To date, the academic discussion of graffiti culture in Greater China borrows a set of theoretica... more To date, the academic discussion of graffiti culture in Greater China borrows a set of theoretical assumptions or preoccupations based on Euro-American graffiti subculture practices, focusing on the artistic dimensions of graffiti. This article, based on an ethnography in Macau, tries to re-examine two forms of local graffiti culture – the one influenced by hip hop culture, the other by the Chinese writing tradition – and endeavours to analyse the logic of their different spatial strategies and embodied practices. KEYWORDS: Graffiti, Macau, gesture, embodied practice
摘要:近年来,游戏研究中的物质转向不仅更新了传统的游戏研究议题,也产生了一系列新议题与分析路径,也更新了游戏研究中叙事学与游戏学之争的认识。自从上世纪七十年代起,电子游戏肇始格斗便已成为嵌... more 摘要:近年来,游戏研究中的物质转向不仅更新了传统的游戏研究议题,也产生了一系列新议题与分析路径,也更新了游戏研究中叙事学与游戏学之争的认识。自从上世纪七十年代起,电子游戏肇始格斗便已成为嵌套其间的重要元素,也是大众文化持续讨论的主要话题之一,然而长期以来鲜有深入的学术探讨。游戏之中的格斗一开始就并非对真正格斗体系的表征,而是摇摆在对写实的拟真与想象的恣洋的张力之中,格斗游戏中的身体姿态不仅是屏幕上的简陋的二维画面,而是与游戏玩家对游戏界面的使用相结合,成为一种具身实践。 本研究将姿态作为切入点,结合游戏研究与武术研究的理论传统,并非寻找对游戏中格斗元素的线性历史书写,而是将其放在技术的操演物质性与身体想象的长期互动之中,批判性地探询游戏之中的身体姿态如何作为傅拉瑟所谓的技术图像,被嵌套于不同数字技术所构成的机具的过程。
Digital Kungfu: the phenomenology of gestures in fighting game
Abstract: To date, the material tune in game studies not only updated the traditional topics contributed new topic and reaches approaches in this interdisciplinary academic field, but also renewed our understanding of the lasting debates on ludology and narratology. Since 1970s, martial arts have been embedded into the video game, however they lacked of serious academic discussions. Marital arts in the video game have been no means representation of the martial arts in the real world, but swing between the simulation and imagination. The gestures in the fighting game are not just two-dimensional image but also the embodied practices articulated with ludic interface. This article used gestures as the departure point, critically inquire the interplay between the performative materiality and bodily imagination in both traditions from game studies and marital arts studies, to exam the process how gestures in the video game as technical image embedded into with various digital technology oriented apparatus.
摘要:在中国持续数十年的“扫黄打非”运动之一,被统称为“黄”各种淫秽色情低俗材料,一直被视为急需解决的社会灾难。 本文回溯了“黄”的话语生产与物质性的变化,试图探讨对于“黄”的接触如何作为中国... more 摘要:在中国持续数十年的“扫黄打非”运动之一,被统称为“黄”各种淫秽色情低俗材料,一直被视为急需解决的社会灾难。 本文回溯了“黄”的话语生产与物质性的变化,试图探讨对于“黄”的接触如何作为中国青年普遍习得的文化技术,成为当代青年文化的一部分继而进入公共讨论。
To date, the academic discussion of graffiti culture in Greater China borrows a set of theoretica... more To date, the academic discussion of graffiti culture in Greater China borrows a set of theoretical assumptions or preoccupations based on Euro-American graffiti subculture practices, focusing on the artistic dimensions of graffiti. This article, based on an ethnography in Macau, tries to re-examine two forms of local graffiti culture – the one influenced by hip hop culture, the other by the Chinese writing tradition – and endeavours to analyse the logic of their different spatial strategies and embodied practices. KEYWORDS: Graffiti, Macau, gesture, embodied practice
摘要:近年来,游戏研究中的物质转向不仅更新了传统的游戏研究议题,也产生了一系列新议题与分析路径,也更新了游戏研究中叙事学与游戏学之争的认识。自从上世纪七十年代起,电子游戏肇始格斗便已成为嵌... more 摘要:近年来,游戏研究中的物质转向不仅更新了传统的游戏研究议题,也产生了一系列新议题与分析路径,也更新了游戏研究中叙事学与游戏学之争的认识。自从上世纪七十年代起,电子游戏肇始格斗便已成为嵌套其间的重要元素,也是大众文化持续讨论的主要话题之一,然而长期以来鲜有深入的学术探讨。游戏之中的格斗一开始就并非对真正格斗体系的表征,而是摇摆在对写实的拟真与想象的恣洋的张力之中,格斗游戏中的身体姿态不仅是屏幕上的简陋的二维画面,而是与游戏玩家对游戏界面的使用相结合,成为一种具身实践。 本研究将姿态作为切入点,结合游戏研究与武术研究的理论传统,并非寻找对游戏中格斗元素的线性历史书写,而是将其放在技术的操演物质性与身体想象的长期互动之中,批判性地探询游戏之中的身体姿态如何作为傅拉瑟所谓的技术图像,被嵌套于不同数字技术所构成的机具的过程。
Digital Kungfu: the phenomenology of gestures in fighting game
