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Articles 61 - 90 of 148
Full-Text Articles in Other Film and Media Studies
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Articles
In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …
Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado
Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado
Electronic Literature Organization Conference 2020
Since the first decades of the twentieth century, Peruvian poetic tradition has been characterized by experimental uses of language. Among these possibilities, some records tensioned this medium from the link with the plastic arts, as in the case of the poetry of José María Eguren, while others opted for the playing with the spatiality and visuality of the blank sheet, such as in the case of the work of Carlos Oquendo de Amat. However, it is not until the appearance of the poetry of César Vallejo, specifically with a poems like Trilce in 1922, that these breakages force us to …
Glitch Reading: [Re]Mediation And The Protocols Of Reading, Jacob Reber
Glitch Reading: [Re]Mediation And The Protocols Of Reading, Jacob Reber
Electronic Literature Organization Conference 2020
In this paper, I outline a methodology for reading poetic works that operate between media environments, noting the subtle shifts and failures that mark the material changes. The space between mediums and processes of remediation produce residue from the various material substrates and protocols of reading that adhere to works moving through networks. The attention to the residue can be understood as glitches, which proliferate the possibilities of reading and reveal the construction of imbricated reading environments. This is a practice I want to consider through the framework of glitch reading. Drawing on Rosa Menkman's theorization of glitches and Tan …
Twine And The Challenge To Reading, Stuart Moulthrop
Twine And The Challenge To Reading, Stuart Moulthrop
Electronic Literature Organization Conference 2020
The article considers the Twine story-game platform in relation to important critiques of earlier forms of electronic literature (specifically hypertext) from which it descends. Arguments for the significance of Twine are made based on aesthetic approaches (the fusion of literature and game culture) and the refinement of writing itself.
Rethinking The Monstrous: Gender, Otherness, And Space In The Cinematic Storytelling Of Arrival And The Shape Of Water, Edward Chamberlain
Rethinking The Monstrous: Gender, Otherness, And Space In The Cinematic Storytelling Of Arrival And The Shape Of Water, Edward Chamberlain
CLCWeb: Comparative Literature and Culture
Through comparing the Hollywood films Arrival and The Shape of Water, this article explicates the films’ similar portrayals of gender, social collaboration, and monstrosity. Although the mainstream media in the United States has linked the idea of the monstrous to larger global forces, the two films suggest that “the monster” exists much closer to home. Hence, this article makes the case that monstrosity occurs in a variety of formulations such as the actions of national authorities like governmental officials that oppress and endanger a myriad of American citizens as well as newcomers. Further, this article makes the case that …
American Novels Amidst The Rise Of New Media: Emergent Publics And Forms, Sarah Ruth Jacobs
American Novels Amidst The Rise Of New Media: Emergent Publics And Forms, Sarah Ruth Jacobs
Dissertations, Theses, and Capstone Projects
This dissertation examines long-term shifts in the quantities and demographics (namely the race and educational attainment) of twentieth-century American literary readers alongside the rise and popular consumption of new media (namely television and the internet). The twentieth and twenty-first centuries are testament to a great expansion in the numbers and demographics of literary readers, and in turn an increase in the variety and intended audiences of literary publications. Examples include the rise of “middlebrow” readers and books in the 1940s and the rise of African-American, feminist, and countercultural small presses in the 1960s and 1970s. However, even as the variety …
Digitalisation In 21st Century Music Education: Smartphone As Communication And Teaching Learning Tool, Ginajil Havilah
Digitalisation In 21st Century Music Education: Smartphone As Communication And Teaching Learning Tool, Ginajil Havilah
Student Works (2020-2029)
Parents were the biggest influencer to every child’s development in any area of life, thus it is crucial to enhance parental involvement in order to assist efficiently in child’s learning at home environment. Moreover, this generation of children has commitment in more than one activity every week, therefore it is important for parents to manage the time equally in turn to have quality performances achieved from the children. Thus, this study is conducted on Digitalisationin 21st Century Music Education: Smartphone as Communication and Teaching-Learning Tool. The aims of this study are: (1) to investigate the effectiveness of digital device in …
“You Don’T Need People’S Opinions On A Fact!”: Satirical Comedy Corrects Climate Change Disinformation, Shelly A. Galliah
“You Don’T Need People’S Opinions On A Fact!”: Satirical Comedy Corrects Climate Change Disinformation, Shelly A. Galliah
Dissertations, Master's Theses and Master's Reports
Satirical comedy has often been recognized as a corrective to, if not alternative for, commercial news as well as a source of accurate science information (Brewer & McKnight, 2015). In this dissertation, I analyze how satirical comedy debunks climate change myths, delivers accurate information, and promotes scientific expertise. Five interconnected assumptions guide the context and methodology of this interdisciplinary study: 1) that various actors have transformed climate change into a “manufactured scientific controversy” (Ceccarelli, 2011); 2) that satire, as a method, both assails targets and aggregates people (Hutcheon,1994); 3) that celebrity activism is impactful but problematic (Collins, 2007; Boykoff & …
Through Her Eyes: The Gendering Of Female First-Person Shooters, Elizabeth Renshaw
Through Her Eyes: The Gendering Of Female First-Person Shooters, Elizabeth Renshaw
Dissertations, Master's Theses and Master's Reports
While the video game industry has attempted to address their years of mistreatment towards women, within games and how they are produced, by hiring more women and including more female characters as playable options, these fixes have been superficial at best. Not only are there still few females as main characters in video games, but that there are so few female video games. By this I refer to the fact that video games told through the eyes of female characters often do not feature a gendered narrative, unlike multiple games with male POVs in which the storyline directly reflects their …
Race Book, Robert Dejesus
Race Book, Robert Dejesus
Theses and Dissertations
Race Book is a satiric animated short film about how social media influenced people during the 2020 presidential election.
