scholarly journals Animation in the Core of Dystopia: Ari Folman’s The Congress

Animation ◽  
2019 ◽  
Vol 14 (3) ◽  
pp. 222-234
Author(s):  
María Lorenzo Hernández

Ari Folman’s The Congress (2013) borrows freely from Stanisław Lem’s dystopian view in his Sci-fi novel The Futurological Congress (1971) to propose the gradual dissolution of the human into an artificial form, which is animation. By moving the action of the novel from a hypothetical future to contemporary Hollywood, Ari Folman gives CGI animation the role of catalyst for changes not only in the production system, but for human thought and, therefore, for society. This way, the film ponders the changing role of performers at the time of their digitalization, as well as on the progressive dematerialization of the film industry, considering a dystopian future where simulation fatally displaces reality, which invites relating The Congress with Jean Baudrillard’s and Alan Cholodenko’s theses on how animating technologies have resulted in the culture of erasing. Moreover, this article highlights how Lem’s metaphor of the manipulation of information in the Soviet era is transformed in the second part of The Congress into a vision of cinema as a collective addiction, relating it to Alexander Dovzhenko’s and Edgar Morin’s speculative theories of total film – which come close to the potentialities of today’s Virtual Reality and Augmented Reality. In addition, although The Congress is a disturbing view of film industry and animating technologies, its vision of film is nostalgically retro as it vindicates an entire tradition of Golden Age animation that transformed the star system into cartoons, suggesting the fictionalization of their lives and establishing a postmodern continuum between animation and film.

2021 ◽  
Vol 2021 (1) ◽  
pp. 20-29
Author(s):  
I. Malinina ◽  

The article analyzes the use of augmented reality (AR) in creative projects of contemporary art. Features of application of augmented reality technologies are investigated. The author reviews the possibilities and options for using augmented reality technology to support museums and galleries. This article will help contemporary artists to better understand these technologies, understand the role of AR in modern society and assess its prospects. Analysis of scientific research has shown that the use of augmented reality in art is increasingly of interest to artists and scientists. There are also articles dedicated to improving the learning experience of art gallery visitors using augmented reality. The present study reveals the chronology of research on this phenomenon. An analysis of the experience of Ukrainian, European and American artists and designers in the implementation of AR‑technologies in the field of culture has also been conducted, on the basis of which a system of thematic areas of augmented reality in contemporary art has been presented. There are five areas where augmented reality in the field of art is used. These are museums of history and art and exhibition halls, art city tourism, film industry, concerts and television. But it turns out that the number of these areas is not final. Eventually, AR will be used in other art venues. The materials of this article provide recommendations for the spread of augmented reality technologies in art. With the help of these technologies, the image of an innovative progressive museum and exhibition hall, open to new opportunities, can be created, which gives the opportunity to attract new visitors, generating a unique complex interactive experience. So far, augmented reality is used exclusively in art, but more and more artists and designers are beginning to move towards interactive implementations in their work. Many of these authorial experiments grow into unique creative projects and provide enormous advantages in the system of culture and art.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2008 ◽  
Vol 19 (6) ◽  
pp. 824-844 ◽  
Author(s):  
Gino Cattani ◽  
Simone Ferriani

The paper advances a relational perspective to studying creativity at the individual level. Building on social network theory and techniques, we examine the role of social networks in shaping individuals' ability to generate a creative outcome. More specifically, we argue that individuals who occupy an intermediate position between the core and the periphery of their social system are in a favorable position to achieve creative results. In addition, the benefits accrued through an individual's intermediate core/periphery position can also be observed at the team level, when the same individual works in a team whose members come from both ends of the core/periphery continuum. We situate the analysis and test our hypotheses within the context of the Hollywood motion picture industry, which we trace over the period 1992–2003. The theoretical implications of the results are discussed. This work is licensed under a Creative Commons Attribution 4.0 International License. You are free to copy, distribute, transmit and adapt this work, but you must attribute this work as “Organization Science. Copyright © 2017 INFORMS. https://doi.org/10.1287/orsc.1070.0350 , used under a Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ .”


