1,720,958 research outputs found

    Experiencing Life as Cinematic Fiction: The Marvelous within the Daily Media Landscape

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    Ogni giorno abitiamo numerosi universi digitali che si sovrappongono dramma-ticamente alla realtà fisica. La nostra identità è costituita da una moltitudine di personaggi creati appositamente per interpretare una personalità frammentata. Tuttavia, fino a che punto ne siamo consapevoli? Applicando il concetto di “meraviglioso” di Torquato Tasso in quanto elemento rivelatore, ovvero, «un processo che dà accesso a una dimensione nascosta oltre la realtà» (Ardissino 2019), il saggio si propone di analizzare Monomyth: gaiden (2018-2020), una serie animata in quattro atti realizzata dall’artista ungherese Petra Széman. Rielaborando il tema del viaggio dell’eroe e una narrazione non lineare tipica di anime e manga, gaiden in giapponese, Széman intercetta le discrepanze che nascono all’intersezione tra schermo e individuo «in una realtà elusiva e multilivello» (Széman 2018). L’artista crea un épos digitale per osservare ciò che accade «tra il sistema percettivo umano e il suo ambiente mediale» (Levitt 2018) in una rete interconnessa composta da regni virtuali e identità non localizzate.Daily, we enter and exit several digital realms which dramatically overlap with our physical reality. Our identity is scattered in a multitude of customized characters, explicitly created to represent the fragments of our personality. However, up to what extent are we aware of all this? By applying Torquato Tasso’s notion of “marvelous” as a revelatory element, that is, «a process that provides access to a hidden dimension beyond reality» (Ardissino 2019), this essay aims at analyzing Monomyth: gaiden (2018-2020), a four parts animated series by Petra Széman, a Hungarian moving image artist. Széman uses the hero’s journey trope and the principles of the gaiden, a nonlinear narrative used in manga and anime, to investigate the discrepancies occurring at the spectator-screen nexus «when journeying through an elusive multiplanar reality» (Széman 2018). Traveling between the fictional and the real world, Széman creates a digital épos which investigates «how the encounter between the human perceptual system and its media environment» (Levitt 2018) interacts in an interwoven network of virtual realms and non-localized identities

    Wrecking the Game: The Artist as Griefer

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    This paper aims at examining the anti-game practice of artists that assume a subverting behaviour inside video games. They hijack gameplay to turn it into a space for artistic intervention. The artists discussed in this paper are Kent Sheely, Marque Cornblatt, Justin Berry, and Alan Butler. Their practice shares similarities with the artistic interventions developed by Dada and International Situationist, two artistic movements that aimed at redefining the culture of their time thanks to subversive actions. The artists featured in this paper are defined griefers, deliberate hecklers. Their works are then analysed along with the concepts of counter-gaming and ludic mutation defined by Alexander Galloway and Anne-Marie Schleiner to better understand the characteristics of their subversive behaviour

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Work hard, play hard—The concept of playbour in Animal Crossing: New Horizons

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    Under the promise of complete creative expression, Animal Crossing: New Horizons (Nintendo, 2020), henceforth ACNH, has established one of the largest online communities— to date, more than 39 million copies have been sold—where players play to work and work to play within a visual and production ecosystem that influences the way the game is played and the customization choices. ACNH is based on a capitalist system: the environment can be exploited to obtain materials to create a variety of items; natural resources can be sold for bells (the main in-game currency) to buy and accumulate pieces of furniture; and, finally, players are strongly encouraged to go into financial debt to Tom Nook, the island manager, to create their dream island. The aim of this paper is to analyze the sugar-coated representation of the contemporary capitalist system of ACNH by investigating how Nintendo has exacerbated the concept of playbour (Kücklich, 2005)—a hybrid form that disguises work as play and capitalizes on the commodification of recreational activities, implementing neoliberal and capitalist logics into the core mechanics of the game. In so doing, it invites players to engage in ludic activities that appropriate the principles of the gig economy and the platform economy (Jarrett, 2022) to persuade them to earn bells, purchase items, and get further into debt. Lastly, the paper will present a parallelism with the early simulation games, Capitalism, Sim City, Railroad Corporation, and Tycoon, which are explicitly classified as business management games, and the neoliberal dynamics of ACNH, cleverly disguised through a specific marketing campaign that positions the game among the so-called cozy games, that is to say, games in which the ludic action is synonymous with self-care. Beyond a kawaii design, are capitalist and neoliberal dynamics that normalize the fetishization of goods and the exploitation of natural resources for profit

    Sovversioni Videoludiche. Dalle avanguardie alle pratiche performative in-game

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    Il panorama mediale attuale è ricco di contaminazioni tra la cultura videoludica e le pratiche artistiche contemporanee. In questo contesto, il videogioco si presenta come un medium versatile con cui intraprendere un processo di sovversione e ri-funzionalizzazione delle norme ludico-culturali per creare spazi di ri!essione politica e sociale. Ne scaturisce un complesso milieu culturale che si pone all’intersezione tra game studies e arte contemporanea, da cui emergono una serie di problematiche legate al concetto di sovversione videoludica, un ampio dibattito che indaga le modalità alternative di utilizzo del mezzo. Lo scopo di questo saggio è quello di stabilire un ponte tra game studies e critica d’arte contemporanea per evidenziare a"nità e divergenze tra le diverse sfere della produzione culturale e suggerire un primo approccio all’analisi di interventi la cui matrice formale e politica risiede nelle pratiche videoludiche e nell’agenda operativa delle avanguardie del Novecento

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

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