Abstract: To date, the material tune in game studies not only updated the traditional topics contributed new topic and reaches approaches in this interdisciplinary academic field, but also renewed our understanding of the lasting debates on ludology and narratology. Since 1970s, martial arts have been embedded into the video game, however they lacked of serious academic discussions. Marital arts in the video game have been no means representation of the martial arts in the real world, but swing between the simulation and imagination. The gestures in the fighting game are not just two-dimensional image but also the embodied practices articulated with ludic interface. This article used gestures as the departure point, critically inquire the interplay between the performative materiality and bodily imagination in both traditions from game studies and marital arts studies, to exam the process how gestures in the video game as technical image embedded into with various digital technology oriented apparatus.
摘要:在中国持续数十年的“扫黄打非”运动之一,被统称为“黄”各种淫秽色情低俗材料,一直被视为急需解决的社会灾难。 本文回溯了“黄”的话语生产与物质性的变化,试图探讨对于“黄”的接触如何作为中国... more 摘要:在中国持续数十年的“扫黄打非”运动之一,被统称为“黄”各种淫秽色情低俗材料,一直被视为急需解决的社会灾难。 本文回溯了“黄”的话语生产与物质性的变化,试图探讨对于“黄”的接触如何作为中国青年普遍习得的文化技术,成为当代青年文化的一部分继而进入公共讨论。
To date, Czech-born Brazilian scholar Vilem Flusser’s arguments on technical image won its popula... more To date, Czech-born Brazilian scholar Vilem Flusser’s arguments on technical image won its popularity worldwide and become one of major theoretical resources in discussing from photography to computer images. According to Flusser, unlike traditional image, the technical image generated by apparatus through certain programs. Although this Post-humanism idea seems rather convincing and prospective, its universality will be suspected for it is based on Flusser’s European experiences. This research based on several cases on China’s visual experiences on technical images. Recently data visualization has been introduced into Chinas as Western media’s resolution for remedy against challenges from new media and widely accepted on Chinese mass media. As typical technical image generated through program from apparatus, Chinese data visualization apparently lack of aesthetic expression of non-western visual experiences. In another case, China is the leading player of the civic usage of drone and unmanned aerial photo, however the visual imagination of “eyes of the god” has been totally applied and promoted. Theoretically, the apparatus and programs exist in certain social and cultural conditions and should be cultural techniques with diversities. Any the cases in China shows, the apparatus and programs interweaved in complicated power structures need critical reflection.
Keywords: Flusser, Technical Image, Cultural Technique, Data Visualization, Drone photography
To date, the discussion in English literature on graffiti consider it as a character of hip-hop c... more To date, the discussion in English literature on graffiti consider it as a character of hip-hop culture. The researches in Great China to certain extend follow this idea and make distinction between so-called mass graffiti and street graffiti. This visual ethnography on the graffiti in Macau shows that different types of graffiti locate in different parts of the city with covert spatial politics rather than discursive politics. The researcher spent two years with five different graffiti writers and groups, join in their booming in the Macau. Beside the offline visual ethnography with the local graffiti writers, the researcher applies the GIS technology with the help of software such as Google earth and Qgis to draw a graffiti distribution map of the city. The research finds that graffiti in Macau, the so-called “the city of gambling” has been intentional used as a promotion for tourism and creative industry by the local authority, meanwhile the graffiti writers paint with permission and paid for the official projects as well as personal subversive "booming". Graffiti writers from Hong Kong, Macau and Mainland show strong differences in their ways of artistic creation and attitudes toward the official re-definition of graffiti. The different origins and identifications of the graffiti writers affects their motivation and participation in the graffiti and represented in their graffiti.
