1,721,035 research outputs found

    Workshop: Filming the Game/Playing the Film

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    VII MAGIS, International Film Studies Spring School Cinema and Contemporary Visual Arts/4, Gorizia, 27.03-02.04.09 Workshop: "Filming the Game/Playing the Film"1 AprilCoordinated by Patrick Coppock (Università di Modena e Reggio Emilia)--Stefano Baschiera (University College Cork)Videoplayers and Tv Series: a Case of Hyperidentities In the past decade, the process of digitalisation of images, brought different media closer to each other as never before, both in terms of production and consumption; films, Tv products, music and videogames, in their distribution share the same digital support (dvd, cd) and often are played through the same devices (computers, game consoles, ipods). My presentation aims to investigate the relationship between the most recent Tv series and videogames in terms of narrative, aesthetic and form of consumption.I argue, in fact, that the tv series are the product closer to videogames in terms of length of entertainment (the demanding of time in front of the screen) and character persistence through time and seriality.--Dario Compagno (Università di Siena)Representing and Playing Fate: Steps towards a Rhetoric of InteractionRecent developments in game studies ask for describing the different ways in which interactive strategies are implemented in computer games. The active role that the spectator has in understanding audiovisual texts changes when he or she has to perform effective actions. This does not mean that there is no continuity between movies and games (or other forms of interactive cinema): we will focus on how the rhetorical figure of representing fate in movies is linked with (and contributes to the creation of) a corresponding figure of interaction.The notions of necessity and contingency – fate and freedom – are fundamental categories for the understanding of fiction. Watching a movie, we want to know how characters manage to shape their destiny, or are overcome by it. There is an instance in texts (that of the author) that is in charge of everything that happens in the story. In open stories, this principle is weaker, and the spectator himself is asked for proposing alternative interpretations; he or she has to imagine how the fictional future will come to an end.Interactivity develops further this dialectic of closedness and openness, giving the power to the player to effectively determine some game variables, and so attributing to him or her the responsibility for these decisions.--Andrea Dresseno (Cineteca del Comune di Bologna)Cineteca di Bologna’s Videogame Archive: Preserving and Disseminating Videogame HeritageMore than 30-year history, a stimulating, visionary, rich and ever evolving field of study and research: time has come to preserve the videogame heritage now with an urgency that most of archives share. The archive is conceived a means to preserve and start carefully investigating the relationship and many-fold connections between videogames and the other Arts, disciplines and fields of research as well as a place to promote the use of videogames and where private and public institutions can meet

    Charles Sanders Peirce and the Mind-Body-World Relation

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    .It seems reasonable to suggest that the sensible body-mind complex, when examined from within the kind of philosophical perspective envisioned by Peirce, can be seen as functioning as a dynamic, “localising” or “focusing” semiotic space – a kind of natural “force-field” or “nexus”26, facilitating the self-organisation of a type of “habituated boundedness”, which in each individual organism, exerts a unique “subjective” kind of filtering and perspectivising influence on the on-going flux of phenomenological experience. This general way of thinking about things strikes me also as rather similar to the notion of how attractors function to exert a pull on certain processes in conceptual, or other types of phase space, as suggested by Peter Bøgh Anderson recently in relation to his semiotic theory for modelling genres as dynamic self-organizing systems (see Bøgh Andersen 2000) At the same time, the body-mind complex remains open for future re-organisations of its habituated (and habituating) configurations of categorising relations at any given time. According to this view, relational reorganisations result from semiotic processes instigated by certain types of (surprising) experiences, allowing for the development of innovative configurations of perspectival filterings related to, but not isometric with. other self-organizing semiotic processes in the natural environment external to the more “local” (both subjective and intersubjective) perspectivising environment that each mind-body nexus offers through its own currently habituated ways of organizing and categorizing signs in terms of meanings. We have seen that in a living, breathing world it is not, seen from Peirce’s point of view, sufficient to operate with dichotomised distinctions between pairs of “entities” such as mind and body, or body and world. Mind, body and world are seen by Peirce as living and moving together in a creative dialogue with one another, interwoven in semiotic processes that generate and respectively modify the cognitive, physiological and material regularities (habits) which self-organize, through their ongoing orderings and reorderings inherent in their own “embodiedness”, the unique interrelationships that develop and change over time in a continuity of interactions of mind, body and reality. As human beings, we are locally situated in the developing complexity of a material, conceptual and interactional world, our minds are locally situated in material, conceptual and interactional bodies, and,these three semiotic “loci” of world, mind and body interact continually with one another in the further “sympathetic” development of one another

    Parliamo di Jens. Il trattamento mediatico di un conflitto di interesse sportivo.