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


2020 ◽  
Author(s):  
Masaru Bamba ◽  
Seishiro Aoki ◽  
Tadashi Kajita ◽  
Hiroaki Setoguchi ◽  
Yasuyuki Watano ◽  
...  

ABSTRACTIn diverse mutualistic relationships, genetic variations in impact on the growth of interacting partners—variations in partner quality—are common, despite the theoretical prediction that selection favoring high-quality partners should eliminate such variations. Here, we investigated how variations in partner quality could be maintained in the nitrogen-fixing mutualism between Lotus japonicus and Mesorhizobium bacteria. We reconstructed de novo assembled full-genome sequences from nine rhizobial symbionts, finding massive variations in the core genome and the contrastingly similar symbiotic islands, indicating recent horizontal gene transfer (HGT) of the symbiosis islands into diverse Mesorhizobium lineages. A cross-inoculation experiment using nine sequenced rhizobial symbionts and 15 L. japonicus accessions revealed extensive quality variations represented by plant growth phenotypes, including genotype-by-genotype interactions. Quality variations were not associated with the presence/absence variations of known symbiosis-related genes in the symbiosis island, but rather, showed significant correlations with the core genome variations, supported by SNP- and kinship matrix-based association analyses. These findings highlight the novel role of HGT of symbiosis islands, which indirectly supply mutations of core genomes into L. japonicus-associated bacteria, thereby contributing to the maintenance of variations in partner quality.


2014 ◽  
Vol 6 (01) ◽  
Author(s):  
FRINCE THOMAS ◽  
NARESH PATEL

The Study is designed to investigate the changing role of Marketing of (Bollywood) films and its impact on box office collection in opening weekend. This paper consists of research design as descriptive because it is structured with clearly stated hypothesis, investigative questions and discovery of association among variables. The study helped to explore Bollywood film industry in detail and helps the researcher to find out new and innovative ways to promote the 'credence goods' like films. The study also helps to reach into logical conclusion that there is significant impact of Marketing of films on Box office collection in Opening Weekend. The findings of this can provide some relevant scope for Marketers to have good budget for promotion and publicity for films, eventually that lead into successful box office collection in opening weekend itself.


Author(s):  
Rosa Reis ◽  
Paula Escudeiro

This theoretical chapter attempts to clarify interaction role in Massive Open Online Courses (MOOCS) and increased emphasis on utilization the virtual worlds, as tools to a constructive process where the learner should be actively involved. An overview of the core concepts of the MOOCs and Virtual Worlds is provided and an explanation of how these environments can be used for helping in creation more authentic learning activities. The chapter presents an interaction model based on collaboration, so as to elucidate the major design differences. In conclusion, we want explore the changing role of formal learning in an era open education, where the Massive Open Online Courses can allow access, in many cases completely free of cost to the learner.


Author(s):  
Krzysztof Fordoński

This chapter explores the role and representation of religion in the text of Maurice and in critical readings of the novel. Concentrating primarily on the text itself, the chapter offers close readings of those parts of the novel where religion/religions play a part, stressing their importance in the structure of the novel. This analysis retraces the influence of religion (predominantly Christianity but also ancient Greek and pagan religious thought) on the main characters’ psychological development and behaviour, especially on the way they try to deal with irreconcilable demands of religion and their own psyche. The chapter thus reflects on Forster’s attitude towards religious institutions and the changing role religion played in early twentieth-century British society and among Edwardian writers. The chapter also considers the role of religion in the reception of the novel, both in scholarship and among twenty-first-century readers. The chapter concludes by considering questions of reception and the relevance of Maurice to twenty-first-century (queer) readers as concepts of homosexuality have undergone considerable changes in parts of the world.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


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