This research takes one of the primary contemporary icons of Chinese tradition –the popular pract... more This research takes one of the primary contemporary icons of Chinese tradition –the popular practice of Tai Chi- and subjects its career in both China and the West, to a series of critical interrogations focusing on three main moments; the invention and (re)imagination of tradition, the practice’s migration from China to the West, and its translation by its English practitioners
Based on ethnography in United Kingdom explores the contending understandings of Tai Chi among its English practitioners, both teachers and students. It explores the ways in which British practitioner’s invention and translation of bodily sense such as rou (softness), xu (emptiness) and how these bodily senses shape the practitioners’ understanding tai chi quan as a spiritual discipline rather than martial arts.
Since the photovoice was introduced into social science as a methodology as well as a way of empo... more Since the photovoice was introduced into social science as a methodology as well as a way of empowerment, it has been developed into variants such as videovoice, comic voice, paint voice. The idea of participatory visual method combining visual practices with grassroots social action has been proved effective for the margined community and insightful for the researchers. In the age of new media and “Big Data”, it deserve further development and new innovation. Dataviz or data visualization as one of the most popular media favorite gained eyeball in recent years. In the neolibreralism logics of information-based-economy , it has been rapid evolved into tools of visual persuasion for the authorities and interests groups. This research based on the researchers’ experiences with different groups such as sex workers in mainland China, street demonstrators in Macau etc, discussed the potency to use dataviz, infographics for expression of voice and empowerment for the marginalized communities. Dataviz can be applied as datavoice to challenge the hegemony.
The so-called Dakou (Cut-out), dumped as plastic rubbish by the Western country exported to China... more The so-called Dakou (Cut-out), dumped as plastic rubbish by the Western country exported to China to be recycled. Dakou tapes and CDs cut to prevent to re-enter the retailing market since 1990s. However, due to the technical features of the CD and tape player, the cut-out can easily reincarnate as zombie media in the music industry in China after its death as digital objects in the west. Although researchers as Kloet(2010) observed that Dakou cassettes and CDS played a significant role in the development of rock music in China, it has been consider declination after the rise of internet and new digital music medium such as MP3. This research based on a two-year ethnography in Southern China city Guangzhou, the main circulation center of cut-out in China, and netography in the online cut-out fandom group, we noted that the Dakou industry survived and paved a new way in the age of internet and digital music. The Dakou CDs become collection targets of nostalgic music fans, as well as a major source for digitalization of music. The Dakou CDs preserved and circulated in material form, at the meantime, the music recorded in the CDs circulated in the internet as the immaterial objects of materiality.
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Papers by Gehao Zhang
文|章戈浩
【摘要】本文借用了德国媒体理论家基特勒技术物质主义的视角,以美国华人声援梁彼得游行时微信使用为案例,从物质性的角度思考了微信这一移动终端社交媒体平台在形塑数字流散时的作用与局限。近十年来兴起的数字流散及其主要解释框架如流散赋权模式与流散边缘模式均可在一定程度上分析声援梁彼得游行中的微信使用,但失之粗疏。本文试图从微信拓扑结构、时间轴操控与交互界面等物质性层面入手,进一步发现媒体使用背后深层的文化技术。
【关键词】数字流散;物质性;文化技术;微信
KEYWORDS: Graffiti, Macau, gesture, embodied practice
Conference Presentations by Gehao Zhang
本研究将姿态作为切入点,结合游戏研究与武术研究的理论传统,并非寻找对游戏中格斗元素的线性历史书写,而是将其放在技术的操演物质性与身体想象的长期互动之中,批判性地探询游戏之中的身体姿态如何作为傅拉瑟所谓的技术图像,被嵌套于不同数字技术所构成的机具的过程。
关键词:游戏学 姿态 格斗游戏 傅拉瑟
作者简介: 章戈浩 澳门科技大学人文艺术学院助理教授,主要研究兴趣为媒体考古学、数字人类学、质性数据分析、武术研究。 ghzhang@must.edu.mo
Digital Kungfu: the phenomenology of gestures in fighting game
Abstract: To date, the material tune in game studies not only updated the traditional topics contributed new topic and reaches approaches in this interdisciplinary academic field, but also renewed our understanding of the lasting debates on ludology and narratology. Since 1970s, martial arts have been embedded into the video game, however they lacked of serious academic discussions. Marital arts in the video game have been no means representation of the martial arts in the real world, but swing between the simulation and imagination. The gestures in the fighting game are not just two-dimensional image but also the embodied practices articulated with ludic interface.
