scholarly journals Body Movin’: Ecocritical and Postcolonial Readings of the Travelling Body in the Tomb Raider Series

2021 ◽  
Vol 27 (1) ◽  
pp. 231-246
Author(s):  
Tomasz Gnat

When Lara Croft travels, she travels light – sans suitcase, but in most cases with enough firepower to take opposing forces ranging from dinosaurs to bloodthirsty locals. However, her big guns seems often unnecessary titillation, for she can manage very well without them thanks to her exquisite acrobatic and hand-to-hand combat skills. She will vault over any obstacle, swim across rapid flowing rivers and abseil the steepest ravines. Lara Croft’s travels are often as physical as the virtual world would allow. That physicality returns our attention to the oft forgotten aspect of travelling namely the body of the traveller, not only defined by its position in space, but also by the ordinary and extraordinary circumstances of its biological interaction with the surrounding environment.In this paper I would like to explore the interplay between the body of the traveller and contexts it is located in. These contexts range from the narrative and gameplay aspects of the Tomb Raider series, but also go beyond the border of the game and are realised in the transformative and reflective cultural milieu of the game. In particular I want to focus on the representations of Lara Croft as an archetypal “action girl” and “adventurer archaeologist” and how these representations are realised in reference to the changing (maturing?) video game environments. In the framework of postcolonial and ecocritical theories I want to explore the dyads of body/the purported exotic, body/natural environment, as well as physical/mental aspects of travelling.

Author(s):  
Derek A. Burrill ◽  
Melissa Blanco Borelli

This chapter acts as a video game battle or interaction between the two authors. It discusses how dance video games construct corporeality. It provides an overview of Microsoft Xbox 360Dance Central’srelationship to choreography, choreographers, and dance analysis. It also theorizes how bodies and corporeality function in a virtual world. Finally, the chapter considers how avatar bodies provide new ways of thinking about the relationship between technology and the body.


Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


2021 ◽  
Vol 1 (1) ◽  
pp. 30-43
Author(s):  
Surjo Soekadar ◽  
Jennifer Chandler ◽  
Marcello Ienca ◽  
Christoph Bublitz

Recent advances in neurotechnology allow for an increasingly tight integration of the human brain and mind with artificial cognitive systems, blending persons with technologies and creating an assemblage that we call a hybrid mind. In some ways the mind has always been a hybrid, emerging from the interaction of biology, culture (including technological artifacts) and the natural environment. However, with the emergence of neurotechnologies enabling bidirectional flows of information between the brain and AI-enabled devices, integrated into mutually adaptive assemblages, we have arrived at a point where the specific examination of this new instantiation of the hybrid mind is essential. Among the critical questions raised by this development are the effects of these devices on the user’s perception of the self, and on the user’s experience of their own mental contents. Questions arise related to the boundaries of the mind and body and whether the hardware and software that are functionally integrated with the body and mind are to be viewed as parts of the person or separate artifacts subject to different legal treatment. Other questions relate to how to attribute responsibility for actions taken as a result of the operations of a hybrid mind, as well as how to settle questions of the privacy and security of information generated and retained within a hybrid mind.


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.


1950 ◽  
Vol 27 (3) ◽  
pp. 461-494
Author(s):  
B. M. JONES

Responses to stimuli Light. In a strong beam of light the harvest mite will move directly towards the source, whereas in a weak light the tracks are at first inclined to be wavy, but as they approach the source the tracks straighten. The mite moves along the bisector of two intersecting lights of equal intensity, and when blinded on one side makes circus movements. When offered a linear gradient of light intensity the mite avoids the darkened portion and moves towards the lightest part of the field. Its movement towards sunlight is a true response to light and not to heat. A sudden decrease of light intensity produces a questing response. Temperature. The sensory perception of heat is poorly developed. The mite is incapable of locating a warm tube or the body of a young live mouse. On touching a heated object it displays a well-defined response to a temperature difference of about 15° C. In a linear or concentric temperature gradient it displays avoiding reactions to low and high temperatures and appears to prefer a range extending from 15 to 26° C. Chemical stimulation. The mite is repelled at a distance of 0.5 cm. from phenol, methyl phthalate, dilute ammonia, xylene and a 3 % solution of glacial acetic acid. Toluene was repugnant at 1.5 cm., whilst a mixture of amyl acetate and water repelled the mite at 5 cm. Complete indifference was shown to the odour of skin, liver, sebum and cerumen, but perspiration induced an avoiding reaction. Humidity. Depletion of the water content influences the response of the mite to humidity. A desiccated mite is active in dry air and inactive in moist air, but a normal individual will settle in either moist or dry air, while avoiding saturated air. The mite requires high humidities for prolonged survival, but avoids free water. Touch. Unfed mites are very sensitive to touch. The extent of stimulation by contact with each other's bodies, which is regarded as high, immobilizes them, and it is primarily responsible for the quiescent state of a cluster of mites. When the stimulation is low, for example, when only the tarsi are in contact with a surface, the mite responds by displaying a high state of activity. A mite lightly touched will immediately quest, a response induced equally by vibrations of the substratum. Clustering The gregarious habit of the mites is primarily a response to the touch of each other's bodies. When the humidity is within the range 95-100% R.H. light will induce the mites to climb up a rod and form a cluster at the tip. Whether or not negative geotaxis also plays a part, it is difficult to say, because the evidence suggested that the mite is independent of gravity. Sense organs There are three types of sensilla: (1) tactile sensilla, both plumose and plain; (2) peg organs; (3) minute sensory rods, principally confined to the first leg. An elliptical lens, a discoid mass of red-pigmented oily substance, and a pronounced dark pigmented cup are conspicuous features of the better developed anterior eye of each ocular area. Identification of the responses Where possible the responses of the mite to various kinds of stimuli have been identified according to a recognized scheme of classification. Behaviour in the natural environment The responses to stimuli which the mite will encounter in the natural environment, and their value with respect to acquiring a host, are discussed.


2011 ◽  
Vol 113 (13) ◽  
pp. 220-243
Author(s):  
Sandra Schamroth Abrams

Jeremy's1 arms extended behind his head, breaking at the elbow in order to suspend a Band Hero guitar above and behind his shoulders; his fingers on his left hand scuttled about the colored keys on the neck of the guitar, and his fingers on his right hand furiously and repeatedly hit the strum bar on the guitar's body. Almost simultaneously, Kyle, who sang on the microphone, reached a temporary vocal pause in the song, raised and rotated his hands in the air several times, and then, holding onto the microphone wire, twirled the microphone in front of him. Though these middle-school boys did not converse, their actions revealed their knowledge of and personal association with the game and the game environment.


Author(s):  
Mary O'Neill

In this article I explore works by three artists in which we can see images that relate to bereavement. In the work of the first two, Araya Rasdjarmrearnsook and Andres Serrano, we can see photographic images (still and moving) of human corpses, which have been criticized as morbid and unhealthy. However I argue that it is not in fact images of death or the dead that are problematic but those images which present or evoke evidence of the emotions associated with death, and create a situation where we imagine the circumstances of our own deaths or the death of those we love. Images of the dead are acceptable as long as they do not cause pain to the living, as in a video game fantasy or a fiction, or are seen as other and distant. In the second group of works, by Gustgav Metzger, The Absent Dead: The Surrogate Body, the body is not present either because the death has taken place at a distance, either in time or geographically, or both, and a new site must be created. In this section, I discuss Metzger’s auto-destructive art and argue that these works, through their ephemerality, embody a form of ‘meaning making’ and a possibility of the benefits of grief as described by Parkes.


2014 ◽  
Vol 26 (1) ◽  
pp. 41-64
Author(s):  
David Trippett

AbstractWagner’s vaunted model of artistic synthesis persists in scholarly assessments of his work. But at its centre, the composer argued that the media of voice and orchestra do not mix: they retain their identities as separate channels of sound that can neither duplicate nor substitute for one another. Taking as a starting point Wagner’s claims for the non-adaptability of media, this article addresses the adaptation of Wagner’s music to the modern digital technologies of HD cinema and video game. Drawing on a wide circle of writers, from Schiller and Žižek to Bakhtin, Augé, Baudrillard and second-generation media theorists, it interrogates the concept of ‘reality’ within live acoustic performance, both historically, as a discursive concept, and technologically, via the sensory realism of digital simulcasting and telepresence. The philosophical opposition of appearance and reality fails when reality is defined by the intimate simulation of a sensory event as it is registered on the body. And by contrasting the traditions of high fidelity in (classical) sound recording with that of rendering sound in cinema, I suggest ways in which unmixable media appear to have an afterlife in modern technologies. This raises questions – in a post-Benjamin, post-McLuhan context – about our definition of ‘liveness’, the concept of authenticity within mediatised and acoustic sounds, and our vulnerability to the technological effects of media.


1993 ◽  
Vol 14 (1) ◽  
pp. 35-44 ◽  
Author(s):  
Barbara Plytycz ◽  
Janusz Bigaj

AbstractYellow-bellied toads were studied in their natural environment in a mountain locality in southeastern Poland. 608 specimens were captured, marked by yellow skin autografts placed in different parts of their dorsal surface according to body length, and released. Some of them were recaptured and measured from one to nine years later to estimate their growth and longevity. Yellow-bellied toads grew rapidly in early life; thereafter their growth was very limited. Body size was not an accurate age indicator of an individual of this species. The body length 51-55 mm was maximal in this locality. Yellow-bellied toads were long-lived in nature, some individuals surviving for much more than ten years, and perhaps even more than 20 years. The skeletochronological technique (counting the growth lines in phalangeal cross-sections of the clipped toes of some marked individuals) underestimated the actual age of these animals.


On the basis of a systematic analysis of the scientific literature, it was found that the increased sensitivity of a modern human being to the negative effects of the cold natural environment is due to its passage from the shrouds of East Africa with characteristic high ambient temperatures, primarily atmospheric air. At the same time, in comparative terms, the extinct Neanderthal, with his Eurasian apprehension in the conditions of glacial periods, was on the contrary sufficiently well adapted to the cold environment. The subsequent adaptation of a modern human type at the genetic level with the formation of the main races (Caucasoid, Negroid, Mongoloid) could not sufficiently compensate for its insufficient resistance to the cold environment. According to the results of the research, the main ways of solving the problem of the negative influence of the cold natural environment on the ecological health of athletes were determined: the rationing of the order of sporting activities of athletes depending on the degree of low-temperature environment, diagnosing the athletes' hypersensitivity of the respiratory tract to cold atmospheric air, degree of tension of the processes of thermoregulation of the body. The conclusions are drawn according to which the prevention of the negative impact of extreme conditions of the cold environment (primarily cold atmospheric air) on the ecological health of athletes should be systemic, integrated. The system of preventive measures should include an early diagnosis of the development of airway hyperresponsiveness of athletes to the effects of cold atmospheric air, as well as an assessment of the degree of tension of the body's thermoregulatory system to the effect of cold. In the system of preventing the negative impact of the cold environment on the body of athletes engaged in winter sports in the open space, it is necessary to include regulation (normalization) of the temperature regime of cold atmospheric air when determining the possibility of holding sporting events. If necessary (the presence of hypersensitivity of the airways to the action of cold atmospheric air), it is advisable to use special means of protecting the respiratory tract of athletes from the negative influence of cold atmospheric air.


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