Showing posts with label Representation. Show all posts
Showing posts with label Representation. Show all posts

Friday, 11 November 2016

Westworld is a cautionary tale about photorealism and video game murder

A theme park without consequences isn’t so farfetched
by Nick Statt@nickstatt Nov 3, 2016 via The Verge


But it seems Sizemore is on the losing side of this argument. Why stand in the way of technological progress when it could mean truly sentient androids, lacking basic human rights, and controllable by code that allows humans to play god?
Like many of Westworld’s early themes and motifs, this debate has its parallel in the video game industry. Sizemore’s argument against realism is increasingly unpopular in gaming circles, as the steady march toward graphical fidelity and artificial intelligence lets us interact with lifelike virtual representations of people - mostly in violent ways. Sizemore wonders whether the park is trying too hard to offer a perfect simulation of reality, instead of an escape from it. Similarly, game critics and other industry figures are wondering whether we truly need to feel like we’re hurting or killing real people in games - and if so, why.

In Westworld, guests are invited to indulge in violent and sexual fantasies, using the regressive frontier backdrop to explore their wildest, darkest desires. William, a character introduced in episode two, chooses to see the park and its robots as an opportunity to show his moral fibre. Others, like William’s companion Logan and the mythic Man in Black, see Westworld as an invitation to be vile and malicious. Those men exercise the freedom of a world without consequences to test the limits of depravity.

That’s true in games, too. If we know something is fake — just a game, so to speak - we can act out without feeling any of the shame or guilt we’d typically associate with morally reprehensible activities. It’s why we can go on murdering sprees in careful re-creations of American cities in Grand Theft Auto without feeling like something is wrong with us. Those people on the screen are just pixels. They’re poor simulations of the real thing, guided by intricate physics systems and complex code, but lacking the realism required to provoke empathy. And because it’s an open world with no consequences, our actions don’t necessarily reflect our capacity for violence - or our desire for it.

That situation may be temporary. As games continue to approach photorealism, and as higher-quality virtual reality and sophisticated artificial intelligence become more common, the debate will only get murkier. The “It’s just a game!” defence won’t hold as much water when digital characters look and feel so lifelike that it’s impossible to tell them from the real thing, just as it’s impossible to know who on Westworld may secretly be an android. In a VR world, when you actually pull a trigger or swing a weapon, the feeling of harming real, human victims may only intensify.
HBO

Arguing against these advancements feels like an uphill battle
HBO
Rarely do games try to definitively stand for something


In the debut episode of HBO’s Westworld, narrative director Lee Sizemore makes a case that the futuristic theme park’s team should stop working toward increasingly lifelike androids. “Does anyone truly want that?” he asks. “Do you really want to think that your husband is fucking that beautiful girl? Or that you really just shot someone? This place works because the guests know the hosts aren’t real.”
Games let us act without consequences

Violence and photorealism are hallmarks of the industry. And still, for any given half-dozen forgettable shooter titles, there’s one rare gem that uses technical advancements to craft a real masterpiece. But it’s still worth asking what viewers, consumers, and players prefer. How many people actually want an 8K television in their home, or are willing to pay $25 to see a film in 120 fps? On the more extreme ends of the spectrum, who would actually buy a VR serial-killer simulator, or a game with photorealistic torture, or one featuring an interactive version of the kind of sexual violence highbrow television like Game of Thrones is currently peddling?

As far as we can tell, there is no ceiling on a game’s graphical fidelity. Years from now, we will undoubtedly have experiences, both on TV screens and likely in VR, that may look and feel no different from the real world. Sophisticated AI could ensure that, like Westworld’s bots, these characters speak, react, and act out scenarios just as humans would, down to the tiniest details.

“This place works because the guests know the hosts aren’t real,” Sizemore says. But what happens to us morally when we don’t know that? It’s one of Westworld’s more profound questions, and co-creator Jonathan Nolan has revealed in the past that his show has no intentions of answering it, at least not in full. “I don’t think the show is really teaching anything,” Nolan said at a press roundtable prior to the premiere. Instead, he and fellow showrunner Lisa Joy want to shed light on issues in gaming and provoke their audience as much as possible.
In that, we have yet another game industry parallel. Rarely do video games try to definitively stand for something, to convey a message that players are too vile, violent, or capable of evil. Yet in games, shallow violence is how we most often interact with our virtual counterparts, whether they’re humans across the country, or AI guided by code. It’s the medium’s single biggest source of contradiction. Unlike Westworld, violent games rarely, if ever, help us “live without limits” or “discover who we really are.” They mostly just redefine what can be considered fun - shooting people in the face, hitting pedestrians with cars - and how we spend our time.

Perhaps as games look and feel more real, and their inhabitants become more lifelike, technology can expand the horizons of what games can communicate and convey. There will always be murder simulators, war games, and the zombie apocalypse. But perhaps violence won’t entirely define games as an art form in the future.

Because if Westworld succeeds at anything right now, it’s as a cautionary tale. “How different are we really from these theme-park guests?” it asks. Right now, not very much at all.


