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african village

xirdalium Posted on Monday, 11th July 2005 by zephyrin_xirdalThursday, 11th April 2013

German sociocultural anthropology indeed is engaged in contemporary issues! On 4th of July 2005 the authors Prof. Dr. Nina Glick Schiller, Dr. Data Dea, and [my friend! :-)] Markus Höhne (Ph.D. candidate) have submitted a report to the ↑Max Planck Institute for Social Anthropology (Halle/Saale Germany) called: ↑“African Culture and the Zoo in the 21st Century: The ‘African Village’ in the Augsburg Zoo and Its Wider Implications” [↑deep link .pdf | 1.6MB] The report (48 pages—in English) is based on ethnographic fieldwork at said zoo during the four days of the event. The executive summary:

The announcement by the zoo in Augsburg Germany that it was hosting an “African Village” set off a wave of controversy that received widespread media coverage. A global protest developed, fueled by the rapidity of e-mail communication, with concern voiced by African-German organizations, rights organizations, academic associations, a Nobel Prize winner, and concerned individuals from many countries. This report is based on attendance at the four day event, the “African Village” in the zoo from 9 June to 12 June 2005 and interviews with the various participants.

Our findings are as follows:
(1) The event was not a village displaying people but a market in the zoo augmented by African singing, drumming, and “oriental” belly dancing.
(2) The event was organized primarily to earn revenue for the zoo, the promotion company, and the exhibitors and performers.
(3) The event organizers linked the zoo and Africans in an endeavor to attract visitors by an “exotic” event; they perceived the zoo with its “African panorama” as a perfect environment for an African fair.
(4) Solidarity with African people and mutual understanding were not primary aims of the event.
(5) After visiting the zoo, visitors frequently linked Africa, Africans, wild animals and nature.
(6) Organizers and visitors were not racist but they participated in and reflected a process that has been called racialization: the daily and often taken-for-granted means by which humans are separated into supposedly biologically based and unequal categories.
(7) The questions raised by protestors about the “African Village” in the zoo took the defenders of the event by surprise; the defenders equated racism with the atrocities of Nazism and attacks on Jews, Sinti and Roma and did not reflect critically on problems dating from German colonialism.
(8) Images dating from those times contribute to contemporary exoticizing, eroticizing, or stereotyping of Africans and are sometimes promoted as multiculturalism.
(9) Against this background the Augsburg zoo was an inappropriate setting to hold a market of African crafts together with forms of “traditional” African cultural performance.
(10) The African exhibitors and performers bore the greatest financial risk and some felt exploited by the particular circumstances of the event; however in a situation of high unemployment and unequal power, they rely on the marketing of cultural difference.
(11) The promotion of zoos through special events relating African culture, people and animals is not a phenomena limited to Augsburg or Germany; it is found also in other European and US zoos.
(12) In the current global economy when marketing of difference is big business and when educational institutions such as zoos need to generate more revenues, there are incentives toward racialization.
(13) The racialization processes facilitated by the Augsburg zoo and other zoos are not benign because they can lay the ground work for discrimination, barriers to social mobility, persecution, and repression.

 

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DGV05: internet and anthropology

xirdalium Posted on Tuesday, 5th July 2005 by zephyrin_xirdalFriday, 6th July 2012

The Internet and sociocultural anthropology—continuities and breaches
A review of approaches to cyberanthropology
by ↑Nils Zurawski

It took nearly ten years from the ↵Welcome to Cyberia to the ↵Cyberidentities at War. During those ten years the Internet changed from hackers’ and specialists’ playground to common medium. Ten years during which the amount of research on (culturally informed) identities on the net increased steadily. Coexisting, independent from each other, and sometimes as continuations there were smaller and larger projects now and again—dealing with the phenomenon of identity on the net / in cyberspace. As the whole field of activity still being comparatively young, it is time for a critical survey disclosing and discussing continuities and breaches.

