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Which clippings match 'Ruins' keyword pg.1 of 1
08 FEBRUARY 2015

Achterbahn: the story behind Berlin's abandoned Spreepark

"Norbert Witte hatte einen Traum: er wollte aus dem Berliner Spreepark–einem Freizeitpark, der zu DDR–Zeiten unter dem Namen »Plänterwald« berühmt geworden ist–den größten Rummelplatz des gerade wiedervereinigten Deutschlands machen. Stattdessen ging der König der Karusselle pleite und setzte sich mit seiner Familie und dem größten Teil seiner Gerätschaften im Jahre 2002 nach Peru ab. Er hinterließ der Stadt Berlin einen Riesenberg Schulden und ein großes Chaos. In Peru verwickelt er sich und seinen 20jährigen Sohn in Drogengeschäfte. Beide landen im Knast: Norbert Witte in Deutschland, sein Sohn in einem der härtesten Knäste der Welt…"

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19692003 • abandoned amusement park • abandoned places in Eastern Europeabandoned ruins • abandoned theme park • Achterbahn (2009) • amusement parkBerlin • boarded up • cocaine • dark undersidedeserted placesdinosaurdocumentary film • drug smuggling • drug trafficking • East Berlin • East Germany • entertainment park • filming location • fun park • fun-rides • GDRGermany • Hanna (2011) • Kulturpark Planterwald • Lima • Marcel Witte • neglected buildings • Norbert Witte • Peru • Peter Dorfler • Pia Witte • Planterwald • prison • rollercoaster • ruins • Sabrina Witte • Sarita Colonia prison • Spree river • Spreepark • Spreepark Berlin • Spreepark GmbH • Treptow-Kopenick • Treptower Park • urban decay

CONTRIBUTOR

Simon Perkins
28 NOVEMBER 2014

Videographer uses drone to capture footage of Pripyat, Chernobyl

"Some tragedies never end. Ask people to name a nuclear disaster and most will probably point to Fukushima in Japan three years ago. The nuclear meltdown at Chernobyl in Ukraine was 30 years ago, but the crisis is still with us today. That's because radiation virtually never dies. After the explosion in 1986, the Soviets built a primitive sarcophagus, a tomb to cover the stricken reactor. But it wasn't meant to last very long and it hasn't. Engineers say there is still enough radioactive material in there to cause widespread contamination. For the last five years a massive project has been underway to seal the reactor permanently. But the undertaking is three quarters of a billion dollars short and the completion date has been delayed repeatedly. Thirty years later, Chernobyl's crippled reactor still has the power to kill."

(Bob Simon, 23 November 2014, CBS News)

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19862014 • 60 Minutes • abandoned places in Eastern Europebarren land • Bob Simon • building and ruinsCanon 7DCBS NewsChernobylcontaminationdangerous placesDanny Cookedeserted places • desolate • desolate space • devastated place • devastation • DJI Phantom 2 • droneFukushima • ghost town • GoPro • Hannah Miller • liminal space • neglected land • no mans landnon-placenuclear disaster • nuclear meltdown • nuclear reactor • overgrown • physical destructionplaceless placeplacelessnesspreservationPripyatquadcopterradiation • radioactive material • ruin • ruinssarcophagustime capsuletombUkraine • urban desert • videographer • wasteland

CONTRIBUTOR

Simon Perkins
27 APRIL 2013

How and when Muslim societies will move away from seeing violence as a resolution to human conflict

"This week the minaret of one of Syria's most beautiful mosques was destroyed in the northern city of Aleppo. The Ummayad mosque established in 715 was rebuilt in 1159 after being damaged by a fire and then built again a century later after the Mongol invasion. The oldest surviving part was the minaret and both the State forces and the rebels accuse each other of its destruction. Lying in the Old City, the mosque is a Unesco world heritage site but has become part of the wider devastation of Syria's rich cultural heritage; a Crusader castle and Roman ruins in the ancient city of Palmyra have also been damaged.

However sad this physical destruction of history and art is, it should matter less to us than the recent reports that some 70,000 lives have been lost in this terrible civil war with hundreds of thousands more displaced. This is a war which is gradually ripping the country apart but about which the rest of the world doesn't seem to know what to do. Yet there is a different poignancy to the loss of a country's artistic and cultural past. It is these visual artifacts, building and ruins which speak to us of a country's history, its collective memory, the love and passion of the people who make a piece of land into a nation state. That so many Syrians are now killing each other and destroying ruins and religious sites poses the disturbing question, what exactly is still held sacred in so many part of the Muslim world?

A couple of weeks ago I returned from a short break to Istanbul. The area surrounding the majestic Hagia Sophia and the Blue mosque is also a Unesco world heritage site, tourists wander freely, the buildings stand sublime, the contested past of the place breathing its religious spirit into a refashioned, modern and vibrant city. But I wonder whether the preservation of history is only meaningful in countries where there is the preservation of peace, where people can enjoy the ordinariness of life, where there is order and purpose and we have the luxury of self reflection.