Hear For You: Engaging With Vocal Authority And Vulnerability Through Podcasting, Rowen Light-Wills
Hear For You: Engaging With Vocal Authority And Vulnerability Through Podcasting, Rowen Light-Wills
Scripps Senior Theses
Through applications of literary and film theory, cultural analysis, and historical context this thesis project will deconstruct the text of the physical and metaphorical gendered voice. The podcast medium allows for exploration of the physical voice in a spontaneous format, which makes it the ideal platform for hosting conversations between college-aged students that examine cultural conceptions of the voice. Focusing primarily on the feminized[1] voice as a site of cultural tension, participants can tell the story of their voices, talking about experiences that have shaped their auditory self-perception. The work of this project is to demonstrate that the medium …
Jewish Time Jump: New York, Owen Gottlieb
Jewish Time Jump: New York, Owen Gottlieb
Articles
Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …
Life Lessons With Atreus And Chloe: Mature Video Games As Opportunity Spaces For Family Conversations, Angela Vanden Elzen, Adam L. Vanden Elzen
Life Lessons With Atreus And Chloe: Mature Video Games As Opportunity Spaces For Family Conversations, Angela Vanden Elzen, Adam L. Vanden Elzen
Faculty Publications
The effects of childhood and adolescent exposure to mature video games has been a recurring topic in popular culture as well as academic research for many years. While many studies have been conducted, a consensus has not been reached. Video games have been shown,however,to play a positive role in family togetherness and act as an opportunity space to encourage family discussion. Through a review of the literature, this article argues that mature video games can serve as opportunity spaces for families with older children and teens. A case study in which the M-rated video games,Life is Strange: Before the Storm …
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Journal of Creative Writing Studies
Editor's Note
Mez Breeze authored her artist’s statement in virtual reality. You can view Mez’s artist’s statement even without a VR headset. Just click this link: https://bit.ly/2Kov372
You’ll need this password to access it: XR_PlayG
Abstract
Constructing creative writing in XR (aka Extended Reality: an umbrella term that covers Augmented Reality, Virtual Reality, Mixed Reality, and a fourth category called Synthetic Reality), and VR in particular, is an exciting and recent phenomenon in the Electronic Literature field. This proposed Statement of Creative Practice will examine the scope and reach of XR artforms while focusing in particular on the subset of …
Basho & Friends Literacy Game For Tablet, Joshua Korenblat
Basho & Friends Literacy Game For Tablet, Joshua Korenblat
Journal of Creative Writing Studies
Basho & Friends is an in-progress prototype for an interactive children’s book. Here, children ages 8-13 collaborate with young Basho, the legendary founder of haiku poetry, to become poets themselves. This project exemplifies a “convivial tool,” defined by philosopher Ivan Illich as a platform designed to promote creative expression. Here, we imagine new possibilities for reading, sensemaking, and creative writing based on past forms and ideas. Through poetry, Basho promotes meaningful principles of literacy and sustainability today. Children can engage with Basho’s story in an historical context and practice haiku to see themselves as authors of their life stories.
