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catbclark

The Guilty Pleasure of Mass Destruction in 'Avengers: Age of Ultron' and Superhero Movi... - 0 views

  • As superheroes become a bigger part of popular culture – and culture, period – however, geeks have taken their arguments to higher levels as they ponder the morality of superhero movies and their favorite characters’ responsibilities to civilians and property in their fictional universes.
  • A trailer for the “Man of Steel” sequel, “Batman v Superman: Dawn of Justice,” indicates that much of the plot will focus on the aftermath of the cataclysmic events of the first movie.
Javier E

Son of Saul's László Nemes: 'Our civilisation is preparing for its own destru... - 1 views

  • László Nemes went to see a superhero movie. He didn’t last long. “I found it unwatchable and false, boring and self-referential, a world of ideal people who don’t behave as humans but more like machines.”
  • such films infantilise viewers in two ways. The plots let them defer responsibility for the fate of the world to demigods; the way they are shot – lots of signposting, everything carefully controlled – offers a false sense of omniscience.
  • “I’ve been extremely saddened by the way cinema has narrowed its language and created an alphabet that’s never been poorer,
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  • “Superhero movies take away mystery because there’s nothing in the shadows. All is revealed. And that’s not how our relationship to the world is, because, unfortunately, you can know only a fraction. So it gives a false impression of our might.”
  • Genre fans must be terrible worriers, he continues; prisoners of “an extreme state of anguish” soothed only by narrative certainty. “Superhero films let people put away their fears. But this ‘saving’ is not very realistic. And if you create only objective films that avoid big questions of life, then we just create machines to eat popcorn.”
  • “Sunset is really about our perception of the world,” shrugs Nemes. “It’s a labyrinth. The audience has to accept confusion as part of the process – and people don’t like that! I have come to understand that it creates major anxiety. But that is the challenge and the promise: to experience the world through the eyes of someone who is not a god. Then you’re not just a popcorn-eating machine, you’re someone for whom this experience can become personal and subjective and meaningful.
  • Antisemitism has always been a barometer to measure the moral temperature of a civilisation, for almost mystical reasons. The Jew can go unseen. They are hard to distinguish and so can be the threat coming from inside. Today, it’s therefore very alarming. Almost like we’re now past a critical point.”
  • “For the first time since I left Hungary I found this oppression of having to adapt my discourse to a sort of well-received set of ideas. It’s extraordinary that internet on a voluntary basis creates a new form of totalitarianism. One that is much more dangerous because people think they are free.
  • Sunset is more than a historical study. It is a warning that sophisticated societies can combust. Actually, it’s a prophecy; Nemes thinks it inevitable that we will follow suit.
  • What can he say, he grins. He’s from Eastern Europe, fatalism is in his blood, Kafta taught him that while humans struggle to build meaningful things, they are also digging their own graves.
  • What has actually got Nemes fretful is, it turns out, computers. They’re making it much, much worse. “We take from our brains so much power and give it to machines,” he says. “It’s unprecedented. Likewise the incredible amount of imagery we’re producing and the fact so much is virtual. We are building a sort of narcissistic image of ourselves through social media that means we perceive people as potential angels. There’s an increasing self-righteousness, and a great moral expectation on human beings I don’t think is realistic. Then there’s a backlash when we realise we can’t meet this ethical standard.
  • “I would love to be wrong, but I really believe that democracy and the internet are not compatible. New technology channels so much of our darkness and we are blind to it. And sometimes the accumulation and spreading of knowledge means people reach a new level of ignorance.”
  • Recently, he says, he has found himself in situations in which communication was impossible. Where he was speaking to people who couldn’t think freely because they had been enslaved by ideologies fed to them by the web. Who believed themselves individuals while reciting mass rhetoric
  • “I really have the feeling that a self-assured civilisation such as ours is preparing our own destruction,” he says. “Even Europe at the beginning of the 20th century, this incredible whirlwind of creativity and positivity, was already longing for its own demise.”
  • “I’ve never been called a white man until recently,” he says. “But now I’m a white guy from eastern Europe who is a Jew. And so I should only speak about such people.
  • “This is fractioning humanity – and it’s actually reverse racism. It works as racism, but cloaks itself in the beautiful, beautiful dress of tolerance. And that’s extremely dangerous.”
Javier E

