Free the (Virtual) Nipple

2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Galit Ariel

One of the most intriguing aspects of our augmented futures is how we will experience new social paradigms attached to bodily representation and identification. Digital and virtual space provide infinite possibilities for developing alternative manifestations and tools to express personal and social selves, but how we imagine these opportunities versus what we actually create are often two different things. There are two roadblocks to achieving such a transcendental experience. The first relates to existing gender-role cultures and biases, while the second is whether we will be able to let go of the intrepid role the body plays as an identity-defining-space.

Author(s):  
Zena Bibler

In this essay, I contemplate the role of video gamer as flâneur in Lost Angeles, a three-hour video work by Lee Tusman that captures the wanderings of gamer Derm McGuigan within the virtual world of Los Santos. With the help of Lena Hammergren’s “The re-turn of the flâneuse” I will consider how the video, originally conceived of as a project of “virtual flânerie,” might fall more accurately under the domain of the flâneuse, who uses the kinesthetic as a way to enter previously inaccessible spaces. As McGuigan moves his avatar through Los Santos, he integrates stimuli from the game with his own physical memories, indexing a series of other places and times as he goes. Lost Angeles also complicates the concept of the flâneuse through the presence of the avatar, who serves as the primary mode of navigation, but also offers kinesthetic information to the player. These relationships become more intricately entangled with the entrance of an additional set of spectators that watch McGuigan and his avatar via a live stream. Through this aggregation of wanderers, the flâneuse becomes unstable and multiplies, producing numerous other embodied relationships with the city of Los Santos and the body of the avatar [Which begs the question: Who and where is the flâneuse?] In this essay, I hope to demonstrate how, the proposal of Lost Angeles (to broadcast the wanderings of an expert gamer in a virtual space) collides with the structure of Grand Theft Auto (which invites the player into an ambiguous inside-and-outside location within Los Santos) and produces not one flâneur, but numerous flâneuses who traverse the virtual city via kinesthetic association with the avatar’s movements.


Janus Head ◽  
2011 ◽  
Vol 12 (2) ◽  
pp. 35-48
Author(s):  
Natalie Alvarez ◽  

The struggle to “adapt” to the presence of the corpse serves as the central turning point for this investigation into the theatrical encounters with the corpse in the early modern anatomy theatre. Beginning with novelist W.G. Sebald’s claim, in The Rings of Saturn, that the art of anatomy was a way of “making the reprobate body invisible,” Alvarez queries how the corpse as the central “gure of this theatrical space challenges conventional modes of theatrical looking and how the particular viewing procedures invited by the anatomy theatre, as a theatrical space, effectively make the body “unseen.” Using Restoration diarist Samuel Pepys’ documented encounter with a corpse and the early phenomenologist Aurel Kolnai’s writings On Disgust, Alvarez attempts to account for the “perceptual and interpretive black hole” that the corpse presents in this schema. The corpse’s “radical actuality” and, paradoxically, its “surplus of life” act as a cipher that cuts through the virtual space constructed by the anatomical demonstration, undermining the gravitas of the scientific gaze that has acquired its weight in contradistinction to the theatricality of the event. But the corpse’s “radical actuality” and its “surplus of life” introduces a danse macabre of theatrical looking that moves between absorption and repulsion, reversing the otherwise consumptive gaze of the onlooker.


2017 ◽  
Vol 1 (1) ◽  
pp. 504-513 ◽  
Author(s):  
Karen Wood ◽  
Rosemary E. Cisneros ◽  
Sarah Whatley

Abstract The paper explores the activities conducted as part of WhoLoDancE: Whole Body Interaction Learning for Dance Education which is an EU-funded Horizon 2020 project. In particular, we discuss the motion capture sessions that took place at Motek, Amsterdam as well as the dancers’ experience of being captured and watching themselves or others as varying visual representations through the HoloLens. HoloLens is Microsoft’s first holographic computer that you wear as you would a pair of glasses. The study embraced four dance genres: Ballet, Contemporary, Flamenco and Greek Folk dance. We are specifically interested in the kinesthetic and emotional engagement with the moving body and what new corporeal awareness may be experienced. Positioning the moving, dancing body as fundamental to technological advancements, we discuss the importance of considering the dancer’s experience in the real and virtual space. Some of the artists involved in the project have offered their experiences, which are included, and they form the basis of the discussion. In addition, we discuss the affect of immersive environments, how these environments expand reality and what effect (emotionally and otherwise) that has on the body. The research reveals insights into relationships between emotion, movement and technology and what new sensorial knowledge this evokes for the dancer.