Thursday, 11 February 2016

21 Tricks You Don't Notice In Great Movies (Your Brain Does)


By  
We know that filmmaking is more than just a bunch of actors reading a script while some dude points a camera and records it all. There's a lot of careful direction and editing and cinematography going on that is required to take your movie up another level from made-for-TV-but-specifically-made-for-SyFy. But even further than that, there are myriad subtle touches a filmmaker has to give to their movie to make it truly amazing -- some that even go as far as tricking you into feeling a certain way while you're watching a particular scene. We're talking about things like ...


by milito

by milito

by milito
 

Monday, 16 November 2015

Before And After The PC Makeover- Richard Scarry's Best Word Book Ever

• via Neatorama


Reading Richard Scarry books isn't supposed to be a scary experience for children- they're supposed to expose children to realistic life scenarios so kids better understand the society they live in.


Even though the people and the perils are the same as they were when Richard Scarry's books first started coming out in the 1950s, a shift in social values has changed how we describe our world.


Photographer Alan Taylor spotted some differences between the 1963 version of Richard Scarry's Best Word Book Ever and the 1991 version, as the book received a PC makeover to reflect modern social attitudes.

Some of the changes seem a bit nitpicky, like removing pretty and handsome from character descriptions, but there's one change everyone can get behind- dad's cooking!


Tuesday, 25 February 2014

Huge rise in intensely sexualised pictures of women... but not men


By DAILY MAIL REPORTER
The number of intensely sexualised images of women in the media has soared in recent years.
Pictures of women have increasingly become hyper-sexualised, research has found. But the same is not true of the portrayal of men.

Images of women on the cover of Rolling Stone magazine were 89 per cent more likely to be sexualised and even 'pornified' in the 2000s than in the 1960s, the study by the University of Buffalo revealed.
Enlarge 
Bringing sexy back: The study examines the covers of Rolling Stone magazine from 1967 to 2009
Bringing sexy back: The study examines the covers of Rolling Stone magazine from 1967 to 2009

After analysing more than 1,000 images of men and women on Rolling Stone covers over the course of 43 years, the authors concluded that though images of both men and women have become more sexual, sexualised images are more frequent with women.  At the same time, the number of intensely sexualised images of women -- but not men -- have surged.
 
In the 1960s they found that 11 per cent of men and 44 per cent of women on the covers of Rolling Stone were sexualised. In the 2000s, 17 per cent of men were sexualised (an increase of 55 per cent from the 1960s), and 83 per cent of women were sexualised (an increase of 89 per cent). Among those images that were sexualised, 2 percent of men and 61 per cent of women were hyper-sexualised.

Assistant Professor of Sociology at Buffalo University, Erin Hatton, one of the study's authors
Assistant Professor of Sociology at Buffalo University, Erin Hatton, one of the study's authors
Hatton said: 'In the 2000s there were 10 times more hyper-sexualised images of women than men, and 11 times more non-sexualised images of men than of women. 'What we conclude from this is that popular media outlets such as Rolling Stone are not depicting women as sexy musicians or actors; they are depicting women musicians and actors as ready and available for sex.

Previous research has found highly sexualised images of women to have far-reaching negative consequences for both men and women. 
Hatton said it was 'problematic' 'because it indicates a decisive narrowing of media representations of women. She added: 'We don't necessarily think it's problematic for women to be portrayed as 'sexy.' But we do think it is problematic when nearly all images of women depict them not simply as 'sexy women' but as passive objects for someone else's sexual pleasure. 
'Sexualised portrayals of women have been found to legitimise or exacerbate violence against women and girls, as well as sexual harassment and anti-women attitudes among men and boys.

'Such images also have been shown to increase rates of body dissatisfaction and/or eating disorders among men, women and girls; and they have even been shown to decrease sexual satisfaction among both men and women.'
In order to measure the intensity of sexualised representations of men and women, the authors developed a 'scale of sexualisation.' An image was given "points" for being sexualised if, for example, the subject's lips were parted or his/her tongue was showing, the subject was only partially clad or naked, or the text describing the subject used explicitly sexual language. 
The study, 'Equal Opportunity Objectification? The Sexualisation of Men and Women on the Cover of Rolling Stone', will be published in the September issue of the journal Sexuality & Culture.

Read more: http://www.dailymail.co.uk/sciencetech/article-2025930/Huge-rise-intensely-sexualised-pictures-women--men.html#ixzz2uIEAKEGh
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23 Women's Magazines, Then And Now

posted on 




From ptticoats to pleasure tips. Compare the earliest issues of Cosmo, Vogue,Ms., and more to their most recent.


1. 1867:


(Right: November 2012)
(Right: November 2012)















(Left: 1883 Right: November 2012)

3. 1886:

(Right: November 2012)

(Right: December 2012)




















(Left: 1887 Right: December 2012)

5. 1892:

(Right: December 2012)

(Right: November 201




















(Left: 1903 Right: November 2012)

7. 1922:

(Right: December 2012)

(Right: November 2012)




















(Left 1939 Right: December 2012)

9. 1944:

(Right: November 2012)

(Right: November 2012)




















(Left 1870 Right: December 2012)

11. 1972:


(Right: November 2012)























(Left 1903 Right: November 2012)

13. 1981:

(Right: November 2012)

(Right: November 2012)





















(Left 1935 Right: December 2012)

See the rest here