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Film and Media Studies

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Articles 241 - 270 of 400

Full-Text Articles in Digital Humanities

#Cut/Paste+Bleed: Entangling Feminist Affect, Action And Production On And Offline, Alexandra Juhasz Jan 2018

#Cut/Paste+Bleed: Entangling Feminist Affect, Action And Production On And Offline, Alexandra Juhasz

Publications and Research

I consider my media praxis project to be labs, encounters, theory-making and scholarly output where doing and thinking in community (often the classroom and its linked spaces) in the sites or technologies under consideration is the “scholarly” product. That is to say, the doing and the process is the product, and what remains can also be shared and/or evaluated, as needed. This sharing of process is what I model now. I describe my most recent project, Ev-Ent-Anglement, engaging again critically with social media networks from inside them, share some of my lessons learned about production and action-based New Media/DH research, …


He Scores Through A Screen: Mediating Masculinities Through Hockey Video Games, Marc A. Ouellette, Steven Conway Jan 2018

He Scores Through A Screen: Mediating Masculinities Through Hockey Video Games, Marc A. Ouellette, Steven Conway

English Faculty Publications

Hockey video games highlight the ways in which the video game medium shapes and conditions the experience of producing and/or performing the sport “in real life.” Indeed, the accumulation of advanced statistics in and through the constant evaluation, measurement, and surveillance which are inherent to video games—and increasingly seen as foundational for sport—reveals important contradictions not only in the way the embodied sport is played and understood, but also in terms of the proofs of masculinity upon which the sport is built. It then becomes clear that the building of masculinity and the empowerment of the character become one and …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb

Articles

This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …


Good Game, Greyory Blake Jan 2018

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


[For The System, Alternate Title: If It Sort Of Looks Like A Duck: Reflecting On Bad Photographs And Chains Of Custody], Jodi Kearns, Brian C. O'Connor Dec 2017

[For The System, Alternate Title: If It Sort Of Looks Like A Duck: Reflecting On Bad Photographs And Chains Of Custody], Jodi Kearns, Brian C. O'Connor

Proceedings from the Document Academy

Though the system will not permit it, our abstract is an out-of-focus photograph of ducks at 1900 pixels wide and black and white, which is approximately 20% the size of the original color photograph we use for our title. By most technical standards, it is a bad picture. Straightening the horizon, cropping the image to emphasize the two foremost ducks, brightening the image to highlight the feet, and adding a caption that indicates activity might yield a “better” picture for some viewers. This piece captures nearly 20 years of conversations about good and bad pictures, and continues the conversation from …


Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten Dec 2017

Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten

CLCWeb: Comparative Literature and Culture

In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeer­sche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many differ­ent and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and differ­ent definitions and functions of art, different motives of artists, and the potential impact of the arts. The …


Digital Art History “Beyond The Digitized Slide Library”: An Interview With Johanna Drucker And Miriam Posner, Miriam Kienle Nov 2017

Digital Art History “Beyond The Digitized Slide Library”: An Interview With Johanna Drucker And Miriam Posner, Miriam Kienle

Artl@s Bulletin

Johanna Drucker and Miriam Posner were two of the organizers of the Getty/UCLA Summer Institute in Digital Art History “Beyond the Digitized Slide Library” that took place in the summers of 2014 and 2015. With their extensive expertise in the field, they developed a program that challenged participant to think about the broad theoretical implications of their respective projects and to gain practical tools in digital art history. In this interview, they will describe some of their thinking behind the institute and the state of the field of digital art history, including a discussion of the impact of network visualizations …


A Preservationist’S Guide To #100hardtruths-#Fakenews: One Fake News Preserve, Alexandra Juhasz Oct 2017

A Preservationist’S Guide To #100hardtruths-#Fakenews: One Fake News Preserve, Alexandra Juhasz

Publications and Research

The author created a media project, #100hardtruths-#fakenews, to collect and preserve media relating to fake news that was generated during the first 100 days of the U. S. Presidency of Donald J. Trump. Her resulting website chronicles fake news as well as the many media responses to it. This article describes the author’s construction of the site, characteristics of the posts, and ways in which she navigated the large volume of fake news and related posts. The project explores the complex issues that attend such a project. The goal was to induce energy and insight so that thoughtful professionals might …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


Communicating The Justice And Peace Of God In Africa Today, Walter Ihejirika Jul 2017

Communicating The Justice And Peace Of God In Africa Today, Walter Ihejirika

Journal of Global Catholicism

Engaging with the work and theories of Arnold van Gennep and Victor Turner, the article charts out a spirituality of communication within Nigerian Catholicism. Discussing the intersection between various forms of media and community, the article argues for the utilization of media in the pursuit of social justice and the dismantling of inequalities.


