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Articles 301 - 330 of 400
Full-Text Articles in Digital Humanities
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Case Study Two: Jewish Time Jump: New York, Owen Gottlieb
Articles
Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb
Articles
How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”
Cybertheology: Thinking Christianity In The Era Of The Internet, Antonio Spadaro S.J., Maria Way
Cybertheology: Thinking Christianity In The Era Of The Internet, Antonio Spadaro S.J., Maria Way
Religion
How has Christianity and theology changed in the wake of the internet and mass communication? Tracing concepts in media studies, anthropology, and theology, Spadaro investigates this complex and enlightening topic.
“All Data Is Credit Data,” Or, On Close Reading As A Reciprocal Process In Digital Knowledge Environments, John Hunter
“All Data Is Credit Data,” Or, On Close Reading As A Reciprocal Process In Digital Knowledge Environments, John Hunter
Faculty Journal Articles
The new knowledge environments of the digital age are often described as places where we are all closely read, with our buying habits, location, and identities available to advertisers, online merchants, the government, and others through our use of the Internet. This is represented as a loss of privacy in which these entities learn about our activities and desires, using means that were unavailable in the pre-digital era. This article argues that the reciprocal nature of digital networks means 1) that the privacy issues that we face online are not radically different from those of the pre-Internet era, and 2) …
The Evolving Definition Of Narrative, Alexandra Birr
The Evolving Definition Of Narrative, Alexandra Birr
Honors Program Theses and Research Projects
No abstract provided.
Placing My Bets On Youtube Futures (For New Media Writing And Publishing), Alexandra Juhasz
Placing My Bets On Youtube Futures (For New Media Writing And Publishing), Alexandra Juhasz
Publications and Research
The work of media scholar, artist, and activist Alexandra Juhasz directly addresses many of the concerns that Lovink and Rossiter raise in the previous two chapters. In this chapter, Juhasz repurposes blog posts about her undergraduate media studies course and “video-book” Learning from YouTube to consider the future of new media scholarship: how academics might write and publish about and in new media. By moving her writing from screen to page, the chapter itself enacts the concerns of circulation, vernacular, standards, and publication at the heart of new media studies projects and the work of writing about them. Juhasz demonstrates …
Youtube Stylo: Writing And Teaching With Digital Video, Alexandra Juhasz
Youtube Stylo: Writing And Teaching With Digital Video, Alexandra Juhasz
Publications and Research
The impact of YouTube on media production and distribution has been breakneck, immense, and seemingly irreversible. In this chapter I argue that media production professors need to embrace, and not to avoid YouTube, as if it was what the French calla stylo: a pen. To do so, we need to better understand YouTube and YouTube videos. I impart here some of the lessons I have learned from teaching an experimental course. Learning from YouTube, in which all the course work has been about, but also on, the site. These lessons illustrate the genres, contents, and styles of …
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
Introduction: A Game's Study Manifesto, Jason C. Thompson, Marc A. Ouellette
English Faculty Publications
In the epigraph to this collection, we return to a foundational text of the western literary canon, Homer’s Odyssey, and see in Penelope’s “bow contest” an illustrative moment in the history of game culture. Having fought in the Trojan War and having survived his ten-year trek home, the weary Odysseus cannot simply show up—the returning hero must rout the odious suitors whom Penelope has forestalled. In order to buy more time for vengeance, Odysseus disguises himself as an old beggar; in order to buy more time for deferral, Penelope creates an unwinnable game: she will marry the suitor able …
Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette
Gay For Play: Theorizing Lgbtq Characters In Game Studies, Marc A. Ouellette
English Faculty Publications
Despite, and perhaps because of, popular press reactions to stereotypical depictions of beefy boys and busty babes in video games, the realm of gender, sex, and sexuality remains a lacuna in the emerging field of game studies. Of particular interest is the notion of performance and the ways this impacts both on gender and on game play. The combination might be expected to offer a very interesting way of approaching LGBTQ characters in digital games, especially given the recent inclusion of such characters in some popular and well-studied game franchises, including Grand Theft Auto (Rockstar 1997-present), Jade Empire (BioWare 2005-08) …
Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette
Gaming Matters: Art, Science Magic And The Computer Game Medium [Book Review], Marc Ouellette
English Faculty Publications
The singular—maybe more aptly put as the pre-eminent—image that occurs when reading Gaming Matters is that of duelling dualisms. While this is a tried-and-true method of covering a topic, from the dissoi logoi to “The Owl and the Nightingale” and beyond, it is the site and the subject of these apposites that makes for an intriguing if (intentionally) unsettling read. The very title of the book makes the exercise of reading (and likely of writing) a part of and apart from this process. Gaming Matters stands as both call and catalogue. Gaming matters, most certainly, in terms of its audience, …
Geworfenheit Und Prometheische Scham Im Zeitalter Der Transhumanen Kybernetik Technik Und Machenschaft Bei Martin Heidegger, Fritz Lang Und Günther Anders, Babette Babich
Articles and Chapters in Academic Book Collections
Untersucht werden soll hier die Wirkung Heideggers auf Günther Anders. Dabei spiegelt Anders eine ganze Etappe Wirkungsgeschichte, denn er war Schüler von Husserl sowie von Paul Tillich – und zudem, vielleicht am wichtigsten, weil diese Beziehung die schwierigste ist, auch von Theodor W. Adorno.2 Günther Anders, der damals noch Günther Stern hieß, könnte eigentlich als eine Art Verkörperung der Phänomenologie gelten, war doch gerade er sowohl hermeneutisch geschult als auch ein früher Anhänger der Frankfurter Schule – als beide noch in anfänglichem Glanz und Fülle strahlten. Eigentlich aber reden wir gar nicht über Heidegger und seine Schüler, außer in der …
The Me And The We: A First Person Meditation On Media Translation In Three Acts, Alexandra Juhasz
The Me And The We: A First Person Meditation On Media Translation In Three Acts, Alexandra Juhasz
Publications and Research
No abstract provided.
Video Art (Writing) On Youtube Via The Book And The Web, Alexandra Juhasz
Video Art (Writing) On Youtube Via The Book And The Web, Alexandra Juhasz
Publications and Research
No abstract provided.
Study Guide For United In Anger: A History Of Act Up, Matt Brim
Study Guide For United In Anger: A History Of Act Up, Matt Brim
Open Educational Resources
The United in Anger Study Guide facilitates classroom and activist engagement with Jim Hubbard’s 2012 documentary, United in Anger: A History of ACT UP. The Study Guide contains discussion sections, projects and exercises, and resources for further research about the activism of the New York chapter of ACT UP (AIDS Coalition to Unleash Power). The Study Guide is a free, interactive, multimedia resource for understanding the legacy of ACT UP, the film’s role in preserving that legacy, and its meaning for viewers' lives.
