Friday, September 6, 2019

Explore how perceptions of belonging and not belonging can be influenced by connections to people. Essay Example for Free

Explore how perceptions of belonging and not belonging can be influenced by connections to people. Essay Belonging is the complex process whereby perceptions of self and social allegiances are formed. As You Like it by William Shakespeare and Chocolat directed by Lasse Hallstrom are two texts that explore how perception of belonging and not belonging can be influenced by connections to people. William Shakespeare’s As You Like It is a play that follows exiled characters into the forest, where relationships are mended and formed under the healing role of nature. Dramatic irony is used to convey belonging when Ganymede tells Orlando in Act 3 Scene 1: â€Å"I would cure you if you would but call me Rosalind and come everyday to my cot to woo me. † The dramatic irony creates humour as everybody but Orlando knows that Ganymede is, in fact, Rosalind. In Rosalind’s lines, she tries to outline how Orlando mistakes his love for her with true belonging. Although Orlando does not know he is in contact with her, the audience is able to view how Orlando, in actuality, does find a true sense of belonging in her through his adamance in wooing Rosalind, despite Ganymede’s discouraging attempts. The dramatic irony allows the characters to establish a sense of belonging, as Rosalind is able to comprehend Orlando’s genuine feelings for her and grow an attachment toward him. A soliloquy is used to reveal the unspoken reflections of Oliver as he refers to his brother, â€Å"I hope I shall see an end to him. For my soul – yet I know not why – hates nothing more than he†¦ that I am altogether misprized.† It is clear in his words that Oliver is jealous of Orlando. Through his unjust actions and unnatural feelings, a wedge is forced between the two brothers, ceasing their feelings of filial connection. The soliloquy is able to prove how despite being a member of a group, it does not mean true belonging is achieved. The notion that perceptions of belonging and not belonging can be influenced  by connections to place is further justified through the use of simile between court and country life. Their opposing qualities are contrasted by Duke Senior in Act 2 Scene 1, â€Å"Are not these woods more free from peril than the envious court?† The simile immediate displays Duke Senior’s attachment to the Forest of Arden. By comparing the safe haven of Arden with the evil nature of the ‘envious court’, a feeling of belonging is not only established, but also, Duke Senior’s estrangement from the court and its citizens are highlighted. The technique portrays how belonging cannot only be found in relationships and people, but also within places. Through Duke Senior’s pejorative feelings of the court, it is apparent that although he once was a member of the group, he did not feel as though he truly belonged. Chocolat is a film that explores the idea of ‘never confuse membership of a group with true belonging’. The town is set in a small provincial town of Casquenet, France. The story follows Vianne, a chocolatier as she faces the obstacles to overcome the struggle of finding a sense of connection with the townspeople. The community is portrayed as a conservative group of people who follow a set of rigid rules that shape what is acceptable of not. Immediately, the idea that belonging can not be found in connections to groups and communities as the townspeople conform to one another and find a sense of unity in doing so. This is indicated in the voice over, â€Å"If you lived in this village, you understood what was expected of you. You knew your place in the scheme of things. And if you happened to forget, someone would help remind you†¦ Villagers held fast to their traditions.† Although a sense of belonging within the community is established, the voiceover also highlights the absence of individuality in the town. Through the oppressive guidelines the townspeople must follow, there is a disconnection between an individual and their sense of self-identity – a significant platform needed to belong. Josephine is disconnected to those around her as she fails to conform to her fellow tonspeople. : â€Å" Josephine Muscat, she waltzes to her own tune.† Through Josephine’s dialogue, â€Å"You just don’t misbehave around here. Did you know that? If you don’t go to confession, if you don’t†¦ then you’re crazy!†Ã‚  it is revealed how the pressure to conform has caused Josephine’s anxiety and her feeling of alienation. Although Vianna becomes a member of the town, her true sense of belonging is not present. With her arrival, she is the subject of great curiosity and judgement. Though costuming, characterization and facial expression, Vianne’s character is juxtaposed against the dull villagers. Viannce, always with a friendly, smiling countenance and dressed in bright, colourful clothing, is portrayed as a lively character who shakes up the mundance patterns of the townspeople’s everyday lives. With the opening of her chocolaterie, people’s lives are enriched. They are happier as their inner desires are awoken and they are encourage to embrace their individuality. The techniques of costuming, characterization and facial expression demonstrate not only how mere membership can be confused with belonging but also how individuals can challenge or enrich a group or community. Through the various literary and filmic techniques discussed above, the two texts, As You Like It and Chocolat are able to explore†¦

