing clarity for understanding what is lost in the efforts by Gibellina’s residents to reconstruct a new city adjacent to the old, and therefore to emancipate themselves from their destructive past. By emphasizing the significance of acknowledging death for the regeneration and durability of communities and their material urban life, I suggest that the wishes of Gibellina’s residents have resulted in an environment for memory and memorialization despite apparent wishes to the contrary. In my reference to Nancy’s metaphor of ‘inoperativity’, therefore, I suggest that the community to emerge from Gibellina’s disaster is, in a sense, yet to come.Figure 1. The “Cretto di Burri” by Alberto Burri (1984-1989). Creative Commons.The old city of Gibellina was a township of Arabic and Medieval origins located southwest of Palermo in the heart of Sicily’s Belice valley. In January 1968, the region experienced a series of earthquakes as it had before. This time, however, the strongest among them provoked a rupture that within moments led to the complete destruction of towns and villages, and to the death of nearly 400 inhabitants. “From a seismological point of view,” as Susan Hough and Roger Bilham write, the towns and villages of the Belice valley were at this time “disasters in the making” (87). Maligned by a particular configuration of geological fault lines, the fragile structures along the surface of the valley were almost certain to be destroyed at some point in their lifetime. In 1968, after the largest disaster in recent history, the surviving inhabitants of the dilapidated urban centres were moved to the squalor conditions of displacement camps, in which many lived without permanent housing into the 1970s. While some of the smaller communities opted to rebuild, a number of the larger townships made the decision to move altogether. In 1971, a new settlement was created in Gibellina’s name, just eighteen kilometres west of the ruin.Since that time, I claim that a pattern of memory and forgetting has developed in the space between the ‘old’ and the ‘new’. For instance, the old city of Gibellina underwent a dramatic refurbishment in the 1980s when an internationally renowned Italian sculptor, Alberto Burri, was invited by the city to build a large concrete structure directly on top of the city’s remains. As depicted in Figure One, the artist moulded the destroyed buildings into blocks of smooth concrete surfaces. Standing roughly at human scale, Burri divided these stone slabs, or stelae, in such a way as to retain the lineaments of Gibellina’s medieval streets. Although unfinished and abandoned by the artist due to lack of funds, the tomb of this destroyed city has since become both an artistic oddity and a permanent fixture on the Sicilian landscape. As Elisebha Fabienne and Platzer write,if an ancient inhabitant of Gibellina walks in the inside of the Cretto, he is able to recognise the topic position of his house, but he is also forced by the Verfremdung [alienting effect] of the topical elements to distance himself from the past, to infer new information. (75)According to this assessment, the work’s intrinsic merit appears to be in Burri’s effort to forge a link between a shared memory of the city’s past, and the potential for that memory to fortify the imagination towards a future. In spatial terms, the merit of the work lies in preserving the skeletal imprint of the urban landscape in order to retain a semblance of this once vibrant and living community. Andrea Simitch and Val Warke appear to corroborate this hypothesis. They suggest that while Burri’s structure includes a specific imprint or reference point of the city’s remains, “embedded within the masses that construct the ghosted streets is the physical detritus of imagined narratives” (61). In other words, Simitch and Warke maintain that by using the archival or preserving function to communicate a ritual practice, Burri’s Cretto is intended to infuse the forgotten urban space of old Gibellina with a promise that it will eventually be found and therefore remembered. This promise is met, in turn, by the invitation for visitors to stroll through the hallowed interior of Gibellina as they would any other city. In this sense, the Cretto invites a plurality of narratives and meanings depending on the visitor at hand. In the absence of guidance or interruption, the hope appears to be that visitors will gain an experience of the place that is both familiar and disturbing.But there is a hidden dimension to this promise that the authors above do not explore in sufficient detail. For instance, Nigel Clark analyzes the way in which Burri has insisted upon “confronting us with the stark absence of life where once there was vitality,” a confrontation by the artist that is materialized by “cavernous wounds” (83). On this basis, by interpreting the promise of memory that others have discussed in terms of a warning about the longevity or durability of the built environment, Clark writes that Burri’s Cretto represents “an assertion of the forces of earth that have not been eclipsed by other forms of endangerment” (83). The implication of this particular forewarning is that “the precariousness of human settlement” is guaranteed by a non-human world that insists upon the relentless force of erasure (83). On the other hand, I would argue that Clark’s insistence upon situating the Cretto in relation to the natural forces of destruction ultimately represents a narrowing of perspective on Burri’s work. Significantly, by citing Burri’s choice of supposedly abstracted shapes made from lifeless concrete, Clark reduces the geographical intervention of the artist to “a paradigm of modernist austerity” (82). From Clark’s perspective, the overture to Modernism is meant to highlight Burri’s attempt at pairing the scale and proportion of the work with an effort to convey a sense of purity through abstraction. However, while some interpretations of Burri’s Cretto may be dependent upon its allusion to such Modernist formalism, it should also be recognized that the specific concerns raised by Gibellina go significantly beyond these equivocations.In fact, one crucial element of Burri’s artistic process that is not recognized by Clark is his investment in the American land art movement, which at the time of Burri’s design for Gibellina was led by Michael Heizer, Robert Smithson and other prominent artists in the United States. Burri’s debt to this movement can be detected by his gradual shift towards landscape throughout his career, and by his eventual break from the enclosed and constrained space of the gallery. On this basis, the crumbling city design at Gibellina obliterates the boundaries as to what constitutes a work of art in relation to the land it occupies, and this, in turn, throws into question the specific criteria that we use to assess its value or artistic merit. In an important way, land art and landscape in general forces us to rethink the relationship between art and community in unparalleled ways. To put it another way, if Clark’s overriding concern for that which lies beneath the surface allows us to consider the importance of relationships between memory, forgetting, and erasure, I argue that Burri’s concern with the surface and the ground make it clear that projects such as the Gibellina Cretto might be better paired with memorial sites that deal in architecture.Figure 2. The Memorial to the Murdered Jews of Europe / Berlin Holocaust Memorial, by Peter Eisenman. Photograph courtesy of the author.A useful comparison in this regard is Peter Eisenman’s Memorial to the Murdered Jews of Europe in downtown Berlin. For one, not only is Eisenman’s site composed of a similar exterior of concrete stelae, those concrete blocks resembling gravestones, but it has also been routinely scorned for the same reasons that Clark raised against Burri as mentioned above. To put it another way, while visitors may be struck by the memorial’s haunting and inspirational configuration of voids, some notable commentators, including the venerable James E. Young, have insinuated that the site signifies a restoration of the monument, derived as it is from a modernist architecture in which recuperation and amnesia are at play with each other (184-224). A more sympathetic reading of Eisenman’s memorial might point to the uniquely architectural vision he held for cultural memory. With Adrian Parr for instance, we find that the traumatic memory of the Holocaust can be effectively transposed through the virtual content of the imagination as personified by visitors to Eisenman’s memorial. That is, by attending to the atrocities of the past, Parr claims that we need not be exhausted by the overwhelming sense of destruction that the memorial site brings to the literal surface. Rather, we might benefit more from considering the event of destruction as but one aspect of the spatial experience of the place to which it is dedicated—an experience that must be open-ended by design. By using the topographical lens that Parr, taking several pages from Gilles Deleuze, describes as “intensive,” I argue that Eisenman’s design is unique for its explicit encouragement to be both creative and present simultaneously (158).On this account, Parr makes the compelling assertion that memorial culture facilitates an epistemic rupture or “break,” that that it reveals an opportunity to restore the potential for using the place occupied by memory as a starting point for effecting social change (3). Parr writes that “memorial culture is utopian memory thinking”—a defining slogan, to be sure, but one with which the author hopes will re-establish the link between memory and the force of life, and, in the process, to recognize the energetic resources that remain concealed by the traditional narratives of memorialization (3). Stefano Corbo corroborates Parr’s assertion by pointing to Eisenman’s efforts in the 1980s to supplement formal concerns with archaeological perspectives, and therefore to develop a theory whereby architecture presages a “deep structure,” in which the artistry or attempt at formal innovation ultimately rests on “a process of invention” itself (41). To accomplish this aim, a specific reference should be made to an early period in Eisenman’s career, in which the architect turned to conceptual issues as opposed to the demands of materiality, and more significantly, to a critical rethinking of site-specific engagement (Bedard). Included in this turn was a willingness on Eisenman’s part to explore the layered and textured history of cities, as well as the linguistic or deconstructive relationships that exist between the ground and the trace.The interdisciplinary complexity of Eisenman’s approach is one that responds to the dominance of architectural form, and it therefore mirrors, as Corbo writes, a delicate interplay between “presence and absence, permanence and loss” (44). The city of Berlin with its cultural memory thus evinces a sort of tectonic rupture and collision upon its surfaces, but a rupture that both runs parallel and opposite to the natural disaster that engulfed Gibellina in 1968. Returning to Parr’s demand that we begin to (re)assert the power of virtual and imaginative space, I argue that Eisenman’s memorial design may be better appreciated for its ability to situate the city itself in relation to competing terms of artistic practice. That is, if Eisenman’s efforts indicate a softening “of the boundary between architecture and the landscape,” to quote Tomà Berlanda, the Holocaust Memorial might in turn be a productive counterpoint in the task of working through the specificity of Burri’s design and the meaning with which it has since been attached (2).Burri’s Cretto raises a number of questions for this hypothesis, as with the Cretto we find a displacement of the constitutive process that writers such as W.J.T. Mitchell describe above in relation to the generative potential of community. Undoubtedly, the imperative to unify is present in the Cretto’s aesthetic presentation, as the concrete surfaces maintain the capacity to reflect the light of the sun against a wide green earth that stretches beyond the visitor’s horizon. On the other hand, while Mitchell, along with Parr and other commentators might opt to insist upon a deeper correlation between the unifying function of the landscape and the forces of life, intensity, or desire, I would only reiterate that Burri’s design is ultimately based on establishing a meaningful relationship with death, not life, and he is consequently focused on the much less spectacular mission of providing solutions as to what the remains should become in the aftermath of total destruction. If there is an intensity to speak of here, it is a maligned intensity, and an intensity that can only be established through relation.Figure 3. The “Porta del Belice” by Pietro Consagra (2014). Wiki Commons.If Burri’s Cretto were measured by the criteria that are variously described by Mitchell and others, the effects that the landscape produces would have necessarily to account for an expression of desire for emancipation from death. However, in a significant departure from Eisenman’s Holocaust Memorial, Burri’s design by itself is marked by a throughout absence of any expression of desire for emancipation as such. Indeed, finding such a promised emancipatory narrative would require one to cast their gaze away from the Cretto altogether, and towards a nearby urban center that has supposedly triumphed over the very need for a memory culture at all. This urban center is none other than Gibellina Nuova. As a point in fact, the settlers of Gibellina Nuova did insist upon emancipating themselves from their destructive past. In 1971, the city planners and governors of Gibellina Nuova made efforts to attract contemporary Italian artists and architects, to design and build a series of commemorative structures, and ultimately to make the settlement into a “città di frontiera dell’arte”—a frontier city of art (“Museum Network Belicina”). With the potential for rejuvenation just a stone’s throw away from the original city, the former inhabitants appear to have become immediately invested in the sort of utopian potential that would make its architectural wonders capable of transgressing the line that perennially divides art from community and from the living world. Rivalled only by the refurbishment of Marfa, Texas, which in the last twenty years has become a shrine to minimalist sculpture, the edifices at Gibellina Nuova have been authored by some of Italy’s better-known mid-century artists and architects, including Ludovico Quaroni, Vitorrio Gregotti, and, most notably, Pietro Consagra, whose ‘Porta del Belice’ (Figure Two) has become the most iconic urban fixture of the new urban designs. With the hopes of becoming a sort of “open-air museum” in which to attract international visitors, the city is now in possession of an exceedingly large number of public memorials and avant-garde buildings in various states of decay and disrepair (Bileddo). Predictably, this museological distinction has become a curse in many ways. Some commentators have argued that the obsession among city planners to create a “laboratory of art and architecture” has led in fact to an urban center of monstrous proportions: a city space that can only be described as “elliptical and spinning” (Bileddo). Whereas Gibellina Nuova was supposed to represent a rebalancing of the forces of life in relation to the funereal themes of the Cretto, the robust initiatives of the 1980s have instead produced an egregious lack of cohesiveness, a severed link to Sicilian culture, and a stark erasure of the distinctive traditions of the Belice valley.On the other hand, this experiment in urban design has been reduced to a venerable time capsule of 1970s Italian sculpture, an archive that persists but in constant disrepair. More significantly, however, the city’s failure to deliver on its many promises raises important questions about the ritual and memorial functions of urban space in general, of what specific relationships need to be forged between the history of a place and its architectural presentation, and the ways in which memorials come to reflect, privilege or convoke particular values over those of others. As Elisebha Fabienne Platzer writes, “Gibellina portrays its future in order to forget,” as “its faith in contemporary art is precisely a reaction to death,” or, more specifically, to its effacement (73). If the various pastiche designs of the city’s buildings and ritual edifices fail to stand the measure of time, I claim that it is not simply because they are gaudy reminders of a time best forgotten, but rather because they signify the restless hunt for resolution among inhabitants of this still-unsettled community.Whereas Burri’s Cretto activates a process of mourning and working-through that proves to be unresolvable and yet necessary, the city of Gibellina Nuova operates instead by neutralizing and dividing this process. Taken as a whole, the irreparable relationship between the two sites offers competing images of the relation between place and community. From the time of its division by earthquake if not sooner, the inhabitants of Gibellina became an “inoperative” community in the same way that the philosopher Jean-Luc Nancy has famously described. In the specific hopes of uncovering the motives of Burri and those of the designers and architects of Gibellina Nuova, I argue that Nancy uses the terms of inoperability as a makeshift solution for the persistent rootedness of communities in an atomized metaphysics for which the relationality between subjects is an abiding problem. Nancy defines community on the basis of its relational content alone, and for this reason he is able to make the claim that death itself should be a necessary moment of its articulation. Nancy writes that “community has not taken place,” as beyond “what society has crushed or lost, it is something that happens to us in the form of a question, waiting, event or imperative” (11).Though Nancy is attempting to provide his own interpretation of the impervious dialectic between Gemeinschaft and Gesellschaft, between “community” and “society,” the substance of his assertion can be brought into a critical reading of Gibellina’s abiding problem of its formations of collective memory in the aftermath of destruction. For instance, it might be argued that if we leave the experience of loss aside, we can perhaps begin to acknowledge that communities are transformed through complex interactions for which their inert physicality provides but one important indication. While “old” Gibellina was not lost in a day, Gibellina Nuova was not created in an instant. For Nancy, it would rather be the case that “death is indissociable from community, and that it is through death that the community reveals itself” (14). Given this claim, while Gibellina Nuova has undoubtedly been shaped and reconstituted by the architecture of the future and the desire to forget, it could equally be argued that this very architecture shares in a reciprocal exchange with the Cretto, a circuit of memory that inadvertently houses an archive of the city’s destructive past. As the community comes into being through resistance, entropy, possibility and reparation, the city landscape provides some clues regarding the trace of this activity as left upon its ground.ReferencesBedard, Jean-Francois, ed. Cities of Artificial Excavation: The Work of Peter Eisenman, 1978-1988. New York: Rizzoli Publishing, 1994.Berlanda, Tomà. Architectural Topographies: A Graphic Lexicon of How Buildings Touch the Ground. New York: Routledge, 2014.Bileddo, Marco. “Back in Sicily / The Three Dogs Gibellina.” Eodoto108 Magazine. 30 July 2014. Bilham, Roger G., and Susan Elizabeth Hough. After the Earth Quakes: Elastic Rebound on an Urban Planet. Oxford: Oxford University Press, 2005.Clark, Nigel. Inhuman Nature: Sociable Life on a Dynamic Planet. Thousand Oaks: SAGE Publications, 2010.Corbo, Stefano. From Formalism to Weak Form: The Architecture and Philosophy of Peter Eisenman. Farnham: Ashgate, 2014.Mitchell, W.J. Thomas. Landscape and Power. University of Chicago Press, 2002.Museum Network Belicina. Nancy, Jean-Luc. Inoperative Community. Trans. Christopher Fynsk. Minneapolis: University of Minnesota Press, 1991.Parr, Adrian. Deleuze and Memorial Culture: Desire, Singular Memory and the Politics of Trauma. Edinburgh: Edinburgh University Press, 2008.Platzer, Elisbha Fabienne. “Semiotics of Spaces: City and Landart.” Seni/able Spaces: Space, Art and the Environment. Edward Huijbens and Ólafur Jónsson, eds. Newcastle upon Tyne: Cambridge Scholars Publishing, 2007.Simitch, Andrea, and Val Warke. The Language of Architecture: 26 Principles Every Architect Should Know. Rockport Publishers Incorporated, 2014.Young, James E. At Memory’s Edge: After-Images of the Holocaust in Contemporary Art and Architecture. New Haven: Yale University Press, 2002.
