1. “describes a seismic -though as yet undetected -
    shift now under way in much of the advanced
    world. We are moving from an economy and
    a society built on the logical, linear, computer-
    like capabilities of the
    Information Age to an
    economy and a society built on the inventive,
    empathic, big-picture capabilities of what’s rising
    in its place, the
    Conceptual Age.”

    Daniel H. Pink

    (Source: tumblrlucy)

     

     books  livres  essays  psychology  sociology  anthropology  mind sciences  technology  interaction  culture 

  2. practicallymedia:

    I want to produce an anti-mega narrative!  

     

     digital  media  technology  prospective  anthropology  interaction 

  3. 100 Top Sci-Fi Quotes

    quotablesblog:

    As you know, Quotables loves to celebrate.

    Today, we’re getting excited about the re-release of Fritz Lang’s seminal film Metropolis, an undisputed masterpiece in early sci-fi filmmaking, and a huge influence on the genre. Released in 1927, just as the talkies took over Hollywood, it proved that silent cinema was still relevant. After re-cuts, much of the original footage was lost. It was recently recovered and today marks the return of Metropolis to UK cinemas.

    To celebrate the birth of a genre that has the power to re-invent itself through micro- and mega-budgets, recession and boom, we’ve hand-picked 100 of the greatest Sci-Fi quotes from film and television.

    Have we forgotten any of your favourites? Let us know in the comments below, and visit us at Quotables to add your own and save your personal sci-fi quotes collection!

    Silent Film Intertitles

    1. For centuries we have been building a civilisation of Gold and Steel! What has it given us? Peace? Understanding? Happiness?
    — Metropolis

    2. As deep as the workmen’s city lay under ground, so high above it towered the Masterman Stadium - gift of John Masterman the richest man in Metropolis.
    — Metropolis

    3. We have created amazing machines … and used them to destroy our fellow men.
    — Metropolis

    4. Shall we come to a reality like this visioned city of the future?
    — Metropolis

    5. What shall it profit a man if he gain the world - and lose his soul?
    — Metropolis

    6. “Never” does not exist for the human mind… only “Not yet.”
    — The Girl in the Moon

    7. The creation of an evil mind is overcome by love and disappears.
    — Frankenstein, 1910

    8. [In the office of London Record Journal]
    “I want your legal advice. Professor Challenger threatens to sue my paper for doubting his yarn about live dinosaurs.”
    “I believe challenger is insane! He nearly killed three reporters I sent to interview him today!”

    — The Lost World, 1925

    9. Love is stronger than death, and longer than my life, which is forget to thy vengeance.
    — She, 1925

    10. Not knowing it could be the police bringing aid and thinking he was under attack, Saltarello defends himself by shooting!
    — The Mechanical Man, 1920

    TV


    Read More

    (via oldfilmsflicker)

     

     quotes  scifi  culture  society  anthropology  technique  technology  movies  tv  television 

  4. Anthropologists divide cultures into monophasic and polyphasic. Most of the world’s cultures, including shamanic ones, are polyphasic, meaning that they recognize and utilize multiple states of consciousness, such as dreams and meditative contemplative states. Polyphasic societies value and cultivate these states, honor those who master them, and derive much of their understanding from them of the mind, humankind, and the cosmos.

    By contrast, monophasic cultures - of which the modern Western world is the prime example - recognize very few healthy alternate states of consciousness and derive their view of reality almost exclusively from the usual waking condition. These societies give little credence to alternate states and may denigrate those who explore them, especially if they involve drug use. People reared within monophasic blinders can have great difficulty recognizing unfamiliar states, let alone their healing or spiritual potentials.

    — 

    The World of Shamanism: New Views of an Ancient Tradition, by Roger Walsh, MD, PHD (via littlecitywitch)

    Monophasic societies dreaming themselves as polyphasic nowadays?

    (via applepieskies)

     

     anthropology  conscience  perception  reality  religion  spirituality 

  5. That’s what stories are for. Stories are for joining the past to the future. Stories are for those late hours in the night when you can’t remember how you got from where you were to where you are. Stories are for eternity, when memory is erased, when there is nothing to remember except the story.
    — Tim O’Brien (via quote-book)
     

     stories  anthropology  literature  quotes  man 

  6. A note on artefacts


    “Just a barrel, a dark depository where are kept the counterfeit, make-believe pieces of plaster and cloth, wrought in the distorted image of human life. But this added, hopeful note: perhaps they are unloved only for the moment. In the arms of children, there can be nothing but love. A clown, a tramp, a bagpipe player, a ballet dancer, and a major. Tonight’s cast of players on the odd stage known as the Twilight Zone.”

