Media International Australia incorporating Culture and Policy, 2002
Documentary theorist John Corner's suggestion that we might be moving into a post-documentary... more Documentary theorist John Corner's suggestion that we might be moving into a post-documentary period echoes concerns raised earlier by Brian Winston that the documentary is facing some type of crisis. This paper argues that this is only the case if one ignores a broader notion of media hybridity that takes into account directions offered by new technologies and aesthetic regimes. This paper proposes that, rather than signalling an unravelling of documentary's purpose, emerging forms of factuality point towards more localised forms of communication that have been effaced in ‘discourse of sobriety’ with their distrust of the popular. Using examples from reality TV (Big Brother) and a simulation computer game (The Sims), I suggest that these multi-platform ‘gamedocs' relate to older and often ignored histories of representing the real. These histories connect to the lineage of George Méliès' actuality projects and the scientific and morality loops found in the mutoscope...
A common starting point for digital applications of cultural heritage is the visualization of the... more A common starting point for digital applications of cultural heritage is the visualization of the artifact as the material evidence of historical inquiry. Since the early visualization systems of the 1980s, the verisimilitude of digitally recreated artifacts has operated as the hallmark of authenticity. Such a quest for seamless constructions of the real has resulted in developments in documentation that often elide the kinaesthetic and situated dimension of embodied human presence. New research in media practice and archaeology, coupled with the potential of responsive and interactive environments, forms the background to rethinking the role of documentation for user agency. This also has relevance for the project of documentary in the reconfiguration of actuality as a participant-based domain of interactive exploration. Previous reliance on the digital surrogate as the primary evidence of the material past has more recently been challenged by others seeking more equivocal presenta...
... TEMPLES THROUGH THE APPLICATION OF MULTIMEDIA TECHNOLOGIES BERNADETTEFLYNN The Griffith Film ... more ... TEMPLES THROUGH THE APPLICATION OF MULTIMEDIA TECHNOLOGIES BERNADETTEFLYNN The Griffith Film School Nathan Campus, Griffith University, Nathan, Queensland 4111, Australia Received: 5-11-2004 Accepted: 21-3-2005 e-mail: b.flynn@griffith.edu.au ...
2013 Digital Heritage International Congress (DigitalHeritage), 2013
The paper argues that there is a need to consider sentient engagement in the digital expressions ... more The paper argues that there is a need to consider sentient engagement in the digital expressions of cultural heritage. Focusing on full body `natural interaction' the presentation looks at strategies for a phenomenological framework through the design for an embodied motion-sensing environment and analysis of a particular case study of Neolithic era sites and artefacts. The exchange between virtuality and embodiment, immersion and performativity is examined in particular how movement and kinaesthetic engagement can enhance embodied presence and forms of somatic knowledge. Models are proposed that represent phenomenological value for an emergent somatic heritage.
A common starting point for digital applications of cultural heritage is the visualization of the... more A common starting point for digital applications of cultural heritage is the visualization of the artifact as the material evidence of historical inquiry. Since the early visualization systems of the 1980s, the verisimilitude of digitally recreated artifacts has operated as the hallmark of ...
Abstract. This paper extends on recent research in digital cultural heritage by arguing for an en... more Abstract. This paper extends on recent research in digital cultural heritage by arguing for an enhanced engagement with post-processual archaeology. While recent digital heritage projects have demonstrated an effective use of high end user interaction with elements adapted from computer games ...
This paper seeks to address the possibilities for feminist interventions with cybernetic technolo... more This paper seeks to address the possibilities for feminist interventions with cybernetic technologies and the representation of the female body in cybertechno worlds. One focus is of female artists who are using the interactive possibilities of these technologies to give rise to new cultural forms and meanings.
This paper investigates how digital media and screen-based navigation can be utilised to provide ... more This paper investigates how digital media and screen-based navigation can be utilised to provide engagement with prehistory. In light of the importance of material remains and the increased pressure of tourism, it is important to find creative solutions to physical visitation that continue to provide meaningful experiences for visitors. Rather than revisiting the more familiar questions of digital preservation and conservation, the paper explores how multimedia game techniques can be applied to create compelling cultural experiences. Rethinking digital interaction for cultural heritage is located in the architecture of Mnajdra, a Maltese Megalithic temple and recent work by game researchers and archaeologists. Drawing on the work of archaeologists including Tilly and Turnbull, the paper proposes that the role of spatial navigation and performance is central to an understanding of the past (Tilly 2004, Turnbull 2002). It proposes that spatial categories emerge from the performance of...
This paper investigates how digital media and screen-based navigation can be utilised to provide ... more This paper investigates how digital media and screen-based navigation can be utilised to provide engagement with prehistory. In light of the importance of material remains and the increased pressure of tourism, it is important to find creative solutions to physical visitation that continue to provide meaningful experiences for visitors. Rather than revisiting the more familiar questions of digital preservation and conservation, the paper explores how computer game techniques can be applied to create compelling cultural experiences. Rethinking digital interaction for cultural heritage is located in the architecture of Mnajdra, a Maltese Megalithic temple and recent work by game researchers and archaeologists. Focusing on the spatial structure of the oldest freestanding monument the paper proposes that the role of spatial navigation and praxis is central to an embodied understanding of the past. It extends on the phenomenologically inspired investigations on the Mnajdra temple by Chri...
