Introduction

2021 ◽  
pp. 1-18
Author(s):  
Cecilia Sayad

The book’s introduction revisits questions around the ontology of photographic and filmic images in order to lay out the role of technology in making supernatural entities become part of everyday life. An examination of theories about the transition from analog to digital image capture considers the potential of photography, film, and video to expand our senses, enhance our perception of the physical world, and work as evidence. The indexical link between the object placed before the camera and its image extends to a discussion about the spatial relationship between the contents of the framed image and the surrounding physical world, which informs discussions about framing techniques in found-footage horror films and participative spectatorship in experiential cinema and video games.

2017 ◽  
Vol 7 ◽  
pp. 325-342
Author(s):  
Maciej Koszowski

This article addresses the issue of the uniqueness of legal reasoning and, specifically, the author advances the thesis that what makes legal reasoning different from the reasoning  employed in demonstrative and empirical sciences and matters of everyday life is not the actual form (scheme) of this reasoning but the legal milieu. Thus, he tries to demonstrate that some features of law – such as its normative and prescriptive nature, difficulties with the verification of its content on empirical grounds, its limitations stemming from the physical world and dependence on humans and their minds, as well as the ‘unspecialized’ character of law agents and the extraordinary role of authority – influence legal reasoning as well. At the same time these features also allow this reasoning to be unique, despite its adoption of forms of inference that are present elsewhere.


2018 ◽  
Author(s):  
Hovig Ter Minassian

By exploring emotions at play in video game experiences, we sought to analyze how people interact with digital spaces in everyday life. Taking a somewhat different view than much of the literature in the field of video game studies, we examined emotions that were created from users’ experience of games, rather than focusing on game design and gameplay. To that end, we based our analysis on 38 video game mental maps drawn by 26 people. We successively analyzed the topic, the structure, and the experiential and emotional meaning of each of the mental maps. Thus, we explored the diversity of emotions that participants linked to video games, and examined the mental maps in relation to what the respondents said about how and why they chose to draw a particular video game. Our work shows the importance of looking beyond the analysis of affects and gameplay, and of examining the emotions produced by the video game experience, along with what they can tell us about the role of games in individual and collective spatial experiences and sociability. Everything doesn’t happen on the screen, and what is lived within the game also depends on what is lived in the physical space of the player. In other words, video games aren’t emotional in themselves, but there are significant video game experiences that contribute to the structuration of individuals. 


2003 ◽  
Author(s):  
Holly Hom ◽  
Jonathan Haidt
Keyword(s):  

2003 ◽  
Author(s):  
Holly Hom ◽  
Jonathan Haidt
Keyword(s):  

Author(s):  
Daniel Leech-Wilkinson

The concept of shape is widely used by musicians in talking and thinking about performance, yet the mechanisms that afford links between music and shape are little understood. Work on the psychodynamics of everyday life by Daniel Stern and on embodiment by Mark Johnson suggests relationships between the multiple dynamics of musical sound and the dynamics of feeling and motion. Recent work on multisensory and precognitive sensory perception and on the role of bimodal neurons in the sensorimotor system helps to explain how shape, as a percept representing changing quantity in any sensory mode, may be invoked by dynamic processes at many stages of perception and cognition. These processes enable ‘shape’ to do flexible and useful work for musicians needing to describe the quality of musical phenomena that are fundamental to everyday musical practice and yet too complex to calculate during performance.


Sexualities ◽  
2021 ◽  
pp. 136346072110136
Author(s):  
Caroline Bem ◽  
Susanna Paasonen

Sexuality, as it relates to video games in particular, has received increasing attention over the past decade in studies of games and play, even as the notion of play remains relatively underexplored within sexuality studies. This special issue asks what shift is effected when sexual representation, networked forms of connecting and relating, and the experimentation with sexual likes are approached through the notion of play. Bringing together the notions of sex and play, it both foregrounds the role of experimentation and improvisation in sexual pleasure practices and inquires after the rules and norms that these are embedded in. Contributors to this special issue combine the study of sexuality with diverse theoretical conceptions of play in order to explore the entanglements of affect, cognition, and the somatic in sexual lives, broadening current understandings of how these are lived through repetitive routines and improvisational sprees alike. In so doing, they focus on the specific sites and scenes where sexual play unfolds (from constantly morphing online pornographic archives to on- and offline party spaces, dungeons, and saunas), while also attending to the props and objects of play (from sex toys and orgasmic vocalizations to sensation-enhancing chemicals and pornographic imageries), as well as the social and technological settings where these activities occur. This introduction offers a brief overview of the rationale of thinking sex in and as play, before presenting the articles that make up this special issue.


2021 ◽  
Vol 1 (1) ◽  
pp. 97-118
Author(s):  
Theo van Leeuwen

The paper presents a framework for the distinctive feature analysis of movement and mobility in texts, performances and semiotic artefacts, showing its applicability to the analysis of meaning-making in dance, music, animated and live action film and video, and product design. Emphasis is placed on the role of movement and mobility in identity design. Identity design is realized by the style in which movements are performed and can be analysed in terms of the gradable distinctive features present in any movement – direction, expansiveness, velocity, force, angularity, fluidity, directedness and regularity. The paper includes a historical dimension, focusing on the development of movement and mobility as semiotic resources, and argues for the pioneering role of modernist artists in this development.


AI Matters ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 4-4
Author(s):  
Iolanda Leite ◽  
Anuj Karpatne

Welcome to the first issue of this year's AI Matters Newsletter! We start with a report on upcoming SIGAI Events by Dilini Samarasinghe and Conference reports by Louise Dennis, our conference coordination officers. In our regular Education column, Duri Long, Jonathan Moon, and Brian Magerko introduce two "unplugged" activities (i.e., no technology needed) to learn about AI focussed on K-12 AI Education. We then bring you our regular Policy column, where Larry Medsker covers several topics on AI policy, including the role of Big Tech on AI Ethics and an interview with Dr. Eric Daimler who is the CEO of the MIT-spinout Conexus.com. Finally, we close with four article contributions. The first article discusses emerging applications of AI in analyzing source code and its implications to several industries. The second article discusses topics in the area of physical scene understanding that are necessary for machines to perceive, interact, and reason about the physical world. The third article presents novel practices and highlights from the Fourth Workshop on Mechanism Design for Social Good. The fourth article provides a report on the "Decoding AI" event that was conducted online by ViSER for high school students and adults sponsored by ACM SIGAI.


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