APA, Harvard, Vancouver, ISO, and other styles
26

Barnet, Belinda. "In the Garden of Forking Paths." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1727.

Full text
Abstract:
"Interactivity implies two agencies in conversation, playfully and spontaneously developing a mutual discourse" -- Sandy Stone (11) I. On Interactivity The difference between interactivity as it is performed across the page and the screen, maintains Sandy Stone, is that virtual texts and virtual communities can embody a play ethic (14). Inserted like a mutation into the corporate genome, play ruptures the encyclopaedic desire to follow seamless links to a buried 'meaning' and draws us back to the surface, back into real-time conversation with the machine. Hypertext theorists see this as a tactic of resistance to homogenisation. As we move across a hypertextual reading space, we produce the text in this unfolding now, choosing pathways which form a map in the space of our own memories: where we have been, where we are, where we might yet be. Play is occupying oneself with diversions. II. Space, Time and Composition Reading in time, we create the text in the space of our own memories. Hypertext theorists maintain that the choices we make around every corner, the spontaneity and contingency involved in these choices, are the bringing into being of a (constantly replaced) electronic palimpsest, a virtual geography. The dislocation which occurs as we engage in nodal leaps draws us back to the surface, rupturing our experience of the narrative and bringing us into a blissful experience of possibility. III. War against the Line There is the danger, on the one hand, of being subsumed by the passive subject position demanded by infotainment culture and the desire it encourages to seek the satisfaction of closure by following seamless links to a buried 'meaning'. On the other hand, we risk losing efficiency and control over the unfolding interaction by entering into an exchange which disorientates us with infinite potential. We cannot wildly destratify. The questions we ask must seek to keep the conversation open. In order to establish a new discursive territory within which to understand this relationship, we should view the interface not simply as a transparency which enables interaction with the machine as 'other', but as a text, a finely-wrought behavioural map which "exists at the intersection of political and ideological boundary lands" (Selfe & Selfe 1). As we write, so are we written by the linguistic contact zones of this terrain. Hypertext is thus a process involving the active translation of modes of being into possible becomings across the interface. The geographic 'space' we translate into a hypertext "is imaginational... . We momentarily extend the linear reading act into a third dimension when we travel a link" (Tolva 4). A literal spatial representation would break from the realm of hypertext and become a virtual reality. Thus, the geographic aspect is not inherent to the system itself but is partially translated into the geometry of the medium via our experience and perception (the 'map'), a process describing our 'line of flight' as we evolve in space. Directional flows between time and its traditional subordination to space in representation implode across the present-tense of the screen and time literally surfaces. Our experience of the constantly-replaced electronic palimpsest is one of temporal surrender: "we give in to time, we give way to time, we give in with time"(Joyce 219). In other words, the subject of hypertext subverts the traditional hierarchy and writes for space, producing the 'terrain' in the unfolding now in the Deleuzian sense, not in space as desired by the State. Johnson-Eilola aligns the experience of hypertext with the Deleuzian War Machine, a way of describing the speed and range of virtual movement created when the animal body splices into the realm of technology and opens an active plane of conflict.. The War Machine was invented by the nomads -- it operates by continual deterritorialisation in a tension-limit with State science, what we might call the command-control drive associated with geometric, dynamic thought and the sedentary culture of the Line. It "exemplifies" the avant-garde mentality that hypertext theorists have been associating with the electronic writing space (Moulthrop, "No War Machine" 1). Playing outside. The State desires an end to the resistance to totalisation promulgated by contingent thought and its thermodynamic relationship to space: the speed which assumes a probabilistic, vortical motion, actually drawing smooth space itself. The war machine is thus an open system opposed to classical mechanics via its grounding in active contingencies and spatio-temporal production. The nomad reads and writes for space, creating the temporal text in the space of her own memory, giving way to time and allowing existent points to lapse before the trajectory of flight. Nomad thought is not dependent on any given theory of relationship with the medium, but works via disruption and (re)distribution, the gaps, stutterings and gasp-like expressions experienced when we enter into conversation with the hypertext. The danger is that the war machine might be appropriated by the State, at which point this light-speed communication becomes of the utmost importance in the war against space and time. As speed and efficient retrieval replace real-space across the instantaneity and immediacy of the terminal, the present-time sensory faculties of the individual are marginalised as incidental and she becomes "the virtual equivalent of the well-equipped invalid" (Virilio 5). In other words, as the frame of real-space and present-time disappears, the text of the reader/writer becomes "sutured" into the discourse of the State, the only goal to gain "complete speed, to cover territory in order for the State to subdivide and hold it through force, legislation or consent" (Virilio, qtd. in Johnson-Eilola). This is when the predetermined geometry of hypertext becomes explicit. The progressive subsumption (or "suturing") of the multiple, nomadic self into the discourse of the computer occurs when "the terms of the narrative are heightened, as each 'node' in the hypertext points outwards to other nodes [and] readers must compulsively follow links to arrive at the 'promised plenitude' at the other end of the link" (Johnson-Eilola 391). When we no longer reflect on the frame and move towards complete speed and efficiency, when we stop playing on the surface and no longer concern ourselves with diversion, the war machine has been appropriated by the State. In this case, there is no revolutionary 'outside' to confront in interaction, as all has been marshalled towards closure. Keeping the conversation open means continuously reflecting on the frame. We cannot wildly destratify and lose control entirely by moving in perpetual bewilderment, but we can see the incompleteness of the story, recognising the importance of local gaps and spaces. We can work with the idea that the "dyad of smooth/striated represents not a dialectic but a continuum" (Moulthrop, "Rhizome" 317) that can be turned more complex in its course. Contingency and play reside in the intermezzo, the "dangerous edges, fleeting, attempting to write across the boundaries between in-control and out-of-control" (Johnson-Eilola 393). The war machine exists as at once process and product, the translation between smooth-striated moving in potentia: the nomadic consciousness can recognise this process and live flux as reality itself, or consistency. In sum, we avoid subsumption and appropriation by holding open the function of the text as process in our theorising, in our teaching, in our reading and writing across the hypertextual environment. We can either view hypertext as a tool or product which lends itself to efficient, functional use (to organise information, to control and consume in an encyclopaedic fashion), or we can view it as a process which lends itself to nomadic thought and resistance to totalisation in syncopated flows, in cybernetic fits and starts. This is our much-needed rhetoric of activity. IV. An Alternative Story No matter their theoretical articulation, such claims made for hypertext are fundamentally concerned with escaping the logocentric geometry of regulated time and space. Recent explorations deploying the Deleuzian smooth/striated continuum make explicit the fact that the enemy in this literary 'war' has never been the Line or linearity per se, but "the nonlinear perspective of geometry; not the prison-house of time but the fiction of transcendence implied by the indifferent epistemological stance toward time" (Rosenberg 276). Although the rhizome, the war machine, the cyborg and the nomad differ in their particularities and composition, they all explicitly play on the dislocated, time-irreversible processes of chaos theory, thermodynamics and associated 'liberatory' topological perspectives. Rosenberg's essay makes what I consider to be a very disruptive point: hypertext merely simulates the 'smooth', contingent thought seen to be antithetical to regulated space-time and precise causality due to its fundamental investment in a regulated, controlled and (pre)determined geometry. Such a deceptively smooth landscape is technonarcissistic in that its apparent multiplicity actually prescribes to a totality of command-control. Hypertext theorists have borrowed the terms 'multilinear', 'nonlinear' and 'contingency' from physics to articulate hypertext's resistance to the dominant determinist episteme, a framework exemplified by the term 'dynamics', opposing it to "the irreversible laws characteristic of statistical approximations that govern complex events, exemplified by the term, 'thermodynamics'" (Rosenberg 269). This resistance to the time-reversible, non-contingent and totalised worldview has its ideological origins in the work of the avant-garde. Hypertext theorists are fixated with quasi-hypertextual works that were precursors to the more 'explicitly' revolutionary texts in the electronic writing space. In the works of the avant-garde, contingency is associated with creative freedom and subversive, organic logic. It is obsessively celebrated by the likes of Pynchon, Joyce, Duchamp and Cage. Hypertext theorists have reasoned from this that 'nonlinear' or 'multilinear' access to information is isomorphic with such playful freedom and its contingent, associative leaps. Theorists align this nonsequential reasoning with a certain rogue logic: the 'fluid nature of thought itself' exemplified by the explicitly geographic relationship to space-time of the Deleuzian rhizome and the notion of contingent, probabilistic 'becomings'. Hypertext participates fully in the spatio-temporal dialectic of the avant-garde. As Moulthrop observes, the problem with this is that from a topological perspective, 'linear' and 'multilinear' are identical: "lines are still lines, logos and not nomos, even when they are embedded in a hypertextual matrix" ("Rhizome" 310). The spatio-temporal dislocations which enable contingent thought and 'subversive' logic are simply not sustained through the reading/writing experience. Hypertextual links are not only reversible in time and space, but trace a detached path through functional code, each new node comprising a carefully articulated behavioural 'grammar' that the reader adjusts to. To assume that by following 'links' and engaging in disruptive nodal leaps a reader night be resisting the framework of regulated space-time and determinism is "to ignore how, once the dislocation occurs, a normalcy emerges ... as the hypertext reader acclimates to the new geometry or new sequence of lexias" (Rosenberg 283). Moreover, the searchpath maps which earlier theorists had sensed were antithetical to smooth space actually exemplify the element of transcendent control readers have over the text as a whole. "A reader who can freeze the text, a reader who is aware of a Home button, a reader who can gain an instant, transcendent perspective of the reading experience, domesticates contingencies" (Rosenberg 275). The visual and behavioural grammar of hypertext is one of transcendent control and determined response. Lines are still lines -- regulated, causal and not contingent -- even when they are 'constructed' by an empowered reader. Hypertext is thus invested (at least in part) in a framework of regularity, control and precise function. It is inextricably a part of State apparatus. The problem with this is that the War Machine, which best exemplifies the avant-garde's insurgency against sedentary culture, must be exterior to the State apparatus and its regulated grid at all times. "If we acknowledge this line of critique (which I think we must), then we must seriously reconsider any claims about hypertext fiction as War Machine, or indeed as anything en avant" (Moulthrop, "No War Machine" 5). Although hypertext is not revolutionary, it would be the goal of any avant-garde use of hypertext to find a way to sustain the experience of dislocation that would indicate liberation from the hegemony of geometry. I would like to begin to sketch the possibility of 'contingent interaction' through the dislocations inherent to alternative interfaces later in this story. For the time being, however, we must reassess all our liberation claims. If linearity and multilinearity are identical in terms of geometric relations to space-time, "why should they be any different in terms of ideology", asks Moulthrop ("Rhizome" 310). V. On Interactivity Given Rosenberg's critique against any inherently revolutionary qualities, we must acknowledge that hypermedia "marks not a terminus but a transition," Moulthrop writes ("Rhizome" 317). As a medium of exchange it is neither smooth nor striated, sophist nor socratic, 'work' nor 'text': it is undergoing an increasingly complex phase transition between such states. This landscape also gives rise to stray flows and intensities, 'Unspecified Enemies' which exist at the dangerous fissures and edges. We must accept that we will never escape the system, but we are presented with opportunities to rock the sedentary order from within. As a group of emerging electronic artists see it, the dis-articulation of the point'n'click interface is where interaction becomes reflection on the frame in fits and starts. "We believe that the computer, like everything else, is composed in conflict," explain the editors of electronic magazine I/O/D. "If we are locked in with the military and with Disney, they are locked in not just with us, but with every other stray will-to-power" (Fuller, Interview 2). Along with Adelaide-based group Mindflux, these artists produce hypertext interfaces that involve sensory apparatus and navigational skills that have been marginalised as incidental in the disabling interactive technologies of mainstream multimedia. Sound, movement, proprioception, an element of randomness and assorted other sensory circuits become central to the navigational experience. By enlisting marginalised senses, "we are not proposing to formulate a new paradigm of multimedial correctness," stresses Fuller, "but simply exploring the possibility of more complicated feedback