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Narcissus and Echo
(2012)
George Eliot’s late novel Daniel Deronda tackles big, fundamental political questions that radiate from the societal circumstances of the novel’s production and reach deep into our present-day life. The novel critically analyses the capitalistic, morally flawed and standard-less English society and narrates the title hero’s proto-Zionist mission to found a Jewish nation that re-establishes history, meaning and ethical values. This study attempts to trace the novel’s two models of society and time by bringing them into resonance with the myth of Narcissus and Echo famously rendered by Ovid. The unloving, self-referential, visual Narcissus is read as the model for the capitalistic world of spectacle and speculation. Echo’s loving, memory-bearing voice forms an important part in the construction of the sublating unity of the Jewish nation-to-come. Guided by this resonance between George Eliot’s novel and Ovid’s myth pieces of critical theory and philosophy are woven into the study’s fabric. The resulting analysis dissects and deconstructs the novel’s fascinating and highly complex patterns of conditions of possibility for the fabrication of the redeeming Jewish nation, the very same conditions that the novel presents as the conditions of possibility for narrating a meaningful story.
Insight by de—sign
(2023)
The calculus of design is a diagrammatic approach towards the relationship between design and insight. The thesis I am evolving is that insights are not discovered, gained, explored, revealed, or mined, but are operatively de—signed. The de in design neglects the contingency of the space towards the sign. The — is the drawing of a distinction within the operation. Space collapses through the negativity of the sign; the command draws a distinction that neglects the space for the form's sake. The operation to de—sign is counterintuitively not the creation of signs, but their removal, the exclusion of possible sign propositions of space. De—sign is thus an act of exclusion; the possibilities of space are crossed into form.
The aesthetic phenomenon of the uncanny in literature and art is a spatial and gendered aesthetic concept, which is expressed in the spatial characteristics of a literary or photographic narrative. The intention of this thesis is to evaluate the entanglement of the uncanny, space, domesticity and femininity in the context of Gothic literature and photography. These four objects can only be read in their interplay with each other and how they each function as structural principles in the framework of Gothic fiction and photography. The literary texts, Charlotte Perkins Gilman’s “The Yellow Wall-Paper” (1892) and Shirley Jackson’s “The Lovely House” (1950) and The Haunting of Hill House (1959) as well as Francesca Woodman’s self-portraits that will be discussed further share one particular quality; they use the haunted house motif to express the protagonist’s psychological state by transferring mental hauntings onto the narrative’s spatial layer. The establishment of a connection between the concepts at hand, the uncanny, domesticity, spatiality and femininity, is the basis for the first half of the thesis. What follows is an overview of how domestic politics and gendered perceptions of and behaviors in spaces are expressed in the Gothic mode in particular. In the literary analysis two ways in which the Freudian uncanny constitutes itself in the haunted house narrative, first the house as the site of repetition and second the house as a stand-in for the maternal body, are examined. Drawing from Gernot Böhme’s and Martina Löw’s theoretic work on space and atmosphere the thesis focuses on the different aesthetic strategies that produce the uncanny atmosphere associated with the Gothic haunted house. The female subjects at the narratives’ center are in the ambiguous process of disappearing or becoming, this (dis)appearing act is facilitated by their haunted surroundings. In the case of the unnamed narrator in “Wall-Paper” her suppressed rage at her husband is mirrored in the strangled woman trapped inside the yellow wallpaper. Once she recognizes her doppelganger the union of her two selves takes place in the short story’s dramatic climax. In Shirley Jackson’s literary works the haunted houses, protagonists in themselves, entrap, transform, and ultimately devour their female daughter-victims. The haunted houses are symbols, means and places of the continuous tradition of female entrapment within the domestic sphere, be it as wives, mothers or daughters. In Francesca Woodman’s self-portraits the themes of creation/destruction and becoming/disappearing within the ruinous (post)domestic sphere are acted out by the fragmented and blurry female figure who intriguingly oscillates between self-empowerment and submission to destruction.
This paper examines the function that cross-cultural competence (3C) has for NATO in a military context while focusing on two member states and their armed forces: the United States and Germany. Three dimensions were established to analyze 3C internally and externally: dimension A, dealing with 3C within the military organization; dimension B, focusing on 3C in a coalition environment/multicultural NATO contingent, for example while on a mission/training exercise abroad; and dimension C, covering 3C and NATO missions abroad with regard to interaction with the local population.
When developing the research design, the cultural studies-based theory of hegemony constructed by Antonio Gramsci was applied to a comprehensive document analysis of 3C coursework and regulations as well as official documents in order to establish a typification for cross-cultural competence.
As the result, 3C could be categorized as Type I – Ethical 3C, Type II – Hegemonic 3C, and Type III – Dominant 3C. Attributes were assigned according to each type. To validate the established typification, qualitative surveys were conducted with NATO (ACT), the U.S. Armed Forces (USCENTCOM), and the German Armed Forces (BMVg). These interviews validated the typification and revealed a varied approach to 3C in the established dimensions. It became evident that dimensions A and B indicated a prevalence of Type III, which greatly impacts the work atmosphere and effectiveness for NATO (ACT). In contrast, dimension C revealed the use of postcolonial mechanisms by NATO forces, such as applying one’s value systems to other cultures and having the appearance of an occupying force when 3C is not applied (Type I-II). In general, the function of each 3C type in the various dimensions could be determined.
In addition, a comparative study of the document analysis and the qualitative surveys resulted in a canon for culture-general skills. Regarding the determined lack of coherence in 3C correlating with a demonstrably negative impact on effectiveness and efficiency as well as interoperability, a NATO standard in the form of a standardization agreement (STANAG) was suggested based on the aforementioned findings, with a focus on: empathy, cross-cultural awareness, communication skills (including active listening), flexibility and adaptability, and interest. Moreover, tolerance of ambiguity and teachability, patience, observation skills, and perspective-taking could be considered significant. Suspending judgment and respect are also relevant skills here.
At the same time, the document analysis also revealed a lack of coherency and consistency in 3C education and interorganizational alignment. In particular, the documents examined for the U.S. Forces indicated divergent approaches. Furthermore, the interview analysis disclosed a large discrepancy in part between doctrine and actual implementation with regard to the NATO Forces.
In this cartography, I examine M.K. Gandhi’s practice of fasting for political purposes from a specifically aesthetic perspective. In other words, to foreground their dramatic qualities, how they in their expressive repetition, patterning and stylization produced a/effected heightened forms of emotions. To carry out this task, I follow the theater scholar Erika Fischer-Lichte’s features that give name to her book Äesthetik des Performativen (2004). The cartography is framed in a philosophical presentation of Gandhi’s discourse as well as of his historical sources. Moreover, as a second frame, I historicize the fasts, by means of a typology and teleology in context.
The historically and discoursively framed cartography maps four main dimensions that define the aesthetics of the performative: mediality, materiality, semioticity and aestheticity. The first part analyses the medial platforms in which the fasts as events have been historically recorded and in which they have left their traces and inscriptions. These historical sources are namely, newspapers, images, newsreels and a documentary film. Secondly, the material dimension depicts Gandhi’s corporeal condition, as well as the spatiality and temporality of the fasts. In the third place, I revise and reformulate critically Fischer-Lichte’s concepts of “presence” and “representation” with resonating concepts of G. C. Spivak and J. Rancière. This revision illustrates Gandhi’s fasts and shows the process of how an individual may become the embodiment or representation of a national body-politic. The last chapter of the cartography explores the autopoetic-feedback loop between Gandhi and the people and finishes with a comparison of the mise en scène of the hunger artists with the fasts of the Indian the politician, social reformer, and theologian. The text concludes interpreting Gandhi’s practice of fasting under the light of the concepts of “intellectual emancipation” and “de-subjectivation” of the philosopher J. Rancière.
The four main concerns of this cartography are: Firstly, in the field of Gandhi’s reception, to explore the aesthetic dimension as both alternative and complementary to the two hegemonic interpretative lenses, i.e. a hagiographic or a secular political understanding of the fasts. From a theoretical perspective, the cartography pursues to be a transdisciplinary experiment that aims at deploying concepts that have been traditionally developed, derived from and used in the field of the arts (theater, film, literature, aesthetic performance, etc.) in the field of the political. In brief, inverting an expression of Rancière, to understand politics as aesthetics. Thirdly, from a thematic point of view, the cartography inquires the historical forms of staging and perception of hunger. Last yet importantly, it is an inquiry of the practice of fasting as nonviolence, what Gandhi, its most sophisticated modern theoretician and practitioner considered its most radical expression.
The politics of zoom
(2019)
Following the mandate in the Paris Agreement for signatories to provide “climate services” to their constituents, “downscaled” climate visualizations are proliferating. But the process of downscaling climate visualizations does not neutralize the political problems with their synoptic global sources—namely, their failure to empower communities to take action and their replication of neoliberal paradigms of globalization. In this study we examine these problems as they apply to interactive climate‐visualization platforms, which allow their users to localize global climate information to support local political action. By scrutinizing the political implications of the “zoom” tool from the perspective of media studies and rhetoric, we add to perspectives of cultural cartography on the issue of scaling from our fields. Namely, we break down the cinematic trope of “zooming” to reveal how it imports the political problems of synopticism to the level of individual communities. As a potential antidote to the politics of zoom, we recommend a downscaling strategy of connectivity, which associates rather than reduces situated views of climate to global ones.
What is visualization?
(2011)
Over the last 20 years, information visualization became a common tool in science and also a growing presence in the arts and culture at large. However, the use of visualization in cultural research is still in its infancy. Based on the work in the analysis of video games, cinema, TV, animation, Manga and other media carried out in Software Studies Initiative at University of California, San Diego over last two years, a number of visualization techniques and methods particularly useful for cultural and media research are presented.
This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices all came together to frame gameplay within something we called game cultures. Culture was the keyword, since we were not interested in studying games and play experiences in isolation, but rather as part of the rich meaning- making practices of lived reality.
This paper addresses a theoretical reconfiguration of experience, a repositioning of the techno-social within the domains of mobility, games, and play, and embodiment. The ideas aim to counter the notion that our experience with videogames (and digital media more generally), is largely “virtual” and disembodied – or at most exclusively audiovisual. Notions of the virtual and disembodied support an often-tacit belief that technologically mediated experiences count for nothing if not perceived and valued as human. It is here where play in particular can be put to work, be made to highlight and clarify, for it is in play that we find this value of humanity most wholly embodied. Further, it is in considering the design of the metagame that questions regarding the play experience can be most powerfully engaged. While most of any given game’s metagame emerges from play communities and their larger social worlds (putting it out of reach of game design proper), mobile platforms have the potential to enable a stitching together of these experiences: experiences held across time, space, communities, and bodies. This coming together thus represents a convergence not only of media, participants, contexts, and technologies, but of human experience itself. This coming together is hardly neat, nor fully realized. It is, if nothing else, multifaceted and worthy of further study. It is a convergence in which the dynamics of screen play are reengaged.
Define real, Moron!
(2011)
Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.