Author(s):  
Katarzyna Borawska-Kalbarczyk

The article presents selected aspects of the process of cognitive functioning of the users of contemporary technologies and the Internet, with special consideration of the negative effects of being immersed in the digital culture. The introduction synthetically characterizes the digital world, focusing on the most active users of the virtual space. In the body of the text, the author analyzes the negative effects of an individual’s functioning in the Internet space, especially those related to the change in the way of information acquisition and processing. The conclusions refer to implementing educational postulates connected with helping students develop the culture of behavior in the virtual space, involving as major elements the ability to distance oneself from digital media, to engage in deep reflection, and to organize and sort the acquired information. These skills are treated as crucial, ensuring the rational use of digital technologies. Focusing educational activities on the formation of youths’ media competence offers them an opportunity of fuller intellectual development, the sense of security in the context of expansion of the media, and active participation in the information society by structuring the available information and the knowledge constructed on its basis.


2000 ◽  
Vol 10 (2) ◽  
pp. 317-326 ◽  
Author(s):  
Erica Hill

The interest in the study of the body that is emerging in European archaeologies has not yet penetrated Americanist approaches to prehistoric iconography. Nevertheless, American materials provide an excellent data base with which to work. This article employs the complex human representational imagery of the Moche (Peruvian North Coast, c.AD 100–800) to explore how the body was situated within the context of ritual sacrifice. Employing both the Foucauldian concept of the disciplined body and the work of Mary Douglas, two forms of bodily representation are discussed: the naked male prisoner and the spread-eagled female sacrifice. These bodies are defined iconographically not only by their sex, but also by their qualities of anonymity or individuality. While the sacrificed female represents an individual who is notable because of who she is (i.e. who she embodies), the male prisoners represent an undifferentiated and anonymous group. These two examples suggest that the body can be read as an individual symbolic field (the female body) and, alternatively, can serve as an undifferentiated forum (the bodies of prisoners) for sacrificial discourse. Despite these differences in representation, both forms of the body present potentially liminal sites within the context of sacrificial ritual. This liminality is essential for the discursive re-ordering of the body politic to occur.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Riham Mohamed Talaat

Purpose Fashion clothing has always been an interesting area for scholarly research on consumer behavior. This paper seeks to gain a better understanding of the youth involvement with fashion clothing in the Egyptian context. Accordingly, the paper considers the Egyptian consumers’ attitude toward fashion involvement by investigating how fashion consciousness and materialism serve as main antecedents of fashion clothing involvement, while also determining the impact of fashion clothing involvement on fashion clothing purchase involvement. This paper aims to test an extended and adapted theoretical model of fashion clothing involvement in Egypt. Design/methodology/approach Using non-probabilistic convenience sample, a survey method was used, and 270 valid questionnaires were collected. Findings The hypothesized antecedents were found to influence fashion clothing involvement among young Egyptian consumers, which in turn significantly affect its purchasing. Moreover, materialism was also found to partially meditate the relationship between fashion consciousness and fashion involvement. On the other hand, the hypothesized gender role as a moderator between all variables of the study was not supported. Research limitations/implications Using a wider population is one avenue future research seeking to replicate this study can pursue. Specifically, because the sample consisted of university students, generalizing the results to non-students can be restricted. Likewise, findings are mainly related to fashion clothing; hence, extending the model to include other product categories can provide more support for the results. Practical implications As the results confirmed that there is a partial significant positive impact of fashion consciousness on fashion clothing involvement via materialism, the paper provides practical implications for fashion marketers to achieve successful communication with fashion-conscious and materialistic young Egyptian consumers. The aim is to develop strategies that are consistent with consumers’ values and communicate appeals to their aspirational lifestyle. Originality/value This paper contributes to the limited number of the published manuscripts on the fashion clothing marketing sector in Egypt. There is a void in literature related the investigation of fashion clothing involvement in the developing countries. Accordingly, this paper fills this gap by examining the fashion clothing consumption behavior of young Egyptian students in Cairo University. To the best of the author’s knowledge, it is among the first to investigate the antecedents and motives related to fashion clothing involvement and its purchases among young consumers in the Egyptian context. The paper develops a comprehensive model of fashion clothing involvement to highlight the relationships between fashion involvement and Fashion consciousness, materialism, and fashion clothing purchase-involvement. The paper also contributes to the research by exploring materialism as a mediator between fashion consciousness and fashion involvement constructs, in addition to exploring the gender role as a moderator between all constructs of the study. The study makes theoretical contribution to the body of knowledge around young Egyptian consumers’ fashion clothing involvement and purchase behavior toward luxury fashion clothes, which may be extended to other similar Arab non-Western developing countries. Moreover, it offers managerial insights for establishing effective communications with this potentially lucrative market segment.