This article used gestures as the departure point, critically inquire the interplay between the performative materiality and bodily imagination in both traditions from game studies and marital arts studies, to exam the process how gestures in the video game as technical image embedded into with various digital technology oriented apparatus.
本研究试图以受基特勒等人新物质主义观念影响的媒体考古学为主要取径,从物质性视角挖掘出媒体表征与个人记忆中不同时期、不同地域机房的空间操演。
研究材料既包括自1950年代以来中国官方通讯社新华社图库档案的视觉材料,也包括散落于网络非正式的个人回忆,但研究既不追求铺陈宏大叙事,也不奢望书写复调历史,仅争取非线性地拼贴出若干碎片,并尝试加以微观空间政治分析,以期进一步讨论当代中国社会面对新兴信息科技时本土文化技术的产制机理。
关键词:机房、媒体考古学、空间、仪式
文|章戈浩
【摘要】本文借用了德国媒体理论家基特勒技术物质主义的视角,以美国华人声援梁彼得游行时微信使用为案例,从物质性的角度思考了微信这一移动终端社交媒体平台在形塑数字流散时的作用与局限。近十年来兴起的数字流散及其主要解释框架如流散赋权模式与流散边缘模式均可在一定程度上分析声援梁彼得游行中的微信使用,但失之粗疏。本文试图从微信拓扑结构、时间轴操控与交互界面等物质性层面入手,进一步发现媒体使用背后深层的文化技术。
【关键词】数字流散;物质性;文化技术;微信
KEYWORDS: Graffiti, Macau, gesture, embodied practice
本研究将姿态作为切入点,结合游戏研究与武术研究的理论传统,并非寻找对游戏中格斗元素的线性历史书写,而是将其放在技术的操演物质性与身体想象的长期互动之中,批判性地探询游戏之中的身体姿态如何作为傅拉瑟所谓的技术图像,被嵌套于不同数字技术所构成的机具的过程。
关键词:游戏学 姿态 格斗游戏 傅拉瑟
作者简介: 章戈浩 澳门科技大学人文艺术学院助理教授,主要研究兴趣为媒体考古学、数字人类学、质性数据分析、武术研究。 ghzhang@must.edu.mo
Digital Kungfu: the phenomenology of gestures in fighting game
Abstract: To date, the material tune in game studies not only updated the traditional topics contributed new topic and reaches approaches in this interdisciplinary academic field, but also renewed our understanding of the lasting debates on ludology and narratology. Since 1970s, martial arts have been embedded into the video game, however they lacked of serious academic discussions. Marital arts in the video game have been no means representation of the martial arts in the real world, but swing between the simulation and imagination. The gestures in the fighting game are not just two-dimensional image but also the embodied practices articulated with ludic interface.
This article used gestures as the departure point, critically inquire the interplay between the performative materiality and bodily imagination in both traditions from game studies and marital arts studies, to exam the process how gestures in the video game as technical image embedded into with various digital technology oriented apparatus.