What Gamergate should have taught us about the 'alt-right' | Technology | The Guardian - 0 views

  • Gamergate
  • The 2014 hashtag campaign, ostensibly founded to protest about perceived ethical failures in games journalism, clearly thrived on hate – even though many of those who aligned themselves with the movement either denied there was a problem with harassment, or wrote it off as an unfortunate side effect
  • ure, women, minorities and progressive voices within the industry were suddenly living in fear. Sure, those who spoke out in their defence were quickly silenced through exhausting bursts of online abuse. But that wasn’t why people supported it, right? They were disenfranchised, felt ignored, and wanted to see a systematic change.
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  • Is this all sounding rather familiar now? Does it remind you of something?
  • it quickly became clear that the GamerGate movement was a mess – an undefined mission to Make Video Games Great Again via undecided means.
  • fter all, the culture war that began in games now has a senior representative in The White House. As a founder member and former executive chair of Brietbart News, Steve Bannon had a hand in creating media monster Milo Yiannopoulos, who built his fame and Twitter following by supporting and cheerleading Gamergate. This hashtag was the canary in the coalmine, and we ignored it.
  • Gamergate was an online movement that effectively began because a man wanted to punish his ex girlfriend. Its most notable achievement was harassing a large number of progressive figures - mostly women – to the point where they felt unsafe or considered leaving the industry
  • The similarities between Gamergate and the far-right online movement, the “alt-right”, are huge, startling and in no way a coincidence
  • These figures gave Gamergate a new sense of direction – generalising the rhetoric: this was now a wider war between “Social Justice Warriors” (SJWs) and everyday, normal, decent people. Games were simply the tip of the iceberg – progressive values, went the argument, were destroying everything
  • In 2016, new wave conservative media outlets like Breitbart have gained trust with their audience by painting traditional news sources as snooty and aloof. In 2014, video game YouTube stars, seeking to appear in touch with online gaming communities, unscrupulously proclaimed that traditional old-media sources were corrupt. Everything we’re seeing now, had its precedent two years ago.
  • With 2014’s Gamergate, Breitbart seized the opportunity to harness the pre-existing ignorance and anger among disaffected young white dudes. With Trump’s movement in 2016, the outlet was effectively running his campaign: Steve Bannon took leave of his role at the company in August 2016 when he was hired as chief executive of Trump’s presidential campaign
  • young men converted via 2014’s Gamergate, are being more widely courted now. By leveraging distrust and resentment towards women, minorities and progressives, many of Gamergate’s most prominent voices – characters like Mike Cernovich, Adam Baldwin, and Milo Yiannopoulos – drew power and influence from its chaos
  • no one in the movement was willing to be associated with the abuse being carried out in its name. Prominent supporters on Twitter, in subreddits and on forums like 8Chan, developed a range of pernicious rhetorical devices and defences to distance themselves from threats to women and minorities in the industry: the targets were lying or exaggerating, they were too precious; a language of dismissal and belittlement was formed against them. Safe spaces, snowflakes, unicorns, cry bullies. Even when abuse was proven, the usual response was that people on their side were being abused too. These techniques, forged in Gamergate, have become the standard toolset of far-right voices online
  • The majority of people who voted for Trump will never take responsibility for his racist, totalitarian policies, but they’ll provide useful cover and legitimacy for those who demand the very worst from the President Elect. Trump himself may have disavowed the “alt-right”, but his rhetoric has led to them feeling legitimised. As with Gamergate, the press risks being manipulated into a position where it has to tread a respectful middle ground that doesn’t really exist.
  • Using 4chan (and then the more sympathetic offshoot 8Chan) to plan their subversions and attacks made Gamergate a terribly sloppy operation, leaving a trail of evidence that made it quite clear the whole thing was purposefully, plainly nasty. But the video game industry didn’t have the spine to react, and allowed the movement to coagulate – forming a mass of spiteful disappointment that Breitbart was only more than happy to coddle
  • Historically, that seems to be Breitbart’s trick - strongly represent a single issue in order to earn trust, and then gradually indoctrinate to suit wider purposes. With Gamergate, they purposefully went fishing for anti-feminists. 2016’s batch of fresh converts – the white extremists – came from enticing conspiracy theories about the global neoliberal elite secretly controlling the world.
  • The greatest strength of Gamergate, though, was that it actually appeared to represent many left-leaning ideals: stamping out corruption in the press, pushing for better ethical practices, battling for openness.
  • There are similarities here with many who support Trump because of his promises to put an end to broken neo-liberalism, to “drain the swamp” of establishment corruption. Many left-leaning supporters of Gamergate sought to intellectualise their alignment with the hashtag, adopting familiar and acceptable labels of dissent – identifying as libertarian, egalitarian, humanist.
  • At best they unknowingly facilitated abuse, defending their own freedom of expression while those who actually needed support were threatened and attacked.
  • Genuine discussions over criticism, identity and censorship were paralysed and waylaid by Twitter voices obsessed with rhetorical fallacies and pedantic debating practices. While the core of these movements make people’s lives hell, the outer shell – knowingly or otherwise – protect abusers by insisting that the real problem is that you don’t want to talk, or won’t provide the ever-shifting evidence they politely require.
  • In 2017, the tactics used to discredit progressive game critics and developers will be used to discredit Trump and Bannon’s critics. There will be gaslighting, there will be attempts to make victims look as though they are losing their grip on reality, to the point that they gradually even start to believe it. The “post-truth” reality is not simply an accident – it is a concerted assault on the rational psyche.
  • The strangest aspect of Gamergate is that it consistently didn’t make any sense: people chose to align with it, and yet refused responsibility. It was constantly demanded that we debate the issues, but explanations and facts were treated with scorn. Attempts to find common ground saw the specifics of the demands being shifted: we want you to listen to us; we want you to change your ways; we want you to close your publication down. This movement that ostensibly wanted to protect free speech from cry bully SJWs simultaneously did what it could to endanger sites it disagreed with, encouraging advertisers to abandon support for media outlets that published stories critical of the hashtag. The petulance of that movement is disturbingly echoed in Trump’s own Twitter feed.
  • Looking back, Gamergate really only made sense in one way: as an exemplar of what Umberto Eco called “eternal fascism”, a form of extremism he believed could flourish at any point in, in any place – a fascism that would extol traditional values, rally against diversity and cultural critics, believe in the value of action above thought and encourage a distrust of intellectuals or experts – a fascism built on frustration and machismo. The requirement of this formless fascism would – above all else – be to remain in an endless state of conflict, a fight against a foe who must always be portrayed as impossibly strong and laughably weak
  • 2016 has presented us with a world in which our reality is being wilfully manipulated. Fake news, divisive algorithms, misleading social media campaigns.
  • The same voices moved into other geek communities, especially comics, where Marvel and DC were criticised for progressive storylines and decisions. They moved into science fiction with the controversy over the Hugo awards. They moved into cinema with the revolting kickback against the all-female Ghostbusters reboot.
  • Perhaps the true lesson of Gamergate was that the media is culturally unequipped to deal with the forces actively driving these online movements. The situation was horrifying enough two years ago, it is many times more dangerous now.
Javier E

