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Full-Text Articles in Arts and Humanities

World Of Chaucer: Adaptation, Pedagogy, And Interdisciplinarity, Graham Barwell, Christopher Moore Jul 2015

World Of Chaucer: Adaptation, Pedagogy, And Interdisciplinarity, Graham Barwell, Christopher Moore

Christopher L Moore Dr

Machinima is a new media practice that began with the self-directed experiments and explorations of enthusiastic gamers and hackers. Over its comparatively short history, machinima has become an accessible and vibrant participatory media, fueling a desire for creative investigation into its posibilities as an expressive and communicative medai art-form. Machinima has produced a variety of modes and genres, from the knowing anti-war humor (Starrs 2010) of the Red vs Blue series (2003-present) to the competitive action of e-sports gamebattles on Major League Gaming to the dystopic combat action of Drakortha's The DC Chronicles series (2011). While some have used machinima …


Invigorating Play: The Role Of Affect In Online Multiplayer Fps Games, Christopher Moore Jul 2015

Invigorating Play: The Role Of Affect In Online Multiplayer Fps Games, Christopher Moore

Christopher L Moore Dr

The first-person shooter (FPS) genre has its origins in the cinematic visual technique known as the first-person subjective camera angle (Galloway 2006, 40). The first-person view is framed by merging camera lens with the character's eye to create a "rectilinear plane of Albertian perspective" (O'Riley 1998, 18). The visual impression of this" Renaissance pictorial tactic" (Shinkle 2005, 24) produces a subjective view that is remediated through the technologies of photography, cinema, and FPS games as an entirely modern sense of experiencing the world (O'Riley 1998).


Screenshots As Virtual Photography: Cybernetics, Remediation, And Affect, Christopher Moore Jul 2015

Screenshots As Virtual Photography: Cybernetics, Remediation, And Affect, Christopher Moore

Christopher L Moore Dr

Screenshots are a ubiquitous form of visual communication online and off. They are common across the Web, in print and televisual media, where such images are required to provide evidence of screen activity. Critical analysis of screenshots as digital tools and media objects has rarely been attempted in media studies and the digital humanities, but these disciplines offer powerful and complimentary means for examing the assumptions embedded in their form and function. In this chapter I couple the investigation of screenshots as a convergence of old and new media technologies with the emerging processes for data analysis and network visualization.