Metatheatre – Wikipedia, the free encyclopedia

Metatheatre – Wikipedia, the free encyclopedia.

The term “metatheatre“, coined by Lionel Abel, has entered into common critical usage; however, there is still much uncertainty over its proper definition and what dramatic techniques might be included in its scope. Many scholars have studied its usage as a literary technique within great works of literature.

Abel described metatheatre as reflecting comedy and tragedy, at the same time, where the audience can laugh at the protagonist while feeling empathetic simultaneously.[1] The technique reflects the world as an extension of human conscience, not accepting prescribed societal norms, but allowing for more imaginative variation, or a possible social change.[2]

Abel also relates the character of Don Quixote as the prototypical, metatheatrical, self-referring character. He looks for situations he wants to be a part of, not waiting for life, but replacing reality with imagination when the world is lacking in his desires.[3] The character is aware of his own theatricality.

Alva Ebersole adds to the idea of metatheatrical characters saying that the technique is an examination of characters within the broader scheme of life, in which they create their own desires and actions within society.[4] He adds that role-playing derives from the character not accepting his societal role and creating his own role to change his destiny.

The word “metatheatre” comes from the Greek prefix ‘meta’, which implies ‘a level beyond’ the subject that it qualifies; “metatheatricality” is generally agreed to be a device whereby a play comments on itself, drawing attention to the literal circumstances of its own production, such as the presence of the audience or the fact that the actors are actors, and/or the making explicit of the literary artifice behind the production.

Some critics use the term to refer to any play which involves explicit ‘performative’ aspects, such as dancingsinging, or role-playing by onstage characters, even if these do not arise ‘from specifically metadramatic awareness’ ; whereas others condemn its use except in very specific circumstances, feeling that it is too often used to describe phenomena which are simply ‘theatrical‘ rather than in any sense ‘meta’.

Stuart Davis suggests that “metatheatricality” should be defined by its fundamental effect of destabilizing any sense of realism:

‘Metatheatre’ is a convenient name for the quality or force in a play which challenges theatre’s claim to be simply realistic — to be nothing but a mirror in which we view the actions and sufferings of characters like ourselves, suspending our disbelief in their reality. Metatheatre begins by sharpening awareness of the unlikeness of life to dramatic art; it may end by making us aware of life’s uncanny likeness to art or illusion.

By calling attention to the strangeness, artificiality, illusoriness, or arbitrariness — in short, the theatricality — of the life we live, it marks those frames and boundaries that conventional dramatic realism would hide.”[11]

 

Mind uploading – Wikipedia, the free encyclopedia

Whole brain emulation or mind uploading (sometimes called mind transfer) is the hypothetical process of transferring or copying a conscious mind from a brain to a non-biological substrate by scanning and mapping a biological brain in detail and copying its state into a computer system or another computational device.

Whole brain emulation or mind uploading (sometimes called mind transfer) is the hypothetical process of transferring or copying a conscious mind from a brain to a non-biological substrate by scanning and mapping a biological brain in detail and copying its state into a computer system or another computational device.

via Mind uploading – Wikipedia, the free encyclopedia.

Continue reading “Mind uploading – Wikipedia, the free encyclopedia”

Harold Innis – Wikipedia, the free encyclopedia

Innis’s writings on communication explore the role of media in shaping the culture and development of civilizations.

Innis’s writings on communication explore the role of media in shaping the culture and development of civilizations.

Harold Innis – Wikipedia, the free encyclopedia.

Emoji – Wikipedia, the free encyclopedia

Emoji (絵文字?) is the Japanese term for the picture characters or emoticons used in Japanese electronic messages and webpages.

Originally meaning pictograph, the word literally means e “picture” + moji “letter”.

The characters are used much like emoticons elsewhere, but a wider range is provided, and the icons are standardized and built into the handsets. Some emoji are very specific to Japanese culture, such as a bowing (apologizing) businessman, a face wearing a face mask or a group of emoji representing popular foods (ramen noodles, dango, onigiri, Japanese curry, sushi).

The three main Japanese operators, NTT DoCoMo, au and SoftBank Mobile (formerly Vodafone), have each defined their own variants of emoji.

via Emoji – Wikipedia, the free encyclopedia.

The Gutenberg Galaxy – Wikipedia, the free encyclopedia

he Gutenberg Galaxy: The Making of Typographic Man is a book by Marshall McLuhan, in which he analyzes the effects of mass media, especially the printing press, on European culture and human consciousness.

It popularized the term global village,[1] which refers to the idea that mass communication allows a village-like mindset to apply to the entire world; and Gutenberg Galaxy,[2] which we may regard today to refer to the accumulated body of recorded works of human art and knowledge, especially books.

McLuhan studies the emergence of what he calls Gutenberg Man, the subject produced by the change of consciousness wrought by the advent of the printed book. Apropos of his axiom, “The medium is the message,” McLuhan argues that technologies are not simply inventions which people employ but are the means by which people are re-invented. The invention of movable type was the decisive moment in the change from a culture in which all the senses partook of a common interplay to a tyranny of the visual. He also argued that the development of the printing press led to the creation of nationalism, dualism, domination of rationalism, automatisation of scientific research, uniformation and standardisation of culture and alienation of individuals.

Movable type, with its ability to reproduce texts accurately and swiftly, extended the drive toward homogeneity and repeatability already in evidence in the emergence of perspectival art and the exigencies of the single “point of view”. He writes:

the world of visual perspective is one of unified and homogeneous space. Such a world is alien to the resonating diversity of spoken words. So language was the last art to accept the visual logic of Gutenberg technology, and the first to rebound in the electric age.

via The Gutenberg Galaxy – Wikipedia, the free encyclopedia.

IMAX – Wikipedia, the free encyclopedia

 

The desire to increase the visual impact of film has a long history. In 1929, Fox introduced Fox Grandeur, the first 70 mm film format, but it quickly fell from use.[3] In the 1950s CinemaScope (1953) and VistaVision (1954) widened the image from 35 mm film, following multi-projector systems such as Cinerama (1952). While impressive, Cinerama was difficult to install, and the seams between adjacent projected images were difficult to hide.

The IMAX system was developed by Graeme Ferguson, Roman Kroitor, Robert Kerr, and William C. Shaw.[4]

via IMAX – Wikipedia, the free encyclopedia.

Continue reading “IMAX – Wikipedia, the free encyclopedia”