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“Our cinema, our stories, our power”: The politics of storytelling in contemporary Andean Cinema “我们的电影,我们的故事,我们的力量”:当代安第斯电影中的讲故事政治
Pub Date : 2023-06-01 DOI: 10.1016/j.techum.2023.05.001
Martha-Cecilia Dietrich

Since the end of the Peruvian internal armed conflict (1980–2000), official histories circulate through mainstream media and the boulevard press that narrate Andean regions as a nest of radical politics and violent disruptions deepening the disconnect between Lima and other provinces. As a response, a group of self-taught filmmakers from Ayacucho took up cameras to tell their own stories of violence and conflict, providing a critical perspective on official narratives and their disregard for the continuing social disparities. Keeping up with a long-standing tradition of local artists as critical intellectuals and narrators of people's histories, these filmmakers use new and accessible technologies to tell stories at the margins of public discourses defined by the capital Lima. In this context, the role of filmmaking can be understood as two-fold: an act of appropriation of western technologies and a technique to deliver justice to the people of Ayacucho through storytelling. In this article, I examine the creative practice of cinema-making in the Andes as a form of social intervention that seeks to resist contemporary memory regimes and allows for imagining alternative futures.

自秘鲁内部武装冲突结束(1980-2000年)以来,官方历史通过主流媒体和林荫大道媒体流传,将安第斯地区描述为激进政治和暴力破坏的巢穴,加深了利马与其他省份之间的脱节。作为回应,一群来自阿亚库乔的自学成才的电影制作人拿起相机讲述了他们自己的暴力和冲突故事,对官方叙事以及他们对持续存在的社会差异的漠视提供了批判性的视角。为了保持当地艺术家作为批判性知识分子和人民历史讲述者的悠久传统,这些电影制作人使用新的、可访问的技术,在首都利马定义的公共话语的边缘讲述故事。在这种背景下,电影制作的作用可以理解为两个方面:一是挪用西方技术的行为,二是通过讲故事为阿亚库乔人民伸张正义的技术。在这篇文章中,我研究了安第斯山脉电影制作的创造性实践,这是一种社会干预形式,旨在抵制当代记忆制度,并允许想象替代的未来。
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引用次数: 0
3D cinematic ontologies and narrative engagement 3D电影本体论和叙事参与
Pub Date : 2023-06-01 DOI: 10.1016/j.techum.2023.05.002
Yong Liu

This paper is focused on analysing the uniqueness of stereoscopic 3D visuality and its more and more matured narrative potency in the digital incarnation. Drawing on Kracauer's classic remark (1961) that ‘the nature of film is the redemption of physical reality,’ first I argue for 3D's enhanced ability to (re)construct and recreate a perceptual ‘hyper-reality’ based on 3D's (actual or virtual) two-camera mechanism and its integration with digital technologies as well as High Frame Rate (HFR), 360 Degree Production, and 4 K/8 K. Furthermore, based on 3D's cross-parallax ontologies, I argue that the alternation or layering of flatness and depth in 3D visuality enhances 3D narrative by highlighting the dramatic qualities of characters and volumetric spaces. I eventually compare the 3D and 2D versions of the opening scene in Gravity (2013) to exemplify the unique and transformative mode of ‘3D realism’ – the immersive 3D stereoscopic hyperrealism.

本文着重分析立体三维视觉的独特性及其在数字化身中越来越成熟的叙事力。根据Kracauer的经典评论(1961年),“电影的本质是对物理现实的救赎”,首先我主张3D增强了(重新)构建和重建感知“超现实”的能力,这种能力基于3D的(实际或虚拟)双摄像头机制,并与数字技术以及高帧率(HFR)、360度制作和4K/8K相结合。此外,基于3D的交叉视差本体论,我认为3D视觉中平面度和深度的交替或分层通过突出人物和体积空间的戏剧性来增强3D叙事。我最终比较了《地心引力》(2013)中开场场景的3D和2D版本,以举例说明“3D现实主义”的独特和变革模式——身临其境的3D立体超现实主义。
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引用次数: 0
Letters and economic routes in the Spanish empire in the 18th century with GIS 基于GIS的18世纪西班牙帝国的信件和经济路线
Pub Date : 2023-06-01 DOI: 10.1016/j.techum.2023.06.002
Rocío Moreno-Cabanillas , Ana Castillo-Jurado

