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Re: Re: Re: Re: Re: Re: Hacking actors



Thanks Doyle, for carrying the ball a bit further, that's what I meant.
However, I think the commodification of that "shared" attention (as
cooperative or uncooperative (not necessarily the game theory difference
between S&M and B&D in the adult entertainment context)) will be a fruitful
area of investigation rather than the somewhat weird metric of counting
"eyes". The eye(ball)s have it!

Ann


----- Original Message -----
From: "Doyle Saylor" <djsaylor@xxxxxxxxxxxxxx>
To: <pen-l@xxxxxxxxxxxxxxxxxxx>
Sent: Monday, July 09, 2001 9:28 PM
>Subject: [PEN-L:14872] Re: Re: Re: Re: Re: Hacking actors


> Greetings Economists,
> Ann Li writes to Ian, and Eric,
> Ann,
> So there will be Cyborgs with SAG cards... Not having yet seen A.I., I
> suspect it's Shindler's PDA spreadsheet. As the econ geography literature
> makes clear, the problem is not with displacement of celebrity cinematic
> talent, but with an analysis of the entire analog/digital cinematic
> apparatus. Anyway, the NYT piece used "Tron" as an example which is
> misleading because the issue is less one of saving money on talent ( not
> in the Tron case where the characters were real ones in digitally enhanced
> suits), but perhaps in the subsequent "Last Starfighter" where millions
> were saved on set/production design using a Cray computer. Tron actually
> wasted quite a bit of money on its subcontracted digital production for
> its time, which is now miniscule compared to more recent budgets. Much
> more interesting will be the rising market in digitally simulated adult
> entertainment which uses the same infrastructure as mainstream cinema and
> more corrupt labor practices. Meat Puppets!
>
> Doyle
> Ann's point about using avatars in hardcore movies (I assume your
reference
> to adult entertainment is what you mean) is much more to the point about
> what is at stake than Tom Hanks career concerns.  Adult movies are more
> downscale than is Hollywood.  Sex movies more than anything derive their
> power from showing how sharing attention works amongst people.  Adult
> movies thrive on the intensely felt emotional focus upon how two people
> screw each other.  Some anime is supposed to have replaced Japanese
> adolescent males interests in real female pictures.  What that suggests
> is that if an image actually meets shared attention needs better than a
> human visage we as human beings could  use that tool in place of using our
> own bodies in creating social networks .  That 'social' realism is
> not the major issue in anime (since anime is not conversational).
> Photo-realism as a style of image is not the main element of why avatars
are
> important it is their potential function in joint or shared attention
> processes.  The crucial issue is shared attention and what is needed for
> that to work right for human beings.
> thanks,
> Doyle Saylor
>
>




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