4 resultados para hyperreal


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As an anomaly on the market of military shooters of the 21st century, Spec Ops: The Line entails a journey of undetermined realities and modern warfare consequences. In this study, the narrative is analyzed from the perspective of Jean Baudrillard’s idea that simulations have replaced our conception of reality. Both the protagonist and the player of Spec Ops will unavoidably descend into a state of the hyperreal. They experience multiple possible realities within the game narrative and end up unable to comprehend what has transpired. The hyperreal is defined as the state in which it is impossible to discern reality from simulation. The simulation of reality has proliferated itself into being the reality, and the original has been lost. The excessive use of violence, direct approach of the player through a break with the 4th wall and a deceitful narrator contribute to this loss of reality within the game. Although the game represents simulacra, being a simulation in itself, the object of study is the coexisting state of hyperreal shared between protagonist and player when comprehending events in the game. In the end, neither part can understand or discern with any certainty what transpired within the game.

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A posztmodern fogyasztó hiperreális környezetébe csöppenő pozitivista kutató gyakran megtántorodik attól a forgószélszerű pörgéstől és vizuális dinamikától, amelyet a posztmodern világ ont rá. A szupersztrádán teknős módjára kullogó kutató ezért inkább visszahúzódik páncélja mögé, és előhúz valamit a szokásos módszerek közül, függetlenül attól, hogy azok relevánsak-e a probléma vizsgálatára vagy sem. A mozgóképek újjászületése a megváltozott fogyasztói látásmódhoz kapcsolható. Dziga Vertov mechanisztikus szemével egyre inkább a fogyasztók kacsintgatnak, és a curlingben látható módon csúsztatják tovább a magáról megfeledkező és kőnek látszó teknőst. A videográfia a videó és az etnográfia szavak összekapcsolásából keletkezett, vagyis etnográfiai kutatás a mozgókép segítségével. Egyre több nyugati cég arra kéri fel a kutatókat, hogy a fogyasztói magatartásról csupán videó prezentációt készítsenek, mindenféle szöveges magyarázat nélkül. A cikk nagytotálból mutatja be a Belk és Kozinets (2005, 2006) által életre keltett módszertan sajátosságait. / === / The positivist researcher in the middle of the hyperreal context seems to lurch due to the tornado-like whirl and a visual dynamism caused by the postmodern world. This researcher is just like a paddling tortoise on the superhighway draws back in the tortoiseshell and shows one of the classic research methods, no matter the type of the research problem. The rebirth of the motion pictures is linked to the altered consumer perspective. Dziga Vertov’s mechanical eye is used more and more by the consumers, and the tortoise-like researcher is considered to be a curling stone. The consumer researchers tend to ignore the lived visual and auditory aspects of the consumer culture and the appropriate research methods of this field. The aim of this article is to present the types and the main features of the videography vivified by Belk and Kozinets (2005, 2006).

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Within The Creative Unconscious and Pictorial Sign I explore the dialogue that exists between social language and personal expression to understand how creativity is mediated. I consider how the involuntary inventiveness of artistic creativity and the structuring function of language come to negotiate what artists can experience and represent. My Doctoral practice attempts to question the influence of orthodox postmodernist views and allow sensual and direct experiences to be located within improvisation and spontaneous approaches to image making. I ask if it is possible for a humanistic and psychological interpretation of creativity to move beyond the copy and quotation that some postmodern theories of simulation and the hyperreal advance; but to retain the communicative function of visual expression and the model of a social form of signification instead of naïvely promoting unintelligible and personal languages.

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My doctoral research is about the modelling of symbolism in the cultural heritage domain, and on connecting artworks based on their symbolism through knowledge extraction and representation techniques. In particular, I participated in the design of two ontologies: one models the relationships between a symbol, its symbolic meaning, and the cultural context in which the symbol symbolizes the symbolic meaning; the second models artistic interpretations of a cultural heritage object from an iconographic and iconological (thus also symbolic) perspective. I also converted several sources of unstructured data, a dictionary of symbols and an encyclopaedia of symbolism, and semi-structured data, DBpedia and WordNet, to create HyperReal, the first knowledge graph dedicated to conventional cultural symbolism. By making use of HyperReal's content, I showed how linked open data about cultural symbolism could be utilized to initiate a series of quantitative studies that analyse (i) similarities between cultural contexts based on their symbologies, (ii) broad symbolic associations, (iii) specific case studies of symbolism such as the relationship between symbols, their colours, and their symbolic meanings. Moreover, I developed a system that can infer symbolic, cultural context-dependent interpretations from artworks according to what they depict, envisioning potential use cases for museum curation. I have then re-engineered the iconographic and iconological statements of Wikidata, a widely used general-domain knowledge base, creating ICONdata: an iconographic and iconological knowledge graph. ICONdata was then enriched with automatic symbolic interpretations. Subsequently, I demonstrated the significance of enhancing artwork information through alignment with linked open data related to symbolism, resulting in the discovery of novel connections between artworks. Finally, I contributed to the creation of a software application. This application leverages established connections, allowing users to investigate the symbolic expression of a concept across different cultural contexts through the generation of a three-dimensional exhibition of artefacts symbolising the chosen concept.