本研究试图以受基特勒等人新物质主义观念影响的媒体考古学为主要取径,从物质性视角挖掘出媒体表征与个人记忆中不同时期、不同地域机房的空间操演。
研究材料既包括自1950年代以来中国官方通讯社新华社图库档案的视觉材料,也包括散落于网络非正式的个人回忆,但研究既不追求铺陈宏大叙事,也不奢望书写复调历史,仅争取非线性地拼贴出若干碎片,并尝试加以微观空间政治分析,以期进一步讨论当代中国社会面对新兴信息科技时本土文化技术的产制机理。
关键词:机房、媒体考古学、空间、仪式
从另一个角度来看,此类争论的重点仍重在资料收集阶段,而传统的质性研究中,对田野材料的分析一直较为薄弱。自从扎根理论引入了编码方法使得对质性材料一定程度上摆脱了质性材料囿于文本分析的成见,可以对一定数量的质性材料进行数据分析。九十年代以计算机软件的引入并提出的计算机辅助质性分析使得质性数据分析效率得以提高,但其总体思路均源自扎根理论以编码为中心的编辑式分析。2000年以来,就有学者探索将计算辅助质性分析与框架分析、话语分析等方法相结合。
本研究基于对买春网站上性消费者的自述性材料分析,试图在方法论上作出反思性的探索。在本研究中,研究者所关心的是研究参与者的身体感受,这类材料较难在互动性较强的访谈中获得,往往只能从研究参与者的自述材料上窥见。
受到费尔克劳夫源自批判语言学传统的批判话语分析的影响,将话语实践视作社会实践,因此可以从研究参与者的自述性材料的语法描述出发,继而发现其语言使用中的的话语事件,以及互文性的话语秩序的建立,从文本维度的分析走向社会维度的分析。因此在一定程度可以解决某些在线民族志缺少或是因条件限制无法与研究参与者进行线下沟通的问题,从而跳出在线民族志研究中线上研究与线下研究二元对立的争论。
然而批判话语分析所能进行仅是共时层面的分析,另一种可能是将近年来兴起的叙事探究的方法与之结合,将研究参与者的自述性材料延展为带为叙事成为的生命史材料,补充分析的视角。从话语和叙事两个角度来分析研究参与者的自述性材料,一方面将研究主本体从研究者一定程度转向研究参与者,另一方面可以从共时和历时两个维度拓展研究,也可以弥补传统质性研究忽视数据分析的部分。但是在此研究的设计中,采用了多种来自不同研究传统的方法,不法方法其内在逻辑上存在冲突,在操作层面也尚需磨合不同的技术倾向。
This research based on several cases on China’s visual experiences on technical images. Recently data visualization has been introduced into Chinas as Western media’s resolution for remedy against challenges from new media and widely accepted on Chinese mass media. As typical technical image generated through program from apparatus, Chinese data visualization apparently lack of aesthetic expression of non-western visual experiences. In another case, China is the leading player of the civic usage of drone and unmanned aerial photo, however the visual imagination of “eyes of the god” has been totally applied and promoted. Theoretically, the apparatus and programs exist in certain social and cultural conditions and should be cultural techniques with diversities. Any the cases in China shows, the apparatus and programs interweaved in complicated power structures need critical reflection.
Keywords: Flusser, Technical Image, Cultural Technique, Data Visualization, Drone photography
Based on ethnography in United Kingdom explores the contending understandings of Tai Chi among its English practitioners, both teachers and students. It explores the ways in which British practitioner’s invention and translation of bodily sense such as rou (softness), xu (emptiness) and how these bodily senses shape the practitioners’ understanding tai chi quan as a spiritual discipline rather than martial arts.
Dataviz or data visualization as one of the most popular media favorite gained eyeball in recent years. In the neolibreralism logics of information-based-economy , it has been rapid evolved into tools of visual persuasion for the authorities and interests groups.
This research based on the researchers’ experiences with different groups such as sex workers in mainland China, street demonstrators in Macau etc, discussed the potency to use dataviz, infographics for expression of voice and empowerment for the marginalized communities. Dataviz can be applied as datavoice to challenge the hegemony.
Although researchers as Kloet(2010) observed that Dakou cassettes and CDS played a significant role in the development of rock music in China, it has been consider declination after the rise of internet and new digital music medium such as MP3.
This research based on a two-year ethnography in Southern China city Guangzhou, the main circulation center of cut-out in China, and netography in the online cut-out fandom group, we noted that the Dakou industry survived and paved a new way in the age of internet and digital music. The Dakou CDs become collection targets of nostalgic music fans, as well as a major source for digitalization of music. The Dakou CDs preserved and circulated in material form, at the meantime, the music recorded in the CDs circulated in the internet as the immaterial objects of materiality.