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locative media interstitial social spaces

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illustrations/examples of the narrative theories in Dovey ... fabula/sjuzhet; spatiality (temporality) recap ... spatially: ... – PowerPoint PPT presentation

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Title: locative media interstitial social spaces


1
locative mediainterstitial social spaces
  • 17.10.06

2
announcement
  • DRC note-taker

3
recap
  • on what we should get from Pie and Afternoon
  • illustrations/examples of the narrative theories
    in Dovey
  • formal structures or, relationship between form
    and content
  • how is a story presented? (no story is without
    presentations, without form
  • fabula/sjuzhet spatiality (temporality)

4
recap
  • lonelygirl15 in terms of fabula/sjuzhet and space
    (time)
  • told in first person/direct address
  • through dialogue (rather than narration)
  • but also collaboratively, through commenting
    questioning idea of single author
  • http//www.youtube.com/profile?userlonelygirl15

5
transition
  • interstitial social spaces
  • interstitial a space between a compound an
    unsolicited ad page on the web
  • fabula/sjuzhet meaning between the form and
    content (actually content is only produced
    through form)

6
transition
  • Julian Dibbell, A Rape in Cyberspace
  • spatially
  • an early, widely circulated and influential story
    about digital space, especially in relation to
    physical space
  • interstitial the space between

7
transition
  • Julian Dibbell, A Rape in Cyberspace
  • temporally
  • moving from an earlier period in which digital
    and real space were seen as separate
  • to the present, where they are multiply
    integrated
  • locative media/arts
  • ubiquitous/intimate computing and technologies

8
MUDs MOOs
  • MUD multiple user dungeon (later dimension,
    domain, dialogue)
  • created in late 1970s in UK
  • role-playing games (based on Dungeons Dragons)
  • text-based, multiple user, UNIX platform
  • later became more social in focus (TinyMUDs)

9
generic MUD map
  • mappingcyberspace.com

10
MUDs MOOs
  • MOO MUD object oriented
  • social focus
  • creating characters, creating rooms, interacting
  • LambdaMOO
  • created by Pavel Curtis at Xerox PARC, Oct. 30
    1990
  • objects and verbs (and properties)
  • www.moo.mud.org

11
LambdaMOO map
  • mappingcyberspace.com

12
Julian Dibbell
  • pay attention to his language -- the form and
    rhetoric
  • he uses it to play with our assumptions about
    reality
  • to play with the borders between real virtual
  • his interest is not in whether these events
    really happened
  • more about the status of reality and action
    itself in the context of social networks
  • reminds us that there is never an unmediated,
    unformulated access to reality (fabula w/o
    sjuzhet)

13
Julian Dibbell
  • language
  • MUDs semifictional digital otherworlds
  • story about
  • an elusive congeries of flesh and bytes named
    Mr. Bungle, and of the ghostly sexual violence he
    committed in the halls of LambdaMOO, and most
    importantly of the ways his violence and his
    victims challenged the thousand and more
    residents of that surreal, magic-infested mansion
    to become, finally, the community so many of them
    already believed they were.

14
Julian Dibbell
  • It asks us to behold the new bodies awaiting us
    in virtual space undazzled by their phantom
    powers, and to get to the crucial work of sorting
    out the socially meaningful differences between
    those bodies and our physical ones. And perhaps
    most challengingly it asks us to wrap our
    late-modern ontologies, epistemologies, sexual
    ethics, and common sense around the curious
    notion of rape by voodoo doll -- and to try not
    to warp them beyond recognition in the process.

15
Julian Dibbell
  • They say repeated 4x in opening paragraph
    why?
  • final time
  • . . . I can assure you that what they say is
    true . . .

16
Julian Dibbell
  • The facts
  • time/place
  • location
  • description
  • the remaining facts tell us. . .

17
Julian Dibbell
  • These particulars, as I said, are unambiguous.
    But they are far from simple, for the simple
    reason that every set of facts in virtual reality
    (or VR, as the locals abbreviate it) is shadowed
    by a second, complicating set the "real-life"
    facts. And while a certain tension invariably
    buzzes in the gap between the hard, prosaic RL
    facts and their more fluid, dreamy VR
    counterparts, the dissonance in the Bungle case
    is striking.

18
Julian Dibbell
  • Ludicrously excessive by RL's lights, woefully
    understated by VR's, the tone of exu's response
    made sense only in the buzzing, dissonant gap
    between them.
  • Which is to say it made the only kind of sense
    that can be made of MUDly phenomena. For while
    the facts attached to any event born of a MUD's
    strange, ethereal universe may march in straight,
    tandem lines separated neatly into the virtual
    and the real, its meaning lies always in that
    gap.

19
Julian Dibbell
  • what happens inside a MUD-made world is neither
    exactly real nor exactly make-believe, but
    nonetheless profoundly, compellingly, and
    emotionally true.
  • how is he differentiating these categories?
    (real/make believe/true)

20
locative Hemment
  • locative arts
  • The exploratory movements of locative art are
    located b/t the art of communications and
    networking and the arts of landscape, walking,
    and the environment (349)
  • For locative art to exceed the sterile precision
    of its own axiomatic abstract, rule-governed
    system, it needs to act upon or through material
    bodies and substances, engage in the ambiguity,
    dirt, sweat, and smells of the world, and
    acknowledge the importance of rain, hail, wind,
    pestilential air . . . (354 qt from Deleuze
    Guattari)

21
locative Hemment
  • locative arts
  • situated between the abstract data (data sphere,
    data base) of its technological aspects and the
    dirty, messy material of everyday life.
  • mixed reality of intersected virtual and
    physical
  • or, something produced in between a fold
    between virtual and physical, data space and
    geographical space (354).

22
locative background
  • Situationist International
  • founders in 1957
  • l-r Guiseppe Pinot Gallizio, Piero Simondo,
    Elena Verrone, Michele Bernstein, Guy Debord,
    Asger Jorn, and Walter Olmo.

23
locative background
  • use of situations rather than artworks to
    manifest points of life and desire in a world
    that is otherwise alienated through capitalist
    state socialist forces of production
  • détournement (detouring, de-turning,
    appropriating)
  • dérive (drift, wandering aimlessly)
  • psychogeography creating new mental/political/soc
    ial maps through dérive crossing psychic and
    social zones

24
The Naked City (Guy Debord, 1957)
25
Abolition of Alienated Labor (Giuseppe
Pino-Gallizio Guy Debord)
26
Essentiellement detourned comic"The very
development from class society to the spectacular
organization of non-life leads the revolutionary
project to become visibly what it already was
essentially."
27
locative background
  • Richard Long
  • conceptual art
  • everyday activity as art
  • walking as art
  • http//www.richardlong.org/
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