Asiascape Vistas is a forum for discussion about the many and various dimensions of cyberculture found in or originating from East Asia. Its focus is on the interplay between these media and questions of politics & philosophy. Contributions are from the academic collective responsible for the core project, but other contributions will also be considered by that collective.
Friday, October 31, 2014
One-day Manga exhibition & seminar
Admission is free and all are welcome.
For catering purposes we kindly ask that your register.
More information and registration is here: asiascape.org/mangainasessay.html
Thursday, October 2, 2014
Martin Roth is awarded historic PhD degree: 'Games encourage us to explore alternatives'
The Asiascape hosted Beyond Utopia is a Leiden University project funded by NWO (Netherlands Organization for Scientific Research) concerned with identifying the potentials of artistic media such as manga, anime, and video games for expression, criticism, and intervention in political thinking.
On August 27 Martin Roth, one of the project's three PhD candidates, was the first to get the degree for his research on the political potential of video games. An historic PhD degree it seems; it is Leiden's Faculty of Humanities first one ever in this field.
Below a translation of an article by Bart Braun in Leiden University newspaper Mare about Martin and his PhD thesis. The original article in Dutch is available on Mare Online.
(translation by Asiascape.org)
Tuesday, September 30, 2014
New edition 'Manga in/as Essay' available now
The publication is available on the Asiascape Issuu page: issuu.com/asiascape.
Monday, September 29, 2014
Replaying Japan in Edmonton
Although Edmonton is not exactly next door to Leiden, I am very glad I could do so. This was a rare opportunity to meet and discuss with an expert group of scholars working on Japanese videogames in a very nice atmosphere (as you can see on the photos provided on the conference website). Combining great keynotes, a variety of technological, cultural and other perspectives on games, including regional game creators' experiences, the conference stood out in that it opened a space for dialogue between researchers and practitioners from many countries and made a serious and successful attempt at reflecting on the richness, diversity, complexity and transnational character of games. What is more, the organizers and volunteers spared no pains in order to make the conference an inspiring, fun, and even relaxing event; an unhurried schedule and very skilled volunteer interpreters for Japanese were as much part of this as raw snack vegetables and lots of coffee - not to mention a very nice dinner.
What was it all about? As the title promises, we replayed Japan - for example in the first keynote delivered by THE Nishikado Tomohiro, creator of Space Invaders (1978). He reflected on the almost single-handed creation of the game, bringing with him all the way from Japan his Space Invader notebooks from the 1970s: a mixture of graphics sketches, circuit-layouts and hand-written assembler code. In case you didn't know this: the invaders were human in the first instance, but Nishikado ultimately decided that killing humans was not a good idea, and invented his space invaders. These, in turn,
Ar
eSea
foodLi
ke Sq id
sCrabsAn
d J
e ll y
f i s h
With some exceptions, like the UFO, the aliens, as many science fiction theorists have noted, are not so alien after all...
While Nishikado reflected on his own creative process and on one of the most influential moments in Japaneses videogame culture, Mia Consalvo took one step back, tracing the influences of Japanese games on "Western" game designers and urging us to pay more attention to the creative flows across countries, regions, and cultures. She proposed to distinguish games "from Japan", which could have come from anywhere, and games "of Japan", which reflect on their cultural production context directly. Martin Picard, in turn, traced common discourses scholars of Japanese games are confronted with, in the attempt to negotiate between universalism, cultural specificity, and exoticism. He developed "geemu" (Japanese ゲーム, for "game") as a term for games in Japan that reflects on the historical development they are embedded in.
A Canadian Industry Panel, an introduction to cutting-edge AI-research by Vadim Bulitko (whether you like it or not, it seems that we feel more agency in games that automatically adjust to our preference and give us exactly what we want), as well as a very interesting poster and game presentation session, added to the variety of perspectives present at the conference, which was equally reflected in a wide range of rich papers. I'll not go into much detail here, since each paper I heard deserves much more space and time than I can offer here. Rather, I'd like to refer the inclined reader to the conference proceedings on the website, which contain all abstracts, as well as the photos found on the same site.
