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I was watching “Elf” and noticed something I have never noticed before. (Thanks Jeff for making me deconstruct everything.) So here’s a shot at a teeny piece of analysis:
The main father character (Walter, played by James Caan) is supposed to elicit a feeling of growth.
There are 2 scenes in Elf that work in parallel: the board room scenes. In the first scene, Walter is trying to convince 4′5″ Miles Finch, who is alone, to work for him. While this is happening, his elf son Buddy (Will Ferrell) comes in and aggravates Finch. The scene goes out of control and Walter banishes Buddy from his life.
In the second board room scene, Walter is talking to his boss Fulton (played by a heafty 5′7″ Michael Lerner) and Fulton’s entourage and trying to pitch a story to him. During this scene, Walter’s second son Michael comes in saying Buddy has run away. This time, Walter does the right thing and goes to find Buddy, even though he is getting fired.
First, we see a contrast in the size of Walter’s adversary, first a little person (Finch), then a large man (Fulton). Finch is someone Walter is trying to hire where as Fulton is Walter’s boss. In this, Walter starts off not being able to stand up for his new son against someone small, but then grows to stand up agaisnt someone large in stature and in position. Second, we see that Walter goes from not being able to stand up for one of his sons to being able to stand up for both of his sons.
In these two things we get a sense of growth and an overcoming of bigger challenges.
A quick attempt at a the distinction:
— experience ———————————————– structures —
PHENOMENOLOGY
start ———————————- use this to analyze the start ——->
SEMIOTICS
<– use this to analyze the start ———————————– start —–
I’m not sure if the “experience” and “structure” are ths same for both timelines, but that what it seems like. What do you think?
Overall: Simple and easy
Interaction:
- Buttonless actions/Swinging controller:
- Natural and easy
- Mapping to games are generally natural: shaking something, aiming, swinging (Wario Ware a great example)
- Buttons:
- Only 2 buttons are super comfortable (A and B, B being the trigger). The D-pad is in second place. Conveys simplicity as most of the actions are non-button or using one of these two. 5 more buttons are in a third tier.
- Nunchuck is optional and not used in all games. Adds a joystick and 2 buttons, though the “c” button is a definitely downplayed.
- This is a be move from the GameCube controller where the joystick + 6 buttons were on the top level, and the other controls (c-joystick, d-pad and additional button) are second tier.
Color & shape: White, clean, simple. Smooth simple lines. not crazy like old game cube or like rival xbox control, which is more complicated. only 5 colors on the controller, 99% white, .2% red for the por button, .2% blue for the home button, .4% grey for labels, .2% clear for A button.
Icons: Power button, home button, -/+ buttons. home button reminiscent of the “home” key on a browser (a big step away from classic start/select buttons of old.). <not sure what to think of -/+ buttons yet>
Name: Wii-Remote – harkens to the tv remote that people already know (instead of a controller which is very gamer-esque). Also is contracted to Wii-mote, which is meaningful and playful. “Nunchuck” also very playful (I think of Teenage Mutant Ninja Turles more than anything)
…hopefully this unsticks me…
Trying to do this assignment in pre-writing a phenomenological paper has driven me up a tree. I’ve been banging my head against a wall trying to come up with an idea that isn’t deeply baked in structuralism and have been having no end of trouble. But I think I know why I’m having a problem. I am, by very intrinsic nature, a Structuralist. When I look at a new encounter, particularly a technical one, I start decomposing it immediately. The values I first gain come not from the experience necessarily, but by an analysis of the feature list. The features, in essence, are the experience.
To get to a place where the experience is more dominant, I must understand features so deeply that they finally go away. And in this, I have had trouble writing this paper. I chose a device that I didn’t know the features well enough to get to the experience. Thus, as I have had experiences (a year’s worth, in fact) with the device, I still had trouble looking past the features to find the experiences to guide me.
Hopefully I can find relief as I pick an artifact more carefully understood to me in order to discuss the experiences that will bringme to conclusions.
Someone once told me that a key difference between the way people communicate in Eastern and Western cultures is in the roles of the speaker and the listener. In Western communication, the burden is on the speaker to communicate their ideas effectively. In Eastern communication, the burden is on the listener to try to appropriately interpret the speaker’s ideas. The reality, of course, is that it’s never purely one way or the other, but rather how much effort each side takes in the conversation.
I think it’s really easy to see, at least, the Western stance when looking at the way people respond to political talk of any kind, particularly watching the debates. Responses (esp via twitter) tend to be instantaneous objects from the listener’s worldview instead of reasoned responses in the context of the speaker’s worldview.
A (admittedly fairly shallow) example of the Eastern stance is the teachings of great old teachers, such as Confucius. The reader is meant to stop and ponder what Confucius was trying to get at.
It seems that Western mentalities (shown through their use of language) believe that there is objective truth. The language I use has 1 meaning and anyone who listens to it understands that meaning. Eastern mentalities seem to understand these things from more a phenomological view – at the very least we’re not accessing the direct truth of the the language. Rather, it is up to me to peel the onion and understand what’s behind the words.
Note: I use Western and Eastern here not in any stricly ontological sense, nor in any real definitive categorization on culture, but rather as mere labels for 2 ideas.
On page 31 of the text:
Today, indexically based notions of cinema realism exist in tension with a semiotic view of the cinema as discourse and of realism as one discourse among others.
Um. What?
…before I forget…
What level of divergent definitions do communities of language now diverge?
For example. “Communism” is probably understood by english speakers in similar ways, making us a community of language. However, we may had different interpretations to some degree, e.g. is communism a good or bad thing. Does that more subtle difference make us a different community of language? Is there a concept of a “sub-community of language”?
Moreover, do communites of language exist around a single word or a large subset of words? Are the non-native english speakers in our class who have a smaller set of undestanding of the english language a different community? Or do we instead have a common community around the word “dog” but not around “baloney”?

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