Thursday, September 5, 2019

Process of Embedding Fuzzy Logic Methodology In Racing Game

Process of Embedding Fuzzy Logic Methodology In Racing Game Alamin Hussain Key words: fuzzy logic, XNA, AI, racing game ABSTRACT Fuzzy Logic has many opinions and understanding from people to people. In its simplest understanding Fuzzy Logic outputs truth(s) based on approximation for reasoning. In essence compared to traditional binary sets, which outputs absolute truths or false values, Fuzzy Logic may have a false or truth-value which ranges in degrees from 0 to 1. Using the above notion, I will be implementing this ideology or method in the perspective of providing behaviors for my Non-Playable-Opponent. What this means is that I will be programming Fuzzy Logic into my video game. Which should provide a more human like interaction. I will be utilizing the Microsoft XNA framework and C# programming language to output the implementation. In attempting to program in Fuzzy Logic, I had come across several hurdles. Such as breaking the rules and calculations down to the most possible simplest form possible, then trying to implement line by line each element. Thereafter running into Syntax Errors and Runtime Errors of which there were many. Finally I was forced to remove some more complex forms of Fuzzy Logic due to time constraints and inability to fully comprehend Fuzzy Logic and apply it via programming. INTRODUCTION Fuzzy Logic is an area of study in Artificial Intelligence built on the idea that in a fuzzy set, each element in a given set which can assume a value from 0 to 1 and does not follow the conventional classic or crisp theory of just 0 or 1. Basically this method follows the conception that approximation is used for reasoning rather than a fixed value. An element is categorized in its gradual inclination towards its relevant set, this is known as the degree of membership. The objective of this project is to efficiently utilize the XNA game engine using C# programming language and DirectX graphics API, to create a function racing game which utilizes Fuzzy Logic artificial intelligence. Previous programmers and coders have utilized Fuzzy Logic in video games, but the use for fuzzy logic in real world applications for video games has been minimal due to more popularity of other methods such as the A* artificial intelligence model. The reason of this project is to identify how fuzzy logic can allow for more human like interaction in a video game setting. In essence providing human feedback and reactions to the player and establishing cohesion in immersive game play. Throughout the main chapters of the thesis, I will going through the process in which I have understood general AI in video games and how fuzzy logic can be applied in this territory. Due to my illness, which has made me bend bound and on medication for just over 2 months from the beginning of February, my research and understanding is very little. As such I will try my best to demonstrate my current knowledge and how I established it into my project. I will be providing and understanding of Artificial Intelligence in video games and how the two are intertwined; he current state and use of AI in video games; Game AI techniques; Fuzzy Logic AI; how Fuzzy Logic is utilized in video games; the benefits of fuzzy logic; the cons of Fuzzy Logic; Fuzzy State Machines; the use of fuzzy logic in the video game industry and previous research conducted on fuzzy logic. MAIN CHAPTERS Artificial Intelligence in Video Games In the study of artificial intelligence in video games it is made up of all the methodologies and techniques for implementing intelligence into video games. Artificial Intelligence in video games contain aspects of, but are not limited to: path finding, control of animation, strategic thinking, procedural generation and learning. All of which require some form of solving problems, which are executed utilising Artificial Intelligence algorithms. The main essence of using game artificial intelligence is bringing a more human like interaction for the player, in creating a more fun, immersive and strategical play. This can be in the form of enemy bosses or interaction with NPCs (Non-Playable-Characters). In the words of Alan Turing, considered the father of of artificial intelligence, an agent is intelligent if its behaviour cannot be distinguished from that of a human[1]. From real human perspective Game artificial intelligence is in essence not real intelligence but the illusion of such methods[2]. Successful video games implement varying degrees of compelling artificial