My own presentation was part of a great panel on violence in Japanese games, in which Mimi Okabe, Ryan Scheiding, and myself tackled violence from very different perspectives. Mimi proposed to understand the extremely violent sex and rape scenes in the Japanese BL game Enzai as a playful way of turning the body into a spectacle, which is capable of interrogating power relations as well as existent stereotypes of manga and anime character types like the beautiful boy (美少年 bishōnen). She concluded that exaggerations of violence can function as a tool for political intervention and liberation from existing frameworks.
Ryan Scheiding, in turn, looked at the problematic and often racist depictions of Japanese soldiers in historical war games. By comparing specific cases in several popular games with earlier depictions of Japanese soldiers, or "treacherous moneymen" in media like Bugs Bunny etc., he shows how stereotypical representations have persisted and evolved in contemporary games, calling for more sensitivity to such representations among scholars and the gaming community.
In my own presentation, I focussed on the series Metal Gear Solid, arguing that the games confront their player with a complex and ambiguous and provocative experience of violence, between critique and glorification, ultimately forcing the player into a state of exception in which his or her actions demand for reevaluation beyond priorly applicable frameworks and norms. Thus, the games create a free space in which play, including playful violence, is possible.
Overall, the event was rich with new ideas and acquaintances, and definitely a great contribution to drawing together scholars scattered all over the world working on the still developing field of research one of my main interests lies in. I can't wait for the follow-up event next year!
Once again, my thanks to the organizers and all participants for a wonderful event and to the NWO and Chris Goto-Jones' VICI "Beyond Utopia" for supporting my participation!
Tuesday, September 16, 2014
25 September - opening 'Artist in Residence' manga exhibition East Asian Library
The artistic results of these masterclasses of the Political Artist Residency 2014 are on display in the East Asian Library of Leiden University from 1 September until the end of 2014.
Please join us for a festive opening and reception at the East Asian Library on Thursday 25 September from 17:00 - 19:00, with a short introduction to the exhibition at 17:30.
Location: Leiden University East Asian Library, Arsenaalstraat 1, Leiden
For catering purposes, please register your attendance here: spotlighttaiwanleiden.weebly.com
Monday, August 11, 2014
Want to help realise a sci-fi anime?
The anime is presented as "...a science fiction action thriller that will explore what it means to live and die well, testing the limits of all we hold dear".
Rewards for backers of the 'Under the Dog' project range from having their name on the project's website, to creating a anime character, attending the Japanese premiere and meeting the anime's creative team in Tokyo.
With almost a month to go, over 1300 fans have already pledged more than USD 87,000 towards its USD 580,000 goal.
Interested? Visit the Kickstarter site.
Monday, July 28, 2014
'Kurama Tengu' manga competition winners announced
Each of the winners offered a unique and compelling graphic interpretation of the classic Japanese Noh play Kurama Tengu.
The first prize (Euro 500) goes to Elena Vitagliano from Italy for her impressive 'Tariki: Divine Intervention'.
A joint second prize (Euro 200 each) is awarded to Brittany Partin and Carl Li, both from the USA.
Deanna Taylor Nardy from the USA wins third prize (Euro 100).
All winning manga and bio's of the artists will be available in our online publication 'Manga in/as Essay' soon.
Excerpt from Elena Vitagliano's winning entry |
We thank all those who participated for their hard work and creativity, resulting in wonderful manga!
Friday, June 20, 2014
Computopia I. Frontier Spirit
There are several ways to approach such a project and several dimensions to take care of. In an ideal scenario, I would 1. learn a lot about how to set up such project, 2. plan it carefully, 3. have a good grasp of what I want to do, 4. acquire the necessary programming skills, 5. be part of a team rather than in individual. Since none of the above is really the case, this is a project that develops "en route", meaning that I'm trying to adapt to the obstacles as they appear. Surprisingly, this method is relatively successful (I can say this now, since I don't know the outcome yet) if you are resilient to temporary frustrations. Just to be clear: successful here is meant to say that I am making fair progress so far, considering that I wasn't equipped with the necessary programming and conceptual skills in the beginning. This observation, together with a recent review of Lev Manovich's Software Takes Command (2013) I wrote for the soon to be published Asiascape: Digital Asia 1(3), got me thinking more about the environment and conditions contemporary digital media offer for creative engagements. Based on my current experiences, I'd say that with enough "frontier spirit", many things are possible, because (1) roadmaps are ubiquitous (2) it is likely that somebody was there before you and left directions. Unfortunately, accidents and road blocks are never far...