The postal service was one of the main channels through which letters, goods and actors circulated via fixed maritime and land routes, which favoured the circulation of postal communication between the most influential Spanish-American centres. This paper will examine the spatial organisation of maritime mail between Spain and America after the creation of the Maritime Post in 1764, as well as overland mail in the viceroyalty of New Granada, especially the Cartagena de Indias - Santa Fe de Bogotá route. It is based principally on the document Reglamento Provisional del Correo Marítimo de España a sus Indias Occidentales of 1764 for maritime mail. And the handwritten report of the commissioner José Antonio de Pando, which he produced around 1774. Both documents contain detailed information on postal routes, which have been reconstructed using a geographic information system (GIS). Through the use of GIS, a dynamic visualization of postal routes which made up the circulation of information, goods and agents in the 18th century is made possible.

邮政服务是信件、货物和行为者通过固定的海上和陆地路线流通的主要渠道之一,这有利于最具影响力的西班牙裔美国人中心之间的邮政通信流通。本文将研究1764年海事邮政成立后西班牙和美国之间的海事邮件的空间组织,以及新格拉纳达总督府的陆上邮件,特别是卡塔赫纳-印度-圣达菲-波哥大航线。它主要基于1764年关于海运邮件的Reglameto Temporary del Correo Marítimo de España sus Indias Occidentales文件。以及专员何塞·安东尼奥·德·潘多的手写报告,他在1774年左右制作了这份报告。这两份文件都载有关于邮政路线的详细信息,这些信息是利用地理信息系统重建的。通过使用GIS,构成18世纪信息、货物和代理人流通的邮政路线的动态可视化成为可能。
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引用次数: 0
Chinese silk fine art in early Qing dynasty observations from historical literature 从历史文献看清初中国丝绸美术
Pub Date : 2023-06-01 DOI: 10.1016/j.techum.2023.01.001
Li Wang

This article analyses in some detail the silk fabrics that appear in a historical literary work of the early Qing dynasty, Dream of the Red Chamber, a famous autobiographical work in which the author describes many of the details of the fabrics based on his own experiences and his family's inextricable links with the imperial silk factories of Jiangnan during the Kangxi period. The text also cross-referenced historical archives to show the exquisite silk fashion at the turn of the seventeenth and eighteenth centuries, the pursuit and enjoyment of luxurious silk and imported fabrics by the aristocracy class in the early Qing dynasty, and how this mode affected the lives of ordinary people.

本文较为详细地分析了清初历史文学作品《红楼梦》中出现的丝绸织物,这是一部著名的自传体作品,作者根据自己的经历以及家族与康熙时期江南皇家丝绸厂密不可分的联系,描述了织物的许多细节。文本还交叉引用了历史档案,展示了十七、十八世纪之交精致的丝绸时尚,清初贵族阶层对奢华丝绸和进口面料的追求和享受,以及这种模式如何影响普通人的生活。
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引用次数: 0
Media, interactive audiences, and the virtual. Next generation narratives 媒体,互动观众,和虚拟。下一代叙事
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.07.003
Damien R Tomaselli, Keyan G Tomaselli

New Techno Humanities targets the creative aspect of the humanities still to be fully recognized in the established classification and methodology of disciplines. This article embraces the practical extension of the latest scientific and technological methods that are starting to emerge within what is increasingly being called the Fourth Industrial Revolution. As a launching pad for this special edition of this new journal, our article maps a forum for transdisciplinary discussion and in-depth analysis on the nature and development of humanities, as well as the latter‘s interface with other disciplines, as they are being shaped by new technologies, new analytical languages, new software and new creative and analytical participatory paradigms. This article provides an overview of the volume as a whole.