intelligence. It is not a requirement to implement very intelligent, unbeatable smart opponents but a much fun and some what realistic opponent who does not do damagingly stupid manoeuvres of which could ruin the whole game play and remove a player from the immersion. Like in most aspects of a video game, the game AI compliments and provides a higher realisation of a given video game, such as maintaining high levels of entertainment and fun game play. From the beginning of video game development to the the present times of complex large project based games, Artificial Intelligence has certainly been widely used and with the passage of time has increased usage and complexity with it. As such video games such as online multi player games have brought forward advanced artificial intelligence and have changed the habits and perception of players. This in effect has made players demand much more intricacy in game play in regards to artificial intelligence and developers are more and more focusing in providing human-like methods in AI, which are capable of learning from the players inputs. Developers have since moved away from predictable and scripted opponents and heavily focused on the advanced artificial intelligence in games. Due to the nature of video game development, game AI has real world constraints, in terms of time management and scheduling of a project. As such tested and working methods are used in development and the lack of innovation in the field of game AI is very much not visible. Game Artificial intelligence borrows knowledge from academic based AI such as robotics. But has its own parallel workforce of improvement and research and development, whilst keeping practicality in mind due to the nature of the game industry[3]. All forms of AI research and development borrows elements of information and as such same techniques can be found in some form in all fields of study. This thesis will delve on the study of a particular method of video game artificial intelligence, which is Fuzzy Logic and the use of such AI in video game. Then bringing a conclusion from my findings and usage of Fuzzy Logic game AI. Current Usage of Game AI Game artificial intelligence had gained traction from the late eighties early nineties, as such has gained much more attention from the game industry in the last decade or so. Traditionally video game have been pushing boundaries in the composition of visual graphics and audio realism in a bid to gain traction from end consumers. This in return had made it so that CPU (Central Processing Unit) processing powers was largely given precedence to graphics computation, followed by sound computation and then the game logic. This process of allocation of resources in previous game development left very little computation al power to artificial intelligence, which resulted in very stupid, generic and easily overpower enemies and or opponents. The previous process of developing video games and limitations on resources meant that artificial intelligence was very minimal. In more recent times graphical fidelity has improved so well that the visuals on screen are indistinguishable to their real life counter parts. As well as the costs of provided more resources on a much lower capital and recent inclusions of GPU (Graphical Processing Unit), meant that visual graphics had a dedicated resource in providing improved graphics, whilst freeing up the CPU to focus more on intricate computations. This has allowed artificial intelligence and physics to flourish and become more improved over the years, allowing more immersive game play. This trend of game development and resource allocation has allowed video game artificial intelligence to become some what of an essential necessity to differentiate and better develop high quality video games. As costs are minimising and developers improving, there are more and more dedicated teams of developers focusing on game AI, in creating seemingly intelligent NPCs, opponents and enemies, thus enabling challenging and interesting video games for the players. Following these development cycles and improvements over the years in the study of video game artificial intelligence has allowed people studying and or researching artificial intelligence to use video games as a mean of testing their research. This in essence allows reducing large overheads, increasing safety and utilising a simple environment in a virtual world. As opposed testing in the real world, which would increase costs and potential pose a risk to researchers if it were a large scale project utilise large physical object(s).