The Obama Boom - The New York Times - 1 views

  • What did Mr. Obama do that was supposed to kill jobs? Quite a lot, actually. He signed the 2010 Dodd-Frank financial reform, which critics claimed would crush employment by starving businesses of capital.
  • He raised taxes on high incomes, especially at the very top, where average tax rates rose by about six and a half percentage points after 2012, a step that critics claimed would destroy incentives.
  • Yet none of the dire predicted consequences of these policies have materialized.
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  • And he enacted a health reform that went into full effect in 2014, amid claims that it would have catastrophic effects on employment.
  • what do we learn from this impressive failure to fail? That the conservative economic orthodoxy dominating the Republican Party is very, very wrong.
  • conservative orthodoxy has a curiously inconsistent view of the abilities and motivations of corporations and wealthy individuals — I mean, job creators.
  • On one side, this elite is presumed to be a bunch of economic superheroes, able to deliver universal prosperity by summoning the magic of the marketplace. On the other side, they’re depicted as incredibly sensitive flowers who wilt in the face of adversity — raise their taxes a bit, subject them to a few regulations, or for that matter hurt their feelings in a speech or two, and they’ll stop creating jobs and go sulk in their tents, or more likely their mansions.
  • It’s a doctrine that doesn’t make much sense, but it conveys a clear message that, whaddya know, turns out to be very convenient for the elite: namely, that injustice is a law of nature, that we’d better not do anything to make our society less unequal or protect ordinary families from financial risks. Because if we do, the usual suspects insist, we’ll be severely punished by the invisible hand, which will collapse the economy.
  • From a conservative point of view, Mr. Obama did everything wrong, afflicting the comfortable (slightly) and comforting the afflicted (a lot), and nothing bad happened. We can, it turns out, make our society better after all.
Javier E