Although the general topic has remained the same, the approaches are decidedly distinct. Cultural and regional differencies are visible—concerning the research as well as the academic discourse. Regarding German-speaking anthropology it still holds true that the main impulses stem from anglophone academia. And an opening towards cyberanthropology takes place grindingly slow. Nevertheless some kind of acceleration is noticeable.

The goal of this presentation is to encourage debate on cyperspace as field (of research), on possibilities of access to this field and the topic at large—especially concerning German-speaking anthropology.

Abstract of a presentation to be held at the ↵workshop ‘cyberanthropology’ during the ↑Conference of the German Anthropological Association (GAA aka DGV) – Halle / Saale, 4th – 7th October 2005.
translation from German by zeph—put the blame on me
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liquid ragdoll

xirdalium Posted on Tuesday, 5th July 2005 by zephyrin_xirdalThursday, 4th October 2012

bikini ragdoll
liquid man

 
I am not sure what it is, ↑fquadr.at has put online [↑mirror 1 | ↑mirror 2 | ↑mirror 3], or what to make of it—but it is ingenious, surreal, and a great demonstration of ↑ragdoll physics—see the paper ↑Advanced Character Physics by Thomas Jakobsen, onto which the endlessly falling mannequin is based. And it is nicely complemented by the ↑liquid man by ↑Aaron Clinger.
ragdoll via fquadr.at | liquid man via entry at boingboing

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appropriation by mastership

xirdalium Posted on Monday, 4th July 2005 by zephyrin_xirdalFriday, 6th July 2012

GrindWhen I visited my first ↵LAN-party, the ↑Gameparade back in 2002, the first thing that struck me was that all the common clichés of ‘the dedicated computergamer’ did not at all live up to empirical evidence. During the three days I only spotted two overweight pimpled ↵nerds among the 558 attendees. In consequence the rest of the pack consisted of ‘normal youths’ with an articulate tendency towards the sporty type. This in collusion with everybody’s main interest there—to play together—resulted in a ‘side-event’. The LAN-party was situated on a large school’s premises, the gym converted to something resembling mission control in Houston. Only possible to play computergames there, obviously. But just outside of the main entrance stood a single basketball hoop. Someone organised a ball and an almost never-ending basketball-match began. Those going back to their screens inside the gym immediately were replaced by others and the match went on. As night fell a friendly and cooperative janitor switched on the lights at the forecourt and the ball didn’t come to a rest till very late. Nobody ever bothered to count any points—what for and how? Of course there was competition, but wins and losses only were attributable to instable, ever-changing teams. Playing a game together was the essence.

Morphing the school’s gym into mission control can be seen as a temporal cultural appropriation, manifested in the reversible reworking of the sports hall and its surroundings. But the culture informing this appropriation does not entirely, and not even primarily consist of technophilia. Game and play occupy a prominent place—the above observation is a hint towards that, I guess. Another hint is the engagement of my online-tribe’s people in activities like skateboarding. The latter being not a game, but play—sometimes even competition. For a moment I wanted to stay more at the games-end of the spectrum, not the sports-end, but those activities are perfect examples for illustrating another aspect: the adoration of mastership. Wizard- or even ↵god-like mastership performed in the ↵three spaces (of course including computergamespace—loyal readers meanwhile know that I am fond of ↵Q3A-tricking), and mastership performed in ↵meatspace.

Just recently a hilarious ↑basketball-tricking video rushed through the blogosphere. The appending discussions show that the viewers are of course well aware of the possibilities how to create movies like that, ranging from countless attempts, via the movie-editor’s craft to professional digital manipulation (especially in the light of the clip being a commercial)—the explicitly voiced fascination with skills and mastership remains. It may even be complemented by the adoration of the mastership in the multi-faceted space spanned by the technicalities of making magic clips (or clips showing magic) like that.