arrangements between the user and the machine" (Fuller, qtd. in Barnet 48). The reader must encounter the 'lexias' contained in the system via the stray flows, intensities, movements, stratas and organs that are not proper to the system but shift across the interface and the surface of her body. In Fuller's electronic magazine, the reader is called upon to converse with the technology outside of the domesticated circuits of sight, dislocating the rigorous hierarchy of feedback devices which privilege the sight-machine and disable contingent interaction in a technonarcissistic fashion. The written information is mapped across a 'fuzzy' sound-based interface, sensitive at every moment to the smallest movements of the reader's fingers on the keys and mouse: the screen itself is black, its swarm of links and hotspots dead to the eye. The reader's movements produce different bleeps and beats, each new track opening different entrances and exits through the information in dependence upon the fluctuating pitch and tempo of her music. Without the aid of searchpaths and bright links, she must move in a state of perpetual readjustment to the technology, attuned not to the information stored behind the interface, but to the real-time sounds her movements produce. What we are calling play, Fuller explains, "is the difference between something that has a fixed grammar on the one hand and something that is continually and openly inventing its own logic on the other" (Fuller & Pope 4). The electronic writing space is not inherently liberatory, and the perpetual process of playing with process across the interface works to widen the 'fissures across the imperium' only for a moment. According to Fuller and Joyce, the 'process of playing with process' simply means complicating the feedback arrangements between the user's body and the machine. "We need to find a way of reading sensually ... rather than, as the interactive artist Graham Weinbren puts it, descending 'into the pit of so-called multimedia, with its scenes of unpleasant 'hotspots,' and 'menus' [that] leaves no room for the possibility of a loss of self, of desire in relation to the unfolding'" remarks Joyce (11). Interactivity which calls upon a mind folded everywhere within the body dislocates the encyclopaedic organisation of data that "preserves a point of privilege from where the eye can frame objects" by enlisting itinerant, diffuse desires in an extended period of readjustment to technology (Fuller & Pope 3). There are no pre-ordained or privileged feedback circuits as the body is seen to comprise a myriad possible elements or fragments of a desiring-machine with the potential to disrupt the flow, to proliferate. Mainstream multimedia's desire for 'informational hygiene' would have us transcend this embodied flux and bureaucratise the body into organs. Information is fed through the circuits of sight in a Pavlovian field of buttons and bright links: interactivity is misconceived as choice-making, when 'response' is a more appropriate concept. When the diffuse desire which thrives on disruption and alternative paradigms is written out in favour of informational hygiene, speed and efficient retrieval replace embodied conversation. "Disembodied [interaction] of this kind is always a con... . The entropic, troublesome flesh that is sloughed off in these fantasies of strongly male essentialism is interwoven with the dynamics of self-processing cognition and intentionality. We see computers as embodied culture, hardwired epistemology" (Fuller 2). Avant-garde hypertext deepens the subjective experience of the human-computer interface: it inscribes itself across the diffuse, disruptive desires of the flesh. Alternative interfaces are not an ideological overhaul enabled by the realm of technê, but a space for localised break-outs across the body. Bifurcations are enacted on the micro level by desiring-machines, across an interface which seeks to dislocate intentionality in conjunction with the marginalised sensory apparatus of the reader, drawing other minds, other organs into localised conversation with command-control. "The user learns kinesthetically and proprioceptively that the boundaries of self are defined less by the skin than by the [local] feedback loops connecting body and simulation in a techno-bio-integrated circuit" (Hayles 72). She oscillates between communication and control, play and restraint: not a nomad but a "human Deserter assuming the most diverse forms" (ATP, 422). VI. Desire Working from across the territory we have covered, we might say that electronic interaction 'liberates' us from neither the Line nor the flesh: at its most experimental, it is nothing less than reading embodied. References Barnet, Belinda. "Storming the Interface: Mindvirus, I/O/D and Deceptive Interaction." Artlink: Australian Contemporary Art Quarterly 17:4 (1997). Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus: Capitalism & Schizophrenia. Minneapolis: U of Minnesota P, 1987. Fuller, Matt and Simon Pope. "Warning: This Computer Has Multiple Personality Disorder." 1993. 11 Dec. 1998 <http://www.altx.com/wordbombs/popefuller.php>. ---, eds. I/O/D2. Undated. 11 Dec. 1998 <http://www.pHreak.co.uk/i_o_d/>. Hayles, Katherine N. "Virtual Bodies and Flickering Signifiers" October Magazine 66 (Fall 1993): 69-91. Johnson-Eilola, Johndan. "Control and the Cyborg: Writing and Being Written in Hypertext." Journal of Advanced Composition 13:2 (1993): 381-99. Joyce, Michael. Of Two Minds: Hypertext, Pedagogy and Poetics. Ann Arbor: U of Michigan P, 1995. Moulthrop, Stuart. "No War Machine." 1997. 11 Dec. 1998 <http://raven.ubalt.edu/staff/moulthrop/essays/war_machine.php>. ---. "Rhizome and Resistance: Hypertext and the Dreams of a New Culture." Hyper/Text/Theory. Ed. George P. Landow. Baltimore: Johns Hopkins UP, 1994. 299-319. Rosenberg, Martin E. "Physics and Hypertext: Liberation and Complicity in Art and Pedagogy." Hyper/Text/Theory. Ed. George Landow. Baltimore: Johns Hopkins UP, 1994. 268-298. Selfe, Cynthia L., and Richard J. Selfe. "The Politics of the Interface: Power and Its Exercise in Electronic Contact Zones." College Composition and Communication 45.4: 480-504. Stone, Allucquére Roseanne. The War of Desire and Technology. London: MIT Press, 1996. Tolva, John. "Ut Pictura Hyperpoesis: Spatial Form, Visuality, and the Digital Word." 1993. 11 Dec. 1998 <http://www.cs.unc.edu/~barman/HT96/P43/pictura.htm>. Virilio, Paul. "The Third Interval: A Critical Transition." Rethinking Technologies. Ed. Verena Conley. London: U of Minnesota P, 1993. 3-12. Citation reference for this article MLA style: Belinda Barnet. "In the Garden of Forking Paths: Contingency, Interactivity and Play in Hypertext." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/garden.php>. Chicago style: Belinda Barnet, "In the Garden of Forking Paths: Contingency, Interactivity and Play in Hypertext," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/garden.php> ([your date of access]). APA style: Belinda Barnet. (1998) In the garden of forking paths: contingency, interactivity and play in hypertext. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/garden.php> ([your date of access]).
APA, Harvard, Vancouver, ISO, and other styles
27

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.
APA, Harvard, Vancouver, ISO, and other styles
28

Muller, Vivienne. "Abject d’Art." M/C Journal 9, no. 5 (November 1, 2006). http://dx.doi.org/10.5204/mcj.2663.

Full text
Abstract:
Julia Kristeva’s famous essay Powers of Horror conceptualises the abject as that which “disturbs identity, system, order. What does not respect borders, positions, rules. The in-between, the ambiguous” (4). While the social forms of the abject are clearly implicated here, Kristeva illustrates it primarily in corporeal terms, suggesting that filth, excrement, those things injected and expelled by the body, and disturb the epidermic surfaces of it (Grosz 244) are visible signifiers of the abject. In this semiotic schema, the corpse is the ultimate site of the abject because it is here that all meaning to the unity of body and mind, to the control of the border between inside and outside collapses (Kristeva 3). The corpse “signals the precarious grasp the subject has over its identity and bodily boundarie” (Grosz qtd. in Wright 198); the corpse excites fear and fascination as it represents the future for all of us- the unbecoming of the self. Kristeva’s views remind us how central the in tact body is to identity, and how much we seek reassurance in that which reifies the corps proper, despite our knowledge of its mutability. The exhibition of plastinated corpses, entitled The Amazing Human Body currently touring Australia, underscores secular society’s ongoing desire to gaze at that which we will eventually become, but constantly disavow. Unlike corpses that are preserved as life-like in the rituals of the funeral parlour, exhibitions of plastinated cadavers artistically frieze-frame corpses that are like and not like the body as we are invited to know and value it. In simultaneously exposing the inside and outside of bodies, and in posturing that which is both alien and familiar, the “amazing” human bodies on show fix an abject moment – one that does not “respect borders, positions, rules” (Kristeva 4). Western civilization experiences extreme unease with the dead body which has resulted in all kinds of aesthetic interventions to negate its ‘reality’ as decaying matter. Post death, behind the scenes bio-scientific techniques preserve in the corpse a ‘life-likeness’; morticians cosmetically enhance the dead body on display so as not to disturb the living. In identifying the role of undertakers in the ritual disposal of the corpse, Glennys Howarth comments that when the “funeral director assumes custody of the corpse it is contaminated in the sense that it is a receptacle for disease and a symbol of mortality” (147). The task of the embalmer then is to revile this contamination, to “revitalize characteristics of the corpse” which will “enhance human-likeness, for example, facial colour and elasticity of skin.” Howarth’s descriptions identify the dead body as an abject site and the embalmer as artist whose task is to resurrect/reconstitute the corpse propre to “supply, not merely a representation, but the physical presence of the individual” as they were in life; a physical immortality as it were (Howarth 147). Central to the embalmer’s and mortician’s art is an interesting paradox- the signification of death without physical corruption of the body. Howarth’s analysis of the “humanization techniques” in sustaining the fiction of living, points not only to “theatrical strategies” involved, but to the necessary concealment of the artist (the embalmer, the undertaker) in the process. The object is to re-create the fullness, not reveal the abjectness, of being. This preparation of the body for burial enacts what Michael Mendelson identifies as the “domestication of Death” which is to “assuage the unease Death provokes by making is something less than Death, by depicting it as an accessible and manageable place within the landscape that stretches out before us…”(191). German anatomist, Gunther von Hagens in 1977 was the first to perfect a technique called plastination capable of preserving corpses for thousands of years. His travelling exhibition of plastinated corpses, Bodyworlds, has been shown in major international cities and has generated facsimiles such as The Amazing Human Body attracting thousands of visitors wherever they are staged. Ostensibly set up for morally instructive purposes, to “teach children about human physiology and help adults lead healthier lives” (brochure for The Amazing Human Body), these exhibitions incite a voyeuristic curiosity about the dead. The exhibited corpses are not cushioned in coffins, looking life-like; rather they often resemble the enamelled body models that have been manufactured for medical and anatomical purposes or the mummified remains, periodically unearthed, of people from an earlier age. The difference however is that we know that the plastinated bodies are in fact real bodies donated by ‘real’ people before their deaths (the sub-title of the exhibition reads –The Anatomical Display of Real Human Bodies). At one level von Hagens and others who have followed him, are, like undertakers, concealing the reality of the decaying body. Entering the exhibition one is assured that there is no odour and, unlike the autopsy table, there is no visible visceral messiness – no ‘blood and gore’. These bodies, like those in Howarth’s funeral parlour have been preserved (in this instance by the technique of plastination), and they too, like those composed for burial or cremation are artistically sculpted into shape. (Plastination as described in the book distributed for sale, entitled The Amazing Human Body, involves Fixation, where “specimens are fixed with 5% formalin”; Dissection, where “specimens are dissected as required”; Dehydration, where “body fluid and fat are replaced by increasing concentrations of ethanol at room temperature, and then treated in a cold acetone bath”; Delipidation, where “Fat is replaced in a bath of warm acetone”; Vacuum Impregnation, where “acetone is replaced by plastic under a vacuum” and finally, Gas Curing, where “each structure is positioned and then gas cured” (10).) Often these shapes mimic the actions of the living – for example men (and they are mostly male) running or skiing, riding bicycles or playing chess. The difference however is that the plastinated corpses invariably disclose their artifice; obviously stage managed and somewhat fake, they fail to preserve the life-likeness of the corpse propre, yet at the same time they are vaguely familiar and we know, as we discreetly test the air for odours, that they are/were ‘real’. (In his analysis of von Hagens’s Bodyworlds, Jose Van Dijck contends that “plastination is an illustrative symptom of postmodern culture” in that it reveals how “categories such as body vs model, organic vs synthetic/prosthetic, fake and real have become obsolete”. These binaries are increasingly interchangeable in the postmodern world of virtual reality (62).) In disturbing the boundaries between the real and the not-real, these plastinated cadavers engender the kind of ambiguity and in between-ness that Kristeva claims for the abject. The Bodyworlds website celebrates this ‘abject d’art’ in its promotional spiel in phrasing that is uncannily close to Kristeva’s descriptors. Spectators, the site claims, are “gripped with a deeply moving fascination for what has been fixed in this novel way on the border between death and decomposition” (http://www.bodyworlds.com/en/exhibitions/anatomy_everyone.html). Other forms of aesthetic delivery of the cadavers in these exhibitions also highlight the abject. Many displays of bodies and body parts evince gross disturbance to the epidermic surface of the body, a visible and violent tampering with its wholeness, to reveal what lies beneath. Bodies have been sliced up, dissected, cut in half; skin has been removed to display cross sections through limbs, or flayed off to reveal central nervous systems; trunks have been cut out in horizontal planes and set out in neat racks that resemble meat trays, heads and trunks have been sliced in vertical planes, pressed between sheets of plastic and hung from hooks resembling the animal body parts in cold storage at the back of butchers’ shops. Perhaps most compelling is the display of an entire body skin complete with preserved subcutaneous tissue, revealing on close inspection, nipples and navel hole and occasionally body hair. The skin is the most abject of sites; a reminder of the body’s permeable boundaries. (One of Gunther von Hagens’s plastinated cadavers is “Man with Skin on his Arms” featuring a body of a man holding up his entire skin, which van Dijck points out is an “imitation of a representation” of Vesalius’s copper engraving in Anatomia Humani Corporis (1685) of a man carrying aloft his own skin “as if he has just taken off his coat” (53).) On a final point, the combination of physical, spatial and linguistic signs that constitute The Amazing Human Body; The Anatomical Display of Real Human Bodies potently, even amusingly, signifies the flimsiness and of the border between life and death, dirt and decontamination. In Kristeva’s words – “refuse and corpses show me what I permanently thrust aside in order to live” (3). The annotations accompanying the exhibits are pitched in pseudo scientific/bio-medical language to allay dread and anxiety about death by fixing the abject within an assuaging and ‘legitimate’ discursive frame, while the coffee and cake stall outside the walls of the exhibition space, offers us the comforting condiments for corporeal continuity. References Grosz, Elizabeth. “Bodies – Cities.” In Sexuality and Space. Ed Beatrice Colomina. Princeton: Princeton Architectural Press, 1992. 