(Yokohama) The second and third stops on our itinerary bring us to another Pacific archipelago, and the ports of Yokohama and Kobe, Japan. With its blend of modern industry amidst preserved ancient culture, Japan presents a variety of options for experiential learning. Students often enjoy getting a glimpse into traditional Geisha culture, taking a train to Tokyo, or exploring the many options for top-notch Japanese cuisine in Yokohama’s Minato Marai 21 neighborhood or the Harborland district in Kobe.
There are several religions on the island: moon-worshipers, sun-worshipers, planet-worshipers, ancestor-worshipers and monotheists, but each is tolerant of the others. Only atheists are despised (but allowed) in Utopia, as they are seen as representing a danger to the state: since they do not believe in any punishment or reward after this life, they have no reason to share the communistic life of Utopia, and will break the laws for their own gain. They are not banished, but are encouraged to talk out their erroneous beliefs with the priests until they are convinced of their error. Raphael says that through his teachings Christianity was beginning to take hold in Utopia. The toleration of all other religious ideas is enshrined in a universal prayer all the Utopians recite.
The features of Erewhonian society that surprise the author are those that differ from the England that he knew. According to the early impressions of the travelers, the people all appear to be exceptionally healthy, exceedingly handsome, and altogether contented. Their life style is characterized by simplicity and gracious manners, best described as Arcadian. Gradually, however, oddities, or what appear to be oddities to the visitor, begin to surface. Duplicity pervades every aspect of thought and action. The natives habitually profess agreement to a proposition although they do not believe in it, and their friends are perfectly aware that they do not mean what they say. There are two separate banking systems in operation and two sets of religions. The people give lip service to what they call the Musical Banks, but they transact all serious business with the currency of the other chain of banks. Similarly they recognize a group of deities representing the personification of human qualities — justice, hope, love, fear — and erect statues to them; but their pragmatic morality is evidently dictated by a goddess — Ydgrun (Grundy). More and more they reveal themselves to the traveler as victims of self-deception and inverted logic. Their universities are called Colleges of Unreason, and the principal course of study is Hypothetics.
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by walking, or a variety of other means. Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly. Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.
In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance. The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller. The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.
Jonathan Swift, Gulliver’s Travels. In this work of 1726, which was an immediate bestseller, Lemuel Gulliver actually visits four different fantasy worlds, but the one that’s especially interesting here is the world of the Houyhnhnms, horses endowed with reason and speech, and a world in which humans are yobbish Yahoos flinging their muck around. Gulliver interprets the Houyhnhnms’ society as a utopian world, though whether Swift is inviting us to agree, or to distance ourselves from Gulliver, remains a contentious point.
Logan's Run (1976) is a science fiction film based on a novel of the same name by writers William F. Nolan and George Clayton Johnson. One of the most celebrated dystopian movies of all time depicts theme that was explored in many literary and film projects – a seemingly idyllic futuristic society encased in a dome in which entire human civilization lives a pleasant life without any limitations or hardships. But this world has a single dark flaw – everyone’s lifespan is limited to 30 years, and the majority of people willfully accepts this fact. The film follows Logan 5 (played by Michael York), one of the enforcement officers that captures “runners” - fugitives who decided to run away from the government so that they could be live longer. His normal life is turned upside down when he is tasked to infiltrate a group of runners and their hidden sanctuary, but instead of illegal operation he expected to find, he discovers the entrance to the beautiful untouched outside world.
Journey received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on PlayStation Store in both North America and Europe. At the 2011 Electronic Entertainment Expo, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers. After publication, the game was heavily honored at end of the year awards. At the 16th Annual D.I.C.E. Awards, formerly known as the Interactive Achievement Awards, Journey won 8 awards, the most honors received of the night (which includes "Game of the Year", "Outstanding Innovation in Gaming", "Casual Game of the Year", "Outstanding Achievement in Game Direction", "Outstanding Achievement in Art Direction", "Outstanding Achievement in Online Gameplay", "Outstanding Achievement in Original Music Composition", and "Outstanding Achievement in Sound Design"); it was additionally nominated for "Downloadable Game of the Year", "Outstanding Achievement in Gameplay Engineering", and "Outstanding Achievement in Story". Journey was selected as the best game of the year by IGN and GameSpot, among others.
Before entering teaching in 1994, Dr. Alfred Brophy was a law clerk to Judge John Butzner of the United States Court of Appeals (Fourth Circuit), practiced law with Skadden, Arps, Slate, Meagher & Flom in New York, and was a Mellon Fellow in the Humanities at Harvard University. Brophy joined the UNC faculty in 2008, from the University of Alabama.
Utopia was the book that invented a new genre of fiction. It was the first book to use a made up world, a “Utopia” in its framing. This spawned books and stories that have continued to dominate the industry of storytelling to this day. Books like “The Hunger Games,” and “Divergent” can all trace their origins back to Thomas More's most famous work (Getty 321). More wrote this story to make a point about collectivism, whether in defense or as a criticism of. It could be argued, however, that Utopia's greatest impact could be in its world creation. More was the first to create his idealistic world, and the framework he created has stuck around for hundreds of years (Getty 321).
“ [A] permanent possibility of selfishness arises from the mere fact of having a self, and not from any accidents of education or ill-treatment. And the weakness of all Utopias is this, that they take the greatest difficulty of man and assume it to be overcome, and then give an elaborate account of the overcoming of the smaller ones. They first assume that no man will want more than his share, and then are very ingenious in explaining whether his share will be delivered by motor-car or balloon. ”
Quentin Skinner's interpretation of Utopia is consistent with the speculation that Stephen Greenblatt made in The Swerve: How the World Became Modern. There, Greenblatt argued that More was under the Epicurean influence of Lucretius's On the Nature of Things and the people that live in Utopia were an example of how pleasure has become their guiding principle of life. Although Greenblatt acknowledged that More's insistence on the existence of an afterlife and punishment for people holding contrary views were inconsistent with the essentially materialist view of Epicureanism, Greenblatt contended that it was the minimum conditions for what the pious More would have considered as necessary to live a happy life.
The great society of the future, he believes, will have a worldwide structure, a World State. Nationalities will no longer have significance. The entire human race will become one commonwealth with uniform customs and mores and with a common language. Money will still be used for exchange, and individuals will still hold the right to ownership of personal property, though all of the earth's land and all sources of power will belong to the State — that is, to everyone. He does not subscribe to the idea that all work can be made pleasurable; consequently, he declares that every member of society shall be required to perform work up to a minimum which earns him enough to discharge his obligations. Beyond that, he may choose to work more to earn more or he is free to enjoy his leisure.
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Denis Diderot's Supplement to Bougainville's "Voyage" (1772) is a prime example of the eighteenth-century vogue of primitivism which was spurred by Rousseau's thesis of the "noble savage" and which generated such novels as St. Pierre's Paul and Virginia and Chateaubriand's Atala. Diderot's book makes a case for the simple, natural ways of a South Sea Island culture as reported by Bougainville, a French explorer. The central portion of the story presents an imaginary dialogue between a French chaplain and a native of Tahiti (Orou) in which a comparison is made between the customs and institutions of Europe and those of Tahiti. The way of life of the islanders is eloquently defended, and that of the Europeans discredited. According to the Tahitian, man's natural instincts, which are equated with the laws of nature, are interpreted as justifying complete freedom in sexual relations. Their observance of community property is defended as minimizing personal conflicts and legal entanglements and promoting a general concern for the welfare of the community as a whole.