Fortnite has reached The End - changing video game storytelling for good | Games | The ... - 0 views

  • There is no conventional “narrative” to Fortnite Battle Royale – Epic doesn’t provide an origin story for its endless 100-player wars, it doesn’t give us long cinematic scenes with characters explaining the world, the factions and the plot. Instead, Fortnite is split into a series of three-month-long seasons, each with a climactic event that suggests some kind of interdimensional struggle taking place over the future of the game’s isolated island locale.
  • Ostensibly, there’s no need for a narrative – Epic could, in theory, retain player interest simply by making sure there is a steady supply of new dance moves, costumes and scenic features to enjoy. Instead, the studio has built a vast functional universe in which an alien known as The Visitor is attempting to mend the space-time fissure around the island, and communicated this through systems of signs, signals and miracles – sort of like the Medieval Christian church
  • Indeed, it’s interesting how Fortnite has co-opted a lot of religious symbolism into the game’s suggestive narrative, from comets trailing across the sky, to the decidedly apocalyptic imagery of fire, brimstone and global destruction.
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  • We have seen the rise of massively multiplayer adventures such as World of Warcraft, where global arching narratives are woven into the largely player-directed quests, and we have seen plenty of interesting live story experiments, such as the mostly single-player adventure Dark Souls allowing players to leave messages to each other within the game.
  • For Season 10, Epic was always building toward something vast and catastrophic and upped the narrative signalling accordingly. Throughout the last months players have been able to find audiotapes hidden around the map in which The Visitor has made recordings about his attempts to fix a loop in time and prevent a singularity. It sounds like the ravings of a conspiracy theorist, echoing back the most extreme theories from the fanbase itself
  • Fortnite has been criticised as a shallow, cynical machine of compulsion, its trendy dances and outlandish outfits a means of ensnaring younger players. But as a purveyor of new forms of storytelling, in which the community is left to construct its own narrative based around subtle semiotic systems and climactic events, it is a fascinating innovator.
  • But Fortnite is playing with storytelling concepts, tropes and systems while also providing a piece of blockbuster entertainment for millions of mostly teenage players. It’s like a new Marvel superhero movie being performed entirely in interpretive dance.
  • When Chapter 2 inevitably begins, bringing a new landscape with new gameplay features, it will be interesting to see where Epic goes next on its somewhat transgressive storytelling odyssey. It is, after all, quite hard to top the end of the world as a narrative device.
manhefnawi

The Fascinating Science Behind Why We See 'Faces' In Objects | Mental Floss - 0 views

  • People can discern faces in meaningless clouds
  • There's a name for this uncanny ability to see faces everywhere: pareidolia (roughly, from the Greek for "wrong shape").
  • Human brains are exquisitely attuned to perceiving faces—in fact, there's an entire region of the brain called the fusiform gyrus that is dedicated to it. Its functions are evident even from early childhood: Studies have shown that shortly after birth, babies display more interest in cartoon faces with properly placed features than in similar images where the features are scrambled.
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  • Others have found that paranormal and religious believers are more prone to pareidolia than skeptics and nonbelievers. Although believers and nonbelievers had equivalent sensitivity to faces, the paranormal and religious believers had lower thresholds for reporting that a face was present than nonbelievers did, possibly due to being more open to the suggestion that the images might contain faces.
  • Pareidolia can be exacerbated in cases of fatigue and in some neurological diseases, such as Lewy body dementia
  • It may not be a strictly human phenomenon either. Research has shown that rhesus monkeys see illusory facial features on inanimate objects such as toasters or sliced vegetables.
  • Pareidolia extends beyond human likenesses: In 2007, a "monkey tree" in Singapore attracted thousands of visitors, who swore that a bizarrely shaped callus growing on a tree was a manifestation of either the Chinese deity Sun Wukong (also known as the Monkey King) or the Hindu monkey god Hanuman.
  • the brain makes much ado about nothing.
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