(1) roadmaps
I remember my first programming experiments in Pascal and Assembler (I'm still frightened) as a high school student. Back then, there was some documentation of the languages, but since the Internet was not as fast and ubiquitous as it is now, I mostly relied on books about programming and specific languages. Programming in Unity now feels decisively different, since most solutions to taks I want to accomplish or problems I encounter can be found online. This doesn't mean that programming becomes copy-paste really, since most of the time the solution to a problem needs to be adapted to specific need. It does, however, mean that all necessary information is never much more than a click away if you know what you're looking for. What is more, Unity (and other development environments) offer tutorials for their most basic functions, including some scripting. At times, I almost had the feeling that youtube is the new bible for game design (aware that this comparison is somewhat lopsided). So recently, I find myself "learnwatching" C#.
(2) traces
Most problems have been experienced before. Others have had the same ideas, made the same mistakes, or have as little knowledge as I of the things I'm doing. It is not only comforting to find somebody asking the same (simple) questions, it also often leads to the solution, because that somebody or maybe somebody else has put some effort into finding and explaining a solution. I admire and salute the many volunteers who share their knowledge and experience online patiently and often without making fun of the amateur. Humanity is still not completely lost, or at least in forums and do-it-yourself videos it seems that way.
That all said, it probably testifies to my ignorance that I still get stuck from time to time. Risking to sound old-fashioned, I think this is because the short explanatory snippets and specific examples cannot really offer a cure to the lack of systematic knowledge of the matter at hand. I'm very willing to admit that I should probably refresh my programming skills and knowledge on a more fundamental level, starting with a more detailed understanding of object orientation etc.
But then again, I'm not a programmer. The real challenge for me and many other academics who work on digital media, it seems, is whether and how much one can really intervene actively the creative digital sphere without switching professions. This means accepting a patchwork of solutions and rudimentary graphics as sufficient, knowing that this is not ideal. But maybe even these adaptations are not enough? In a way, my current project may thus be an exploration of the boundaries not only of my own capabilities (which are quite limited), but of the academic context out of which I started it, in which practical engagements are rarely a first priority even when we deal with something as practical as digital media.
Tuesday, June 17, 2014
Public lecture & manga exhibition opening
In addition to the technical and theoretical aspects of visualising sexuality in various media, Dr. Shen introduced her residency project--storyboarding for her upcoming animated documentary on female masculinity in Taiwan--to a diverse group of masterclass students hailing from anthropology, film studies, gender studies, graphic design, law, liberal arts and sciences, literature, philosophy, and psychology. We look forward to hearing more as these intimate and intensive masterclasses continue, and to seeing the fruits of everyone's creativity at the final exhibition opening at the very end of this month, preceded by a public lecture programme featuring Dr. Shen's keynote on "(Re)visualizing femininity/masculinity".
17:00 - 18:00 Lecture programme
- Welcome by Prof. Willemien den Ouden (Dean, Leiden Honours Academy)
- Remarks by Mr. James Lee (Taiwan's Representative in The Netherlands)
- Introduction by Dr. Cissie Fu (Co-Founder, Political Arts Initiative)
- Keynote lecture by Dr. Lien Fan Shen (Artist-in-Residence)
- Closing words and exhibition opening by Prof. Chris Goto-Jones (Director, Asiascape.org; Co-Founder, Political Arts Initiative)
Do join us for a chat, drink, snack, and stroll through the residency exhibition, which highlights the artistic output of Dr. Shen's residency project as well as the manga creations by her masterclass students.
This event is free and open to the public. Please find further details and register here. We greatly look forward to welcoming you on the 30th!