Fanfiction As Performative Criticism: Harry Potter Racebending, Khaliah A. Petersen-Reed
Fanfiction As Performative Criticism: Harry Potter Racebending, Khaliah A. Petersen-Reed
Journal of Creative Writing Studies
Fanfiction anatomizes a text and in this textual nakedness fanfiction writers recognize gaps in their chosen source texts and seek to supplement these deficiencies through literary disruption. This essay focuses on the kind of fanfiction that critically disrupts through artistic cultural production—a practice that I am labeling performative criticism. I look at Racebending fanfiction that intervenes in the gaps of the Harry Potter series—specifically the gaps related to race. Using fanfiction produced by Harry Potter fans, I will show that by reading and writing fanfiction these writers are blurring demarcation between creative writing and literary criticism.
This Is (Not) A Game: The Adjunct Experience As Playable Fiction, Lee Skallerup Bessette
This Is (Not) A Game: The Adjunct Experience As Playable Fiction, Lee Skallerup Bessette
Journal of Creative Writing Studies
How can a never-ending running 8-bit game be a piece of protest art? In examining her own experience in a related netprov protesting the treatment of adjuncts, the artist explores issues of agency, exploitation, and the very nature of games and playing in her artist’s statement on her game, Adjunct Run: https://adjunctrun.readywriting.org/.
Machine Co-Authorship(S) Via Translative Creative Writing, Aaron Tucker
Machine Co-Authorship(S) Via Translative Creative Writing, Aaron Tucker
Journal of Creative Writing Studies
This paper argues that machine translation and a symbiotic ecosystem of authorship are central to the poetic works of Aaron Tucker and reveal larger ethical paths for machine-human relationships. In particular, the elements of chance alongside the intersemiotic translative acts that are the nature of human-computer relationships give space to a potential futurity that challenges a human-centric understanding of “reading” and “writing” and generates a type of literature that encourages a reader to better understand their own interactions within their daily digital environments.
The Many Authors Of The Several Houses Of Brian, Spencer, Liam, Victoria, Brayden, Vincent, And Alex: Authorship, Agency, And Appropriation, Zach Whalen
Journal of Creative Writing Studies
The Several Houses of Brian, Spencer, Liam, Victoria, Brayden, Vincent, and Alex is a computer-generated children’s book of 53,651 words and 350 unique illustrations arranged over 800 pages. The text is a cumulative poem in the style of the nursery rhyme “This is the House that Jack Built,” but with a house for each of the eponymous seven individuals, and with each of their houses containing many more types of things. These houses, these things, and these words were chosen by a Python script that I wrote, and the resulting novel--which can be viewed on my Github repository--is …
Atari, Creative Making & Zombie Computers: Robbo. Solucja., Piotr Marecki
Atari, Creative Making & Zombie Computers: Robbo. Solucja., Piotr Marecki
Journal of Creative Writing Studies
In 1989, Janusz Pelc wrote the game Robbo on an 8-bit Atari, one of the first personal computers, which enjoyed a cult-like status in Poland before the fall of the Berlin Wall in 1989. Robbo, a small robot, collects screws and has to get through 56 planets. The game has achieved cult status, spawning hundreds of remixes and modifications. Beginning in the 1980s, fans (once mainly young boys, today adult men) played this game, collecting screws and running away from enemies such as bats, flying eyes, devils etc., while drinking beer, smoking cigarettes, eating crisps and telling jokes. One …
Digital Participatory Poetics And Civic Engagement In The Creative Writing Classroom, Liza D. Flum, Emily Oliver
Digital Participatory Poetics And Civic Engagement In The Creative Writing Classroom, Liza D. Flum, Emily Oliver
Journal of Creative Writing Studies
This article explores the ways a team-taught course, “Public Poetry in a Digital World,” supported community-building through participatory action and digital creative making. Using digital texts responding to current events, this course fostered students’ civic imagination and invited them to make connections among their own lives, their communities and poetic civic media. This class facilitated critical community engagement through digital pedagogy and final projects in which students performed public scholarship. Ultimately, this course serves as a case study of how teaching born-digital texts with digital tools can expand the capacity of the creative writing classroom.
Toward Disruptive Creation In Digital Literature Instruction, Michael D. Clark
Toward Disruptive Creation In Digital Literature Instruction, Michael D. Clark
Journal of Creative Writing Studies
Given the multimodal and collaborative nature of digital literature along with the ways it often embodies the theories informing its artistic production, approaches to exploring both the creation and study of the form must abandon legacy pedagogies in favor of disruptive, student-driven course experiences. This work must further include explorations of digital culture, means of production, multimodal literacies, and connections with various definitions of literature ranging from print to auditory to visual forms. To accomplish this, instructors must move from more traditional hierarchical roles to those of facilitator and participant, committing consistently to returning decision-making work to the students.
