A Queer Response to Caroline Bergvall’s Hyphenated Practice: Towards an Interdependent Model of Reading

Author(s):  
Susan Rudy

This chapter argues that Caroline Bergvall’s multi-media, multilingual, transhistorical work explores a hyphenated practice based on an interdependent relation between reader and text. Drawing on Jessica Benjamin, who argues that in the mother-child bond we find an alternative theory of the production of meaning, Rudy argues that the mother-child relation also offers an affective theory of the reception of experiemental work, since such work offers spaces where readers can also become ‘different, new’. Rudy approaches the queer texts in this ‘expanded field’ as a queer literary critic, drawing on the work of Lisa Ruddick and other practices of intersubjecvitity, she explores the notion that, through such practices, Bergvall’s writing has become a ‘public project’ into which we are invited to enter.

2020 ◽  
Vol 64 (1-4) ◽  
pp. 621-629
Author(s):  
Yingsong Zhao ◽  
Cherdpong Jomdecha ◽  
Shejuan Xie ◽  
Zhenmao Chen ◽  
Pan Qi ◽  
...  

In this paper, the conventional database type fast forward solver for efficient simulation of eddy current testing (ECT) signals is upgraded by using an advanced multi-media finite element (MME) at the crack edge for treating inversion of complex shaped crack. Because the analysis domain is limited at the crack region, the fast forward solver can significantly improve the numerical accuracy and efficiency once the coefficient matrices of the MME can be properly calculated. Instead of the Gauss point classification, a new scheme to calculate the coefficient matrix of the MME is proposed and implemented to upgrade the ECT fast forward solver. To verify its efficiency and the feasibility for reconstruction of complex shaped crack, several cracks were reconstructed through inverse analysis using the new MME scheme. The numerical results proved that the upgraded fast forward solver can give better accuracy for simulating ECT signals, and consequently gives better crack profile reconstruction.


2015 ◽  
Vol 42 (2) ◽  
pp. 245-252 ◽  
Author(s):  
P. G. Moore

The coverage of natural history in British newspapers has evolved from a “Nature notes” format – usually a regular column submitted by a local amateur naturalist – to professional, larger-format, presentations by dedicated environmental correspondents. Not all such environmental correspondents, however, have natural-history expertise or even a scientific background. Yorkshire's Michael Clegg was a man who had a life-long love of nature wedded to a desire to communicate that passion. He moved from a secure position in the museum world (with a journalistic sideline) to become a freelance newspaper journalist and (subsequently) commentator on radio and television dealing with, and campaigning on, environmental issues full-time. As such, he exemplified the transition in how natural history coverage in the media evolved in the final decades of the twentieth century reflecting modern concerns about biodiversity, conservation, pollution and sustainable development.


2019 ◽  
Vol 1 (1) ◽  
pp. 64-83
Author(s):  
Margaret Cameron

The essence of artefacts is typically taken to be their function: they are defined in terms of the goals or aims of the artisans that make them. In this paper, an alternative theory is proposed that emphasizes, via a reconstruction of Aristotle's various comments about the nature of artefacts, the role of the moving, or efficient, cause of artefacts. This account shifts the emphasis to the role played by the investment of expertise into the creation (and subsequent being) of artefacts. It turns out that expertise is prior in being and prior in explanation to the function of artefacts, and thus plays the most fundamental role in the explanation of the ontology of artefacts.


Corpora ◽  
2012 ◽  
Vol 7 (1) ◽  
pp. 69-90 ◽  
Author(s):  
Andrew Wilson

Contemporary depth psychology is under constant pressure to demonstrate and strengthen its evidence base. In this paper, I show how the analysis of large corpora can contribute to this goal of developing and testing depth-psychological theory. To provide a basis for evaluating statements about foot and shoe fetishism, I analyse the thirty-six most frequent three-word phrases (or trigrams) in a corpus of about 1.6 million words of amateur fetish stories written in the German language. Zipfian methods from quantitative linguistics are used to specify the number of phrases for analysis and I argue that these reflect the core themes of the corpus. The analysis reveals three main dimensions. First, it corroborates the observations of the early sexologists that foot and shoe fetishism is very closely intertwined with sadomasochism. Secondly, it shows that genitalia-related phrases are also common, but an examination of their contexts questions Freud's theory that fetishism results from an assumption of female castration. Thirdly, it reveals that the mouth also plays a key role; however, the frequent co-presence of genitalia references in the same texts does not seem to support straightforwardly the most common alternative theory of fetishism based on object relations. Future research could valuably extend this approach to other fetishes and, in due course, to other depth-psychological constructs.


1970 ◽  
Vol 2 (2) ◽  
pp. 194-203
Author(s):  
Abdul Wachid

Journalistic influence, originally only at actuality and space limit of newspaper literary rubric that affect the lengthof short story, poem, and literary critic. However, because intense state hegemony on every line, include press, literarypositioning itself to participate on social problem. Journalistic still important for literary development in Indonesia, but its formulahas been questioned by literary. Therefore, literary will attract “crowd”, by doing sublimation again, by transcend humanproblems from “crowd” view to human Reality.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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