Mediation of Digital Technology, Expansion of the Body: Focusing on Mark Hanson’s ‘Affectivity’ and ‘Bodies in Code’

2021 ◽  
Vol 64 (00) ◽  
pp. 176-194
Author(s):  
Choi Seung-Bin
Keyword(s):  
2020 ◽  
Vol 4 (2) ◽  
pp. 1-109
Author(s):  
J. Sage Elwell

Abstract This slim volume offers a thematic exploration of religion and the digital arts. Over the course of six brief sections, this extended essay examines identity and community, authority and authenticity, word and image, ritual and practice, body and space, and myth and faith. Each of these paired sets is explored in concert with technologically inflected correlates. For instance, identity and community are paired with avatars and networks. These twin concepts provide the thematic anchor of each section. Each section looks at four works of digital art with each work employing digital technology in a unique way. The works include virtual and augmented reality pieces, 3D printed sculptures, digital photography, and digitally enabled performance pieces and installations and span the late 1990s to the present. This essay is an introduction to religion and the digital arts and, while no single conclusion can be drawn from such an expansive and diverse field, the reassertion of the religious and theological importance of the body and emotions in the face of digital technology emerges as a recurrent theme.


Author(s):  
Todd Robinson

This article examines the role of digital video in fashion research. It makes a case for the use of digital video as a valuable tool within the suite of research methods typically used in the field of fashion and dress. Its aim is to demonstrate that digital video can enrich studies of fashion, specifically in its capacity to assist the capture and analysis of visual material unavailable to unmediated perception. Central to this is the technology’s ability to document the dressed body in movement. The article discusses outcomes of a video-based methodology with reference to participatory research activities termed ‘sartorial sessions’. The approach used digital video technology to make possible the collection, analysis and manipulation of embodied material for a close interpretation and analysis as well as for others to encounter. The article demonstrates the way digital media, when used in conjunction with practice-oriented methods, opens up new ways to understand and research the body in fashion. It concludes with reflection on how revelation of a background sartorial vitality opened up by digital technology can shift understanding of fashion from commodities or signs involved in the transmission of messages about wearers, or aesthetic propositions to powerful tools shaping our encounters in the world.


2014 ◽  
Vol 507 ◽  
pp. 47-52
Author(s):  
Shi Liang Lu ◽  
Shao Peng Wang ◽  
Xiao Lei Shi

With the constant development of digital technology nowadays, architectural creation is undergoing great changes on design ideas and realization methods. With the international events held recent years, there comes more and more international design competition on large sports center, in which digital technology has become a major boost of design innovation. Meanwhile, digital design method has achieved a change from media reproduction to the body resulting. Based on the analysis of typical examples of large sports center design using digital technology, this paper makes a deep study of the application of digital technology in the international design competition of large sports center through digitized form, digital manufacturing and control processing.


Popular Music ◽  
1996 ◽  
Vol 15 (3) ◽  
pp. 345-365 ◽  
Author(s):  
Anne K. Rasmussen

The synthesizer is ubiquitous on the Arab–American musical scene. Heard at every party, and on every recording, the synthesizer sings the lingua franca of international popular music. While the facade and the body of the synthesizer consist of neutral, slick, black plastic and metal technology, the soul of the instrument, when played by Arab–American musicians, is capable of a completely indigenous, if synthetic, musical idiom. In this article I draw on my experience of six performers of the Arabic ‘org’, commonly known today as ‘keyboards’, to present a sketch of a modern musical tradition.


CJEM ◽  
2020 ◽  
Vol 22 (S1) ◽  
pp. S25-S25
Author(s):  
M. Gates ◽  
L. Hartling ◽  
J. Shulhan-Kilroy ◽  
T. MacGregor ◽  
S. Guitard ◽  
...  

Introduction: Digital distraction is being integrated into pediatric pain care, but its efficacy is currently unknown. We conducted a systematic review to determine the effect of digital technology distraction on pain and distress for children experiencing acutely painful conditions or medical procedures. Methods: We searched eight online databases (MEDLINE, Embase, Cochrane Library, CINAHL, PsycINFO, IEEE Xplore, Ei Compendex, Web of Science), grey literature sources, scanned reference lists, and contacted experts for quantitative studies where digital technologies were used as distraction for acutely painful conditions or procedures in children. Study selection was performed by two independent reviewers with consensus. One reviewer extracted relevant study data and another verified it for accuracy. Appraisal of risk of bias within studies and the certainty of the body of evidence were performed independently in duplicate, with the final appraisal determined by consensus. The primary outcomes of interest were child pain and distress. Results: Of 3247 unique records identified by the search, we included 106 studies (n = 7820) that reported on digital technology distractors (e.g., virtual reality; videogames) used during common procedures (e.g., venipuncture, minor dental procedures, burn treatments). We located no studies reporting on painful conditions. For painful procedures, digital distraction resulted in a modest but clinically important reduction in self-reported pain (SMD -0.48, 95% CI -0.66 to -0.29, 46 RCTs, n = 3200), observer-reported pain (SMD -0.68, 95% CI -0.91 to -0.45, 17 RCTs, n = 1199), behavioural pain (SMD -0.57, 95% CI -0.94 to -0.19, 19 RCTs, n = 1173), self-reported distress (SMD -0.49, 95% CI -0.70 to -0.27, 19 RCTs, n = 1818), observer-reported distress (SMD -0.47, 95% CI -0.77 to -0.17, 10 RCTs, n = 826), and behavioural distress (SMD -0.35, 95% CI -0.59 to -0.12, 17 RCTs, n = 1264) compared to usual care. Few studies directly compared different distractors or provided subgroup data to inform applicability. Conclusion: Digital distraction provides modest pain and distress reduction for children undergoing painful procedures; its superiority over non-digital distractors is not established. Healthcare providers and parents should strongly consider using distractions as a pain-reduction strategy for children and teens during common painful procedures (e.g., needle pokes, dental fillings). Context, child preference, and availability should inform the choice of distractor.