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    Tutti ricordano probabilmente un clamoroso conflitto avvenuto nell’estate del 2002 durante la coppa del mondo in Corea del sud, riportato e discusso a lungo nei media italiani e stranieri. Il conflitto vedeva contrapposti da una parte la squadra nazionale di calcio italiano, gli Azzurri e i loro tifosi, insieme a tutto il popolo sportivo italiano(inclusi giornalisti e commentatori), e dall'altra il guardalinee danese Jens Larsen e i suoi due colleghi arbitri, insieme ad altri responsabili della Federazione Internazionale Giuoco Calcio (FIFA). Al centro del conflitto due gol italiani annullati dagli arbitri a causa delle indicazioni date da Jens Larsen nel corso della partita di qualificazione contro la Croazia, sabato 8 giugno, 2002, partita persa alla fine dall' Italia per 1-2. Ho preso come punto di partenza questo conflitto perché rappresenta non solo un conflitto di interessi di vario genere (di identità personale e di gruppo, di orgoglio nazionale, di scopi economici e politici ecc.), ma anche perché, almeno in parte, è fondato su norme e valori culturalmente diversi. Si tratta di un conflitto sportivo comunicato tramite i mass-media italiani e internazionali con interessanti differenze interculturali sia per quanto riguarda l'espressione pubblica delle emozioni, sia relativamente ai valori attribuiti al ruolo dello gioco sportivo in una data cultura. Anche se non farò in questa sede un’analisi in termini di teoria della narratività, non sarebbe difficile un approccio di questo genere. Si può facilmente pensare una condizione iniziale di ordine: il calcio internazionale con le sue regole, i giocatori e gli arbitri, che coinvolge sia i tifosi italiani che il pubblico sportivo internazionale, i media italiani e stranieri, i protagonisti dell’economia, del potere politico e culturale ecc. con interessi diversi nel gioco di calcio. Questa situazione iniziale sarà seguita da una rottura dell’ordine: una sequenza di eventi sul campo durante la partita segnala al pubblico sportivo che uno o più arbitri hanno commesso uno o più errori di giudizio, avviando una serie di reazioni da parte dei giocatori e tifosi italiani, dei giornalisti e di altri interessati. Questa rottura dell'ordine implica una serie di prove: accuse di corruzione, litigi, dibattiti mediatici, conferenze stampa, interviste ecc., coinvolgendo i vari protagonisti nei media italiani e stranieri. Alla fine si può ipotizzare una forma di reintegrazione e restaurazione dell’ordine, magari con un livello più alto di conoscenza da parte dei diversi attori coinvolti, sia individualmente che collettivamente. A questo punto della storia vediamo che nella comunità sportiva è stato costituita, tramite la mediazione del conflitto, una accettazione generale e valorizzante del tipo “win-win”: viene confermato il valore canonico degli arbitri come strumenti culturalmente legittimi, sia per la prevenzione che per la mediazione di conflitti nella comunità sportiva, e viene loro assegnato un ruolo fondamentale per l’esistenza e il funzionamento adeguato del gioco, anche se essendo essere umani possono fare qualche errore nel corso del loro lavoro

    Systemic Functional Linguistics, Semiotics and Philosophy of Organism: Part of the same project?