241-253. Howarth, Glennys. Last Rites. NY: Baywood Publishing Company, 1996. Kristeva, Julia. Powers of Horror: An Essay on Abjection. Trans. Leon S. Roudiez. New York: Columbia UP, 1982. Mendelson, Michael “The Body in the Next Room” Images of the Corpse from Renaissance to Cyberspace. Ed. E. Klaver. Wisconsin: Univeristy of Wisconsin/Popular Press, 2004. 186-205. Van Dijck, Jose. The Transparent Body: A Cultural Analysis of Medical Imaging. Seattle & London: U of Washington P. Wright, Elizabeth. Ed. Feminism and Psychoanalysis: A Critical Dictionary. Oxford: Blackwell, 1992. Zhang, Shu qin, ed. The Amazing Human Body: The Anatomical Display of Real Human Bodies. No publication details provided, 2006. Citation reference for this article MLA Style Muller, Vivienne. "Abject d’Art." M/C Journal 9.5 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0610/04-muller.php>. APA Style Muller, V. (Nov. 2006) "Abject d’Art," M/C Journal, 9(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0610/04-muller.php>.
APA, Harvard, Vancouver, ISO, and other styles
29

Cham, Karen, and Jeffrey Johnson. "Complexity Theory." M/C Journal 10, no. 3 (June 1, 2007). http://dx.doi.org/10.5204/mcj.2672.

Full text
Abstract:
Complex systems are an invention of the universe. It is not at all clear that science has an a priori primacy claim to the study of complex systems. (Galanter 5) Introduction In popular dialogues, describing a system as “complex” is often the point of resignation, inferring that the system cannot be sufficiently described, predicted nor managed. Transport networks, management infrastructure and supply chain logistics are all often described in this way. In socio-cultural terms “complex” is used to describe those humanistic systems that are “intricate, involved, complicated, dynamic, multi-dimensional, interconnected systems [such as] transnational citizenship, communities, identities, multiple belongings, overlapping geographies and competing histories” (Cahir & James). Academic dialogues have begun to explore the collective behaviors of complex systems to define a complex system specifically as an adaptive one; i.e. a system that demonstrates ‘self organising’ principles and ‘emergent’ properties. Based upon the key principles of interaction and emergence in relation to adaptive and self organising systems in cultural artifacts and processes, this paper will argue that complex systems are cultural systems. By introducing generic principles of complex systems, and looking at the exploration of such principles in art, design and media research, this paper argues that a science of cultural systems as part of complex systems theory is the post modern science for the digital age. Furthermore, that such a science was predicated by post structuralism and has been manifest in art, design and media practice since the late 1960s. Complex Systems Theory Complexity theory grew out of systems theory, an holistic approach to analysis that views whole systems based upon the links and interactions between the component parts and their relationship to each other and the environment within they exists. This stands in stark contrast to conventional science which is based upon Descartes’s reductionism, where the aim is to analyse systems by reducing something to its component parts (Wilson 3). As systems thinking is concerned with relationships more than elements, it proposes that in complex systems, small catalysts can cause large changes and that a change in one area of a system can adversely affect another area of the system. As is apparent, systems theory is a way of thinking rather than a specific set of rules, and similarly there is no single unified Theory of Complexity, but several different theories have arisen from the natural sciences, mathematics and computing. As such, the study of complex systems is very interdisciplinary and encompasses more than one theoretical framework. Whilst key ideas of complexity theory developed through artificial intelligence and robotics research, other important contributions came from thermodynamics, biology, sociology, physics, economics and law. In her volume for the Elsevier Advanced Management Series, “Complex Systems and Evolutionary Perspectives on Organisations”, Eve Mitleton-Kelly describes a comprehensive overview of this evolution as five main areas of research: complex adaptive systems dissipative structures autopoiesis (non-equilibrium) social systems chaos theory path dependence Here, Mitleton-Kelly points out that relatively little work has been done on developing a specific theory of complex social systems, despite much interest in complexity and its application to management (Mitleton-Kelly 4). To this end, she goes on to define the term “complex evolving system” as more appropriate to the field than ‘complex adaptive system’ and suggests that the term “complex behaviour” is thus more useful in social contexts (Mitleton-Kelly). For our purpose here, “complex systems” will be the general term used to describe those systems that are diverse and made up of multiple interdependent elements, that are often ‘adaptive’, in that they have the capacity to change and learn from events. This is in itself both ‘evolutionary’ and ‘behavioural’ and can be understood as emerging from the interaction of autonomous agents – especially people. Some generic principles of complex systems defined by Mitleton Kelly that are of concern here are: self-organisation emergence interdependence feedback space of possibilities co-evolving creation of new order Whilst the behaviours of complex systems clearly do not fall into our conventional top down perception of management and production, anticipating such behaviours is becoming more and more essential for products, processes and policies. For example, compare the traditional top down model of news generation, distribution and consumption to the “emerging media eco-system” (Bowman and Willis 14). Figure 1 (Bowman & Willis 10) Figure 2 (Bowman & Willis 12) To the traditional news organisations, such a “democratization of production” (McLuhan 230) has been a huge cause for concern. The agencies once solely responsible for the representation of reality are now lost in a global miasma of competing perspectives. Can we anticipate and account for complex behaviours? Eve Mitleton Kelly states that “if organisations are understood as complex evolving systems co-evolving as part of a social ‘ecosystem’, then that changed perspective changes ways of acting and relating which lead to a different way of working. Thus, management strategy changes, and our organizational design paradigms evolve as new types of relationships and ways of working provide the conditions for the emergence of new organisational forms” (Mitleton-Kelly 6). Complexity in Design It is thus through design practice and processes that discovering methods for anticipating complex systems behaviours seem most possible. The Embracing Complexity in Design (ECiD) research programme, is a contemporary interdisciplinary research cluster consisting of academics and designers from architectural engineering, robotics, geography, digital media, sustainable design, and computing aiming to explore the possibility of trans disciplinary principles of complexity in design. Over arching this work is the conviction that design can be seen as model for complex systems researchers motivated by applying complexity science in particular domains. Key areas in which design and complexity interact have been established by this research cluster. Most immediately, many designed products and systems are inherently complex to design in the ordinary sense. For example, when designing vehicles, architecture, microchips designers need to understand complex dynamic processes used to fabricate and manufacture products and systems. The social and economic context of design is also complex, from market economics and legal regulation to social trends and mass culture. The process of designing can also involve complex social dynamics, with many people processing and exchanging complex heterogeneous information over complex human and communication networks, in the context of many changing constraints. Current key research questions are: how can the methods of complex systems science inform designers? how can design inform research into complex systems? Whilst ECiD acknowledges that to answer such questions effectively the theoretical and methodological relations between complexity science and design need further exploration and enquiry, there are no reliable precedents for such an activity across the sciences and the arts in general. Indeed, even in areas where a convergence of humanities methodology with scientific practice might seem to be most pertinent, most examples are few and far between. In his paper “Post Structuralism, Hypertext & the World Wide Web”, Luke Tredennick states that “despite the concentration of post-structuralism on text and texts, the study of information has largely failed to exploit post-structuralist theory” (Tredennick 5). Yet it is surely in the convergence of art and design with computation and the media that a search for practical trans-metadisciplinary methodologies might be most fruitful. It is in design for interactive media, where algorithms meet graphics, where the user can interact, adapt and amend, that self-organisation, emergence, interdependence, feedback, the space of possibilities, co-evolution and the creation of new order are embraced on a day to day basis by designers. A digitally interactive environment such as the World Wide Web, clearly demonstrates all the key aspects of a complex system. Indeed, it has already been described as a ‘complexity machine’ (Qvortup 9). It is important to remember that this ‘complexity machine’ has been designed. It is an intentional facility. It may display all the characteristics of complexity but, whilst some of its attributes are most demonstrative of self organisation and emergence, the Internet itself has not emerged spontaneously. For example, Tredinnick details the evolution of the World Wide Web through the Memex machine of Vannevar Bush, through Ted Nelsons hypertext system Xanadu to Tim Berners-Lee’s Enquire (Tredennick 3). The Internet was engineered. So, whilst we may not be able to entirely predict complex behavior, we can, and do, quite clearly design for it. When designing digitally interactive artifacts we design parameters or co ordinates to define the space within which a conceptual process will take place. We can never begin to predict precisely what those processes might become through interaction, emergence and self organisation, but we can establish conceptual parameters that guide and delineate the space of possibilities. Indeed this fact is so transparently obvious that many commentators in the humanities have been pushed to remark that interaction is merely interpretation, and so called new media is not new at all; that one interacts with a book in much the same way as a digital artifact. After all, post-structuralist theory had established the “death of the author” in the 1970s – the a priori that all cultural artifacts are open to interpretation, where all meanings must be completed by the reader. The concept of the “open work” (Eco 6) has been an established post modern concept for over 30 years and is commonly recognised as a feature of surrealist montage, poetry, the writings of James Joyce, even advertising design, where a purposive space for engagement and interpretation of a message is designated, without which the communication does not “work”. However, this concept is also most successfully employed in relation to installation art and, more recently, interactive art as a reflection of the artist’s conscious decision to leave part of a work open to interpretation and/or interaction. Art & Complex Systems One of the key projects of Embracing Complexity in Design has been to look at the relationship between art and complex systems. There is a relatively well established history of exploring art objects as complex systems in themselves that finds its origins in the systems art movement of the 1970s. In his paper “Observing ‘Systems Art’ from a Systems-Theroretical Perspective”, Francis Halsall defines systems art as “emerging in the 1960s and 1970s as a new paradigm in artistic practice … displaying an interest in the aesthetics of networks, the exploitation of new technology and New Media, unstable or de-materialised physicality, the prioritising of non-visual aspects, and an engagement (often politicised) with the institutional systems of support (such as the gallery, discourse, or the market) within which it occurs” (Halsall 7). More contemporarily, “Open Systems: Rethinking Art c.1970”, at Tate Modern, London, focuses upon systems artists “rejection of art’s traditional focus on the object, to wide-ranging experiments al focus on the object, to wide-ranging experiments with media that included dance, performance and…film & video” (De Salvo 3). Artists include Andy Warhol, Richard Long, Gilbert & George, Sol Lewitt, Eva Hesse and Bruce Nauman. In 2002, the Samuel Dorsky Museum of Art, New York, held an international exhibition entitled “Complexity; Art & Complex Systems”, that was concerned with “art as a distinct discipline offer[ing] its own unique approache[s] and epistemic standards in the consideration of complexity” (Galanter and Levy 5), and the organisers go on to describe four ways in which artists engage the realm of complexity: presentations of