      Five Characters In Search of An Exit, The Twilight Zone, S3E79


    This note is based on a Culture Hacker article about a artefact workshop that took place during this summer’s ARGFest. Also based on some of my dissertation’s analyses on ARGs (humanities point of view).

    Making physical objects / clues to fit your transmedia plot.

    “At ARGFest 2010, Michelle Senderhauf and I ran a workshop on game artifacts – how to use them to tell a story, deliver puzzles, and reward players.  We invited our workshoppers to create artifacts to continue an ARG scenario I cooked up, and lead the players to the next part of the game using physical objects.”


    It’s interesting to see that it is possible to spend nearly nothing in object and artefact production: most of the objects created during the workshop seemed ready to use without any more modifications. Most of these were found in flea markets or second-hand shops (also antiques shops), and were then fiddled with for dramatic, play and aesthetic purposes. This “wear” (meaning used, old aspect) grants these objects “artefact status”: they’ve been used, they feel personal. There’s a great article about patina and the emotional load (la charge émotionnelle) contained in worn objects, that you can read on BERG’s blog.

    From a storytelling point of view, artefacts always tell a story, whether in archeology or in a museum. In ARGs and transmedia narratives, they have this transitional purpose: they’re UFOs from this other world that we’re exploring, playing with, as we get acquainted with a fictional universe of an ARG. They’re familiar to our world but they come from another one.

    Artefacts are also a piece of craftsmanship, which may be different from ours. Ultimately, they need to testify, materially, of a human’s touch, of a person’s use.

    They’re unique. And it is this emotional bond, from belonging and being a piece of someone’s life to being found and given - from a thing of the past to a present - that turns them into precious, valuable items, no matter how trivial they actually seem.

    That’s what makes them powerful alternate reality objects. They’ve been used so they must be true, they must be real.


    In a way, I’d also say they resemble totems, more or less like the ones in “Inception” (NB: totems in that interpretation have a specific role: to discriminate reality from “non-reality”, call it dream or fiction) or Harry Potter’s portkeys. They’re immersion facilitators incarnating the audience relation to the fiction, that is made palpable but hidden. Hence the hacking process (détournement des objets) when making transmedia artefacts and using them on the players’ end. In transmedia fiction, whether subtle or blatantly obscure, these objects display some oddities (“something not quite right” - you can verify that with the pictures’ captions) that one can spot after a closer look. Because artefacts need to be looked at, handled, hacked, deconstructed again. They are puzzles in disguise, a piece of game mechanics, and sometimes a means of communication: in the workshop, all these objects form a system, a map delivering a message to get to a certain location at a certain time.

    For the audience, they can also represent valuable objects that can last beyond the time of the game or the telling of a story, like a nice souvenir. Artefacts embody a universe, a world in all its complexity (relations, history, use, culture): the persistence of a moment that somehow happened or simulate this “coming into existence”. They’re a memento, a personal object: like toys you liked playing with and withholding secret stories.

    From a philosophical and anthropological point of view, all artefacts are fakes, even archeological ones: they’re all manmade, artificial, cultural items. “Something viewed as a product of human conception or agency rather than an inherent element”. Paradoxically, in this example (artefact-making) they emulate reality under a fake “naturalness” (triviality, patina, use, wear, etc) but also offer a reflexion on what is reality, since even “real” artefacts, from the distant past or objects which use we don’t understand, are “artificial”, a concentrate of images, something that is not “natural”.

    Artefacts are non-objects: “A structure or finding in an experiment or investigation that is not a true feature of the object under observation, but is a result of external action, the test arrangement, or an experimental error.” A simulation, an icon: an indexed reality (like ARGs as an artistic form of reflexion of reality?). A sign, an image, made into a trivial thing by the hand and imagination of man.

    Le règne de l’imaginal sensuel (realm of the imagery, of the trace) et le désert du réel (desert of the real, Baudrillard).

     

     transmedia  ARG  festival  workshop  physical content  objects  artefacts  anthropology  narrative 

  7. “Experience is the new reality”

    A short story of “what’s to come”: the potential future of mankind as a techno-mediated / screen-simulated civilization.

    (Source: singularityhub.com)

     

     future  prospective  utopia  technology  ideology  media  society  anthropology  experience  reality  image realm 

  8. We did not invent technology, this 50-year-old scientist argues. Technology invented us.
     

     anthropology  essay  society  technique  craft  culture  nature  species 

  9. benjaminf:

Everything I Need (by seoulbrother)
     

     photography  ethno  anthropology  digital  technologies 

  10. Dissertation Update: - 3 Weeks

    #goffman+4days #maffesoli

     

     dissertation  mémoire  research  sociology  communication  philosophy  anthropology  cognition  ARG