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Which clippings match 'Heroes' keyword pg.1 of 1
03 SEPTEMBER 2014

Umberto Eco: The Virtual Imagination

"But many internet programs suggest that a story is enriched by successive contributions. … This has sometimes happened in the past without disturbing authorship. With the Commedia dell'arte, every performance was different. We cannot identify a single work due to a single author. Another example is a jazz jam session. We may believe there is a privileged performance of 'Basin Street Blues' because a recording survives. But there were as many Basin Street Blues as there were performances. ... There are books that we cannot rewrite because their function is to teach us about Necessity, and only if they are respected as they are can they provide us with such wisdom. Their repressive lesson is indispensable to reach a higher state of intellectual and moral freedom."

(Umberto Eco, 7 November 2000)

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TAGS

2000authorial signatureauthoritative workauthorship • Basin Street Blues • biographybooks • books-to-be-read • booksellersbookstoresCinderella • closed universe • Commedia dellarte • comprehending languagecomputers • copying machine • e-bookelectronic literatureencyclopaediaend of booksend of print • enriched by successive contributions • every performance is different • evolving formfairy talefatefolioFranz Kafkafuture of the book • god passed over • grammatical rulesheroeshypertexthypertext fiction • hypertextual programme • hypertextual structures • Immanuel Kant • infinite possibilities • infinite texts • intellectual freedom • intellectual needs • jazz jam session • Les Miserables • library catalogue • linear narrative • linearityLittle Red Riding Hoodmanuscripts • moral freedom • Napoleon Bonapartenatural language • necessity • new forms of literacy • obsolete form • open work • Penguin edition • photocopierprint on demand • printed books • printed version • privileged performance • publishing houses • publishing modelreaderly textsreading • reading process • revisionscanningselectionshift to digital • single author • specificity of print • systems and text • tailored consumer experience • texts which can be interpreted in infinite ways • theories of interpretation • tragic beauty • tragic literature • Umberto Eco • unlimited texts • utilitarian value • Victor Hugo • War and Peace • Waterloo • William Shakespeare

CONTRIBUTOR

Simon Perkins
25 JUNE 2011

What Does It Mean To Become A Master?

"In the 1960's and 70's, the advent of computers not only reinforced this notion of man as a rational animal, it also led many people to predict that we would soon have machines that could think and act just like human beings. In 1972, however, Hubert Dreyfus's seminal and controversial book What Computers Can't Do anticipated the failure of what came to be known as 'artificial intelligence'.

In the book, Dreyfus explains that human beings are not at all like computers. We do not apply abstract, context–free rules to compute how to act when we engage in skilled behavior. Instead, Dreyfus argued, the fundamental thing about humans is that we are embodied beings living in a shared world of social practices and equipment. In the end, it is our skillful mastery and our shared practices that not only distinguish us from machines but allow us to assume meaningful identities."

(Tao Ruspoli, 2010)

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TAGS

19722010 • a sense of wonder • a world full of meaning • abstract thoughtAlbert Borgmannartificial intelligence • Being in the World (film) • Charles Taylor • context-free rules • craftsmanshipcreative skills • embodied beings • exemplary figures • existential phenomenologists • existential philosophers • existentialism • flamenco master • godsheroes • Hiroshi Sakaguchi • Hubert Dreyfushuman being • Iain Thomson • jazz master • John Haugeland • Leah Chase • Lindsay Benner • living in a shared worldmachines • man as a rational animal • Manuel Molina • Mark Wrathall • Martin Heidegger • master carpenter • master chef • master juggler • masters • masterymeaning • meaningful identities • modern day masters • musical genius • rational animal • sacred • saints • Sean Kelly • shared practices • sinners • skilful masteryskillskilled behaviourskillful copingsocial practicessports stars • Tao Ruspoli • Taylor Carman • thinking machines • unique situation • What Computers Can't Do

CONTRIBUTOR

Simon Perkins
23 NOVEMBER 2009

Intertextual Enterprises: Writing Alternative Places and Meanings in the Media Mixed Networks of Yugioh

"The media mix of Pokemon, and subsequent series such as Digimon and Yugioh, create a virtual world that manifests in multiple media forms, and though which consumers can craft their own narrative trajectories through play with video and card games (Allison 2002; Tobin 2004a). This is a networked world of expanding reference that destabilizes the prior orthodoxy of children's media (Tobin 2004a). Rather than spoon–feed stabilized narratives and heroes to a supposedly passive audience, Pokemon and Yugioh invite children to collect, acquire, recombine, and enact stories within their peer networks, trading cards, information, and monsters (Buckingham and Sefton–Green 2004; Yano 2004) in what Sefton–Green has called a 'knowledge industry' (Sefton–Green 2004, 151). These media mixes challenge our ideas of childhood agency and the passivity of media consumption, highlighting the active, entrepreneurial, and technologized aspects of children's engagement with popular culture. They also create a proliferating set of contact points between practice, media, and imaginings, as players perform and identify with media characters in multiple and often unexpected ways.

An early draft of a paper published in Debbora Battaglia Ed. Encountering the Extraterrestrial: Anthropology in Outerspaces. Duke University Press. 2005. This paper was first presented at the 2002 meetings of the American Anthropological Association"

(Mimi Ito)

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TAGS

2005 • alternative places • card gamechildhood agencychildrens mediacollaborationcollectcommunityconsumersDigimondigital culture • enact • engagemententrepreneurshipgamesheroesimaginingsinteractionintertextuality • knowledge industry • media characters • media consumption • media mix • Mimi Itomonster • narrative trajectories • narrativesnetworked worldorthodoxypassive audience • peer networks • play • players • Pokemonpopular culture • recombine • social interaction • stabilisation • story • technologised • trading cardsvideovirtual worldYugioh

CONTRIBUTOR

Simon Perkins
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