Wednesday, September 4, 2019

Animal Farm, by George Orwell :: Essays Papers

Animal Farm This remarkable book was written by George Orwell, whose real name is Eric Blair, and it is about the lives of farm animals who rebel against humans. The animals live on Manor Farm and are owned by Mr. Jones, who always seems to be drunk. The leader of the animals was an old pig named Old Major who one day had a dream about being free from the oppression of man. One evening, Old Major assembled the animals of Manor Farm and talked to them about how they live hard, short lives in slavery to the humans and that they should rebel and become free. Old Major got the idea from a song which came to him in a dream, Beasts of England, that was sung when he was a young pig. The song talked about the animals being free one day. No one knew when the rebellion that Old Major talked about would happen, especially after Old Major died three days after the meeting. The pigs, who were the smartest of the animals, picked the two most pre-eminent pigs to assume the leadership role that Old Major left. The two pigs names were Snowball and Napoleon. These two pigs got together and organized all of Old Major’s thoughts into a system called Animalism. This was taught at night during secret meetings that were held in the big barn and the animals slowly learned it. Then one midsummer’s eve, the animals rebelled against Mr. Jones and his men because they had not been fed the whole day. This was not a planned attack, but the animals succeeded and kicked Mr. Jones and his men out. The animals were free. The next morning the animals set up rules, The Seven Commandments, and changed the name of the farm from Manor Farm to Animal Farm. Then the animals went out in the field to gather the hay and did it more quickly than Jones and his men ever did. It was also the biggest harvest they had ever seen because there was absolutely no waste. Boxer, a large horse, was a great asset to the animals because he worked as hard as three horses put together and he kept pushing himself harder and harder. The animals heard that Jones might return and try to recapture the farm, so the animals started preparing for an attack.

Tuesday, September 3, 2019

Gender Roles in The Great Gatsby :: F. Scott Fitzgerald

Gender Roles: In some respects, Fitzgerald writes about gender roles in a quite conservative manner. In his novel, men work to earn money for the maintenance of the women. Men are dominant over women, especially in the case of Tom, who asserts his physical strength to subdue them. The only hint of a role reversal is in the pair of Nick and Jordan. Jordan's androgynous name and cool, collected style masculinize her more than any other female character. However, in the end, Nick does exert his dominance over her by ending the relationship. The women in the novel are an interesting group, because they do not divide into the traditional groups of Mary Magdalene and Madonna figures, instead, none of them are pure. Myrtle is the most obviously sensual, but the fact that Jordan and Daisy wear white dresses only highlights their corruption. ï‚ § What’s Fitzgerald’s implicit views of modern women in this novel? Daisy and Jordan dress the part of flappers, yet Daisy also plays the role of the Louisville rich girl debutante. A good question to ask is perhaps just how much Daisy realizes this is a â€Å"role,† and whether her recognition of that would in any sense make her a modern woman character. ï‚ § How significant is Nick’s final repudiation of Jordan Baker to the novel’s larger critique of modernity? ï‚ § Why is the novel so intrigued by Myrtle Wilson’s â€Å"immediately perceptible vitality† (30), on the one hand, yet almost viciously cruel in its mockery of her upper class pretension on the other hand? (see for example, pp.29-35 where Nick contrasts Myrtle’s â€Å"intense vitality† with her and her sister Catherine’s laughable attempts to posture themselves as modern society women. Indeed, Nick twice remarks Catherine’s plucked and redrawn eyebrows as affronts to her â€Å"nature† (see p.34, and again at the very end on pp.171-172). What’s up with that?) Even if they disagree about other issues, all feminists believe patriarchal ideology works to keep men and women confined to traditional gender roles so male dominance may be maintained. Utilizing the precepts of Feminist criticism, it could be argued â€Å"The Great Gatsby† promotes a thinly veiled patriarchal agenda. Through Fitzgerald’s treatment of the three women in â€Å"Gatsby†, as well as masking the possible homosexuality of a central character, the novel seems to promote only the traditional gender roles, swaying uncomfortably from any possible variance.

