Notice bibliographique
Résumé
How does interactive media articulate what is fundamentally beyond human sensory capacity? The paper asks this in the context of Fukushima and radiation. Interactive informational media might itself hint at the answer given they run at speeds beyond human perception while nonetheless interfacing and therefore conditioning that perception apparatus. Thus, while much has been said about radiation and “silence,” this paper refuses that discursive regime, instead analyzing radiation through what Brinkema calls “the regime of near inaudibility,” a discurso-pragmatic approach to intensive relations, rather than a commitment to “being or not being.” That is, as an object restricted from immediate knowledge, radiation nonetheless becomes embodied knowledge as its existence and effects are navigated as a social force. To that end, the paper, based on field work, analyzes the way the Fukushima Commutan Center, a state-sponsored center sharing information about radiation and recovery, utilizes interactive media to produce particular embodied knowledges of radiation. I offer two examples: first, an interactive game in which children’s bodies are projected onto a screen to stop oncoming “radiation” with “blockers” (representing radiation-resistant material) mapped to their hand; and second, a spherical theatre dome covered entirely by screens and fit with surrounding speakers in which visitors stand suspended on a bridge, turning to watch the moving multi-directional video focal point. In each case, the media intend to communicate “radiation information”—the former case, “radiation protection is possible,” and the latter, “Fukushima has recovered despite radiation.” And yet, there is also, as Cecchetto puts it, an incommunicative aspect of these medias, an aesthetic, a structuring of the sensible that subtends the informational intent. This structuring, it is argued, encounters a context in visitors/users that has the potential to provoke a vaguely felt stress, anxiety, even trauma. This context irrupts in painful and fearful sensations in the otherwise celebratory media. What appears affirmative interactive media, then, manifest as a form of control conditioning the embodiment of radiation that serves the capital-nation-state. In other words, the social contract to live among radiation functions through an affective aporia where citizens are hailed to feel comfortable in that which makes them uncomfortable: the knowledge of radiation. Rather than strictly an analysis of the content of the game or dome video, the paper forwards listening to ask how formal relations in the techno-movements constitute the paradoxical (non)lived reality of radiation. How is listening, then, not a form of attention, but a form of attunement in which a resonant logic is taken up between intra-acting subject/object? This demands another question: is attunement not then also implicated in capitalism’s interactive techno-logics. Listening must be attuned to its own reality as an attunement machine for the hope of investing in the world otherwise.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,002 | 0,009 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,001 |
| Bibliométrie | 0,001 | 0,001 |
| Études des sciences et des technologies | 0,003 | 0,008 |
| Communication savante | 0,008 | 0,007 |
| Science ouverte | 0,001 | 0,006 |
| Intégrité de la recherche | 0,003 | 0,003 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,032 | 0,008 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».