Photographs, along with theatre schema, books, trompe l'oeil paintings, and maps have served ... more Photographs, along with theatre schema, books, trompe l'oeil paintings, and maps have served as memory technologies that draw on visual and spatial systems. These technologies function as repositories for memory, a place where the past is deposited and later retrieved. If as Ada Lovelace envisaged, the computer is in essence a memory technology, multimedia as an imprint of zeros and ones with spatial dimensions is ideally suited to the portrayal of the fluid and multi-layered constructions of the past. Indeed, recent multimedia works have repeatedly used critical practice to rework theoretical debates about memory.
Documentary is facing dramatic changes as the new media open up issues of complexity and diversit... more Documentary is facing dramatic changes as the new media open up issues of complexity and diversity not available to traditional single media forms. Documentary has been one of the key avenues through which discourses of the social have been created and institutionalised - how then will these discourses be affected by developing ideas about documentary possibilities in new media? In the waves of debate over the future of new media technologies, it is important to grasp the ideological and political implications and opportunities that they contain (Cherny and Weise 1996; Jankowski and Hanssen 1996; Sardar and Ravetz 1996; Jones 1997; Murray 1997). This paper addresses a specific part of this debate - the role of new media in education, and the issues it can raise in relation to learning about multicultural societies. In particular how will discourses of social diversity be challenged by the multiplicity of readings generated in the new media environment?
The following chapter investigates space in computer games. It asks what models might best be uti... more The following chapter investigates space in computer games. It asks what models might best be utilized to analyze the experience and pleasures of the players' navigation through computer games space. A basic tenet of the approach advanced here is that while computer games are visual worlds, to an extent perceived similarly to other visual media such as film, other traditions of navigation and spatiality can also be useful in gaining a more nuanced understanding of what it is to navigate computer game space. This account therefore seeks to bring existing notions of spectatorship into dialogue with accounts of spatial navigation drawn from other disciplines, including painting, film and landscape design. To do this, I first need to establish some of the critiques of the traditional Western conception of space. I then introduce the work of thinkers who have presented alternate conceptions of spatial experience, among them Henri Lefebvre, Michel De Certeau and Maurice Merleau-Ponty....
Media International Australia incorporating Culture and Policy, 2002
Documentary theorist John Corner's suggestion that we might be moving into a post-documentary... more Documentary theorist John Corner's suggestion that we might be moving into a post-documentary period echoes concerns raised earlier by Brian Winston that the documentary is facing some type of crisis. This paper argues that this is only the case if one ignores a broader notion of media hybridity that takes into account directions offered by new technologies and aesthetic regimes. This paper proposes that, rather than signalling an unravelling of documentary's purpose, emerging forms of factuality point towards more localised forms of communication that have been effaced in ‘discourse of sobriety’ with their distrust of the popular. Using examples from reality TV (Big Brother) and a simulation computer game (The Sims), I suggest that these multi-platform ‘gamedocs' relate to older and often ignored histories of representing the real. These histories connect to the lineage of George Méliès' actuality projects and the scientific and morality loops found in the mutoscope...
A common starting point for digital applications of cultural heritage is the visualization of the... more A common starting point for digital applications of cultural heritage is the visualization of the artifact as the material evidence of historical inquiry. Since the early visualization systems of the 1980s, the verisimilitude of digitally recreated artifacts has operated as the hallmark of authenticity. Such a quest for seamless constructions of the real has resulted in developments in documentation that often elide the kinaesthetic and situated dimension of embodied human presence. New research in media practice and archaeology, coupled with the potential of responsive and interactive environments, forms the background to rethinking the role of documentation for user agency. This also has relevance for the project of documentary in the reconfiguration of actuality as a participant-based domain of interactive exploration. Previous reliance on the digital surrogate as the primary evidence of the material past has more recently been challenged by others seeking more equivocal presenta...
... TEMPLES THROUGH THE APPLICATION OF MULTIMEDIA TECHNOLOGIES BERNADETTEFLYNN The Griffith Film ... more ... TEMPLES THROUGH THE APPLICATION OF MULTIMEDIA TECHNOLOGIES BERNADETTEFLYNN The Griffith Film School Nathan Campus, Griffith University, Nathan, Queensland 4111, Australia Received: 5-11-2004 Accepted: 21-3-2005 e-mail: b.flynn@griffith.edu.au ...
2013 Digital Heritage International Congress (DigitalHeritage), 2013
The paper argues that there is a need to consider sentient engagement in the digital expressions ... more The paper argues that there is a need to consider sentient engagement in the digital expressions of cultural heritage. Focusing on full body `natural interaction' the presentation looks at strategies for a phenomenological framework through the design for an embodied motion-sensing environment and analysis of a particular case study of Neolithic era sites and artefacts. The exchange between virtuality and embodiment, immersion and performativity is examined in particular how movement and kinaesthetic engagement can enhance embodied presence and forms of somatic knowledge. Models are proposed that represent phenomenological value for an emergent somatic heritage.