新技术人文学科的目标是人文学科的创造性方面,在学科的既定分类和方法论中仍有待充分认识。本文包含了在第四次工业革命中开始出现的最新科学技术方法的实际扩展。作为这个新杂志特别版的启动平台,我们的文章描绘了一个跨学科讨论和深入分析人文学科的本质和发展的论坛,以及后者与其他学科的接口,因为它们正在被新技术,新的分析语言,新的软件和新的创造性和分析参与式范式所塑造。本文提供了整个卷的概述。
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引用次数: 1
What's a Cellphilm? Integrating mobile phone technology into participatory visual research and activism 什么是细胞膜?将手机技术整合到参与式视觉研究和行动主义中
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.07.001
Addamms Mututa

This book review essay aggregates various research ideas on cellphilms and participatory research methodology advanced through Katie MacEntee, Casey Burkholder and Joshua Schwab-Cartas’ recently edited volume in the subject. It also collocates these ideas with the wider research topography within the field of visual cultures, providing summarized synthesis of contemporary thought in the subject. The essay also seeks to provoke new research agendas tangential to this developing field of cellphilm and cellphone multimedia technologies. It is hoped that the summary of ideas will offer quickly intelligible reference about the subject, specifically regarding the intersection between cellphilms, human life, digital technologies, and visual media theories.

这篇书评文章汇集了关于细胞学和参与性研究方法的各种研究思想,这些研究思想是通过凯蒂·麦克恩蒂、凯西·伯克霍尔德和约书亚·施瓦布-卡塔斯最近编辑的关于这一主题的书中提出的。它还将这些思想与视觉文化领域内更广泛的研究地形进行了搭配,提供了该学科当代思想的总结综合。这篇文章还试图引发新的研究议程,与这个发展中的手机电影和手机多媒体技术领域无关。希望这些观点的总结能够提供关于这个主题的快速理解的参考,特别是关于细胞学、人类生活、数字技术和视觉媒体理论之间的交叉。
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引用次数: 3
Wayfaring in space: Story as environmental encounters in Ruins (2011) and Sacramento (2016) 太空旅行:《废墟》(2011)和《萨克拉门托》(2016)中的环境遭遇故事
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.03.001
Jenna Ng , Richard Carter

This article considers how story arises out of exploratory virtual environments, specifically in the context of so-called “wandering games,” or more popularly known as “walking simulators.” Inspired by scholarship on environmental storytelling (Jenkins 2004) and “ambient literature,” (Dovey 2016a; Dovey 2016b; Abba, Dovey and Pullinger 2021) we present a conceptualisation of story out of what we call “environmental encounters.” In the case of walking simulators, we argue that these encounters are engagements with the works’ virtual environments as perceived by the user through a trinomial framework of perspective, movement and environmental design. We illustrate such encounters for story through close readings of audiovisual engagement with virtual environments in two interactive media tutor texts, Ruins (2011) and Sacramento (2016). In thinking about alternative understanding of the conceptual spaces in which to conceive story, we also contemplate the richness and potential of contemporary interactive storytelling for meaning-making, affective conditions and experiential evocation.

本文将探讨故事是如何从探索性虚拟环境中产生的,特别是在所谓的“漫游游戏”或更广为人知的“行走模拟器”的背景下。受到环境叙事(Jenkins 2004)和“环境文学”(Dovey 2016a;Dovey 2016 b;Abba, Dovey和Pullinger 2021),我们提出了一个概念化的故事,我们称之为“环境遭遇”。在行走模拟器的案例中,我们认为这些遭遇是与作品的虚拟环境的接触,用户通过视角、运动和环境设计的三项式框架感知到这些虚拟环境。我们通过仔细阅读两个互动媒体辅导文本《废墟》(2011)和《萨克拉门托》(2016)中与虚拟环境的视听互动来说明这种故事遭遇。在思考对构思故事的概念空间的另一种理解时,我们也考虑了当代互动叙事在意义制造、情感条件和体验唤起方面的丰富性和潜力。
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引用次数: 0
Approaching metaverses: Mixed reality interfaces in youth media platforms 接近超现实:青年媒体平台中的混合现实界面
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.04.004
Julián de la Fuente Prieto, Pilar Lacasa, Rut Martínez-Borda

