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Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/east-asian-studies
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-fiction
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/literary-studies
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/japanese-studies
Paul Roquet is an MIT associate professor in media studies and Japan studies; his earlier work includes Ambient Media. It was his recent mind-bending The Immersive Enclosure that prompted John and Elizabeth to invite him to discuss the history of "head-mounted media" and the perceptual implications of virtual reality. Paul Elizabeth and John discuss the appeal of leaving actuality aside and how the desire to shut off immediate surroundings shapes VR's rollout in Japan. The discussion covers perceptual scale-change as part of VR's appeal--is that true of earlier artwork as well? They explore moral panic in Japan and America, recap the history of early VR headset adapters on trains and compare various Japanese words for "virtual" and their antonyms. Paul wonders if the ephemerality of the views glimpsed in a rock garden served as guiding paradigm for how VR is experienced. Mentioned in the episode Yoshikazu Nango, "A new form of 'solitary space'...." (2021) Haruki Murakami's detailed fictional worlds of the 1980's onwards: real-feeling yet not actual history. Walter Scott's Waverley novels: can we also understand the novel as an immersive machine that leaves readers half in their actual world? Lewis Carrol's Alice's Adventures in Wonderland (1865), with its interplay between enclosure and expansion, and its shrinking/expanding motif) Ian Bogost on e-readers C S Lewis's wardrobe as portal in The Lion the Witch and the Wardrobe (1950) Lukacs focuses on the dizzying and transformative scale in Naturalism in "Narrate or Describe?" (1936) Wearable heart monitors as feedback machines for watching scary movies. The pre-history of Pokemon Go is various games played by early users of VR headsets on trains. Sword Art Online is a breakout popular example of Japanese stories of players trapped inside a game-world Thomas Boellstroff, Coming of Age in Second Life We Met in Virtual Reality Neil Stephenson's Snow Crash (1992) coined the concept of the metaverse. Recallable Books Madeline L'Engle The Wind in the Door (1973). Cervantes, Don Quixote (1606/1615) Futari Okajima Klein Bottle (1989) Collections such as Immersed in Technology, Future Visions, Virtual Realities and their Discontents; also, other early VR criticism of the 1990s including early feminist critique, scattered across journals in the early to mid 1990s . Paul feels someone should put together those germane articles into a new collection. Read the transcript here. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture
Ambient works once sought to intervene in an existing environment and re-attune one's relationship to it — they function like augmented reality. Ambience videos on YouTube (think "lo-fi hip hop radio" or "Rainy Night Coffee Shop Ambience") are more like virtual reality, promising an off-the-shelf escape from the environment you're in. Ambience ceases to be something shared and becomes instead something consumed. Read more essays on living with technology at www.reallifemag.com and follow us on Twitter @_reallifemag.
[Videos mentioned in this podcast are available for viewing at http://cmsw.mit.edu/podcast-paul-roquet-japanese-artist-animation] Independent animators often pride themselves on an intimate, hand-drawn aesthetic. But they increasingly rely on computer software not only to accelerate their workflow, but to manipulate the look and feel of their drawings. Compositing software enables subtle but decisive shifts in the spaces portrayed, through manipulations of color, texture, line, and movement. Seeking to unravel the analytical split between the “drawn” and the “digital” in animation and media studies more broadly, Roquet’s project moves back and forth between two desktops: the hard surface of the drawing table and the pixelated surface of the screen. This talk focuses on how the physical and perceptual affordances of both interfaces appear reimagined in the textures, movements, and tactility present in the animations themselves. Through a phenomenology of the contemporary desktop, Roquet seeks to ground the contemporary audiovisual imagination in the materiality of the tools and techniques at hand. Paul Roquet is Assistant Professor of Japanese Studies in the Global Studies and Languages Section at MIT. He is the author of Ambient Media: Japanese Atmospheres of Self (Minnesota 2016) as well as numerous essays on Japanese audiovisual and literary aesthetics.
