Full Text

Turn on search term navigation

© 2012. This work is published under http://creativecommons.org/licenses/by-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

From Hans Holbein’s The Ambassadors to Robert Lazzarini’s skulls, anamorphic artworks explore the tension between mathematical models of vision and an embodied experience of space. After reviewing the ways in which anamorphosis has been deployed as a philosophical tool for investigating digital media in terms of human phenomenology, specifically through the criticism of Espen Aarseth and Mark Hansen, this paper analyzes how contemporary videogames like Sony’s Echochrome series, levelHead by Julian Oliver, and Mark ten Bosch’s forthcoming Miegakure technically, aesthetically, and conceptually explore anamorphic techniques. While The Ambassadors is famous for its anamorphically skewed skull, a classic memento mori, we propose that the anamorphic effects of videogames can be more accurately described as a memento mortem mortis: not reminders of human mortality, but of a nonhuman the death of death. By foregrounding the impossibility of ever fully resolving the human experience of computational space, the memento mortem mortis in these “anamorphic games” gestures toward experiential domains altogether indifferent to human phenomenology to create allegories of the beyond.

Details

Title
Stretched Skulls: Anamorphic Games and the memento mortem mortis
Author
Boluk, Stephanie; LeMieux, Patrick
Section
Articles
Publication year
2012
Publication date
2012
e-ISSN
19384122
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2555208298
Copyright
© 2012. This work is published under http://creativecommons.org/licenses/by-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.