Editor's Introduction, Marc Roscoe Loustau Jul 2017

Editor's Introduction, Marc Roscoe Loustau

Journal of Global Catholicism

Introduction to African Catholicism: Contemporary Issues: Volume: 1, Issue 2 of the Journal of Global Catholicism


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

New Design Principles For Mobile History Games, Owen Gottlieb

Presentations and other scholarship

This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …


Personal Video And Observation Of The Ordinary, Brian C. O'Connor Jun 2017

Personal Video And Observation Of The Ordinary, Brian C. O'Connor

Proceedings from the Document Academy

No abstract provided.


Your Abjection Is In Another Castle: Julia Kristeva, Gamer Theory, And Identities-In-Différance, Ricardo R. Ramirez Jun 2017

Your Abjection Is In Another Castle: Julia Kristeva, Gamer Theory, And Identities-In-Différance, Ricardo R. Ramirez

Electronic Theses, Projects, and Dissertations

Typified rhetorical situations are often a result of normalized ideologies within cultures; however, they also have the capability to produce new ideology. Within these discursive sites, identities are constructed among these normalized social acts. More importantly, these identities are constructed across many layers, not limited to one social act, but many that overlap and influence each other. In this paper, I focus on the identities that are constructed in marginalized spaces within sites of interacting discourse. Focusing on the rhetoric of abjection posited by Julia Kristeva, along with McKenzie Wark’s exploration of gamespace, a liminal theoretical space that encompasses the …


Selected Readings On Augmented Reality, Ekphrasis, And Michael Field, Robert P. Fletcher May 2017

Selected Readings On Augmented Reality, Ekphrasis, And Michael Field, Robert P. Fletcher

Sight and Song Augmented: Painting and Poetry in Mixed Reality

No abstract provided.


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …


Sight And Song Augmented, Robert P. Fletcher Apr 2017

Sight And Song Augmented, Robert P. Fletcher

Sight and Song Augmented: Painting and Poetry in Mixed Reality

This file is an Android application built in the Unity 3D game engine with the Vuforia Augmented Reality extension. It remediates Sight and Song (1892) by Michael Field (Katherine Bradley and Edith Cooper), a collection of ekphrastic poetry about paintings by the Old Masters.


Performer And Writer Biographies, University Of Dayton Apr 2017

Performer And Writer Biographies, University Of Dayton

Season 1: The Crossroads

Names and descriptions of the performers and writers involved with this podcast series.


Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan Feb 2017

Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan

Dissertations, Theses, and Capstone Projects

This dissertation historicizes and theorizes a group of Italian artists who were among the first to use computers and cybernetics to make artworks, developing the genre of Arte Programmata, or Programmed Art. It argues that the artists of Arte Programmata (Bruno Munari, Enzo Mari, and collectives Gruppo T and Gruppo N) turned to the generative, interactive, and probabilistic aspects of early computers not simply as new media for making art but as platforms for radically altering what it means to be a participant in an increasingly mediated and networked world. This is apparent in how each of their works deploys …


"La Dolce Vita" Today: Fashion And Media, Nicola Certo Feb 2017

"La Dolce Vita" Today: Fashion And Media, Nicola Certo

Dissertations, Theses, and Capstone Projects

Federico Fellini’s La Dolce Vita is a cinematic masterpiece that has inspired nationally and internationally generations of creative people and artists because of the extent of its themes and because of the mastery in the choice of its costumes. The actuality of the director’s criticism towards the decadent society of his years, the originality of his stylistic choices, and his sophisticated taste for beauty and fashion, brought him to influence media and contemporary fashion then and now. There are numerous examples of television commercials that Fellini directs and produces for purely commercial purposes. They are all critique of his society, …


Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale Feb 2017

Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale

Dissertations, Theses, and Capstone Projects

First created as part of the Digital Humanities Praxis course in the spring of 2012 at the CUNY Graduate Center, Tandem explores the generation of datasets comprised of text and image data by leveraging Optical Character Recognition (OCR), Natural Language Processing (NLP) and Computer Vision (CV). This project builds upon that earlier work in a new programming framework. While other developers and digital humanities scholars have created similar tools specifically geared toward NLP (e.g. Voyant-Tools), as well as algorithms for image processing and feature extraction on the CV side, Tandem explores the process of developing a more robust and user-friendly …


Racialized Slacktivism: Social Media Performances Of White Antiracism, Tim Engles Jan 2017

Racialized Slacktivism: Social Media Performances Of White Antiracism, Tim Engles

Faculty Research & Creative Activity

This chapter is an analysis of common white netizens' responses to the killing of Trayvon Martin and to the viral video, "Kony 2012." It argues that such responses are a form of "racialized slacktivism," that is, an effort to return to a sense of oneself as a good, happy white person by going through the motions of demonstrating an antiracist online version of oneself.