natural complex phenomena that transcend conventional scientific visualisation descriptive systems which describe complex systems in an innovative and often idiosyncratic way commentary on complexity science itself technical applications of genetic algorithms, neural networks and a-life ECiD artist Julian Burton makes work that visualises how companies operate in specific relation to their approach to change and innovation. He is a strategic artist and facilitator who makes “pictures of problems to help people talk about them” (Burton). Clients include public and private sector organisations such as Barclays, Shell, Prudential, KPMG and the NHS. He is quoted as saying “Pictures are a powerful way to engage and focus a group’s attention on crucial issues and challenges, and enable them to grasp complex situations quickly. I try and create visual catalysts that capture the major themes of a workshop, meeting or strategy and re-present them in an engaging way to provoke lively conversations” (Burton). This is a simple and direct method of using art as a knowledge elicitation tool that falls into the first and second categories above. The third category is demonstrated by the ground breaking TechnoSphere, that was specifically inspired by complexity theory, landscape and artificial life. Launched in 1995 as an Arts Council funded online digital environment it was created by Jane Prophet and Gordon Selley. TechnoSphere is a virtual world, populated by artificial life forms created by users of the World Wide Web. The digital ecology of the 3D world, housed on a server, depends on the participation of an on-line public who accesses the world via the Internet. At the time of writing it has attracted over a 100,000 users who have created over a million creatures. The artistic exploration of technical applications is by default a key field for researching the convergence of trans-metadisciplinary methodologies. Troy Innocent’s lifeSigns evolves multiple digital media languages “expressed as a virtual world – through form, structure, colour, sound, motion, surface and behaviour” (Innocent). The work explores the idea of “emergent language through play – the idea that new meanings may be generated through interaction between human and digital agents”. Thus this artwork combines three areas of converging research – artificial life; computational semiotics and digital games. In his paper “What Is Generative Art? Complexity Theory as a Context for Art Theory”, Philip Galanter describes all art as generative on the basis that it is created from the application of rules. Yet, as demonstrated above, what is significantly different and important about digital interactivity, as opposed to its predecessor, interpretation, is its provision of a graphical user interface (GUI) to component parts of a text such as symbol, metaphor, narrative, etc for the multiple “authors” and the multiple “readers” in a digitally interactive space of possibility. This offers us tangible, instantaneous reproduction and dissemination of interpretations of an artwork. Conclusion: Digital Interactivity – A Complex Medium Digital interaction of any sort is thus a graphic model of the complex process of communication. Here, complexity does not need deconstructing, representing nor modelling, as the aesthetics (as in apprehended by the senses) of the graphical user interface conveniently come first. Design for digital interactive media is thus design for complex adaptive systems. The theoretical and methodological relations between complexity science and design can clearly be expounded especially well through post-structuralism. The work of Barthes, Derrida & Foucault offers us the notion of all cultural artefacts as texts or systems of signs, whose meanings are not fixed but rather sustained by networks of relationships. Implemented in a digital environment post-structuralist theory is tangible complexity. Strangely, whilst Philip Galanter states that science has no necessary over reaching claim to the study of complexity, he then argues conversely that “contemporary art theory rooted in skeptical continental philosophy [reduces] art to social construction [as] postmodernism, deconstruction and critical theory [are] notoriously elusive, slippery, and overlapping terms and ideas…that in fact [are] in the business of destabilising apparently clear and universal propositions” (4). This seems to imply that for Galanter, post modern rejections of grand narratives necessarily will exclude the “new scientific paradigm” of complexity, a paradigm that he himself is looking to be universal. Whilst he cites Lyotard (6) describing both political and linguistic reasons why postmodern art celebrates plurality, denying any progress towards singular totalising views, he fails to appreciate what happens if that singular totalising view incorporates interactivity? Surely complexity is pluralistic by its very nature? In the same vein, if language for Derrida is “an unfixed system of traces and differences … regardless of the intent of the authored texts … with multiple equally legitimate meanings” (Galanter 7) then I have heard no better description of the signifiers, signifieds, connotations and denotations of digital culture. Complexity in its entirety can also be conversely understood as the impact of digital interactivity upon culture per se which has a complex causal relation in itself; Qvortups notion of a “communications event” (9) such as the Danish publication of the Mohammed cartoons falls into this category. Yet a complex causality could be traced further into cultural processes enlightening media theory; from the relationship between advertising campaigns and brand development; to the exposure and trajectory of the celebrity; describing the evolution of visual language in media cultures and informing the relationship between exposure to representation and behaviour. In digital interaction the terms art, design and media converge into a process driven, performative event that demonstrates emergence through autopoietic processes within a designated space of possibility. By insisting that all artwork is generative Galanter, like many other writers, negates the medium entirely which allows him to insist that generative art is “ideologically neutral” (Galanter 10). Generative art, like all digitally interactive artifacts are not neutral but rather ideologically plural. Thus, if one integrates Qvortups (8) delineation of medium theory and complexity theory we may have what we need; a first theory of a complex medium. Through interactive media complexity theory is the first post modern science; the first science of culture. References Bowman, Shane, and Chris Willis. We Media. 21 Sep. 2003. 9 March 2007 http://www.hypergene.net/wemedia/weblog.php>. Burton, Julian. “Hedron People.” 9 March 2007 http://www.hedron.com/network/assoc.php4?associate_id=14>. Cahir, Jayde, and Sarah James. “Complex: Call for Papers.” M/C Journal 9 Sep. 2006. 7 March 2007 http://journal.media-culture.org.au/journal/upcoming.php>. De Salvo, Donna, ed. Open Systems: Rethinking Art c. 1970. London: Tate Gallery Press, 2005. Eco, Umberto. The Open Work. Cambridge, Mass.: Harvard UP, 1989. Galanter, Phillip, and Ellen K. Levy. Complexity: Art & Complex Systems. SDMA Gallery Guide, 2002. Galanter, Phillip. “Against Reductionism: Science, Complexity, Art & Complexity Studies.” 2003. 9 March 2007 http://isce.edu/ISCE_Group_Site/web-content/ISCE_Events/ Norwood_2002/Norwood_2002_Papers/Galanter.pdf>. Halsall, Francis. “Observing ‘Systems-Art’ from a Systems-Theoretical Perspective”. CHArt 2005. 9 March 2007 http://www.chart.ac.uk/chart2005/abstracts/halsall.htm>. Innocent, Troy. “Life Signs.” 9 March 2007 http://www.iconica.org/main.htm>. Johnson, Jeffrey. “Embracing Complexity in Design (ECiD).” 2007. 9 March 2007 http://www.complexityanddesign.net/>. Lyotard, Jean-Francois. The Postmodern Condition. Manchester: Manchester UP, 1984. McLuhan, Marshall. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: U of Toronto P, 1962. Mitleton-Kelly, Eve, ed. Complex Systems and Evolutionary Perspectives on Organisations. Elsevier Advanced Management Series, 2003. Prophet, Jane. “Jane Prophet.” 9 March 2007 http://www.janeprophet.co.uk/>. Qvortup, Lars. “Understanding New Digital Media.” European Journal of Communication 21.3 (2006): 345-356. Tedinnick, Luke. “Post Structuralism, Hypertext & the World Wide Web.” Aslib 59.2 (2007): 169-186. Wilson, Edward Osborne. Consilience: The Unity of Knowledge. New York: A.A. Knoff, 1998. Citation reference for this article MLA Style Cham, Karen, and Jeffrey Johnson. "Complexity Theory: A Science of Cultural Systems?." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/08-cham-johnson.php>. APA Style Cham, K., and J. Johnson. (Jun. 2007) "Complexity Theory: A Science of Cultural Systems?," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/08-cham-johnson.php>.
APA, Harvard, Vancouver, ISO, and other styles
30

Morrison, Susan Signe. "Walking as Memorial Ritual: Pilgrimage to the Past." M/C Journal 21, no. 4 (October 15, 2018). http://dx.doi.org/10.5204/mcj.1437.

Full text
Abstract:
This essay combines life writing with meditations on the significance of walking as integral to the ritual practice of pilgrimage, where the individual improves her soul or health through the act of walking to a shrine containing healing relics of a saint. Braiding together insights from medieval literature, contemporary ecocriticism, and memory studies, I reflect on my own pilgrimage practice as it impacts the land itself. Canterbury, England serves as the central shrine for four pilgrimages over decades: 1966, 1994, 1997, and 2003.The act of memory was not invented in the Anthropocene. Rather, the nonhuman world has taught humans how to remember. From ice-core samples retaining the history of Europe’s weather to rocks embedded with fossilized extinct species, nonhuman actors literally petrifying or freezing the past—from geologic sites to frozen water—become exposed through the process of anthropocentric discovery and human interference. The very act of human uncovery and analysis threatens to eliminate the nonhuman actor which has hospitably shared its own experience. How can humans script nonhuman memory?As for the history of memory studies itself, a new phase is arguably beginning, shifting from “the transnational, transcultural, or global to the planetary; from recorded to deep history; from the human to the nonhuman” (Craps et al. 3). Memory studies for the Anthropocene can “focus on the terrestrialized significance of (the historicized) forms of remembrance but also on the positioning of who is remembering and, ultimately, which ‘Anthropocene’ is remembered” (Craps et al. 5). In this era of the “self-conscious Anthropocene” (Craps et al. 6), narrative itself can focus on “the place of nonhuman beings in human stories of origins, identity, and futures point to a possible opening for the methods of memory studies” (Craps et al. 8). The nonhuman on the paths of this essay range from the dirt on the path to the rock used to build the sacred shrine, the ultimate goal. How they intersect with human actors reveals how the “human subject is no longer the one forming the world, but does indeed constitute itself through its relation to and dependence on the object world” (Marcussen 14, qtd. in Rodriguez 378). Incorporating “nonhuman species as objects, if not subjects, of memory [...] memory critics could begin by extending their objects to include the memory of nonhuman species,” linking both humans and nonhumans in “an expanded multispecies frame of remembrance” (Craps et al. 9). My narrative—from diaries recording sacred journey to a novel structured by pilgrimage—propels motion, but also secures in memory events from the past, including memories of those nonhuman beings I interact with.Childhood PilgrimageThe little girl with brown curls sat crying softly, whimpering, by the side of the road in lush grass. The mother with her soft brown bangs and an underflip to her hair told the story of a little girl, sitting by the side of the road in lush grass.The story book girl had forgotten her Black Watch plaid raincoat at the picnic spot where she had lunched with her parents and two older brothers. Ponchos spread out, the family had eaten their fresh yeasty rolls, hard cheese, apples, and macaroons. The tin clink of the canteen hit their teeth as they gulped metallic water, still icy cold from the taps of the ancient inn that morning. The father cut slices of Edam with his Swiss army knife, parsing them out to each child to make his or her own little sandwich. The father then lay back for his daily nap, while the boys played chess. The portable wooden chess set had inlaid squares, each piece no taller than a fingernail paring. The girl read a Junior Puffin book, while the mother silently perused Agatha Christie. The boy who lost at chess had to play his younger sister, a fitting punishment for the less able player. She cheerfully played with either brother. Once the father awakened, they packed up their gear into their rucksacks, and continued the pilgrimage to Canterbury.Only the little Black Watch plaid raincoat was left behind.The real mother told the real girl that the story book family continued to walk, forgetting the raincoat until it began to rain. The men pulled on their ponchos and the mother her raincoat, when the little girl discovered her raincoat missing. The story book men walked two miles back while the story book mother and girl sat under the dripping canopy of leaves provided by a welcoming tree.And there, the real mother continued, the storybook girl cried and whimpered, until a magic taxi cab in which the father and boys sat suddenly appeared out of the mist to drive the little girl and her mother to their hotel.The real girl’s eyes shone. “Did that actually happen?” she asked, perking up in expectation.