The Sword And The Screen: The Japanese Period Film 1915-1960, Aaron Gerow, Rea Amit, Ryan Cook, Samuel Good, Samuel Malissa, Stephen Poland, Grace Ting, Takuya Tsunoda, David Dresser, Fumiaki Itakura
The Sword And The Screen: The Japanese Period Film 1915-1960, Aaron Gerow, Rea Amit, Ryan Cook, Samuel Good, Samuel Malissa, Stephen Poland, Grace Ting, Takuya Tsunoda, David Dresser, Fumiaki Itakura
Film Series Commentaries
“The Sword And The Screen: The Japanese Period Film 1915-1960” was a groundbreaking collaboration between the Council on East Asian Studies at Yale University and the National Film Center of the National Museum of Modern Art, Tokyo, marking the first time Japan’s national film archive had co-sponsored an event with a foreign university. The film series presented rare Japanese samurai films from the collection of the National Film Center, highlighting the abundant variety of Japan's most famous film genre. There are social critiques, melodramas, comedies, ghost films and even musicals, directed by some of the masters of Japanese cinema who, …
Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson
Editor's Introduction: Playing For Keeps: Games And Cultural Resistance [Special Issue], Marc A. Ouellette, Jason Thompson
English Faculty Publications
This edition is as much about Game Studies as it about the games being studied. At its heart there are really two impulses behind the collection of critical thought we have been fortunate enough to gather for this issue of Reconstruction. First, there is the sense that games can’t do anything. Second, there is the sense that games don’t do anything. Their origin (and the underlying biases) makes these sentiments particularly intriguing. In the simplest terms, these premises delineate competing camps, as well. Roger Ebert notoriously asserts that video games will never be art (Ebert). Similarly, and yet quite differently, …
Virtual Worlds And The Collapse Of Metaphor, John Lester
Virtual Worlds And The Collapse Of Metaphor, John Lester
SWITCH
This article explores how virtual worlds merge humanity’s ancient desire for tools and frameworks with the possibilities of new media. The author examines how immersive digital environments allow us to perceive and experience them as real, and how, as technology advances, the boundary between virtual and physical worlds will blur.
Learning The Five Lessons Of Youtube: After Trying To Teach There, I Don't Believe The Hype, Alexandra Juhasz
Learning The Five Lessons Of Youtube: After Trying To Teach There, I Don't Believe The Hype, Alexandra Juhasz
Publications and Research
No abstract provided.
“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette
“I Hope You Never See Another Day Like This”: Pedagogy & Allegory In “Post 9/11” Video Games, Marc A. Ouellette
English Faculty Publications
Although critics and scholars have considered the extent to which the terror attacks of 11 Sept. 2001 influenced subsequent media productions, video games comprise a largely unexamined form. This oversight also applies to related forms of media production and among those who study video games is in part attributable to the ongoing debate regarding the relationship(s) between narrative and play. Even so, as early as 1997, JC Herz was investigating the role of video games in the military-entertainment complex. That said, the focus of this paper will not be the obvious games which draw settings and plots directly from the …
Documentary On Youtube: The Failure Of The Direct Cinema Of The Slogan, Alexandra Juhasz
Documentary On Youtube: The Failure Of The Direct Cinema Of The Slogan, Alexandra Juhasz
Publications and Research
No abstract provided.
Why Not (To) Teach On Youtube, Alexandra Juhasz
Why Not (To) Teach On Youtube, Alexandra Juhasz
Publications and Research
No abstract provided.
"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette
"Everybody Else Ain't Your Father": Reproducing Masculinity In Cinematic Sports, 1975-2000, Marc A. Ouellette
English Faculty Publications
This essay stems from two cultural strands, which intersect in one cultural form, the sports film. The first of these is the figure of the "star," as opposed to hero, who is interested only in self promotion. The second strand, masculine nurturing, provides a direct counterpoint to the first. Sociologist Robert Connell explains that "In historically recent times, sport has come to be the leading definer of masculinity in mass culture" (54). In North America, sport plays an important and increasing role in our culture. Each of the four major sports leagues added teams in the last decade of the …
Summer 2006, 90.9 Wmpg Fm
Summer 2005, 90.9 Wmpg Fm
Spring 2005, 90.9 Wmpg Fm
Fall/Winter 2005, 90.9 Wmpg Fm
Summer 2004, 90.9 Wmpg Fm
Spring 2004, 90.9 Wmpg Fm
Fall 2004, 90.9 Wmpg Fm
"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette
"Two Guns, A Girl And A Playstation™": Gender In The Tomb Raider Series, Marc A. Ouellette
English Faculty Publications
This article considers the combination of game play and narrative which combine to produce cross-gender identifications in video games, a previously underexamined potential for the production of alternate genders, one which calls into question the stability of gender, particularly masculinity, as a construct.