Wednesday, June 4, 2014
Event announcement: New States and Societies in the Past and in the Future
Tuesday, June 3, 2014
Call for papers - Post-Screen: International Festival of Art, New Media and Cybercultures
The theme for this year is "Device, Medium and Concept'". The intention is to discuss the use of screen-based "devices" (traditional, analog or digital) as a tool used in artistic practices and social behaviours; the screen as "medium", entails the production and archiving of works of art, cultural and social activities, exclusively generated through technological screens making use of intrinsic technological attributes that a given medium provides; the screen as a "concept", refers mainly to the aesthetic, phenomenological and social aspects that involve the use of the concept of screen in visual arts and in our society.
The proposal for paper must have 3-4 pages (according to the template provided on the festival's website), including references, introduction and abstract. Authors should present two abstracts in different languages (one must be in English).
Fields of work: Visual Arts, Art History, Aesthetics, Film Studies, Anthropology, Sociology, New Technologies, Curatorial Practices, Social Sciences, Cultural Studies, New Media, Cinema
Deadline: 15 June 2014
For further information please go to: http://postscreenfestival.com
Thursday, May 22, 2014
Screening 'Otaku no Video' in The Hague
The screening will be followed by a discussion led by manga artist and scholar Lien Fan Shen.
(please scroll down for a more detailed description of the event)
Tickets, time & location
Plot summary
Ken Kubo is a Japanese male, living quite happily with his girlfriend Yoshiko and being a member of his college's tennis team, until he meets one of his former friends from high school, Tanaka. After Tanaka brings him into his circle of friends (all of them being otaku, too: a female illustrator, an information geek, a martial artist, a weapons collector...), Kubo soon makes the wish to become the Otaking, the King of all the otaku.
He manages to create his own model kits, open shops, and even build a factory in China. Later, he loses it all when one of his rivals (who's also married to Yoshiko, who never forgave Kubo for abandoning her) takes control of his enterprise, but after Kubo and Tanaka make peace, teaming up with hard-working artist Misuzu, Kubo successfully take over the anime industry with a magical girl show, "Misty May". Ken and Tanaka create Otakuland, the equivalent of Disneyland for otaku. The story suggests Otakuland to be located in the same city of Urayasu, Chiba Prefecture, as the original Tokyo Disneyland[2]. Ken and Tanaka return to Otakuland in a post-apocalyptic submerged Japan and find a robot piloted by their old otaku friends. Then they fly off to space in search of the planet of Otaku.
Extra
After the screening, Lien Fan Shen, a graphic novelist and Assistant Professor in the Division of Film Studies at the University of Utah, will discuss this docu-anime and fan culture.
Lien Fan Shen earned a Ph. D. in Art Education at The Ohio State University and an MFA in Computer Art from the School of Visual Arts in NYC. Her creative work includes graphic novels, animation, and digital arts, and her research interest focuses on Japanese animation and Critical theory. Shen published five graphic novels, and her graphic novels were selected in the Golden Caldron Awards by the Government Information Office and awarded The Best Romantic Comic in Taiwan. Her animation and digital arts have been screened and exhibited in Singapore, Japan, Taiwan, and United States. Shen recently collaborated with choreographer and computer scientist to create real-time interactive digital art that combines dance performance and animated images. Their collaboration has received Center for Interdisciplinary arts and technology Research Fellowship Award.
Lien Fan Shen is currently Artist-in-Residence at Leiden University.
Details
Date Wednesday 4 June
Time 20.00 hrs
Tickets Euro 5 (available online or at the door)
Location Nutshuis, Riviervismarkt 5, Den Haag
Tuesday, April 22, 2014
Explore female masculinity and create manga this June
A triptych of Dr. Shen's work |
The series is free of charge, with all texts and art supplies provided, and welcomes students from all disciplines. While each session can be taken separately (N.B. pre-requisites for Masterclass III), active participation in all three masterclasses and the final residency exhibition (on Monday 30 June 2014) will be recognised with 1 EC granted by the Leiden University Honours Academy.
Please register your interest before 1 May 2014 at the very latest, after which you will receive a full syllabus.
More information on the masterclasses is here: http://spotlighttaiwanleiden.weebly.com/masterclasses.html
Monday, April 7, 2014
The 48hr Flash Fiction Challenge 2014
How it will work:
- Entry is free and open to anyone who writes or would like to dip a toe in the literary water.