Monday, September 2, 2019

The Pathetic Jay Gatsby of Fitzgerald’s The Great Gatsby Essay examples

The Pathetic Jay Gatsby of The Great Gatsby      Ã‚  Ã‚   Pathetic is a term used to describe someone who is pitifully unsuccessful.   Success is not necessarily measured in wealth or fame, but it is measured by how much one has accomplished in life.   A successful person is one who has set many goals for himself and then goes out in life and accomplishes some of them, but goes on living even if failing on others.   In the novel The Great Gatsby, Jay Gatsby is a pathetic character because he wasted his whole life chasing an unrealistic dream.         Ã‚  Ã‚  Ã‚  Ã‚   Gatsby's dream is unrealistic because "it depends for its success upon Daisy's discontent with her marriage and her willingness to exchange it for a life of love.   But Daisy's discontent, like her sophistication, is a pose."(Aldridge 36)   The fact is, Daisy has almost all of the things that a woman could want out of a marriage.   She is very wealthy, she has a beautiful daughter, and her relationship with her husband is of a comfortable nature.   It is true that her life is not very exciting, but it is unreasonable to think that she would trade all that she had in her marriage to Tom Buchanan for Jay Gatsby.   At that time, divorce was very uncommon, and it was very unlikely that any woman would leave her husband for any reason at all.         Ã‚  Ã‚  Ã‚  Ã‚   Everything that Gatsby ever did in his whole life was based upon his pursuit of the dream.   He   moved to New York and bought his very expensive mansion because of Daisy.   Jordan Baker said, "Gatsby bought that house so that Daisy would be just across the bay."(Fitzgerald 83)   He held many expensive parties in the hope that Daisy mi... ...ing as a flawless plan.   A successful person would achieve their goals by meeting their needs in life by using what was given to them. Gatsby tried to do the opposite, and failed.   "Gatsby's story it is a story of failure - the prolongation of the adolescent incapacity to distinguish between dream and reality, between the terms demanded of life and the terms offered."(Troy 21-22)       Works Cited    Fitzgerald, F. Scott.   The Great Gatsby.   New York: Macmillan, 1992.    Twentieth Century Interpretations of the Great Gatsby.   Ed. Ernest H. Lockridge.   Englewood Cliffs, N.J.: Prentice-Hall, 1968.    Troy, William.   "Scott Fitzgerald - The Authority of Failure."   F. Scott Fitzgerald: A Collection of Critical Essays.   Ed. Arthur Mizener. Englewood Cliffs, N.J.: Prentice-Hall, 1963.   21-22.      

Alcohol Abuse Essay

Alcohol abuse is perhaps one of the biggest problems in the United States today. It is not only a personal problem that dramatically affects an individual’s lives, but moreover those that surround such a life. In the essay â€Å"Under the Influence† by Scott Russel Sanders, he expresses his emotions through a poem. â€Å"My Papa’s Waltz† by Theodore Roethke. â€Å"The whiskey on his breath could make a small boy dizzy; but hung on like death; such waltzing was not easy.† (258). This poem is one of many effective devices that Sanders uses to clearly and decisively convey to us the readers of how profound the effects of alcoholism are. Sanders reflects back to his childhood and explains his complex relationship with his alcoholic father and the after effects now that he is a grown up. One of Sanders memorable comments in his essay is when he states his father â€Å" He would not hide the green bottles in his tool box, would not sneak off to the barn with a lump under his coat, would not fall asleep in the daylight, would not roar and fume, would not drink himself to death, if only I were perfect† (255). What a strong point of view in a little boys mind; to think, â€Å"if only I were perfect† his father would not drink! Sanders tell us how our children experience the burden, of the effects of alcoholism. Sanders said, â€Å"Father ‘s drinking became the family secret. While growing up, we children never breathed a word of it beyond the four walls of our house† â€Å"I asked my mother if she ever spoke of his drinking to friends. ‘No, no, never’ she replied hastily. ‘I couldn’t bear for anyone to know’†(257). It must be very difficult for a family and, especially for a child not to be able to communicate their suffering to others. Sanders as a chills wasn’t able to be honest; he was force to live a lie. Another comment from Sanders was, â€Å" I hated also the Gallo brothers, Ernest and Julio, whose jovial faces shone from the labels of their wine†¦Ã¢â‚¬  †I meant to go out there and tell Ernest and Julio what they were doing to my father, and then, if they showed no mercy. I would kill them† (259) Sanders contrast the jovial faces on the wine label to the reality of his father’s fuming. character. Sanders closes with, â€Å"I still do- once a week, perhaps, a glass of wine, a can of beer, nothing stronger, nothing more. I listen for the turning of a key in my brain† (266). Sanders is comparing his drinking to his father’s drinking as an alcoholic. Unlike his father, Sanders is not an alcoholic and has the ability to control his drinking. Work Cited Sanders, Scott Russel. â€Å"Under the Influence† Fifty Great Essays Editor. Robert Diyanni. Pearson. 2011 Pages 258, 255, 257, 259.