“Oh, yes,” said the real mother, kissing her on the brow. The girl’s tears dried. Only the plops of rain made her face moist. The little girl, now filled with hope, cuddled with her mother as they huddled together.Without warning, out of the mist, drove up a real magic taxi cab in which the real men sat. For magic taxi cabs really exist, even in the tangible world—especially in England. At the very least, in the England of little Susie’s imagination.Narrative and PilgrimageMy mother’s tale suggests how this story echoes in yet another pilgrimage story, maintaining a long tradition of pilgrimage stories embedded within frame tales as far back as the Middle Ages.The Christian pilgrim’s walk parallels Christ’s own pilgrimage to Emmaus. The blisters we suffer echo faintly the lash Christ endured. The social relations of the pilgrim are “diachronic” (Alworth 98), linking figures (Christ) from the past to the now (us, or, during the Middle Ages, William Langland’s Piers Plowman or Chaucer’s band who set out from Southwark). We embody the frame of the vera icon, the true image, thus “conjur[ing] a site of simultaneity or a plane of immanence where the actors of the past [...] meet those of the future” (Alworth 99). Our quotidian walk frames the true essence or meaning of our ambulatory travail.In 1966, my parents took my two older brothers and me on the Pilgrims’ Way—not the route from London to Canterbury that Chaucer’s pilgrims would have taken starting south of London in Southwark, rather the ancient trek from Winchester to Canterbury, famously chronicled in The Old Road by Hilaire Belloc. The route follows along the south side of the Downs, where the muddy path was dried by what sun there was. My parents first undertook the walk in the early 1950s. Slides from that pilgrimage depict my mother, voluptuous in her cashmere twinset and tweed skirt, as my father crosses a stile. My parents, inspired by Chaucer’s Canterbury Tales, decided to walk along the traditional Pilgrims’ Way to Canterbury. Story intersects with material traversal over earth on dirt-laden paths.By the time we children came along, the memories of that earlier pilgrimage resonated with my parents, inspiring them to take us on the same journey. We all carried our own rucksacks and walked five or six miles a day. Concerning our pilgrimage when I was seven, my mother wrote in her diary:As good pilgrims should, we’ve been telling tales along the way. Yesterday Jimmy told the whole (detailed) story of That Darn Cat, a Disney movie. Today I told about Stevenson’s Travels with a Donkey, which first inspired me to think of walking trips and everyone noted the resemblance between Stevenson’s lovable, but balky, donkey and our sweet Sue. (We hadn’t planned to tell tales, but they just happened along the way.)I don’t know how sweet I was; perhaps I was “balky” because the road was so hard. Landscape certainly shaped my experience.As I wrote about the pilgrimage in my diary then, “We went to another Hotel and walked. We went and had lunch at the Boggly [booglie] place. We went to a nother hotel called The Swan with fether Quits [quilts]. We went to the Queens head. We went to the Gest house. We went to aother Hotle called Srping wells and my tooth came out. We saw some taekeys [turkeys].” The repetition suggests how pilgrimage combines various aspects of life, from the emotional to the physical, the quotidian (walking and especially resting—in hotels with quilts) with the extraordinary (newly sprung tooth or the appearance of turkeys). “[W]ayfaring abilities depend on an emotional connection to the environment” (Easterlin 261), whether that environment is modified by humans or even manmade, inhabited by human or nonhuman actors. How can one model an “ecological relationship between humans and nonhumans” in narrative (Rodriguez 368)? Rodriguez proposes a “model of reading as encounter [...] encountering fictional story worlds as potential models” (Rodriguez 368), just as my mother did with the Magic Taxi Cab story.Taxis proliferate in my childhood pilgrimage. My mother writes in 1966 in her diary of journeying along the Pilgrims’ Way to St. Martha’s on the Hill. “Susie was moaning and groaning under her pack and at one desperate uphill moment gasped out, ‘Let’s take a taxi!’ – our highborn lady as we call her. But we finally made it.” “Martha’s”, as I later learned, is a corruption of “Martyrs”, a natural linguistic decay that developed over the medieval period. Just as the vernacular textures pilgrimage poems in the fourteeth century, the common tongue in all its glorious variety seeps into even the quotidian modern pilgrim’s journey.Part of the delight of pilgrimage lies in the characters one meets and the languages they speak. In 1994, the only time my husband and I cheated on a strictly ambulatory sacred journey occurred when we opted to ride a bus for ten miles where walking would have been dangerous. When I ask the bus driver if a stop were ours, he replied, “I'll give you a shout, love.” As though in a P. G. Wodehouse novel, when our stop finally came, he cried out, “Cheerio, love” to me and “Cheerio, mate” to Jim.Language changes. Which is a good thing. If it didn’t, it would be dead, like those martyrs of old. Like Latin itself. Disentangling pilgrimage from language proves impossible. The healthy ecopoetics of languages meshes with the sustainable vibrancy of the land we traverse.“Nettles of remorse…”: Derek Walcott, The Bounty Once my father had to carry me past a particularly tough patch of nettles. As my mother tells it, we “went through orchards and along narrow woodland path with face-high nettles. Susie put a scarf over her face and I wore a poncho though it was sunny and we survived almost unscathed.” Certain moments get preserved by the camera. At age seven in a field outside of Wye, I am captured in my father’s slides surrounded by grain. At age thirty-five, I am captured in film by my husband in the same spot, in the identical pose, though now quite a bit taller than the grain. Three years later, as a mother, I in turn snap him with a backpack containing baby Sarah, grumpily gazing off over the fields.When I was seven, we took off from Detling. My mother writes, “set off along old Pilgrims’ Way. Road is paved now, but much the same as fifteen years ago. Saw sheep, lambs, and enjoyed lovely scenery. Sudden shower sent us all to a lunch spot under trees near Thurnham Court, where we huddled under ponchos and ate happily, watching the weather move across the valley. When the sun came to us, we continued on our way which was lovely, past sheep, etc., but all on hard paved road, alas. Susie was a good little walker, but moaned from time to time.”I seem to whimper and groan a lot on pilgrimage. One thing is clear: the physical aspects of walking for days affected my phenomenological response to our pilgrimage which we’d undertaken both as historical ritual, touristic nature hike, and what Wendell Berry calls a “secular pilgrimage” (402), where the walker seeks “the world of the Creation” (403) in a “return to the wilderness in order to be restored” (416). The materiality of my experience was key to how I perceived this journey as a spiritual, somatic, and emotional event. The link between pilgrimage and memory, between pilgrimage poetics and memorial methods, occupies my thoughts on pilgrimage. As Nancy Easterlin’s work on “cognitive ecocriticism” (“Cognitive” 257) contends, environmental knowledge is intimately tied in with memory (“Cognitive” 260). She writes: “The advantage of extensive environmental knowledge most surely precipitates the evolution of memory, necessary to sustain vast knowledge” (“Cognitive” 260). Even today I can recall snatches of moments from that trip when I was a child, including the telling of tales.Landscape not only changes the writer, but writing transforms the landscape and our interaction with it. As Valerie Allen suggests, “If the subject acts upon the environment, so does the environment upon the subject” (“When Things Break” 82). Indeed, we can understand the “road as a strategic point of interaction between human and environment” (Allen and Evans 26; see also Oram)—even, or especially, when that interaction causes pain and inflames blisters. My relationship with moleskin on my blasted and blistered toes made me intimately conscious of my body with every step taken on the pilgrimage route.As an adult, my boots on the way from Winchester to Canterbury pinched and squeezed, packed dirt acting upon them and, in turn, my feet. After taking the train home and upon arrival in London, we walked through Bloomsbury to our flat on Russell Square, passing by what I saw as a new, less religious, but no less beckoning shrine: The London Foot Hospital at Fitzroy Square.Now, sadly, it is closed. Where do pilgrims go for sole—and soul—care?Slow Walking as WayfindingAll pilgrimages come to an end, just as, in 1966, my mother writes of our our arrival at last in Canterbury:On into Canterbury past nice grassy cricket field, where we sat and ate chocolate bars while we watched white-flannelled cricketers at play. Past town gates to our Queen’s Head Inn, where we have the smallest, slantingest room in the world. Everything is askew and we’re planning to use our extra pillows to brace our feet so we won’t slide out of bed. Children have nice big room with 3 beds and are busy playing store with pounds and shillings [that’s very hard mathematics!]. After dinner, walked over to cathedral, where evensong was just ending. Walked back to hotel and into bed where we are now.Up to early breakfast, dashed to cathedral and looked up, up, up. After our sins were forgiven, we picked up our rucksacks and headed into London by train.This experience in 1966 varies slightly from the one in 1994. Jim and I walk through a long walkway of tall, slim trees arching over us, a green, lush and silent cloister, finally gaining our first view of Canterbury with me in a similar photo to one taken almost thirty years before. We make our way into the city through the West Gate, first passing by St. Dunstan’s Church where Henry II had put on penitential garb and later Sir Thomas More’s head was buried. Canterbury is like Coney Island in the Middle Ages and still is: men with dreadlocks and slinky didjeridoos, fire tossers, mobs of people, tourists. We go to Mercery Lane as all good pilgrims should and under the gate festooned with the green statue of Christ, arriving just in time for evensong.Imagining a medieval woman arriving here and listening to the service, I pray to God my gratefulness for us having arrived safely. I can understand the fifteenth-century pilgrim, Margery Kempe, screaming emotionally—maybe her feet hurt like mine. I’m on the verge of tears during the ceremony: so glad to be here safe, finally got here, my favorite service, my beloved husband. After the service, we pass on through the Quire to the spot where St. Thomas’s relic sanctuary was. People stare at a lit candle commemorating it. Tears well up in my eyes.I suppose some things have changed since the Middle Ages. One Friday in Canterbury with my children in 2003 has some parallels with earlier iterations. Seven-year-old Sarah and I go to evensong at the Cathedral. I tell her she has to be absolutely quiet or the Archbishop will chop off her head.She still has her head.Though the road has been paved, the view has remained virtually unaltered. Some aspects seem eternal—sheep, lambs, and stiles dotting the landscape. The grinding down of the pilgrimage path, reflecting the “slowness of flat ontology” (Yates 207), occurs over vast expanses of time. Similarly, Easterlin reflects on human and more than human vitalism: “Although an understanding of humans as wayfinders suggests a complex and dynamic interest on the part of humans in the environment, the surround itself is complex and dynamic and is frequently in a state of change as the individual or group moves through it” (Easterlin “Cognitive” 261). An image of my mother in the 1970s by a shady tree along the Pilgrims’ Way in England shows that the path is lower by 6 inches than the neighboring verge (Bright 4). We don’t see dirt evolving, because its changes occur so slowly. Only big time allows us to see transformative change.Memorial PilgrimageOddly, the erasure of self through duplication with a precursor occurred for me while reading W.G. Sebald’s pilgrimage novel, The Rings of Saturn. I had experienced my own pilgrimage to many of these same locations he immortalizes. I, too, had gone to Somerleyton Hall with my elderly mother, husband, and two children. My memories, sacred shrines pooling in familial history, are infused with synchronic reflection, medieval to contemporary—my parents’ periodic sojourns in Suffolk for years, leading me to love the very landscape Sebald treks across; sadness at my parents’ decline; hope in my children’s coming to add on to their memory palimpsest a layer devoted to this land, to this history, to this family.Then, the oddest coincidence from my reading pilgrimage. After visiting Dunwich Heath, Sebald comes to his friend, Michael, whose wife Anne relays a story about a local man hired as a pallbearer by the local undertaker in Westleton. This man, whose memory was famously bad, nevertheless reveled in the few lines allotted him in an outdoor performance of King Lear. After her relating this story, Sebald asks for a taxi (Sebald 188-9).This might all seem unremarkable to the average reader. Yet, “human wayfinders are richly aware of and responsive to environment, meaning both physical places and living beings, often at a level below consciousness” (Easterlin “Cognitive” 265). For me, with a connection to this area, I startled with recollection emerging from my subconscience. The pallbearer’s name in Sebald’s story was Mr Squirrel, the very same name of the taxi driver my parents—and we—had driven with many times. The same Mr Squirrel? How many Mr Squirrels can there be in this small part of Suffolk? Surely it must be the same family, related in a genetic encoding of memory. I run to my archives. And there, in my mother’s address book—itself a palimpsest of time with names and addressed scored through; pasted-in cards, names, and numbers; and looseleaf memoranda—there, on the first page under “S”, “Mr. Squirrel” in my mother’s unmistakable scribble. She also had inscribed his phone number and the village Saxmundum, seven miles from Westleton. His name had been crossed out. Had he died? Retired? I don’t know. Yet quick look online tells me Squirrell’s Taxis still exists, as it does in my memory.Making KinAfter accompanying a class on a bucolic section of England’s Pilgrims’ Way, seven miles from Wye to Charing, we ended up at a pub drinking a pint, with which all good pilgrimages should conclude. There, students asked me why I became a medievalist who studies pilgrimage. Only after the publication of my first book on women pilgrims did I realize that the origin of my scholarly, long fascination with pilgrimage, blossoming into my professional career, began when I was seven years old along the way to Canterbury. The seeds of that pilgrimage when I was so young bore fruit and flowers decades later.One story illustrates Michel Serres’s point that we should not aim to appropriate the world, but merely act as temporary tenants (Serres 72-3). On pilgrimage in 1966 as a child, I had a penchant for ant spiders. That was not the only insect who took my heart. My mother shares how “Susie found a beetle up on the hill today and put him in the cheese box. Jimmy put holes in the top for him. She named him Alexander Beetle and really became very fond of him. After supper, we set him free in the garden here, with appropriate ceremony and a few over-dramatic tears of farewell.” He clearly made a great impression on me. I yearn for him today, that beetle in the cheese box. Though I tried to smuggle nature as contraband, I ultimately had to set him free.Passing through cities, landscape, forests, over seas and on roads, wandering by fields and vegetable patches, under a sky lit both by sun and moon, the pilgrim—even when in a group of fellow pilgrims—in her lonesome exercise endeavors to realize Serres’ ideal of the tenant inhabitant of earth. Nevertheless, we, as physical pilgrims, inevitably leave our traces through photos immortalizing the journey, trash left by the wayside, even excretions discretely deposited behind a convenient bush. Or a beetle who can tell the story of his adventure—or terror—at being ensconced for a time in a cheese box.On one notorious day of painful feet, my