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    In this article I explore some potential philosophical intersections between Systemic Functional Linguistics (SFL), General Semiotics (GS) and Process Philosophy (PP). Much work in contemporary PP is inspired by the work of British philosopher, mathematician and logician Alfred North Whitehead (1861-1947), probably best known for his cooperation with Bertrand Russell on “Principia Mathematica”. Less well known is that Whitehead, during his time in America at Harvard University from 1924 until he retired in 1939, developed a “Philosophy of Organism” (PO). What is of particular interest for both SFL and GS here, is that PO and PP point in other directions, oriented more to accommodating process factors in ontological, epistemological and axiological description than those directions traditionally traced out within the philosophy of language and linguistic metatheory.Epistemologically speaking, SFL, GS and PO clearly have a number of zones of intersection. To bring these more clearly into focus, we move from some epistemological presuppositions of SFL, by way of some of those of GS, to PO. This can be profitable transition, since in GS terms, SFL is construable as a Specific Semiotics (SS) with language as its main object of study, while GS, on the other hand, is a philosophical project that studies, in Umberto Eco’s words: “the whole of human signifying activity”, and “languages through languages” . GS is thus too, “a philosophy of language which stresses the comparative and systematic approach to languages (and not only to verbal language) by exploiting the result of different, more local enquiries.

    C.S.Peirce and the Mind-Body-World Relation

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    It seems reasonable to suggest that the sensible body-mind complex, when examined from within the kind of philosophical perspective envisioned by Peirce, can be seen as functioning as a dynamic, “localising” or “focusing” semiotic space – a kind of natural “force-field” or “nexus”26, facilitating the self-organisation of a type of “habituated boundedness”, which in each individual organism, exerts a unique “subjective” kind of filtering and perspectivising influence on the on-going flux of phenomenological experience. This general way of thinking about things strikes me also as rather similar to the notion of how attractors function to exert a pull on certain processes in conceptual, or other types of phase space, as suggested by Peter Bøgh Anderson recently in relation to his semiotic theory for modelling genres as dynamic self-organizing systems (see Bøgh Andersen 2000) At the same time, the body-mind complex remains open for future re-organisations of its habituated (and habituating) configurations of categorising relations at any given time. According to this view, relational reorganisations result from semiotic processes instigated by certain types of (surprising) experiences, allowing for the development of innovative configurations of perspectival filterings related to, but not isometric with. other self-organizing semiotic processes in the natural environment external to the more “local” (both subjective and intersubjective) perspectivising environment that each mind-body nexus offers through its own currently habituated ways of organizing and categorizing signs in terms of meanings. We have seen that in a living, breathing world it is not, seen from Peirce’s point of view, sufficient to operate with dichotomised distinctions between pairs of “entities” such as mind and body, or body and world. Mind, body and world are seen by Peirce as living and moving together in a creative dialogue with one another, interwoven in semiotic processes that generate and respectively modify the cognitive, physiological and material regularities (habits) which self-organize, through their ongoing orderings and reorderings inherent in their own “embodiedness”, the unique interrelationships that develop and change over time in a continuity of interactions of mind, body and reality. As human beings, we are locally situated in the developing complexity of a material, conceptual and interactional world, our minds are locally situated in material, conceptual and interactional bodies, and,these three semiotic “loci” of world, mind and body interact continually with one another in the further “sympathetic” development of one another

    Sacralità e Tragedia in Angry Birds

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    Nel 1938 il grande studioso olandese del gioco Johan Huizinga, nel suo libro Homo ludens; a study of the play-element in culture, sosteneva che – visto che non c’è una sostanziale differenza tra gioco e rituale – lo spazio consacrato non può essere formalmente distinto dallo spazio del gioco. “L'arena”, continuava Huizinga, “il tavolo da gioco, il cerchio magico, il tempio, il palcoscenico, lo schermo, il campo da tennis, la corte di giustizia, ecc., sono tutti, per forma e funzione, play-motives, cioè luoghi proibiti, isolati, coperti e santificati, all'interno dei quali valgono regole speciali. Sono tutti mondi temporanei all'interno del mondo ordinario, in cui si assiste alla performance di un atto a parte.”Vediamo ora di descrivere cosa deve fare il giocatore di Angry Birds – uno dei casual games oggi più popolari nel mondo – durante il gioco, considerando soprattutto la nozione di sacralità dello spazio del gioco introdotta da Huizing

    Genuis Loci nel terzo spazio: la sacralità come processo

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    Comunicazione socio al XXXV Congresso dell’Associazione Italiana di Studi Semiotici, "Destini del Sacro. Discorso religioso e semiotica della cultura", Reggio Emilia, 23-25 Novembre 2007
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