Sunday, September 1, 2019

Duchamp’s Nude Ladies, Sexual Organs And `Morbid` Double Aesthetic Standards

Marcel Duchamp (1887-1968) was a French artist whose ideas and works had a phenomenal influence on modern art forms. Though Duchamp’s work, ideas, and associations have been linked notably to Dadaism and also to Surrealism, his works could be considered to be very peculiar, and thus defies specific or typical categorisations. Art had a strong influence in Duchamp’s upbringing. His maternal grandfather, Emile Nicolle, was a painter and engraver and Duchamp was exposed to his works from infancy. Two of his senior brothers were also artists – Jacques Villon (1875-1963) who was a painter and a printmaker, and Raymond Duchamp-Villon (1876-1918), who was a sculptor. After schooling at the Lycee Corneille in Rouen, France, for seven years (aged 17), Duchamp decided to be an artist though he had showed impressive academic acumen in mathematics. Duchamp was influenced by various art movements. His early paintings while he schooled at Lycee Corneille were more aligned towards Post-Impressionism, Fauvism and Cubism. Some of these works were drawings and watercolour paintings that showed his sister, Suzanne, in different poses. The work of Odilon Redon, a symbolist painter, also influenced Duchamp during his early years of painting. Though Redon’s works were not overtly unacademic, they were quite individualistic. Between 1904 to 1905 when Duchamp was studying at the Academie Julian, he drew and sold humorous cartoons that combined visual and verbal puns to create effect. Also, his association with his eldest brother’s (Jacques Villon) discussion group – the Puteaux Group – may have influenced the Cubist styles that featured in works like Coffee Mill (1911) and Portrait of Chess Players (1911). Read this – Puns in the Importance The Cubic depictions of overlapping frames and the use of multiple perspective featured in these paintings of Duchamp. The first work of Duchamp that caused a major stir and controversy in the art world was his painting – Nude Descending a Staircase, No. 2 (1912). It could be said to be the fist in a series of artworks that caused ‘explosive’ sentiments about his works – some of admiration and some of abhorrence. The painting depicted a mechanistic nude figure in motion. Cubic influences of fragmentation and synthesis featured prominently in this painting. Duchamp had first presented the painting for exhibition at the Cubist Salon des Independants in France but had to withdraw it, as he was not prepared to change the title of the painting as demanded by the jurists of the exhibition. The following year in 1913, the ‘Nude Descending a Staircase, No. 2’ was featured in the Armory Show in New York City where is caused much controversy and became the focus of the exhibition. The New York Herald described it as a â€Å"cyclone in a shingle factory†. (â€Å"Encyclopedia Britannica†, http://www. britannica. com/eb/topic-172862/Marcel-Duchamp) The ‘success’ in New York precipitated more exhibitions and works there and it was in New York that he became associated with Dadaism. Dadaism as an art form or movement, sort to present a radical way of liberating the individual from the confines of logic and reason. Hence, â€Å"Dada was spontaneous, contradictory and paradoxical; revolting against traditional social and artistic values. † (â€Å"Hsiu-Li Kuo†: 8) Duchamp himself, through his associations with Dadaism defined it as â€Å"the nonconformist spirit which has existed in every century, every period since man is man†. (quoted in Dada and Surrealism, 11) In pushing the boundaries of art beyond orthodoxy, Duchamp invented ‘ready-made art’. This entailed the use or presentation of everyday objects as a designation of art. Materials like wood, cardboard, nails, wire, paper, etc, were put together or assembled into sculptures. A typical example is Duchamp’s ‘Disturbed