husband and I arrived in Otford, only to find the pub was still closed. Finally, it became time for dinner. We sat outside, me with feet ensconced in shoes blessedly inert and unmoving, as the server brought out our salads. The salad cream, white and viscous, was presented in an elegantly curved silver dish. Then Jim began to pick at the salad cream with his fork. Patiently, tenderly, he endeavored to assist a little bug who had gotten trapped in the gooey sauce. Every attempt seemed doomed to failure. The tiny creature kept falling back into the gloppy substance. Undaunted, Jim compassionately ministered to our companion. Finally, the little insect flew off, free to continue its own pilgrimage, which had intersected with ours in a tiny moment of affinity. Such moments of “making kin” work, according to Donna Haraway, as “life-saving strateg[ies] for the Anthropocene” (Oppermann 3, qtd. in Haraway 160).How can narrative avoid the anthropocentric centre of writing, which is inevitable given the human generator of such a piece? While words are a human invention, nonhuman entities vitally enact memory. The very Downs we walked along were created in the Cretaceous period at least seventy million years ago. The petrol propelling the magic taxi cab was distilled from organic bodies dating back millions of years. Jurassic limestone from the Bathonian Age almost two hundred million years ago constitutes the Caen stone quarried for building Canterbury Cathedral, while its Purbeck marble from Dorset dates from the Cretaceous period. Walking on pilgrimage propels me through a past millions—billions—of eons into the past, dwarfing my speck of existence. Yet, “if we wish to cross the darkness which separates us from [the past] we must lay down a little plank of words and step delicately over it” (Barfield 23). Elias Amidon asks us to consider how “the ground we dig into and walk upon is sacred. It is sacred because it makes us neighbors to each other, whether we like it or not. Tell this story” (Amidon 42). And, so, I have.We are winding down. Time has passed since that first pilgrimage of mine at seven years old. Yet now, here, I still put on my red plaid wollen jumper and jacket, crisp white button-up shirt, grey knee socks, and stout red walking shoes. Slinging on my rucksack, I take my mother’s hand.I’m ready to take my first step.We continue our pilgrimage, together.ReferencesAllen, Valerie. “When Things Break: Mending Rroads, Being Social.” Roadworks: Medieval Britain, Medieval Roads. Eds. Valerie Allen and Ruth Evans. Manchester: Manchester UP, 2016.———, and Ruth Evans. Introduction. Roadworks: Medieval Britain, Medieval Roads. Eds. Valerie Allen and Ruth Evans. Manchester: Manchester UP, 2016.Alworth, David J. Site Reading: Fiction, Art, Social Form. Princeton: Princeton UP, 2016.Amidon, Elias. “Digging In.” Dirt: A Love Story. Ed. Barbara Richardson. Lebanon, NH: ForeEdge, 2015.Barfield, Owen. History in English Words. Grand Rapids: William B. Eerdmans Publishing, 1967.Berry, Wendell. “A Secular Pilgrimage.” The Hudson Review 23.3 (1970): 401-424.Bright, Derek. “The Pilgrims’ Way Revisited: The Use of the North Downs Main Trackway and the Medway Crossings by Medieval Travelers.” Kent Archaeological Society eArticle (2010): 4-32.Craps, Stef, Rick Crownshaw, Jennifer Wenzel, Rosanne Kennedy, Claire Colebrook, and Vin Nardizzi. “Memory Studies and the Anthropocene: A Roundtable.” Memory Studies 11.4 (2017) 1-18.Easterlin, Nancy. A Biocultural Approach to Literary Theory and Interpretation. Baltimore: Johns Hopkins UP, 2012.———. “Cognitive Ecocriticism: Human Wayfinding, Sociality, and Literary Interpretation.” Introduction to Cognitive Studies. Ed. Lisa Zunshine. Baltimore: Johns Hopkins UP, 2010. 257-274.Haraway, Donna. “Anthropocene, Capitalocene, Plantationocene, Chthulucene: Making Kin.” Environmental Humanities 6 (2015): 159-65.James, Erin, and Eric Morel. “Ecocriticism and Narrative Theory: An Introduction.” English Studies 99.4 (2018): 355-365.Marcussen, Marlene. Reading for Space: An Encounter between Narratology and New Materialism in the Works of Virgina Woolf and Georges Perec. PhD diss. University of Southern Denmark, 2016.Oppermann, Serpil. “Introducing Migrant Ecologies in an (Un)Bordered World.” ISLE 24.2 (2017): 243–256.Oram, Richard. “Trackless, Impenetrable, and Underdeveloped? Roads, Colonization and Environmental Transformation in the Anglo-Scottish Border Zone, c. 1100 to c. 1300.” Roadworks: Medieval Britain, Medieval Roads. Eds. Valerie Allen and Ruth Evans. Manchester: Manchester UP, 2016.Rodriquez, David. “Narratorhood in the Anthropocene: Strange Stranger as Narrator-Figure in The Road and Here.” English Studies 99.4 (2018): 366-382.Savory, Elaine. “Toward a Caribbean Ecopoetics: Derek Walcott’s Language of Plants.” Postcolonial Ecologies: Literatures of the Environment. Eds. Elizabeth DeLoughrey and George B. Handley. Oxford: Oxford UP, 2011. 80-96.Sebald, W.G. The Rings of Saturn. Trans. Michael Hulse. New York: New Directions, 1998.Serres, Michel. Malfeasance: Appropriating through Pollution? Trans. Anne-Marie Feenberg-Dibon. Stanford: Stanford UP, 2011.Walcott, Derek. Selected Poems. Ed. Edward Baugh. New York: Farrar, Straus and Giroux, 1997. 3-16.Yates, Julian. “Sheep Tracks—A Multi-Species Impression.” Animal, Vegetable, Mineral: Ethics and Objects. Ed. Jeffrey Jerome Cohen. Washington, D.C.: Oliphaunt Books, 2012.
APA, Harvard, Vancouver, ISO, and other styles
31

Ryder, Paul, and Daniel Binns. "The Semiotics of Strategy: A Preliminary Structuralist Assessment of the Battle-Map in Patton (1970) and Midway (1976)." M/C Journal 20, no. 4 (August 16, 2017). http://dx.doi.org/10.5204/mcj.1256.

Full text
Abstract:
The general who wins a battle makes many calculations in his temple ere the battle is fought. — Sun TzuWorld War II saw a proliferation of maps. From command posts to the pages of National Geographic to the pages of daily newspapers, they were everywhere (Schulten). The era also saw substantive developments in cartography, especially with respect to the topographical maps that feature in our selected films. This essay offers a preliminary examination of the battle-map as depicted in two films about the Second World War: Franklin J. Shaffner’s biopic Patton (1970) and Jack Smight’s epic Midway (1976). In these films, maps, charts, or tableaux (the three-dimensional models upon which are plotted the movements of battalions, fleets, and so on) emerge as an expression of both martial and cinematic strategy. As a rear-view representation of the relative movements of personnel and materiel in particular battle arenas, the map and its accessories (pins, tape, markers, and so forth) trace the broad military dispositions of Patton’s 2nd Corp (Africa), Seventh Army (Italy) and Third Army (Western Europe) and the relative position of American and Japanese fleets in the Pacific. In both Patton and Midway, the map also emerges as a simple mode of narrative plotting: as the various encounters in the two texts play out, the battle-map more or less contemporaneously traces the progress of forces. It also serves as a foreshadowing device, not just narratively, but cinematically: that which is plotted in advance comes to pass (even if as preliminary movements before catastrophe), but the audience is also cued for the cinematic chaos and disjuncture that almost inevitably ensues in the battle scenes proper.On one hand, then, this essay proposes that at the fundamental level of fabula (seen through either the lens of historical hindsight or through the eyes of the novice who knows nothing of World War II), the annotated map is engaged both strategically and cinematically: as a stage upon which commanders attempt to act out (either in anticipation, or retrospectively) the intricate, but grotesque, ballet of warfare — and as a reflection of the broad, sequential, sweeps of conflict. While, in War and Cinema, Paul Virilio offers the phrase ‘the logistics of perception’ (1), in this this essay we, on the other hand, consider that, for those in command, the battle-map is a representation of the perception of logistics: the big picture of war finds rough indexical representation on a map, but (as Clausewitz tells us) chance, the creative agency of individual commanders, and the fog of battle make it far less probable (than is the case in more specific mappings, such as, say, the wedding rehearsal) that what is planned will play out with any degree of close correspondence (On War 19, 21, 77-81). Such mapping is, of course, further problematised by the processes of abstraction themselves: indexicality is necessarily a reduction; a de-realisation or déterritorialisation. ‘For the military commander,’ writes Virilio, ‘every dimension is unstable and presents itself in isolation from its original context’ (War and Cinema 32). Yet rehearsal (on maps, charts, or tableaux) is a keying activity that seeks to presage particular real world patterns (Goffman 45). As suggested above, far from being a rhizomatic activity, the heavily plotted (as opposed to thematic) business of mapping is always out of joint: either a practice of imperfect anticipation or an equally imperfect (pared back and behind-the-times) rendition of activity in the field. As is argued by Tolstoj in War and Peace, the map then presents to the responder a series of tensions and ironies often lost on the masters of conflict themselves. War, as Tostoj proposes, is a stochastic phenomenon while the map is a relatively static, and naive, attempt to impose order upon it. Tolstoj, then, pillories Phull (in the novel, Pfuhl), the aptly-named Prussian general whose lock-stepped obedience to the science of war (of which the map is part) results in the abject humiliation of 1806:Pfuhl was one of those theoreticians who are so fond of their theory that they lose sight of the object of that theory - its application in practice. (Vol. 2, Part 1, Ch. 10, 53)In both Patton and Midway, then, the map unfolds not only as an epistemological tool (read, ‘battle plan’) or reflection (read, the near contemporaneous plotting of real world affray) of the war narrative, but as a device of foreshadowing and as an allegory of command and its profound limitations. So, in Deleuzian terms, while emerging as an image of both time and perception, for commanders and filmgoers alike, the map is also something of a seduction: a ‘crystal-image’ situated in the interstices between the virtual and the actual (Deleuze 95). To put it another way, in our films the map emerges as an isomorphism: a studied plotting in which inheres a counter-text (Goffman 26). As a simple device of narrative, and in the conventional terms of latitude and longitude, in both Patton and Midway, the map, chart, or tableau facilitate the plotting of the resources of war in relation to relief (including island land masses), roads, railways, settlements, rivers, and seas. On this syntagmatic plane, in Greimasian terms, the map is likewise received as a canonical sign of command: where there are maps, there are, after all, commanders (Culler 13). On the other hand, as suggested above, the battle-map (hereafter, we use the term to signify the conventional paper map, the maritime chart, or tableau) materialises as a sanitised image of the unknown and the grotesque: as apodictic object that reduces complexity and that incidentally banishes horror and affect. Thus, the map evolves, in the viewer’s perception, as an ironic sign of all that may not be commanded. This is because, as an emblem of the rational order, in Patton and Midway the map belies the ubiquity of battle’s friction: that defined by Clausewitz as ‘the only concept which...distinguishes real war from war on paper’ (73). ‘Friction’ writes Clausewitz, ‘makes that which appears easy in War difficult in reality’ (81).Our work here cannot ignore or side-step the work of others in identifying the core cycles, characteristics of the war film genre. Jeanine Basinger, for instance, offers nothing less than an annotated checklist of sixteen key characteristics for the World War II combat film. Beyond this taxonomy, though, Basinger identifies the crucial role this sub-type of film plays in the corpus of war cinema more broadly. The World War II combat film’s ‘position in the evolutionary process is established, as well as its overall relationship to history and reality. It demonstrates how a primary set of concepts solidifies into a story – and how they can be interpreted for a changing ideology’ (78). Stuart Bender builds on Basinger’s taxonomy and discussion of narrative tropes with a substantial quantitative analysis of the very building blocks of battle sequences. This is due to Bender’s contention that ‘when a critic’s focus [is] on the narrative or ideological components of a combat film [this may] lead them to make assumptions about the style which are untenable’ (8). We seek with this research to add to a rich and detailed body of knowledge by redressing a surprising omission therein: a conscious and focussed analysis of the use of battle-maps in war cinema. In Patton and in Midway — as in War and Peace — the map emerges as an emblem of an intergeneric dialogue: as a simple storytelling device and as a paradigmatic engine of understanding. To put it another way, as viewer-responders with a synoptic perspective we perceive what might be considered a ‘double exposure’: in the map we see what is obviously before us (the collision of represented forces), but an Archimedean positioning facilitates the production of far more revelatory textual isotopies along what Roman Jakobson calls the ‘axis of combination’ (Linguistics and Poetics 358). Here, otherwise unconnected signs (in our case various manifestations and configurations of the battle-map) are brought together in relation to particular settings, situations, and figures. Through this palimpsest of perspective, a crucial binary emerges: via the battle-map we see ‘command’ and the sequence of engagement — and, through Greimasian processes of axiological combination (belonging more to syuzhet than fabula), elucidated for us are the wrenching ironies of warfare (Culler 228). Thus, through the profound and bound motif of the map (Tomashevsky 69), are we empowered to pass judgement on the map bearers who, in both films, present as the larger-than-life heroes of old. Figure 1.While we have scope only to deal with the African theatre, Patton opens with a dramatic wide-shot of the American flag: a ‘map’, if you will, of a national history forged in war (Fig. 1). Against this potent sign of American hegemony, as he slowly climbs up to the stage before it, the general appears a diminutive figure -- until, via a series of matched cuts that culminate in extreme close-ups, he manifests as a giant about to play his part in a great American story (Fig. 2).Figure 2.Some nineteen minutes into a film, having surveyed the carnage of Kasserine Pass (in which, in February 1943, the Germans inflicted a humiliating defeat on the Americans) General Omar Bradley is reunited with his old friend and newly-nominated three-star general, George S. Patton Jr.. Against a backdrop of an indistinct topographical map (that nonetheless appears to show the front line) and the American flag that together denote the men’s authority, the two discuss the Kasserine catastrophe. Bradley’s response to Patton’s question ‘What happened at Kasserine?’ clearly illustrates the tension between strategy and real-world engagement. While the battle-plan was solid, the Americans were outgunned, their tanks were outclassed, and (most importantly) their troops were out-disciplined. Patton’s concludes that Rommel can only be beaten if the American soldiers are fearless and fight as a cohesive unit. Now that he is in command of the American 2nd Corp, the tide of American martial fortune is about to turn.The next time Patton appears in relation to the map is around half an hour into the two-and-three-quarter-hour feature. Here, in the American HQ, the map once more appears as a simple, canonical sign of command. Somewhat carelessly, the map of Europe seems to show post-1945 national divisions and so is ostensibly offered as a straightforward prop. In terms of martial specifics, screenplay writer Francis Ford Coppola apparently did not envisage much close scrutiny of the film’s maps. Highlighted, instead, are the tensions between strategy as a general principle and action on the ground. As British General Sir Arthur Coningham waxes lyrical about allied air supremacy, a German bomber drops its payload on the HQ, causing the map of Europe to (emblematically) collapse forward into the room. Following a few passes by the attacking aircraft, the film then cuts to a one second medium shot as a hail of bullets from a Heinkel He 111 strike a North African battle map (Fig. 3). Still prone, Patton remarks: ‘You were discussing air supremacy, Sir Arthur.’ Dramatising a scene that did take place (although Coningham was not present), Schaffner’s intention is to allow Patton to shoot holes in the British strategy (of which he is contemptuous) but a broader objective is the director’s exposé of the more general disjuncture between strategy and action. As the film progresses, and the battle-map’s allegorical significance is increasingly foregrounded, this critique becomes definitively sharper.Figure 3.Immediately following a scene in which an introspective Patton walks through a cemetery in which are interred the remains of those killed at Kasserine, to further the critique of Allied strategy the camera cuts to Berlin’s high command and a high-tech ensemble of tableaux, projected maps, and walls featuring lights, counters, and clocks. Tasked to research the newly appointed Patton, Captain Steiger walks through the bunker HQ with Hitler’s Chief of Staff, General Jodl, to meet with Rommel — who, suffering nasal diphtheria, is away from the African theatre. In a memorable exchange, Steiger reveals that Patton permanently attacks and never retreats. Rommel, who, following his easy victory at Kasserine, is on the verge of total tactical victory, in turn declares that he will ‘attack and annihilate’ Patton — before the poet-warrior does the same to him. As Clausewitz has argued, and as Schaffner is at pains to point out, it seems that, in part, the outcome of warfare has more to do with the individual consciousness of competing warriors than it does with even the most exquisite of battle-plans.Figure 4.So, even this early in the film’s runtime, as viewer-responders we start to reassess various manifestations of the battle-map. To put it as Michelle Langford does in her assessment of Schroeter’s cinema, ‘fragments of the familiar world [in our case, battle-maps] … become radically unfamiliar’ (Allegorical Images 57). Among the revelations is that from the flag (in the context of close battle, all sense of ‘the national’ dissolves), to the wall map, to the most detailed of tableau, the battle-plan is enveloped in the fog of war: thus, the extended deeply-focussed scenes of the Battle of El Guettar take us from strategic overview (Patton’s field glass perspectives over what will soon become a Valley of Death) to what Boris Eichenbaum has called ‘Stendhalian’ scale (The Young Tolstoi 105) in which, (in Patton) through more closely situated perspectives, we almost palpably experience the Germans’ disarray under heavy fire. As the camera pivots between the general and the particular (and between the omniscient and the nescient) the cinematographer highlights the tension between the strategic and the actual. Inasmuch as it works out (and, as Schaffner shows us, it never works out completely as planned) this is the outcome of modern martial strategy: chaos and unimaginable carnage on the ground that no cartographic representation might capture. As Patton observes the destruction unfold in the valley below and before him, he declares: ‘Hell of a waste of fine infantry.’ Figure 5.An important inclusion, then, is that following the protracted El Guettar battle scenes, Schaffner has the (symbolically flag-draped) casket of Patton’s aide, Captain Richard N. “Dick” Jenson, wheeled away on a horse-drawn cart — with the lonely figure of the mourning general marching behind, his ironic interior monologue audible to the audience: ‘I can't see the reason such fine young men get killed. There are so many battles yet to fight.’ Finally, in terms of this brief and partial assessment of the battle-map in Patton, less than an hour in, we may observe that the map is emerging as something far more than a casual prop; as something more than a plotting of battlelines; as something more than an emblem of command. Along a new and unexpected axis of semantic combination, it is now manifesting as a sign of that which cannot be represented nor commanded.Midway presents the lead-up to the eponymous naval battle of 1942. Smight’s work is of interest primarily because the battle itself plays a relatively small role in the film; what is most important is the prolonged strategising that comprises most of the film’s run time. In Midway, battle-tables and fleet markers become key players in the cinematic action, second almost to the commanders themselves. Two key sequences are discussed here: the moment in which Yamamoto outlines his strategy for the attack on Midway (by way of a decoy attack on the Aleutian Islands), and the scene some moments later where Admiral Nimitz and his assembled fleet commanders (Spruance, Blake, and company) survey their own plan to defend the atoll. In Midway, as is represented by the notion of a fleet-in-being, the oceanic battlefield is presented as a speculative plane on which commanders can test ideas. Here, a fleet in a certain position projects a radius of influence that will deter an enemy fleet from attacking: i.e. ‘a fleet which is able and willing to attack an enemy proposing a descent upon territory which that force has it in charge to protect’ (Colomb viii). The fleet-in-being, it is worth noting, is one that never leaves port and, while it is certainly true that the latter half of Midway is concerned with the execution of strategy, the first half is a prolonged cinematic game of chess, with neither player wanting to move lest the other has thought three moves ahead. Virilio opines that the fleet-in-being is ‘a new idea of violence that no longer comes from direct confrontation and bloodshed, but rather from the unequal properties of bodies, evaluation of the number of movements allowed them in a chosen element, permanent verification of their dynamic efficiency’ (Speed and Politics 62). Here, as in Patton, we begin to read the map as a sign of the subjective as well as the objective. This ‘game of chess’ (or, if you prefer, ‘Battleships’) is presented cinematically through the interaction of command teams with their battle-tables and fleet markers. To be sure, this is to show strategy being developed — but it is also to prepare viewers for the defamiliarised representation of the battle itself.The first sequence opens with a close-up of Admiral Yamamoto declaring: ‘This is how I expect the battle to develop.’ The plan to decoy the Americans with an attack on the Aleutians is shown via close-ups of the conveniently-labelled ‘Northern Force’ (Fig. 6). It is then explained that, twenty-four hours later, a second force will break off and strike south, on the Midway atoll. There is a cut from closeups of the pointer on the map to the wider shot of the Japanese commanders around their battle table (Fig. 7). Interestingly, apart from the opening of the film in the Japanese garden, and the later parts of the film in the operations room, the Japanese commanders are only ever shown in this battle-table area. This canonically positions the Japanese as pure strategists, little concerned with the enmeshing of war with political or social considerations. The sequence ends with Commander Yasimasa showing a photograph of Vice Admiral Halsey, who the Japanese mistakenly believe will be leading the carrier fleet. Despite some bickering among the commanders earlier in the film, this sequence shows the absolute confidence of the Japanese strategists in their plan. The shots are suitably languorous — averaging three to four seconds between cuts — and the body language of the commanders shows a calm determination. The battle-map here is presented as an index of perfect command and inevitable victory: each part of the plan is presented with narration suggesting the Japanese expect to encounter little resistance. While Yasimasa and his clique are confident, the other commanders suggest a reconnaissance flight over Pearl Harbor to ascertain the position of the American fleet; the fear of fleet-in-being is shown here firsthand and on the map, where the reconnaissance planes are placed alongside the ship markers. The battle-map is never shown in full: only sections of the naval landscape are presented. We suggest that this is done in order to prepare the audience for the later stages of the film: as in Patton (from time to time) the battle-map here is filmed abstractly, to prime the audience for the abstract montage of the battle itself in the film’s second half.Figure 6.Figure 7.Having established in the intervening running time that Halsey is out of action, his replacement, Rear Admiral Spruance, is introduced to the rest of the command team. As with all the important American command and strategy meetings in the film, this is done in the operations room. A transparent coordinates board is shown in the foreground as Nimitz, Spruance and Rear Admiral Fletcher move through to the battle table. Behind the men, as they lean over the table, is an enormous map of the world (Fig. 8). In this sequence, Nimitz freely admits that while he knows each Japanese battle group’s origin and heading, he is unsure of their target. He asks Spruance for his advice:‘Ray, assuming what you see here isn’t just an elaborate ruse — Washington thinks it is, but assuming they’re wrong — what kind of move do you suggest?’This querying is followed by Spruance glancing to a particular point on the map (Fig. 9), then a cut to a shot of models representing the aircraft carriers Hornet, Enterprise & Yorktown (Fig. 10). This is one of the few model/map shots unaccompanied by dialogue or exposition. In effect, this shot shows Spruance’s thought process before he responds: strategic thought presented via cinematography. Spruance then suggests situating the American carrier group just northeast of Midway, in case the Japanese target is actually the West Coast of the United States. It is, in effect, a hedging of bets. Spruance’s positioning of the carrier group also projects that group’s sphere of influence around Midway atoll and north to essentially cut off Japanese access to the US. The fleet-in-being is presented graphically — on the map — in order to, once again, cue the audience to match the later (edited) images of the battle to these strategic musings.In summary, in Midway, the map is an element of production design that works alongside cinematography, editing, and performance to present the notion of strategic thought to the audience. In addition, and crucially, it functions as an abstraction of strategy that prepares the audience for the cinematic disorientation that will occur through montage as the actual battle rages later in the film. Figure 8.Figure 9.Figure 10.This essay has argued that the battle-map is a simulacrum of the weakest kind: what Baudrillard would call ‘simulacra of simulation, founded on information, the model’ (121). Just as cinema itself offers a distorted view of history (the war film, in particular, tends to hagiography), the battle-map is an over-simplification that fails to capture the physical and psychological realities of conflict. We have also argued that in both Patton and Midway, the map is not a ‘free’ motif (Tomashevsky 69). Rather, it is bound: a central thematic device. In the two films, the battle-map emerges as a crucial isomorphic element. On the one hand, it features as a prop to signify command and to relay otherwise complex strategic plottings. At this syntagmatic level, it functions alongside cinematography, editing, and performance to give audiences a glimpse into how military strategy is formed and tested: a traditional ‘reading’ of the map. But on the flip side of what emerges as a classic structuralist binary, is the map as a device of foreshadowing (especially in Midway) and as a depiction of command’s profound limitations. Here, at a paradigmatic level, along a new axis of combination, a new reading of the map in war cinema is proposed: the battle-map is as much a sign of the subjective as it is the objective.ReferencesBasinger, Jeanine. The World War II Combat Film: Anatomy of a Genre. Middletown, CT: Columbia UP, 1986.Baudrillard, Jean. Simulacra and Simulation. Ann Arbour: U of Michigan Press, 1994.Bender, Stuart. Film Style and the World War II Combat Genre. Newcastle upon Tyne: Cambridge Scholars Publishing, 2013.Clausewitz, Carl. On War. Vol. 1. London: Kegan Paul, 1908.Colomb, Philip Howard. Naval Warfare: Its Ruling Principles and Practice Historically Treated. 3rd ed. London: W.H. Allen & Co, 1899.Culler, Jonathan. Structuralist Poetics. London: Routledge & Kegan Paul, 1975.Deleuze, Gilles. Cinema 2: The Time-Image. London: Continuum, 2005.Eichenbaum, Boris. The Young Tolstoi. Ann Arbor: Ardis, 1972.Goffman, Erving. Frame Analysis. Cambridge, MA: Harvard UP, 1976.Jakobson, Roman. "Linguistics and Poetics." Style in Language. Ed. T. Sebebeok. Cambridge, MA: MIT, 1960. 350—77.Langford, Michelle. Allegorical Images: Tableau, Time and Gesture in the Cinema of Werner Schroeter. Bristol: Intellect, 2006.Midway. Jack Smight. Universal Pictures, 1976. Film.Patton. Franklin J. Schaffner. 20th Century Fox, 1970. Film.Schulten, Susan. World War II Led to a Revolution in Cartography. New Republic 21 May 2014. 16 June 2017 <https://newrepublic.com/article/117835/richard-edes-harrison-reinvented-mapmaking-world-war-2-americans>.Tolstoy, Leo. War and Peace. Vol. 2. London: Folio, 1997.Tomashevsky, Boris. "Thematics." Russian Formalist Criticism: Four Essays. Eds. L. Lemon and M. Reis, Lincoln: U. Nebraska Press, 2012. 61—95.Tzu, Sun. The Art of War. San Diego: Canterbury Classics, 2014.Virilio, Paul. Speed and Politics. Paris: Semiotext(e), 2006.Virilio, Paul. War and Cinema: The Logistics of Perception. London: Verso, 1989.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography