no shit
category: PhD sources
tags:

So what is it that this movie is about? In all honesty – I don’t know. I for sure watched it. And I did not fall asleep like in Avatar. OK, I didn’t fall asleep in Avatar. But I did in Up in the Air. OK, I didn’t do that either. But I hope by now you’re with me when I say: this movie has confused me. Unfortunately not in a David Lynch way though, but in a different way. Perhaps even in a new way. Which then would be good. So let’s hope so.

The story is said to be complex. I’d say it is fairly simple. Ryan Bingham’s (George Clooney) job is to fire employees whose bosses don’t have the balls to do it themselves, which makes them walking embarrassments to our race (that includes all human beings and is actually beside the point, but I felt like telling them something: you guys are low, so low that I hope cockroaches will spit on you before they squash you with their ugly little shit-covered feet). The job includes travelling across the USA – a lot. So much in fact that the only place he really feels at home is on the move. And since the way he moves is by airplane, his home is airports. He’s told he leads a very isolated life, but he himself is happy being surrounded by lots of strangers. Then three things happen. First, he meets a woman (Vera Farmiga) he might actually like. Second, his boss tells him to take a young ambitious employee (Anna Kendrick) along and teach her the basics. Third, his company plans to ground him, which means he would have to stay in Omaha, Nebraska.

George Clooney’s performance most definitely is noteworthy. What’s more, there was not a single untalented supporting actor and particularly the beginning had some snappy editing. The movie had its happy-moments while touching on some very sombre topics. And that’s where my problems begin: Up in the Air starts off as a romantic comedy but quickly you notice it might not actually be one. Perhaps my +1 having told me we were in for a cheesy chick flick added to my overall confusion. Whatever it was, this flick needs a category of its own. Which might be a good thing. Think The Godfather, Apocalypse Now, Inglourious Basterds, Sin City, or any Ingmar Bergman or David Lynch film; they all are in categories of their own. I’m just not sure this movie is even the same fucking sport. But I might be changing my mind already.

In German I would say this film looks at life and its problems with a smiling and a crying eye, which is exactly what my face tried to do on my way out of the cinema. Turns out my face wasn’t made for that and consequently I looked a bit stupid – just as stupid as our perverse little world. Perhaps that’s what the filmmakers wanted.

Up in the Air
(2009)

Director: Jason Reitman
Screenplay: Jason Reitman, Sheldon Turner, Walter Kirn (novel)
Cinematography: Eric Steelberg
Editing: Dana E. Glauberman
Score: Rolfe Kent
Cast: George Clooney, Vera Farmiga, Anna Kendrick, Jason Bateman.

Boyd, Boyd
2008
The Art of Literature and the Science of Literature (20.12.2009)

“For both artists and audiences, art’s capacity to ensnare attention is crucial: for the artist, to accrue status; for the audience, to motivate engagement.”

“engagement in the activity—matters before meaning”

“Repetition is the simplest form of elaboration, but since pure repetition holds little interest, repetition of a bold idea with variation offers him the best prospects of holding the attention of listeners with the imaginative resources he has.”

“Yet if we normally engage in art simply because it can command our attention, meaning, in academic contexts, elbows its way to the fore, because the propositional nature of meaning makes it so much easier to expound, circulate, regurgitate, or challenge than the fluid dynamics of attention.” Academia analyses meaning in art, because attention is fluid and dynamic and difficult to hold still and analyse.

The average shot length in Hollywood movies has been shrinking as viewers have learned to assimilate film faster and to cope with the information rush of the modern world. Nabokov has influenced writers from acclaimed oldsters (Italo Calvino, W. G. Sebald, Salman Rushdie, Martin Amis, Orhan Pamuk) to feisty youngsters (Zadie Smith, Marisha Pessl) by introducing into fiction something akin to modern film’s reduction in shot length, its rapidity of changes of subject or perspective.”

“Character is one kind of pattern particularly significant for social animals: identifying individuals and discerning consistent differences of personality”

“Character clues come thick and fast in fiction.”

“At a more general level, humans are extraordinary open-ended pattern detectors, because we so compulsively inhabit the cognitive niche. Art plays with cognitive patterns at high intensity. The pleasure this generates is an essential part of what it is to be human and matters both at the individual level, for audiences and artists, and at the social level, for the patterns we share (in design, music, dance, and story). The pleasure art’s intense play with patterns affords compels our engagement again and again and helps shape our capacity to create and process pattern more swiftly. Perhaps it even helps explain the so-called Flynn effect, the fact—and it seems to be one—that IQs have risen with each of the last few generations

“And with their high intensity of pattern and their fixed form, works of art should provide ideal controlled replicable experiments for the study of both rapid and gradual pattern recognition in the mind.”

Carroll, Joseph
2006
The human revolution and the adaptive function of literature

33
EP = Evolutionary Psychology
EACA = Evolutionary Anthropology and Cognitive Archaeology

34
“These relative spans are important because they establish which set of environments and conditions defined the adaptive problems the mind was shaped to cope with: Pleistocene conditions, rather than modern conditions.”

35
“The EP model of human evolution is a model not of change but of stasis.”

39
“the originating force in the revolution is some crucial development in the capacity for language.”
In the EP model, all the adaptive structures that had developed in the course of hominid evolution stabilized during the Pleistocene, and they stabilized in adaptive adjustment to a specific ecology, that of hunter-gatherers. The hunting and gathering way of life provided the regularities against which natural selection shaped the human motivational and cognitive system. In the EACA model, in contrast, human evolution did not stabilize in a structure of adaptations genetically molded to the hunter-gatherer way of life.
“Hominids in the direct lineage of modern humans accumulated an ever-expanding repertory of adaptations designed to provide them with the capacity for flexible response to unstable ecological and demographic conditions, and that capacity for flexible response culminated in the Human Revolution.”
The Human Revolution produced an exponential increase in the human capacity to manipulate its own ecology, including its social organization, and that revolutionary alteration in human power rendered the total human environment still more unstable, more variable and complex, more rapidly changing, than it had ever been before. The pace of change fuelled by technology keeps increasing, but so far, human motivational and cognitive structures have kept pace marvelously well with those changes.

41
The arts, including the oral antecedents of literature, would serve a vital adaptive function—that of organizing human motives and thus ultimately regulating behavior.

42
“”There was not enough time for human heredity to cope with the vastness of new contingent possibilities revealed by high intelligence. . . . The arts filled the gap.“”
“”With fiction unleashing our reactions to potential lives and realities, we feel more richly and adaptively about what we have not actually experienced.“”

43
The experience of reading—or the auditory equivalent in the oral antecedents to literature—has some parallel with the experience of dreaming and also with the experience of “virtual reality” simulators. It is an experience of subjective absorption within an imaginary world, a world in which motives, situations, persons, and events operate dramatically, in narrative sequence. Unlike dreams, most literary works have a strong component of conscious conceptual order—a “thematic” order. But like dreams, and unlike other forms of conscious conceptual order—science, philosophy, scholarship—literature taps directly into the elemental response systems activated by emotion. Works of literature thus form a point of intersection between the most emotional, subjective parts of the mind and the most abstract and cerebral. This feature of literature is not incidental to its adaptive function. Literature provides imaginative structures within which people can integrate the ancient, conserved elements of their nature—elements conserved from pre-mammalian systems of approach/avoidance, mammalian affectional systems, and systems of primate sociality—with the conceptual, thematic structures through which they make abstract, theoretical sense of the world in which they live.”

43f
“Given that literature is a human universal, more particular evidence can be derived, in almost limitless quantity and diversity, from every culture on earth, for the way literature enters into the total motivational life of individuals, shaping and directing their belief systems and their behavior.”

44
“literature has a profound impact on the emotions and ideas of its consumers.”
The distinguishing characteristic of literature is that it creates an imaginative order in which simulated experience can take place. None of the secondary purposes [like to make money, to impress people, and perhaps sometimes even to attract sexual partners] has any particular affinity with that characteristic, and as a result none accounts for the profound psychological and cultural effects of literature. In seeking to identify adaptive benefits for literature as a universal and reliably developing human behavior, we should not let secondary purposes draw our attention away from the distinguishing characteristics that can help us to identify the primary adaptive functions of the behavior.”

45
“Writers are people, and people construct imaginative scenarios in order to satisfy their own psychological needs. The most general such need is the need to articulate and affirm the writer’s own characteristic stances or ways of coping with the world—his or her own beliefs, values, and attitudes. The total set of these beliefs, values, and attitudes constitutes a “point of view,” a certain perspective on the world. In this broad sense, there is a distinct point of view implicit in all literary art. Characters in a literary representation, like people in real life, need to affirm their own distinct points of view, but the author mediates among all represented points of view and encompasses them within a single, comprehensive interpretation. The ultimate shaping force behind any imaginative construct is thus the individual identity of the writer. It is for this reason, as Henry James declares, that “the deepest quality of a work of art will always be the quality of the mind of the producer.“” The pieces of an entarch may vary in style, point of view, etc, but the entarch has to unify them into a whole.
“All individual identities are shaped partly by innate characteristics—the elements of human nature that vary within the range of individual differences—and partly by the conditions of experience.”

45f
Collective and public conditions include climate and physical ecology, the forms of social organization, the modes of production, and collective imaginative structures such as religions, political ideologies, moral doctrines, philosophical ideas, and literary traditions. The total set of such collective imaginative structures is a chief part of what we commonly call “culture.”

46
every literary text constitutes a distinct arrangement of the symbolic meanings available within a given cultural order, including its literary traditions.” An entarch has to be based in a culture if it want to appeal to people from this culture.
all individual writers introduce some element of individual uniqueness or creativity into the symbolic order of their own cultures.” Especially the first entarchs will introduce VERY new elements.

Quiggin, John
2008
Amateur content production, networked innovation and innovation policy

“Traditional models [of innovation] based on a distinction between publicly funded pure research and commercial development based on patents and other forms of intellectual property no longer appear relevant to the needs of a networked economy depending heavily on amateur production.”

The 19th century model of cultural innovation“: The individual inventive genius (Faraday).

The 20th century model of technical innovation“: Large scale research institutions (universities) + (private) industrial research laboratories.

The 21st century model of innovation: amateur collaborative innovation

“In most sectors of the economy, the rate of technological progress has slowed substantially [in the 21st century].” (Boeing 747, fridge)

“motives [for amateur collaborative innovation] like these do not co-exist well with a profit motive.”

“amateur innovation is unlikely to be promoted by policies that sharpen financial incentives. On the contrary, the greater the potential for well-informed market participants to extract profits from a given activity, the less willing amateurs will be to make uncompensated contributions.”

Any correlation between the capacity of a site to capture AdSense revenue and the value of the site to its users is indirect and tangential at best.

innovation in a network economy typically requires contributions from widely distributed sources and yields benefits that are diffuse and hard to capture. There is no easy way of relating the rewards of innovation to the value of individual contributions.

The vast majority of market returns from internet services are tied to advertising.

Amateurs have little or nothing to gain from intellectual property rights and are correspondingly unwilling, and often unable, to pay others for the right to use patented or copyright items that derive much of their value from the collective contributions that make up the network.”

First step in policy for networked innovation: “it is necessary to encourage creativity in all its forms. Since the outcomes of creativity cannot be prescribed in advance, policies to encourage creativity must rely on providing space for creativity, including access to the necessary resources, free time for creative workers to pursue their own projects and the communications networks necessary to facilitate creative collaborations.”

“technical and cultural innovations are increasingly intertwined”

Hartley, John
2008
The Future is an Open Future: Cultural Studies at the End of the ‘Long Twentieth Century’ and the Beginning of the ‘Chinese Century’

“cultural studies is a ‘philosophy of plenty’; a way of understanding the creation of cultural values among large populations, in times of economic growth, democratisation and consumerism.”

“[Cultural studies] is a mode of intellectual inquiry that insists on what is called ‘conjunctural’ (context-specific) analysis rather than ‘scientific’ universalism, where a ‘problem situation’ (or ‘problematic’) requires its own ‘conceptual framework.’”

Cultural studies was born out of an attempt to understand social change. More to point, it was an intellectual attempt to show how to provoke social change in certain areas while resisting it in others.

“what have culture, individual identity, and the pursuit of values associated with consumption, leisure and entertainment, got to do with social change?”

“if culture (as well as economics and politics) is implicated in social change, can it be construed as progressive (self-realisation; the emancipation of the ordinary) as well as regressive (ideological manipulation by media and corporate interests)?”

how can social change be understood by its own agents?

“cultural studies is seen as a pain in the neck, foisted on unsuspecting undergraduates by postmodern theorists in second-rate colleges.” Interesting!

“the future is an open future (rather than a predictable Newtonian one)” Richard E. Lee

“The better business plan henceforth was not the one devoted to origination and unique creative invention but the one dedicated to information and knowledge sharing and management – the search engine, the editor, the filter, the synthesiser.”

“cultural studies was kitted out to deal with the representational productivity of an essentially industrial system. Now, it is faced with a new kind of productivity – that of the open network”

The distinctions between expert and amateur, producer and consumer, power and subjectivity have all been thrown into crisis.

“user-led innovation and consumer co-creation are little more than a further step in capitalist exploitation, by normalising casual employment”

“‘do it with others’ (DIWO), is modelled on the ‘hubs’ and ‘nodes’ of network theory and complexity studies (Beinhocker 2006) rather than on the structural antagonism of classes.”

creative innovation [is] on a par with other ‘enabling social technologies’ like the law, science, and markets.

“If emergent creative innovation is itself an ‘enabling social technology,’ then analysts will need to focus on local-global instances of popular creativity, the productivity of consumption, and the
propagation (especially via the internet and other technologically enabled social networks) of the ‘means of semiotic production’ across whole populations, coordinated in hybrid ‘social network markets’ (Potts et al 2008) that allow commercial and community enterprises, corporate giants and micro-businesses, to co-exist and co-create values.”

Waern, Annika
Montola, Markus
Stenros, Jaakko
2009
Appendix A in Montola, M et al ~ Pervasive Games

Explains the advantages and disadvantages of the following technologies.

Absolute Positioning

  • GPS
  • Cell Positioning (mobile phone towers)
  • WLAN Positioning
  • Self-Reported Positioning

Proximity Recognition

  • RFID
  • Bluetooth
  • Infrared Communication

Wireless Communication

  • WLAN
  • GPRS
  • Bluetooth
  • Infrared Communication

Virtual Content

  • Triggered Content
  • Augmented Reality
  • Mobile Augmented Reality

Montola, Markus
Stenros, Jaakko
Waern, Annika
Introduction in Montola, M et al ~ Pervasive Games

xix
it was the recent advances in communication technologies – in particular the adoption of the Internet, mobile communication, and positioning technologies – that opened new design spaces for pervasive play.
“Researchers and companies around the globe come up with new playful ways of using mobile and positioning technologies. Even mainstream conventions of what it is to play a game are shifting. Playfulness is seeping into the ordinary. Everyday life is becoming interlaced with games.

xx
The plethora of similar yet not identical labels illustrates not only that pervasive games are part of the zeitgeist, but the difficulty of grasping this new playing field.” Very good!
As with all game design, pervasive game design is second-order design: The designer does not design play but the structures, rules, and artifacts that help bring it about.” Very important for entarchs!
“Activities that blur the border between ordinary life and game are almost automatically packaged with numerous ethical issues.”

xxi
[There are] major shifts in how the struggle for public space, the blurring of fact and fiction, and the rise of ludus in society are changing the way we perceive the world.” Societal change!

Stewart, Sean
Foreword in Montola, M et al ~ Pervasive Games

xiii
Definition ARG: “[ARGs] are interactive stories in which you, in the audience, are also a crucial character, and your decisions drive the narrative.

xiv
“In my career as a novelist, at best I have gotten the occasional fan letter. After several of our ARGs, I have been invited to the weddings of people who met and became engaged in the course of the game.”
The nature of a pervasive game, in all the many varieties discussed in this book, is to make the “magic circle” of a game not a barrier, but a membrane; to let game and life bleed together so that game becomes heavy with the reality of life, and life becomes charged with the meaning of game. As Elan said, “The player’s life should be the game board.” An interviewer, talking to one of the players, asked, “When you are playing one of these games, who are you pretending to be?” To which the player replied, “Basically, you’re playing someone who is exactly the same as you in every way, except they think it’s real.“”

xv
“”Come. Play with us. If you are willing to suspend your disbelief, we will make it worth your while.”"
“To live, this kind of entertainment needs access to your life. Pervasive games, like vampires, can only enter if you let them in.

Montola, Markus
Stenros, Jaakko
Waern, Annika
Chapter 7 in Montola, M et al ~ Pervasive Games

117
Games that expand the magic circle of play spatially or temporally also have the tendency to expand it socially. When the spatial and temporal boundaries of games are broken, outsiders get involved in the play, whether or not they are aware of it. [...] There are two basic questions to ask: “How is my game going to affect outsiders?” and “How are outsiders going to affect my game?”.”

123
Definiton pronoia: “a “sneaking feeling one has that others are conspiring behind your back to help you.”"
See also BB or quotes, not sure where.

128
“Socially expanded games engage in a dialogue with people and society outside the magic circle.”
“Prototyping and evaluating games with social expansion are challenging.”

129
As laboratory experiments and even beta testing can be impossible, the game designer must be constantly aware of the political climate and cultural context of the work. The designer should stay on top of her work at all times, which often requires a lot of work and runtime game mastering.”

129 note 4
The majority of the Swedish population completely rejected the experience of Sanningen om Marika. In an online survey carried out by Aftonbladet newspaper, a vast majority voted that they did not understand the production, and the undertone of the comments was also that they did not care to understand it.”

Montola, Markus
Stenros, Jaakko
Waern, Annika
Chapter 7 in Montola, M et al ~ Pervasive Games

82
Classic games are often made to fill boring moments, pervasive games are different: they are an activity you consciously choose.