Balance’. The level of unconventionalism depicted in Duchamp’s work could be said to represent a ‘mockery’ of art. To Duchamp, the â€Å"significance of art was revealed in the act of making it, and this act should be able to critically challenge the existing value system. â€Å"Hsiu-Li Kuo†: 8) According to the Encyclopedia Britannica: â€Å"His irreverence for conventional aesthetic standards led him to devise his famous ready-mades and heralded an artistic revolution. † (http://www. britannica. com/eb/topic-172862/Marcel-Duchamp) Based on his invented ‘ready-made art’ Duchamp came up ‘ Bicycle Wheel’ in 1913. This ready-made art featured a bicycle wheel that had been mounted on a stool. In 1914, Duchamp produced another ready made art – the ‘Bottle Rack’ – a signed bottle drying rack, and in 1915, he produced ‘Prelude to a Broken Arm’. (â€Å"Calvin Tomkins†) Perhaps, the ready-made art that shocked the art world the most was ‘Fountain’ produced in 1917. The ‘Fountain’ was a urinal presented as an artwork, with a signed pseudonym, R. Mutt. (â€Å"Calvin Tomkins†) This work was rejected from being exhibited by the Society of Independent Artists causing Duchamp to resign from its board. The exhibition committee had held that the ‘Fountain’ was not an art work hence their decision not to allow it to be exhibited. Evidently, Duchamp’s concept of art kept causing uproars due to the unconventionalism that had been a notable with his work since the ‘Nude Descending a Staircase, No. ’. However, the fact that He did not particularly associate himself with a particular art form even if he ‘borrowed’ from it portrays the level of individualism that typified his work. Duchamp was for instance noted to detest the seriousness of the Cubists and thus abstained from contributi ng to theoretical discussions on Cubism in his brother’s study group – the Puteaux Group. (â€Å"Calvin Tomkins†) The lack of an overt ‘seriousness’ or reverence with which he approached art is perhaps summed up in his assertion about art – â€Å"I’m afraid I’m an agnostic when it comes to art. I don’t believe in it with all the mystical trimmings. As a drug it’s probably very useful for many people, very sedative, but as a religion it’s not even as good as God. † (Quoted in The World of Marcel Duchamp, 10) Duchamp’s early association with cartooning and the use of visual and verbal puns could also be seen in works that he did in later life. This was perhaps most evident in his 1920s artistic collaborations with Man Ray. Working under the pseudonym Rrose Selavy, Duchamp posed in a series of photographs where he dressed as a woman. These photographs were taken by his collaborator, Man Ray. The pseudonym – Rrose Selavy – played on language to carry across an erotic message. Rrose Selavy sounded like Eros, c'est la vie in French which translated to English means Eros, such is life. After the 1920s, Duchamp became less interested in art in general and concentrated on chess though he was noted to be involved in staging of exhibitions with the Surrealists in the 1940s. In1942 for example, his exhibition at the First Papers of Surrealism show in New York, included a woven three dimensional web in a spaces within rooms. Duchamp’s last artwork was ‘Given: 1 The Waterfall, 2. The Illuminating Gas’. This artwork could only be viewed by peeping through a hole in a wooden door, and it depicted a naked woman lying on her back with her legs spread apart and her face covered. The woman holds a gas lamp in one hand with a landscape in the background. This work was done secretly and was its exhibition came as a surprise to the art world as Duchamp was thought to have retired. (â€Å"Calvin Tomkins†) It may be argued that this last work of Duchamp not only characterised him as one of the most famous modern artists, but also a daring one who pushed the philosophical and aesthetic boundaries of art beyond conventional orthodox conceptions.