- The story must be between 1000 and 1500 words (excluding title and author’s name and contact details).
- Entrants can take part by registering below and receiving the elements to base their story on by SMS message and email.
On Saturday 12 April (sometime between 10am -1pm) Sci-Fi London will send you:
1/ The TITLE for your story
2/ A piece of DIALOGUE that must be incorporated somewhere into the story
3/ An optional SCIENCE THEME for the story.
You then have 48 hours to write your story. The deadline for submission is Monday 14th April at 1:00pm
More information is here: sci-fi-london.com/flashfiction
GOOD LUCK!
Friday, April 4, 2014
Asiascape's Spotlight Taiwan Film Festival 11&12 April
announcement for the Spotlight Taiwan Film Festival |
Over the past 30 years, Taiwan film has had an outstanding record of achievement at major film festivals, particularly those in Europe. Our Taiwan film festival under the title ‘Performing Taiwanese Identity’, to be held on 11th and 12th April 2014, follows up on this success. It has two objectives. The first objective is to introduce the Leiden University Students and the general public in the Netherlands to Taiwanese cinema. The second objective is to have these film screenings as a key platform for understanding modern Taiwan, especially the issues of Taiwanese identity.
Over the course of 2 days (actually one evening and a day) we will introduce you to 4 blockbuster films that directly and indirectly relate to the performance of identity from different standpoints. The films touch upon the triangular relationship between Taiwan, China, and Japan. Each screening will feature a follow-up Q&A session with invited scholars and film critics.
All films are free of charge.
We start the festival with a festive opening -with drinks and snacks- to which you are all invited (registration is advised)
More info and registration for the opening event is here: www.spotlighttaiwanleiden.weebly.com/film.html
Friday, March 21, 2014
New Manga Competition - Interpreting Kurama Tengu
We invite manga artists, cartoonists, students and scholars to offer graphic interpretations of the classic Japanese Noh play Kurama tengu.
Contributors may interpret this task as creatively, expansively, or parsimoniously as they like: style, genre, and length may all be freely chosen. Contributors are encouraged to give the Kurama tengu a Science Fiction twist but this is not a requirement.
The text (or part of the text) of the original Noh play may be used if desired but is not necessary. The purpose of this manga competition is to explore the expressive potential of manga.
Euro 1000 in prizes, plus the best artist will be considered for commission for a follow-up project
Deadline: 1 June 2014
The text of the Kurama tengu play as well as details on how to submit, can be found on the Asiascape site: http://asiascape.org/competition.html
Symposium 'Gaming the City'
The Political & Philosophical Arts Initiative (PAI) based at Leiden University, is delighted to welcome Iain Borden (Professor of Architecture & Urban Culture at University College London) and Dan Edwardes (Director of Parkour Generations) to offer keynote talks at the official opening of PAI's geo-caching photo-exhibition at The Nutshuis in The Hague on Wednesday 16 April 2014. Iain and Dan were recently part of the team that designed the Southbank Centre re-development in London to better facilitate skaters, freerunners, graffiti artists and other urban players.
The full programme and info on how to register is here: http://cachingthehague.weebly.com/symposium.html
Asiascape:Digital Asia inaugural issue out - limited open access
Read more about the discussions and ideas that accompanied this Asiascape:Digital Asia conference on Florian's 'Politics East Asia' blog. In case you are also interested in pictures of the event, they are here.
Some of the papers presented at that conference also appear in the inaugural issue of Asiascape:Digital Asia which is out now.
Brill is offering open access to individual users until the end of 2015.
All the information is available here: http://www.brill.com/products/journal/asiascape.
Tuesday, January 7, 2014
International Conference: Revisiting the Emancipatory Potential of Digital Media in Asia
Image (c) F. Schneider / Tagxedo.com 2013 |
Over the past decade, new forms of information and communication technologies have shaped the way people relate to each other, engage in social activities, conduct commerce, and participate in political processes. The inception of so-called Web 2.0 services such as Facebook in 2004, Youtube in 2005, and Twitter in 2006, has introduced a degree of interactivity to communication processes that surpasses that of previous technologies. Numerous companies from around the world have since imitated the success of these large networking, video-sharing, and micro-blogging sites. The popularity of such interactive digital media has meanwhile generated much debate regarding the emancipatory potential of these tools – a debate that has largely focuses on American and European experiences, and that in its extreme revolves on the one hand around the arguments of liberal scholars like Clay Shirky or Yochai Benkler, who emphasize the potential of such technologies to empower citizens, and on the other hand around the concerns of cultural critics like Evgeny Morozov or Sherry Turkle, who see these innovations as exploitative, domineering, and potentially damaging.