The general aim of this paper is to examine mixed reality settings present in the media practices of young people, exploring the future metaverses in which interactive narrative experiences will be carried out. First, the emergent design of metaverses is approached, going from their conception to their current state. Second, a selection of preferred platforms for young people is proposed and then the interfaces of these platforms are analyzed based on youth practices, with special emphasis on the narrative dimension. Third, emerging models of metaverses preferred by young people are discussed.

本文的总体目的是研究年轻人的媒体实践中存在的混合现实设置,探索交互式叙事体验将在其中进行的未来元情境。首先,探讨了元数据的紧急设计,从它们的概念到它们的当前状态。其次,提出了年轻人偏好的平台选择,并结合年轻人的实践分析了这些平台的界面,特别强调了叙事维度。第三,讨论了年轻人偏好的新兴元环境模式。
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引用次数: 29
The affective flows of the sublime in Martina Menegon's new machinic subjectivity 在玛蒂娜·梅内贡的新机械主体性中崇高的情感流动
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.04.001
Grant Petrey

What can the use of emerging digital technologies for the creation of art exploring subjectivity offer up for research into new affective flows within the temporal structures created by machinic assemblages? An examination of the work by the artist Martina Menegon who explores the self to engage with the problematics of representation, cognition and sensation within machinic assemblages using photogrammetry, raises ontological issues. Menegon uses photogrammetry to capture her body as data, to experience her body and represent her body as art in the digital virtual space, link the ontological, with the material and corporeal. This recent virtual reality output of

Menegon's explores emerging post screen digital aesthetics and manifestations of digital subjectivity, where “affect” becomes central to the form, content and reception of the work.

Menegon uses the virtual digital space to take pleasure is confusing the boundaries of the body via its digital capturing, re-presentation and plays with notions of the self and its limits. Menegon's explorations can be positioned as action research within a theoretical framework of Donna Haraway and the assemblage theory of Giles Deleuze and Felix Guatarri where a new “image” of the self can be mediated or remediated and where Menegon can take responsibility for production and dissemination within her networks of distribution to consider what this entails. The temporal and affective relationships of production become key to this new machinic subjectivity.

利用新兴的数字技术来创作探索主体性的艺术,能为研究由机械组合创造的时间结构中的新情感流动提供什么?艺术家玛蒂娜·梅内贡(Martina Menegon)的作品通过摄影测量法探索了自我与机械组合中的表现、认知和感觉问题的关系,提出了本体论问题。Menegon用摄影测量法捕捉她的身体作为数据,在数字虚拟空间中体验她的身体,并将她的身体作为艺术表现出来,将本体论、物质和肉体联系起来。menegon最近的虚拟现实作品探索了新兴的后屏幕数字美学和数字主体性的表现,其中“情感”成为作品形式、内容和接受的核心。Menegon利用虚拟的数字空间来获取乐趣,通过数字捕捉、再现和玩弄自我及其极限的概念来混淆身体的界限。梅内贡的探索可以定位为行动研究,在唐娜·哈拉威的理论框架内,在贾尔斯·德勒兹和菲利克斯·瓜塔里的集合理论中,一个新的自我“形象”可以被调解或修复,梅内贡可以在她的分销网络中承担生产和传播的责任,并考虑这需要什么。生产的时间和情感关系成为这种新的机械主体性的关键。
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引用次数: 0
Repeat Performance: Embodying the Artist's Legacy in Audience Engagement with Posthumous Live Performance 重复表演:以死后现场表演体现艺术家在观众参与中的遗产
Pub Date : 2022-12-01 DOI: 10.1016/j.techum.2022.04.005
Sam R.M. Geden
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引用次数: 1
期刊
New Techno-Humanities
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