Affect Bleeds In Feminist Networks: An "Essay" In Six Parts, Alexandra Juhasz Jan 2017

Affect Bleeds In Feminist Networks: An "Essay" In Six Parts, Alexandra Juhasz

Publications and Research

No abstract provided.


Digital Surrealism: Visualizing Walt Disney Animation Studios, Kevin L. Ferguson Jan 2017

Digital Surrealism: Visualizing Walt Disney Animation Studios, Kevin L. Ferguson

Publications and Research

There are a number of fruitful digital humanities approaches to cinema and media studies, but most of them only pursue traditional forms of scholarship by extracting a single variable from the audiovisual text that is already legible to scholars. As an alternative, cinema and media studies should pursue a mostly-ignored "digital surrealism" that uses computer-based methods to transform film texts in radical ways not previously possible. This article describes one such method using the z-projection function of the scientific image analysis software ImageJ to sum film frames in order to create new composite images. Working with the fifty-five feature-length films …


Negotiating Desire: Resisting, Reimagining And Reinscribing Normalized Sexuality And Gender In Fan Fiction, Charity A. Fowler Jan 2017

Negotiating Desire: Resisting, Reimagining And Reinscribing Normalized Sexuality And Gender In Fan Fiction, Charity A. Fowler

Theses and Dissertations

Fan studies has examined how fan fiction resists heteronormativity by challenging depictions of gender and sexuality, but to date, this inquiry has focused disproportionately on slash, to the exclusion of other genres of fan fiction. Additionally, scholars disagree about slash’s subversive effects by setting up a seemingly stable dichotomy—subversive vs. misogynistic—where one does not necessarily exist.

In this project, I examine multiple genres of fan fiction—namely, slash arising from bromances; femslash from female friendships; incestuous fan fiction from dysfunctional familial relationships; and polyamorous fics. I chose fics from four televisions shows—NBC’s Revolution, MTV’s Teen Wolf, the CW’s The …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou Jan 2017

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb Dec 2016

Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb

Articles

This article explores the complexities and affordances of historical representation that arose in the process of designing a mobile augmented reality video game for teaching history. The process suggests opportunities to push the historical documentary form in new ways. Specifically, the article addresses the shifting liminal space between historical fiction narrative, and historical interactive documentary narrative. What happens when primary sources, available for examination are placed inside of a historically inspired narrative, one that hews closely to the events, but creates drama through dialogues between player and historical figure? In this relatively new field of interactive historical situated documentary, how …


Play This Paper: Forms Of Time In The Open World, Branching Narrative, Roleplaying Game, Jimmy Evans Dec 2016

Play This Paper: Forms Of Time In The Open World, Branching Narrative, Roleplaying Game, Jimmy Evans

Student Scholar Symposium Abstracts and Posters

This paper is an analysis of chronotopes in The Witcher 3: Wild Hunt that reveals how the procedurality of video games might suggest a refined heteroglossic form. Synthesizing contemporary american philosopher Ian Bogost’s concept of procedural rhetoric with the materialist linguistic theory of Mikhail Bakhtin, this ultimately hypertextual and interactive article reflects on language as Bakhtin once did: as "agent and agency” (MPL 146). After detailing how the three major processes of the game coordinate spacetime, it is necessary to conclude that its kaleidoscopic nature provides new opportunities for the rendering of the geometry of thought in what is a …


A Dollar A Day: Child Sponsorship And The Marketization Of Human Development, Taylor Hallett Dec 2016

A Dollar A Day: Child Sponsorship And The Marketization Of Human Development, Taylor Hallett

Capstone Collection

Child sponsorship as a method of international development offers child sponsors a personal connection to the process of alleviating poverty in the global South. As a form of human development, child sponsorship is constituted by neoliberal principles of marketization and social entrepreneurship. How does child sponsorship, in this context, require us to rethink the ethics of international development in light of ongoing debates about neoliberalism? In this research, I argue that child sponsorship reifies the binary of the “developed” and “undeveloped” worlds. Through undertaking a content analysis of three organizations (Compassion International, World Vision, and UNICEF) and applying post-structural critique …