Another, far more authentic example, even sporting underground-feeling, features ↑Dances-With-Balls … [.wmv | 8.4MB] (pun half-heartedly intended) showing off artistic football skills. Watch the clip and mind the playful appropriation of public space ranging from the street, via the underground garage, to the supermarket. If graffitti achieves this appropriation in part statically, using means of the fine arts, than this is appropriation by performance—the action caught by a digital movie-camera and the resulting song praising the young master disseminated to an appreciative audience via the Internet. Maybe thereby prolonging and distributing the experience of ‘flow’ made by those physically involved—for sure creating a sense of we-group.

At first glance ‘Dances-With-Balls’ emulates the appropriation by mastership as practiced far longer by skateboarders, inline-skaters and their kin. A perfect example of an appropriated item from urban public space are handrails used to ↑grind on them. No reworking here, you say, only redefintion of meaning and how-to-use? Far from it. In the competition-version of skateboarding and inline-skating normed emulations of ‘real-life’ handrails are put to use. A piece of city-inventory gets completely stripped from the original intentions of how-to-use-it, is completely subdued to the rules of the competitive game, and finally recreated in an appropriate [sic!] form making the emerging of a sport possible. And by the way, the ↑public artefacts also change, though very subtle and only interpretable for those in the know.

The ↑limits for these kinds of performative appropriation are the capabilities of the human body and Newtonian physics—which is a quite trivial statement, valid to everything human beings do in the outside world of material reality.

Back to the balls. Tabletop soccer aka tabletop football aka foosball aka Tisch-/Kicker is, like the pinball machine, a definite meatspace-game, drawing a part of its fascination from the experience of physical, even mechanical objects—and a perfect game-arena to show off expert playmanship. Unfortunately the surreal clip ↑hinterding once pointed to is no more online, but you can get an impression at a ↑world champion’s site (including tutorial videos) and dig ↑more tricking videos at foosball.com. Enjoy.
Balltaenzer via entry at 2R

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playon

xirdalium Posted on Tuesday, 28th June 2005 by zephyrin_xirdalFriday, 6th July 2012

A social scientist’s dream has come true [I am glad, that I am an anthropologist] with parc’s newest groupblog ↑PlayOn—Exploring the social dimensions of virtual worlds. ‘Dimensions’ hits it right home, as it seems to be all about quantification.
via entry at digital genres | see also entry at terra nova

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book on hacking

xirdalium Posted on Tuesday, 28th June 2005 by zephyrin_xirdalWednesday, 3rd October 2012

It seems like ↵Bruce Sterling’s classic gets ↑a rival.

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keylogger hoax

xirdalium Posted on Monday, 27th June 2005 by zephyrin_xirdalMonday, 1st October 2012

Tricksterish hoaxing definitely is an integral part of online-culture. At c0x2.de an unidentified individual posing as an electrical engineer and US-citizen ↑reports that he found a keylogging-device similar to the ↑KeyGhost brand inside his Dell-laptop—inserted right between keyboard and ethernet board. The individual wants to have contacted the police, which in turn forwarded him/her to the Department of Homeland Security. He/she wrote to the latter and got the reply: “We have reviewed your Freedom of Information Act request, and have found that the requested records are exempt from being disclosed under FOIA. […]“ Meanwhile I am socialized enough in here to be good-humouredly on the guard. Especially after ↑dopefish reported [in German] about the random academic falling prey to an anti-419-scam-hoax. So a quick search at BoingBoing ↑revealed all this to be a hoax. Boingboing readers have made some worthwhile points, which are strong arguments against the authenticity of the report. I’ll add another two cents: 1) The ‘Freedom of Information & Privacy Officer’ signed “Kathy J. Lyerly” 2) The whole document is called “lol.html” and resides in a folder called “lol”. k tnx—nice take, guys [no irony here, I really like practical jokes like that]. What we learn: the Bush-administration seems not to have evolved thus far yet. ↑On the other hand … All this reminds me of ↑van Eck phreaking, starring so prominently in Neal Stephenson’s ingenious ↑Cryptonomicon.
initially via f2

