Digital Horror 2016
DOI: 10.5040/9780755603718.ch-003
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Uncanny Cameras and Network Subjects

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(2 citation statements)
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“…It's a synchronized vision of technological imaging processing and human perception. Players must learn to see in a way that is simultaneously their embodied vision and the nonhuman vision of the camera (and its viewers), what Christiansen (2016) identifies as the tension between technological and human vision, or what I, inspired by Haraway (1991), will term cyborg vision. I define cyborg vision as a simultaneously human and nonhuman vision that is pluralistic yet situated.…”
Section: Articlementioning
confidence: 99%
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“…It's a synchronized vision of technological imaging processing and human perception. Players must learn to see in a way that is simultaneously their embodied vision and the nonhuman vision of the camera (and its viewers), what Christiansen (2016) identifies as the tension between technological and human vision, or what I, inspired by Haraway (1991), will term cyborg vision. I define cyborg vision as a simultaneously human and nonhuman vision that is pluralistic yet situated.…”
Section: Articlementioning
confidence: 99%
“…The latter has received little attention because it involves hidden agents and uninhabitable perspectives. We have to negotiate nonhuman embodiment because, following Christiansen (2016), surveillance cameras are usually located in places humans can't occupy (e.g., in ceiling corners). In close to half of the games in the dataset (nineteen of forty-one), however, these camera perspectives are no longer uninhabitable but embodied.…”
Section: Location Location Locationmentioning
confidence: 99%