A common starting point for digital applications of cultural heritage is the visualization of the... more A common starting point for digital applications of cultural heritage is the visualization of the artifact as the material evidence of historical inquiry. Since the early visualization systems of the 1980s, the verisimilitude of digitally recreated artifacts has operated as the hallmark of ...
Abstract. This paper extends on recent research in digital cultural heritage by arguing for an en... more Abstract. This paper extends on recent research in digital cultural heritage by arguing for an enhanced engagement with post-processual archaeology. While recent digital heritage projects have demonstrated an effective use of high end user interaction with elements adapted from computer games ...
This paper seeks to address the possibilities for feminist interventions with cybernetic technolo... more This paper seeks to address the possibilities for feminist interventions with cybernetic technologies and the representation of the female body in cybertechno worlds. One focus is of female artists who are using the interactive possibilities of these technologies to give rise to new cultural forms and meanings.
This paper investigates how digital media and screen-based navigation can be utilised to provide ... more This paper investigates how digital media and screen-based navigation can be utilised to provide engagement with prehistory. In light of the importance of material remains and the increased pressure of tourism, it is important to find creative solutions to physical visitation that continue to provide meaningful experiences for visitors. Rather than revisiting the more familiar questions of digital preservation and conservation, the paper explores how multimedia game techniques can be applied to create compelling cultural experiences. Rethinking digital interaction for cultural heritage is located in the architecture of Mnajdra, a Maltese Megalithic temple and recent work by game researchers and archaeologists. Drawing on the work of archaeologists including Tilly and Turnbull, the paper proposes that the role of spatial navigation and performance is central to an understanding of the past (Tilly 2004, Turnbull 2002). It proposes that spatial categories emerge from the performance of...
This paper investigates how digital media and screen-based navigation can be utilised to provide ... more This paper investigates how digital media and screen-based navigation can be utilised to provide engagement with prehistory. In light of the importance of material remains and the increased pressure of tourism, it is important to find creative solutions to physical visitation that continue to provide meaningful experiences for visitors. Rather than revisiting the more familiar questions of digital preservation and conservation, the paper explores how computer game techniques can be applied to create compelling cultural experiences. Rethinking digital interaction for cultural heritage is located in the architecture of Mnajdra, a Maltese Megalithic temple and recent work by game researchers and archaeologists. Focusing on the spatial structure of the oldest freestanding monument the paper proposes that the role of spatial navigation and praxis is central to an embodied understanding of the past. It extends on the phenomenologically inspired investigations on the Mnajdra temple by Chri...
Photographs, along with theatre schema, books, trompe l'oeil paintings, and maps have served ... more Photographs, along with theatre schema, books, trompe l'oeil paintings, and maps have served as memory technologies that draw on visual and spatial systems. These technologies function as repositories for memory, a place where the past is deposited and later retrieved. If as Ada Lovelace envisaged, the computer is in essence a memory technology, multimedia as an imprint of zeros and ones with spatial dimensions is ideally suited to the portrayal of the fluid and multi-layered constructions of the past. Indeed, recent multimedia works have repeatedly used critical practice to rework theoretical debates about memory.
Documentary is facing dramatic changes as the new media open up issues of complexity and diversit... more Documentary is facing dramatic changes as the new media open up issues of complexity and diversity not available to traditional single media forms. Documentary has been one of the key avenues through which discourses of the social have been created and institutionalised - how then will these discourses be affected by developing ideas about documentary possibilities in new media? In the waves of debate over the future of new media technologies, it is important to grasp the ideological and political implications and opportunities that they contain (Cherny and Weise 1996; Jankowski and Hanssen 1996; Sardar and Ravetz 1996; Jones 1997; Murray 1997). This paper addresses a specific part of this debate - the role of new media in education, and the issues it can raise in relation to learning about multicultural societies. In particular how will discourses of social diversity be challenged by the multiplicity of readings generated in the new media environment?
The following chapter investigates space in computer games. It asks what models might best be uti... more The following chapter investigates space in computer games. It asks what models might best be utilized to analyze the experience and pleasures of the players' navigation through computer games space. A basic tenet of the approach advanced here is that while computer games are visual worlds, to an extent perceived similarly to other visual media such as film, other traditions of navigation and spatiality can also be useful in gaining a more nuanced understanding of what it is to navigate computer game space. This account therefore seeks to bring existing notions of spectatorship into dialogue with accounts of spatial navigation drawn from other disciplines, including painting, film and landscape design. To do this, I first need to establish some of the critiques of the traditional Western conception of space. I then introduce the work of thinkers who have presented alternate conceptions of spatial experience, among them Henri Lefebvre, Michel De Certeau and Maurice Merleau-Ponty....
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