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media in modern Japan. Beginning in the 1970s, atmosphere was becoming ambient, according to Roquet, and the emergence and proliferation of new techniques of ambient subjectivication reflected a shift in how the person was understood, away from collective self-understanding and toward a model rooted in a liberal ideal of autonomy and self-determination. Each chapter of the book looks at some specific way that music, film, video, and literature from the 1970s onward have incorporated forms of ambient subjectivication, from the Erik Satie boom and the birth of environmental music of the late 1970s to the music of artists like Hatakeyama Chihei (whose 2006 Minima Moralia I highly recommend!), to films like Ichikawa Jun’s Tony Takitani, and much much more. The book is also a gateway into a world of arresting and inspiring electronic media, and I recommend reading with an internet connection at hand to explore experiences like Ryoichi Kurokawa’s rheo: 5 horizons, Tsuchiya Takafumis’ Apoptosis, and Ise Shoko’s Noema while you work through Roquet’s text. Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media in modern Japan. Beginning in the 1970s, atmosphere was becoming ambient, according to Roquet, and the emergence and proliferation of new techniques of ambient subjectivication reflected a shift in how the person was understood, away from collective self-understanding and toward a model rooted in a liberal ideal of autonomy and self-determination. Each chapter of the book looks at some specific way that music, film, video, and literature from the 1970s onward have incorporated forms of ambient subjectivication, from the Erik Satie boom and the birth of environmental music of the late 1970s to the music of artists like Hatakeyama Chihei (whose 2006 Minima Moralia I highly recommend!), to films like Ichikawa Jun’s Tony Takitani, and much much more. The book is also a gateway into a world of arresting and inspiring electronic media, and I recommend reading with an internet connection at hand to explore experiences like Ryoichi Kurokawa’s rheo: 5 horizons, Tsuchiya Takafumis’ Apoptosis, and Ise Shoko’s Noema while you work through Roquet’s text. Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media in modern Japan. Beginning in the 1970s, atmosphere was becoming ambient, according to Roquet, and the emergence and proliferation of new techniques of ambient subjectivication reflected a shift in how the person was understood, away from collective self-understanding and toward a model rooted in a liberal ideal of autonomy and self-determination. Each chapter of the book looks at some specific way that music, film, video, and literature from the 1970s onward have incorporated forms of ambient subjectivication, from the Erik Satie boom and the birth of environmental music of the late 1970s to the music of artists like Hatakeyama Chihei (whose 2006 Minima Moralia I highly recommend!), to films like Ichikawa Jun’s Tony Takitani, and much much more. The book is also a gateway into a world of arresting and inspiring electronic media, and I recommend reading with an internet connection at hand to explore experiences like Ryoichi Kurokawa’s rheo: 5 horizons, Tsuchiya Takafumis’ Apoptosis, and Ise Shoko’s Noema while you work through Roquet’s text. Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media in modern Japan. Beginning in the 1970s, atmosphere was becoming ambient, according to Roquet, and the emergence and proliferation of new techniques of ambient subjectivication reflected a shift in how the person was understood, away from collective self-understanding and toward a model rooted in a liberal ideal of autonomy and self-determination. Each chapter of the book looks at some specific way that music, film, video, and literature from the 1970s onward have incorporated forms of ambient subjectivication, from the Erik Satie boom and the birth of environmental music of the late 1970s to the music of artists like Hatakeyama Chihei (whose 2006 Minima Moralia I highly recommend!), to films like Ichikawa Jun’s Tony Takitani, and much much more. The book is also a gateway into a world of arresting and inspiring electronic media, and I recommend reading with an internet connection at hand to explore experiences like Ryoichi Kurokawa’s rheo: 5 horizons, Tsuchiya Takafumis’ Apoptosis, and Ise Shoko’s Noema while you work through Roquet’s text. Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media... Learn more about your ad choices. Visit megaphone.fm/adchoices
Paul Roquet’s wonderful new book begins with an offering of jellyfish and proceeds to teach us how to read the air. Ambient Media: Japanese Atmospheres of Self (University of Minnesota Press, 2016) looks carefully at the phenomenon of ambient subjectivication or, the emergence of self with and through ambient media in modern Japan. Beginning in the 1970s, atmosphere was becoming ambient, according to Roquet, and the emergence and proliferation of new techniques of ambient subjectivication reflected a shift in how the person was understood, away from collective self-understanding and toward a model rooted in a liberal ideal of autonomy and self-determination. Each chapter of the book looks at some specific way that music, film, video, and literature from the 1970s onward have incorporated forms of ambient subjectivication, from the Erik Satie boom and the birth of environmental music of the late 1970s to the music of artists like Hatakeyama Chihei (whose 2006 Minima Moralia I highly recommend!), to films like Ichikawa Jun’s Tony Takitani, and much much more. The book is also a gateway into a world of arresting and inspiring electronic media, and I recommend reading with an internet connection at hand to explore experiences like Ryoichi Kurokawa’s rheo: 5 horizons, Tsuchiya Takafumis’ Apoptosis, and Ise Shoko’s Noema while you work through Roquet’s text. Learn more about your ad choices. Visit megaphone.fm/adchoices