Shoe Reels examines the special relationship between shoes and cinema. The book considers the narrative and aesthetic functions of shoes, asking why they are so memorable, and what their wider cultural resonance might be. Written by experts from a range of disciplines, including film and television studies, philosophy, history, and fashion, this collection covers cinema from its origins to the present day, and spans a global range of films from the United States, Europe, Africa and Asia. Besides protecting the feet, shoes contribute to the performance of gender; they indicate aspects of personality, sexuality, race, ethnicity and social class; and they serve as tools of seduction. As objects designed for the body, shoes also affirm the materiality of individual bodies and the endurance of the human body itself when physical presence has been progressively de-emphasised, first with the advent of technical reproducibility (printing, photography, cinema, radio and the like), and now with the rise of digital technology in the virtual era. The very materiality of shoes—the fact that they are things—is what makes them ripe for analysis. Shoes humanise, setting people apart from non-human animals, but they can also serve to dehumanise. Objects par excellence of hyper-consumption, shoes are situated at the crossroads of sexual fetishism and commodity fetishism. Shoes are clearly more than just good to wear, then: to paraphrase Claude Lévi-Strauss, they are also good to think.


2021 ◽  
Vol 3 (2) ◽  
pp. 113-121
Author(s):  
Harry Nuriman ◽  
Setiawan Sabana ◽  
Intan Rizky Mutiaz ◽  
Rikrik Kusmara Andryanto

  The image of Prince Diponegoro as a national hero of Indonesia is very strong. However, there are controversies and myths regarding his characterization. The researcher deconstructs the character of Prince Diponegoro by appropriating Raden Saleh's painting entitled Penangkapan Pangeran Diponegoro by tracing the authentic script from the autobiography of Babad Diponegoro. The manuscript is examined using an intertextuality approach. Prince Diponegoro is constructed based on the physical characteristics contained in the Babad Diponegoro text into a three-dimensional digital model. The results are then rearranged using the deconstruction method by detaching from the existing stereotype of Prince Diponegoro and displaying his character and habits as written in Babad Diponegoro. A number of questions to be answered through this research are what can be visualized from the character of Prince Diponegoro using a textual approach, especially based on Babad Diponegoro, why does the character and identity based on Babad Diponegoro need to be visualized and what methods can be used to bring out the body and character. through the use of digital technology which includes embodiment, motion, gesture, sound, light, interactivity so as to provide a new experience for the audience. The result was a series of movements and visuals that enriched the characterization of Prince Diponegoro. All characters, both those that have been formed for a long time and those that were only known after the translation of Babad Diponegoro, were shown in the virtual experiment entitled Hikayat Dipanegara. The results showed that appropriation using different dimensions and technology resulted in a new image of Prince Diponegoro. The crossing of signs that occurs between real and virtual experiences and in the context of time can provide a new experience which may change the perspective or understanding of things.


Author(s):  
Atau Tanaka ◽  
Marco Donnarumma

This chapter explores the possibility of thinking of the human body as musical instrument. It builds on the philosophy of phenomenology to discuss body schemata that might be considered “instrumental” and discusses the diversity of bodies proposed by body theory to consider the incorporation of digital technology. Concepts of embodied interaction from the scientific field of human–computer interaction are discussed with an eye toward musical application. The history of gestural musical instruments is presented, from the Theremin to instruments from the STEIM studio. The text then focuses on the use of physiological signals to create music, from historical works of Lucier and Rosenboom to recent performances by the authors. The body as musical instrument is discussed in a dynamic of coadaptation between performer and instrument in different configurations of body and technology.


2015 ◽  
Vol 1 (1) ◽  
pp. 39-52
Author(s):  
Till A. Heilmann

Abstract Materiality has often been a neglected factor in discussions of digitally encoded information. While a lot of early works in media studies suffered from this shortcoming, questions regarding the materiality of digital technology and artefacts have slowly gained prominence in recent debates. Matthew Kirschenbaum’s concept of “forensic” and “formal” materiality has proven particularly useful to the study of digital artefacts, differentiating the (routinely overlooked) physical existence of digital data from their (commonly discussed) logical character. However, analyses concerning the materiality of digital artefacts are often one-sided, focussing on the physicality of the medium in which digital data are inscribed. To counter this bias, I present the concept of a ‘reciprocal materiality’ of digital data: It is not only that digital data are always inscribed in some material substrate (Kirschenbaum’s ‘forensic’ dimension of data); conversely, the materiality of the medium inscribes itself into the structure of digital data (its ‘formal’ level). The ‘body of code’ is shaped by the material framework it inhabits. I will illustrate this using as an example one of the most important encoding schemes in the history of digital technology: the American Standard Code for Information Interchange (ASCII). A ‘close reading’ of the technical specifications of ASCII - a standard designed in the early 1960s to work across multiple technological platforms - will reveal the extent to which this code incorporates the materiality of media such as punched tape and teletype terminals.


2006 ◽  
Vol 59 (3) ◽  
pp. 22-34 ◽  
Author(s):  
IRENE CHIEN

ABSTRACT While dance has been theorized as consummately embodied, digitality has been charged with rendering flesh-bound ““meatware”” obsolete. This essay explores the body propelled into motion by the ““dance simulation”” video game Dance Dance Revolution, to show how racial and sexual identifications shape the encounter between human body and digital technology.


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