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gate for anthropology

xirdalium Posted on Monday, 27th June 2005 by zephyrin_xirdalFriday, 6th July 2012

Chris Kelty ↑already warned us, now it’s published. The June 2005 issue of Fortune Small Business carries an article by Richard McGill Murphy called ↑Getting to Know You (↑also here [.pdf | 53KB]). The subtitle says: “Microsoft dispatches anthropologists into the field to study small businesses like yours. Here’s why.” The New York Times commented with ↑Bill Gates as Anthropologist (login required). The gates into the IT-business are wide open for anthropologists.

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video

xirdalium Posted on Tuesday, 21st June 2005 by zephyrin_xirdalThursday, 12th July 2012

lighthouserun
 
Today ↑Remedy has released a video of Alan Wake, by far surpassing the ↵teaser-trailer. From comparison to the descriptions in some of the E3-press-reactions I deduce that this is the video which was presented there. The game-engine shows off its strengths by stunning demonstrations of the effects of changing time of day, some of it in fast forward—don’t miss the volumetric shadows. Experience of the physics engine is mediated to the onlooker by means of an avalanche of boulders crashing down a hillside. And we finally see the protagonist’s vehicle and himself in action. But the best thing is the atmosphere and suspense created. The travelling camera, the editing, music … all help together to generate a real cliffhanger. And we see much more of Bright Falls .No more spoilers—if interested, go to the ↑official download page and get the thing in your favourite format—mirrors and torrent there, too.
 

lighthousesunset
 
via newsposting and thread at AlanWAKE.Net

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lightsaber outtakes

xirdalium Posted on Monday, 20th June 2005 by zephyrin_xirdalThursday, 4th October 2012

With the recent hype around ↑Revenge of the Sith hitting the silverscreen I was reminded of the heap of work we had done for the Max Payne 1 total conversion (TC) Lightsaber 4 (LS4), but which never was included into it. Lightsaber 5 (LS5) never was completed, so everything done for it counts as an outtake, I guess. Quite some of this work never saw release, but only was circulated amongst the members of the modding-team. After ↑the ludologist officially having created the new genre of ↵fake computergame-outtakes here now are some real outtakes from a computergame modification—the Lightsaber project of nearly forgotten fame.

stealth
 

One of the coolest features HairlessWookie was able to pull of with the Max Payne 1 engine is stealth aka cloaking or invisibility. To my knowledge this ability never was an element of the StarWars-universe, and we indeed cracked our heads about how to integrate it storywise. First we thought it to be some The-Force trick mastered by Jedi and Sith. But then it would have appeared seldomly in the game. So we cooked up the subterfuge of stealth being some secret piece of Sith-technology. So all the bad guys on the Sithlords’ payroll could have it—and getting hit from seemingly out of nowhere indeed would have been a surprise to the player as invisibility never was seen before in the realm of Max Payne. A killed invisible man would have dropped the stealth-device and the player would have been able to pick it up and use it him/herself. Wook didn’t go for complete invisibility, but for transparency, as you can see above—note the cloaked figure nicely being highlighted by the muzzle-flash. The weapon was not yet transparent in this build.

Along this line Wook had achieved nightvision for the MP-engine. Switched on in a completely unlit room the non-player-characters and there foot prints are seen as thermal images. Storywise we were tempted to implement this feature not as a technical one, but as some kind of Jedi-clairvoyance.

forcelightning
 

Wook is a virtuoso creator of particle effects—the PFX to be experienced in LS4 are ample proof of that. But back then he had some things more up his sleeve. First of all evil-emperor style force-lightning accompanied by matching sound, and truly devastating in its effects. Mr. Skywalker demonstrates it nicely for us in Mr. Payne’s living room.