Creative Writing Across Mediums And Modes: A Pedagogical Model, Saul B. Lemerond Phd
Creative Writing Across Mediums And Modes: A Pedagogical Model, Saul B. Lemerond Phd
Journal of Creative Writing Studies
This is a creative practice (pedagogy) paper outlining the current formulation of my multimodal introduction to creative writing course. In this paper, I describe the course in detail, address the tensions, tradeoffs, and workarounds inherent in abandoning the traditional workshop model, describe instances of student engagement and success to illuminate this process, and endeavor to explain why high amounts of engagement and enthusiasm I get from my students concerning the content of my course is justified. My multimodal course is a generative course where my students are required to produce work in different creative modes on a near weekly basis. …
Introduction: What Is “Creative Making As Creative Writing”?, Kathi Berens
Introduction: What Is “Creative Making As Creative Writing”?, Kathi Berens
Journal of Creative Writing Studies
This special issue of the Journal of Creative Writing Studies centers on how creative writing changes when writers actively engage computers as nonhuman collaborators in “creative making.” Using examples from McGurl’s The Program Era, Emily Dickinson, and the crowdsourced “translation” of Melville’s classic into Emoji Dick, Berens suggests that creative writing methods have long been procedural and technologic.
There are many forms of creative making. This special issue features creative writers that
- Write code to output novels
- Redefine how we think of writing’s “container”
- Demonstrate aspects of the digital-first, multimodal writing classroom
- Modify or remix existing artworks
Berens supplies three …
Living On Heaven's Doorstep: A Multimedia Project With The Warm Beach Senior Community, Justina Grace Brown
Living On Heaven's Doorstep: A Multimedia Project With The Warm Beach Senior Community, Justina Grace Brown
Honors Projects
Having a website is no longer a luxury but a requirement. Nonprofits need to take advantage of the digital age to better reach their constituents yet, overall, they struggle to do this well. Because of lack of resources, their reliance on volunteers, and the inability to keep up with the evolving demands of a website, nonprofits (especially small ones) are not using the web to their full advantage. Taking the research and applying it to a nonprofit retirement community—Warm Beach Senior Community—the challenges are seen first-hand.
Low-Cost 8mm/Super 8 Film Digitization Using A Canon 9000f Ii Flatbed Scanner And Photoshop: A Case Study, Kenneth Eckert
Low-Cost 8mm/Super 8 Film Digitization Using A Canon 9000f Ii Flatbed Scanner And Photoshop: A Case Study, Kenneth Eckert
Journal of Contemporary Archival Studies
For some fifty years, 8mm/Super 8 movie film was a widespread format for home movies and amateur hobbyists; yet the films and projection or telecine transfer equipment are now aging and obscure, presenting a difficulty for archivists and filmmakers. Online DIY solutions usually involve photographing the film with a DSLR and macro bellows, requiring a high degree of expertise and expense. This case study examines typical problems and proposes a simpler and low-cost solution involving using a Canon flatbed scanner with a transparency adapter and improvised film holder, and more importantly, describes technical solutions and script code to straighten and …
Existentialmd.Com: Building Towards An Embodied Internet Aesthetic, Natasha Ochshorn
Existentialmd.Com: Building Towards An Embodied Internet Aesthetic, Natasha Ochshorn
Dissertations, Theses, and Capstone Projects
ExistentialMD.com is a website that aims to treat the body as an emotional and social subject in an online space that is purposefully bodied and fleshy. The website contrasts original creative nonfiction essays with a formal structure that alludes to the medical website WebMD. Mimicking WebMD’s symptom checker, which asks users to locate their discomfort with increasing specificity before suggesting conditions they might be suffering from, ExistentialMD uses a similar structure to yield results that are more exploratory than diagnostic, and which envision the body as a site of experience and emotionality. Form and content combine to create an …
Intertwined Markings: Metafiction In The Digital Age, Taylor Danielle Orgeron
Intertwined Markings: Metafiction In The Digital Age, Taylor Danielle Orgeron
LSU Doctoral Dissertations