Earlier this week the former Met commissioner sir Ian Blair said societies choose what kind of violence they will tolerate. Looking across to so many part of the Islamic world where there is civil war, state violence and individual acts of terror, I wonder how and when Muslim societies will move away from seeing violence as a resolution to human conflict. When God is great is uttered as people and buildings are blown up what kind of God have so many created in their hearts and minds? The destruction of the minaret is not just a physical destruction but a tragic metaphor for a nation's soul."

(Mona Siddiqui, 26 April 2013, BBC Radio 4: Thought for the Day)

Fig.1 At left, the damaged Umayyad mosque in the northern city of Aleppo, Syria, on Wednesday 24 April 2013; at right, the view of the mosque with the minaret intact on 6 March 2013. (AP) [http://www.wbur.org/npr/178906558/minaret–of–iconic–syrian–mosque–destroyed–in–fighting].

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1159 • 715 • Aleppo • ancient city • architectural feature • artistic past • BBC Radio 4 • blown up • Blue mosque • building and ruinscivil warcollective memory • Crusader castle • Crusadescultural heritagecultural heritage sitescultural past • destroying • destructiondevastationgod • Hagia Sophia • historic preservation • history and art • human conflict • Ian Blair • individual acts of terror • Islamic mosque • Islamic world • Metropolitan Police • minaret • Minaret of the Bride • Mona Siddiqui • Mongol invasion • mosque • Muslim societies • Muslim world • order and purpose • ordinariness of life • Palmyra • physical destructionpreservation • preservation of history • preservation of peace • religious sites • Roman ruins • ruinssacred • self reflection • self-reflection • state violence • SyriaThought for the Day • tragic metaphor • Umayyad Mosque • UNESCO • UNESCO World Heritage site • violencevisual artefactswomen in cultural theorywonders of the ancient world • world heritage site • world heritage sites

CONTRIBUTOR

Simon Perkins
13 DECEMBER 2012

Journey (Video Game)

"The studio describes it as an interactive parable, the story of a lone traveller and their path through life told in the form of a voyage that starts in the vast expanses of a desert and ends ... well, to tell you how it ends would spoil it. You think you know what Journey is going to be about after the first five minutes, but you don't. I came to it expecting something charming, visually stunning and perhaps even mildly edifying. I left thinking that it may well be, in many ways, the best video game I have ever played.

You play a traveller swaddled in red robes, beginning atop a desert sand dune with a view of a shining mountain on the horizon. You're given no direction; instead you're guided by the natural impulse to move towards that looming, distant beacon. Control is intentionally simple and unobtrusive; you can only walk, jump and sing, but Journey still crafts some astounding scenarios from those bare gameplay ingredients. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there."

(Keza MacDonald, 13 March 2012, The Guardian)

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2012abandoned ruinsancient cityatmospheric presence • Austin Wintory • barren land • beacon • clothcontinuous • crevice • cutscene • desertdesolate space • endless desert • environment as antagonist • float through the air • floating in spaceflyinggame worldheros journeyhorizonindie game • interactive parable • Journey (2012) • lone traveller • mountain • musical chime • natural impulse • open worldPlaystation 3quest • reach the summit • redrobe • robed figure • ruins • sand dune • scarf • smooth spacesnowSony Computer Entertainmentstone • Thatgamecompany • timelessnesstower • underground ruins • video gamevoyagewindwordless

CONTRIBUTOR

Guannan (cassie) Du
03 DECEMBER 2008

Museum Beneath a Hotel: Settlement Exhibition Reykjavik City Museum

"During the excavation works in 2001 for a hotel in the centre of Iceland's capital, the oldest proof of settlement in Reykjavik was found. The ruins of a longhouse and of a turf wall can now be visited "on site": The museum is situated in the basement of the new hotel; the longhouse's former main room is part of today's exhibition hall.

An interactive media installation presents the ruin, dated around 930 AD, the way it probably looked when occupied. The Multi–User installation resurrects the inhabitants as ghosts and shows them in their daily activities. The pater familias is welcoming a guest, servants take care of the livestock and the kitchen, the housewife is dyeing cloth, a child is playing. Museum visitors gain information by activating texts and images telling more on life in Iceland's Middle Ages. A spot light is also directed onto the relics found in the ruin. Touched by the visitor, they will show where they were located in the longhouse and explain their function. Additionally, the purpose of the building's different rooms is described."

(ART+COM)

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2006anthropologyarchaeology • ART+COM • designdigital mediaghostshotelIcelandimmersive environmentsimmersive experience • immersive space • interactioninteractive media • longhouse • middle agesmultimediamuseumnarrativepanoramic portrayalReykjavik • Reykjavik City Museum • ruinssettlementtechnologyvignettevirtual heritagevisualisation

CONTRIBUTOR

Simon Perkins
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