2006 ◽  
Vol 2 (2) ◽  
Author(s):  
Carina Henriksson

This paper examines the question: what is the experience of meeting online and how does it differ from ordinary classroom situations? Drawing from personal experience, the author explores possible experiences of existing in virtual space and time. How do people meet, get to know each other and, interact in a pedagogical situation? Her experience as an online student made her to seriously reflect on the experiential nature of the computer-mediated encounter. But, it was not until she happened to participate in a workshop offered by the same teacher that the contrasts began to take shape for her. If there is a difference between online and offline meetings, what is it that makes the difference? Online communication could, just as face-to-face meetings, create feelings of closeness, and friendship; from the other-as-a-text on the screen, we subjectively create the other-as-an-idea, an idea that might be perceived as the real other. But is it? What reality is for real? What is the nature of the relationship established between body-less persons on line, and what difference does the body make in a face-to-face meeting?


2019 ◽  
Vol 8 (1) ◽  
pp. 229
Author(s):  
Aykut Dündar ◽  
Mine Koç

The aim of this study is to determine the relationship between the Body Areas Satisfaction Levels and Gender Roles of female wrestlers. The sample of the study is constituted by 39 female wrestlers in Turkey Olympic Preparation Center in Edirne in 2017. As the data collection tool in the research; to determine the Body Areas Satisfaction Levels “Multidimensional Body-Self Relations Scale”, to determine the gender roles “BEM Gender Role Inventory” was used. In the evaluation of the data obtained, SPSS 20.0 statistics program was used. In the analysis of data, descriptive statistics; in paired comparisons, t-test; and in multiple comparisons, ANOVA test was used. As a result of statistical analysis made, it was observed that, of the female wrestlers; 15.4% had masculine, 35.9% had feminine, 17.9% had androgynous and 30.8% had unclear gender role behaviours. Significant differences were found between the score of femininity characteristics and score of masculinity characteristics and score of social acceptability characteristics (p<0.05). According to body mass index (BMI), regarding the clauses on satisfaction with body areas, there is significant difference; between the normal weight and the over weight as per the clause “I am satisfied with my lower body”; between the overweight and the thin and the normal weight as per the clause “I am satisfied with my central body”; between the weak athletes and normal weight athletes as per the clause “I am satisfied with muscle structure”; between the normal weight and over weight athletes as per the clause “I am satisfied with my weight” (P<0.05). There was no significant difference according to BMI variable in the clauses “I’m satisfied with my face”, “I’m satisfied with my hair”, “I’m satisfied with my upper body”, “I’m satisfied with my height” and “I’m satisfied with my overall appearance”.


2021 ◽  
Author(s):  
◽  
Jessie Rogers

<p>The thesis explores the ideas and mechanics of reimagining inhabitation within a speculative and architectural immersive environment via research through design studies. This demonstrates the generation of architectural spatial design elements in direct relation to the user. Details within the body of work experiment with the laws and bounds of the virtual space through design and research within a real-time virtual engine. Here reimagining the way one inhabits space, compared to current norms of real-world inhabitation, is possible with creativity and applied knowledge. M.C. Escher's lithograph Relativity is the driving concept explored within the thesis, his work transformed concepts into creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of this research demonstrates the generation of new virtual relativity laws, reimagining how the virtual space is inhabited, within an omnidirectional environment.  The thesis presents the trilogy of virtual classifications; the virtual inhabitant; the speculative environment; and the virtual built-form, these coalesce, generating a new realm of design within immersive architectural space. The components within the trilogy are all designed relative to each other following the Interconnective Design Methodology Ecosystem framework, this allowed a high level of complexity and richness to shine through the research and design work. The vital components within the trilogy of virtual classifications virtual inhabitant, speculative environment and virtual built-form are the; Architectural designer’s role; Interactivity; Global time; Diachronic time; Environment boundaries; Virtual body; Spatial locomotion; Audio experience; User population; Aesthetic materiality and filters; Geometry; Spatial orientation; Local-scale; Atmospheric filters; Orthogonal; Polygonal; Curved rotational fractals; Minimal surface; and Reveal sequencing.</p>


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