Intertwined Markings: Metafiction in the Digital Age maps the historical and thematic relationship between video games and contemporary works of metafiction first by detailing the intertwined histories of video games and contemporary metafiction, and then by applying new materialist and game studies methodologies to both video games and contemporary novels. Not only does the height of postmodern metafiction directly coincide with the introduction of home consoles and the golden age of arcade video games in the 1970s, but the same postmodern works considered to be canonical in metafiction studies are also those lauded as the first hypertexts in new media …
Scipp: An Expanded Community Of Practice - Community Publishing, Juan Delgado, Kelly (Kl) Straight Dortch, Daiana Rodriguez, Alex Avila, William Beshears, Juliana Cruz, Gina Hanson, Frank Houlihan, Lacey Kendall, Larry Light, Cati Porter, Molly Tor, Timothy "Isaac" Pieper, Bianka Sanchez, Sara Trowbridge, Daniel Aguilar, Bernardo Benigno, Arely Bernal, Alejandra Bueno, Emily Campos, Jason Cannon, Griselda Caudillo Gallo, Joshua Clemente, Sarah Coblentz, Diana D'Arcangelo, Georgia Darwin, Mary Grace Deasis, Kaylan Els, Keith Fernandez, Maria Flores, Khiyara Frontela, Anthony Galvan, Monica Galvez, Martin Garcia, Jessica Godin, Freda Guzman, Madison Hall, Diana Huitron Munoz, Jennifer Ledesma, Maria Lias Chacon, Rebekah Linares, Prisma Loya, Elijah Magana, Alberto Mancillas, Lorinda Maya, Jennifer Pimentel, Nancy Ramirez, Angelica Rodriguez, Alexis Ruvalcaba, Sandra Sandoval De Rosas, Emily Stoddard, Andrea Tinajero, Lesly Velez Montenegro, Saulo Velez Montenegro, Matthew Vigil, Sergio Zamora, Marylou Alvarez, Roxanna Cervantes, Tenaya Fuentes, Wendy Moreno, David Valenzuela, Philip Colunga, Augustine "Auggie" Fuentes, Nadia Fuentes, Olive Fuentes, Sophia Fuentes, Miraya Martinez, Diego Mercado, Iker Valenzuela, Roma Valenzuela
Scipp: An Expanded Community Of Practice - Community Publishing, Juan Delgado, Kelly (Kl) Straight Dortch, Daiana Rodriguez, Alex Avila, William Beshears, Juliana Cruz, Gina Hanson, Frank Houlihan, Lacey Kendall, Larry Light, Cati Porter, Molly Tor, Timothy "Isaac" Pieper, Bianka Sanchez, Sara Trowbridge, Daniel Aguilar, Bernardo Benigno, Arely Bernal, Alejandra Bueno, Emily Campos, Jason Cannon, Griselda Caudillo Gallo, Joshua Clemente, Sarah Coblentz, Diana D'Arcangelo, Georgia Darwin, Mary Grace Deasis, Kaylan Els, Keith Fernandez, Maria Flores, Khiyara Frontela, Anthony Galvan, Monica Galvez, Martin Garcia, Jessica Godin, Freda Guzman, Madison Hall, Diana Huitron Munoz, Jennifer Ledesma, Maria Lias Chacon, Rebekah Linares, Prisma Loya, Elijah Magana, Alberto Mancillas, Lorinda Maya, Jennifer Pimentel, Nancy Ramirez, Angelica Rodriguez, Alexis Ruvalcaba, Sandra Sandoval De Rosas, Emily Stoddard, Andrea Tinajero, Lesly Velez Montenegro, Saulo Velez Montenegro, Matthew Vigil, Sergio Zamora, Marylou Alvarez, Roxanna Cervantes, Tenaya Fuentes, Wendy Moreno, David Valenzuela, Philip Colunga, Augustine "Auggie" Fuentes, Nadia Fuentes, Olive Fuentes, Sophia Fuentes, Miraya Martinez, Diego Mercado, Iker Valenzuela, Roma Valenzuela
Q2S Enhancing Pedagogy
SCIPP redefines and expands the existing notions about what makes for a vibrant and robust community of practice by partnering CSUSB students and professors with K-12 students, parents, and educators, along with committed community partners. SCIPP encourages curiosity in ways that leads to critical thinking, exploration, "risk taking", confidence building, open-mindedness, and other personal traits that equip them with the softskills to be active, critical, and creative contributors to our communities. SCIPP pedagogy embraces our students' collective wisdom and focuses on relational building where multi-directional communication is promoted and students are viewed as equal stakeholders in their own educations. SCIPP …
Out Of The Margins: Evolving Narrative Representation Of Women In Video Games, Rowan Lucas
Out Of The Margins: Evolving Narrative Representation Of Women In Video Games, Rowan Lucas
Theses and Dissertations
This thesis examines narrative representation of female characters in video games and how game narratives and representations contribute to socio-cultural discourse. First, this thesis explores and defines the cultural background for female representation in video games. It then defines video games as a type of text and describes the features that are unique to games, such as the use of avatars, and what impacts these features have on game narratives. The thesis attempts to establish evidence of an evolutionary arc of comprehensive female representation in video games by first exploring historical female narrative tropes, and then comparing them to narrative …