Browsing by Author "Mosley, Eric"
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ItemProgressive feminism through James Bond(2015) Mosley, Eric; Perschon, MikeAs one of pop-culture's oldest and most iconic movie characters, James Bond has both illustrated and influenced western culture for over 50 years. "Progressive Feminism through James Bond" analyzes the James Bond film series and its history conveying sexism and feminism. Emphasis is devoted to current Daniel Craig-era Bond films as being intentionally progressively feminist, an observation that has been overlooked and misinterpreted by audiences. By centering on a misogynist character, the James Bond film franchise serves as an invaluable means to observe changes in cultural attitudes towards feminism. The most recent 007 movie, Skyfall (2012), received widespread criticism from reactionary media and feminist academics alike for being explicitly sexist. The researcher challenges this criticism by analyzing changes made to the James Bond character and the roll of the Bond girl since Craig's debut in Casino Royale (2006). By criticizing the actions of a fictional character whose misogynist actions are part and parcel to his identity, feminist criticism has overlooked the intentions of filmmakers who have accomplished the seemingly impossible task of using a sexist character, James Bond, to convey aspects of progressive feminism. The research concludes that by ignoring and right out challenging many expectations of traditionally sexist Bond films, Skyfall is meant to convey a progressively feminist attitude. "Progressive Feminism Through James Bond" is an presentation adaptation of "Blue Beans, Skyfall's "Naked Man" and 'Why Craig-era Bond isn’t Bad for Feminists" an original research article written by presenter Eric Mosley available from Triple Bladed Sword: http://triplebladed.blogspot.ca/2014/01/blue-beans-skyfalls-naked-man-and-why.html ItemA rift in reality: exploring the Oculus Rift’s effect on dream and waking realities(2016) Gackenbach, Jayne; Anson, Mike; Mosley, Eric; Sinyard, Ann; Snyder, TeaceA rift is about to occur. Not simply the release of the Oculus Rift in early 2016 or other affordable VR headsets like it. But rather a rift in our very perception of reality and our understanding of what consciousness is. With the widespread release of VR interfaces of the public, for the first time in history people's ability to frequently toggle their vintage point of reality - be it by slipping into dreams, engaging in their waking life, or by playing the video games they like to play - will have profound effect on their ability to distinguish each nuance of those perceived realities from one another. And this phenomenon of carrying some aspects of playing a game into real life, previously documented simply as the 'game transference effect', has game developers and researchers alike scrambling to fully understand and appreciate the depths to which virtual reality might help to challenge or bolster the average person's vantage point of reality.