scholarly journals TELEVISION AND THE “OBJET A”: PSYCHOANALYSIS AND THE "BOOB TUBE"

eTopia ◽  
2005 ◽  
Author(s):  
Gregory C. Flemming

It was Metz’ project, as Baudry before him, to position the filmic apparatus within its ideological framework in order to expose the medium that had been hidden beneath a discursive concentration on content. Metz and Baudry did not only interrogate the machinery of the cinema – the camera, the projector, the screen, the theatre – but also the position that its subject assumed to it: The cinema’s audience was not an external element, but its constitutive suture. And it was not just that the film industry created this position to empty the pockets of her patron’s; for Baudry, it represented the fulfillment of a centuries old desire to obtain a realer-than-real, as first manifested in Plato’s creation of the hypothetical cave-come-prison. So too for Metz the cinema was “a veritable psychical substitute, a prosthesis for our primally dislocated limbs” (15). My analysis here is similar to that of Baudry and Metz, though its object is different. Here television is unearthed from its content, described in its function as a member of our bodies, psyches, and social environment.

Author(s):  
Chris Berry

Women documentarists have a strong position in the Taiwanese film industry. They receive commissions from people from all social strata, including local politicians and candidates to the presidential post. Berry’s interview thus focuses on the working conditions and social environment for women filmmakers in Taiwan.


Author(s):  
G. M. Brown ◽  
D. F. Brown ◽  
J. H. Butler

The term “gel”, in the jargon of the plastics film industry, may refer to any inclusion that produces a visible artifact in a polymeric film. Although they can occur in any plastic product, gels are a principle concern in films where they detract from the cosmetic appearance of the product and may compromise its mechanical strength by acting as local stress concentrators. Many film gels are small spheres or ellipsoids less than one millimeter in diameter whereas other gels are fusiform-shaped and may reach several centimeters in length. The actual composition of gel inclusions may vary from miscellaneous inorganics (i.e. glass and mineral particles) and processing additives to heavily oxidized, charred or crosslinked polymer. The most commonly observed gels contain polymer differing from the bulk of the sample in its melt viscosity, density or molecular weight.Polymeric gels are a special concern in polyethylene films. Over the years and with the examination of a variety of these samples three predominant polymeric species have been observed: density gels which have different crystallinity than the film; melt-index gels in which the molecular weight is different than the film and crosslinked gels which are comprised of crosslinked polyethylene.


Author(s):  
Thomas Mößle ◽  
Florian Rehbein

Aim: The aim of this article is to work out the differential significance of risk factors of media usage, personality and social environment in order to explain problematic video game usage in childhood and adolescence. Method: Data are drawn from the Berlin Longitudinal Study Media, a four-year longitudinal control group study with 1 207 school children. Data from 739 school children who participated at 5th and 6th grade were available for analysis. Result: To explain the development of problematic video game usage, all three areas, i. e. specific media usage patterns, certain aspects of personality and certain factors pertaining to social environment, must be taken into consideration. Video game genre, video gaming in reaction to failure in the real world (media usage), the children’s/adolescents’ academic self-concept (personality), peer problems and parental care (social environment) are of particular significance. Conclusion: The results of the study emphasize that in future – and above all also longitudinal – studies different factors regarding social environment must also be taken into account with the recorded variables of media usage and personality in order to be able to explain the construct of problematic video game usage. Furthermore, this will open up possibilities for prevention.


1983 ◽  
Vol 28 (2) ◽  
pp. 134-135
Author(s):  
Louise Cherry Wilkinson

1991 ◽  
Vol 36 (2) ◽  
pp. 146-147
Author(s):  
Mollie B. Condra

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