“The Art Itself is Nature”: Dissolution of the Human Form in Shakespeare’s Green Worlds

Author(s):  
Philip Gilreath
Keyword(s):  
2021 ◽  
Vol 80 (2) ◽  
pp. 431-437
Author(s):  
Meredith L. Weiss

Much of the work of political science revolves around institutions—the structures through which politics happens. Leaders enter the frame, of course, but often as institutions in human form: presidents, premiers, populists, and mobilizers who serve to channel and direct who does what and what they do, much like an agency or law. We might trace this pseudo-structural, largely mechanical reading of human agency to political scientists of an earlier era: the behavioralists of the 1950s and 1960s. James C. Scott began his career as just such a scholar. For his dissertation-turned-book, Political Ideology in Malaysia: Reality and the Beliefs of an Elite, Scott surveyed a gaggle of Malaysian bureaucrats to examine, effectively, the extent to which their values and assumptions supported or subverted the new democracy they served. Although itself fairly prosaic, that work foreshadows the political grime and games that soon pulled Scott in more promising directions theoretically, whether scrutinizing Southeast Asia or global patterns: disentangling structure from norms, finding agency around the margins of class and state, and rethinking how power looks and functions.


Author(s):  
Kiona Hagen Niehaus ◽  
Rebecca Fiebrink

This paper describes the process of developing a software tool for digital artistic exploration of 3D human figures. Previously available software for modeling mesh-based 3D human figures restricts user output based on normative assumptions about the form that a body might take, particularly in terms of gender, race, and disability status, which are reinforced by ubiquitous use of range-limited sliders mapped to singular high-level design parameters. CreatorCustom, the software prototype created during this research, is designed to foreground an exploratory approach to modeling 3D human bodies, treating the digital body as a sculptural landscape rather than a presupposed form for rote technical representation. Building on prior research into serendipity in Human-Computer Interaction and 3D modeling systems for users at various levels of proficiency, among other areas, this research comprises two qualitative studies and investigation of the impact on the first author's artistic practice. Study 1 uses interviews and practice sessions to explore the practices of six queer artists working with the body and the language, materials, and actions they use in their practice; these then informed the design of the software tool. Study 2 investigates the usability, creativity support, and bodily implications of the software when used by thirteen artists in a workshop. These studies reveal the importance of exploration and unexpectedness in artistic practice, and a desire for experimental digital approaches to the human form.


Pathogens ◽  
2021 ◽  
Vol 10 (3) ◽  
pp. 299
Author(s):  
Georgios Sioutas ◽  
Styliani Minoudi ◽  
Katerina Tiligada ◽  
Caterina Chliva ◽  
Alexandros Triantafyllidis ◽  
...  

Dermanyssus gallinae (the poultry red mite, PRM) is an important ectoparasite in the laying hen industry. PRM can also infest humans, causing gamasoidosis, which is manifested as skin lesions characterized by rash and itching. Recently, there has been an increase in the reported number of human infestation cases with D. gallinae, mostly associated with the proliferation of pigeons in cities where they build their nests. The human form of the disease has not been linked to swallows (Hirundinidae) before. In this report, we describe an incident of human gamasoidosis linked to a nest of swallows built on the window ledge of an apartment in the island of Kefalonia, Greece. Mites were identified as D. gallinae using morphological keys and amplifying the Cytochrome C oxidase subunit I (COI) gene by PCR. Bayesian phylogenetic analysis and median-joining network supported the identification of three PRM haplogroups and the haplotype isolated from swallows was identical to three PRM sequences isolated from hens in Portugal. The patient was treated with topical corticosteroids, while the house was sprayed with deltamethrin. After one week, the mites disappeared and clinical symptoms subsided. The current study is the first report of human gamasoidosis from PRM found in swallows’ nest.


2001 ◽  
Vol 10 (3) ◽  
pp. 312-330 ◽  
Author(s):  
Bernard Harper ◽  
Richard Latto

Stereo scene capture and generation is an important facet of presence research in that stereoscopic images have been linked to naturalness as a component of reported presence. Three-dimensional images can be captured and presented in many ways, but it is rare that the most simple and “natural” method is used: full orthostereoscopic image capture and projection. This technique mimics as closely as possible the geometry of the human visual system and uses convergent axis stereography with the cameras separated by the human interocular distance. It simulates human viewing angles, magnification, and convergences so that the point of zero disparity in the captured scene is reproduced without disparity in the display. In a series of experiments, we have used this technique to investigate body image distortion in photographic images. Three psychophysical experiments compared size, weight, or shape estimations (perceived waist-hip ratio) in 2-D and 3-D images for the human form and real or virtual abstract shapes. In all cases, there was a relative slimming effect of binocular disparity. A well-known photographic distortion is the perspective flattening effect of telephoto lenses. A fourth psychophysical experiment using photographic portraits taken at different distances found a fattening effect with telephoto lenses and a slimming effect with wide-angle lenses. We conclude that, where possible, photographic inputs to the visual system should allow it to generate the cyclopean point of view by which we normally see the world. This is best achieved by viewing images made with full orthostereoscopic capture and display geometry. The technique can result in more-accurate estimations of object shape or size and control of ocular suppression. These are assets that have particular utility in the generation of realistic virtual environments.


2002 ◽  
Vol 19 (4) ◽  
pp. 168
Author(s):  
Dana D. Nelson ◽  
Cecelia Tichi
Keyword(s):  

2017 ◽  
Vol 40 (4) ◽  
pp. 89-110
Author(s):  
Janyne Sattler

ABSTRACT: In Wittgenstein's Philosophical Investigations the notion of a 'language game' gives human communication a regained flexibility. Contrary to the Tractatus, the ethical domain now composes one language game among others, being expressed in various types of sentences such as moral judgments, imperatives and praises, and being shared in activity by a human form of life. The aim of this paper is to show that the same moves that allow for a moral language game are the ones allowing for learning and teaching about the moral living, where persuasion takes the place of argument by means of a plural appeal. For this purpose, literature would seem to be one of the best tools at our disposal. As a way of exemplifying our moral engagement to literature I proceed at last to a brief analysis of Tolstoy's Father Sergius, to show how playing this game would help us accomplish this pedagogical enterprise.


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