lightsaberpfx
 

Secondly he created new lightsaber-effects producing a blurred, smearing glow of the blade. The idea was to combine these effects with Max Payne’s unique concept of bullett time in order to generate a completely new experience. Going into bullet time while wielding the saber would have resulted in a visually enhanced fencing ballett. Once having made the way to Mr Payne’s living room there was not much begging needed to convince Mr. Skywalker to show off some slowmo swordfighter-stunts and tricks. How Mr. Skywalker appropriated Lord Maul’s double-saber, and why he fools around with it in Mr. Woden’s backyard is beyond our knowledge.

charactermeshes
 

But all that originality had to be backed up by ‘genuine’ Starwars items to create the feel of said universe. So droids and the like found their way into our strictly in-team builds of Lightsaber.

speederbike
 

But not only the enemies should gain profit from the implementations. So Wook gave a speederbike to the player. And believe me, it’s a lot of fun to whoosh through the original Remedy-levels on a speederbike. We cooked up plans for a huge level to be mastered only by use of the speederbike—it never saw the light of day.

weaponry.
 

Luke, the droids, a TIE-pilot, the AT-ST (which made it into the release!), and the speederbike obviously were taken from *cough* somewhere else … but for LS5 we strictly wanted original material created by our team. Quickly I had talked ↑endo into the boat and he started to model weapons from scratch: Above you can see his renditions of the droid blaster and Chewie’s bowcaster. But the original-weapons scheme wasn’t limited to recreations of StarWars armament—Wook also created code and effects for a railgun, which works like a charm.

uziasdecal
 

But not all weapon-coding worked out flawless at the first attempt. One of the most astounding features in LS4 is the player’s ability to deflect enemy projectiles by means of the lightsaber. With a little patience one even can aim the deflected projectile on a target—just like seen in ↑Episode I. During the implementation process Wook sent me a build inside which something got messed up in respect to weapons and decals. The surreal effect was that shooting at a wall resulted in sten guns stucking in the wall—like the weapon had fired guns as projectiles. A true outtake.

darthmalice
 

All characters of course were planned to be original work, too. Maybe the biggest step to success of LS4 came when ↑StratonAce joined us. Strat didn’t content himself with recreating, but cooked up a completely new character: Darth Malice. Above is an early rendition of Lord Malice—the version included in LS4 looks decidedly different.

outsidespace
 

My humble self is neither the coder- nor the PFX-type—my task was to create convincing StarWars architecture and geometry. I did my best with the ↵bridgeroom of Lord Vader’s Stardestroyer. Very early in the planning stage of LS4 LordHelmet had the idea to have a saberfight in the bridgeroom while simultanesouly seeing starships battling outside, in space. Knowing close to nothing of the engine’s capabilities at that time, I went to work and more than one time drove MaxEd right over the edge by hilarious boolean operations. I succeded in merging the bridgeroom’s uncomfortably angled windows with a large outside space and even was able to create the exits/portals. Not very much later the complete geometry to be seen in the screenshots above was scrapped. My ↵TIE-fighters were a much better idea, but never made it ingame, although Wook already had done huge robotic arms automatically doing repair-work on the TIEs in the Stardestroyer’s dockingyard. By the way, my ↵Imperial Shuttle is a nice piece, too.

Those were the Lightsaber-outtakes, folks—but a lot of goodies actually have made it into the final release of LS4. I won’t start to jot down spoilers here, because … I ran around the net today but couldn’t find a decent download opportunity for LS4. So, if you want to have this legendary ;-) MP1-mod, feel free to ↵download it from my server [.zip | 52MB].

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Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


«Ceci, Messieurs, disait-il, c’est du Xirdalium, corps cent mille fois plus radioactif que le radium.»
—Jules & Michel Verne 1908

a blog …
… in the strict sense of the term …

by alexander knorr
aka zephyrin_xirdal

zeph @ Mastodon
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zeph @ YouTube


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