This international conference moves such debates to Asia, and confronts them with the realities of digital media usage in this vibrant region.
There'll be contributions on e.g. China, Japan, Korea, Vietnam, India and a special panel dedicated to digital media in Taiwan.
With a keynote speech by Professor Richard Rogers, Professor of New Media and Digital Culture at the University of Amsterdam, Director of the Govcom.org Foundation and the Digital Methods Initiative, and author of book such as 'Information Politics on the Web' and 'Digital Methods'
The academic journal Asiascape:Digital Asia (DIAS), in collaboration with the Goto-Jones VICI project Beyond Utopia funded by the Netherlands Organization for Scientific Research (NWO), and the Spotlight Taiwan project, welcomes all those interested to this international conference on digital media in Asia.
More information and free registration
Can Cowboy Bebop's Creator Make More People Take Anime Seriously?
from The Atlantic, 3 January 2014
When Hayao Miyazaki announced his retirement from feature films last September, countless media outlets and fans around the world mourned the loss of a beloved filmmaker—Japan’s most famous since Akira Kurosawa—whose movies had brought gravitas to the country’s animation industry, long a niche interest in the West. Thanks to thought-provoking films like Akira, Ghost in the Shell, and of course, Miyazaki’s work, American interest in Japanese animation had exploded over the last three decades and made a huge cultural impact.
Critical focus, however, has stayed largely on feature films, while anime—referring specifically to Japanese animated television series—has not earned the same kind of respect. An animator like Daisuke Nishio, for example, who directed the hit Dragon Ball and Dragon Ball Z series, is not considered an artist like Miyazaki, whose drawings have been displayed in museums in Paris.
image: Cartoon Network |
But while anime has always struggled to be taken seriously as an art form, one director might be able to make critics reconsider: Shinichiro Watanabe, director of Cowboy Bebop, whose new series Space Dandy is debuting on Cartoon Network’s Adult Swim on January 4.
Japanese filmmakers first began experimenting with animation in the early 1900s, not long after animators in the West like Winsor McCay (Little Nemo in Slumberland), but it was not until the 1960s that the industry began to take shape under Osamu Tezuka, the artist whose large-eyed aesthetic is most associated with anime to this day. In 1963, Tezuka's Astro Boy was the country’s first popular televised animated series and was such a hit that it was the first anime broadcast overseas. Demand grew over the years and spread around the world, but despite its by-the-numbers popularity, anime remained a largely subcultural taste, not helped by the social outcast otaku image that persists, even in Japan. In general, animation is still widely considered children's entertainment, which has been difficult to overcome, and anime has added cultural boundaries to conquer.
Read more
The 10 Best Sci-Fi Movies - as chosen by scientists
What better way to start of the new year than with a 'Best of' list.
Real scientists can be the harshest critics of science fiction. But that doesn't mean they can't enjoy a movie just because it bends the laws of nature. Popular Mechanics polled dozen of scientists and engineers to discover the sci-fi movie they love.
No 10. The War of the Worlds (1953)
This cinematic update of the 1898 H.G. Wells novel about a violent Martian invasion was particularly jarring because of the timing of its debut—namely, when World War II weaponeering prowess and the threat of nuclear attack were very much part of the national consciousness. The idea that humans could be vastly overmatched in battle by aliens terrified viewers and set their imaginations spinning. "I was sick all night long," Seth Shostak, the senior astronomer with the SETI (Search for Extraterrestrial Intelligence) Institute, says of his first viewing of the film. "That's the mark of a film that makes a difference."
No 9. Star Wars (1977)
No 8. Blade Runner (1982)
No 7. Jurassic Park (1993)
No 6. WALL-E (2008)
Read more