Curation and Conservation of Digital Art INST745 Introduction to Digital Arts Curation Spring 2016, Mondays, 6:00Pm - 8:45Pm in HBK 0105
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Google Chrome Scores at SXSW Interactive Awards 16 March 2011, by Glenn Chapman
Google Chrome scores at SXSW Interactive awards 16 March 2011, by Glenn Chapman type of video," Google's Thomas Gayno told AFP after the award ceremony. "For Google it is very compelling because it allows us to push the browser to its limits and move the Web forward." Visitors to the website enter addresses where they lived while growing up to be taken on nostalgic trips by weaving Google Maps and Street View images with the song "We Used to Wait." A woman works on her computer as on the wall behind "It takes you on a wonderful journey all is seen the logo of Google in Germany 2005. A music synchronized with music," Gayno said. "It is like and imagery website that shows off capabilities of choreography of browser windows." Google's Chrome Web browser won top honors at a South By Southwest Interactive (SXSW) festival known US Internet coupon deals website Groupon was for its technology trendsetters. voted winner of a People's Choice award in keeping with a trend of SXSW goers using smartphones to connect with friends, deals, and happenings in the real world. A music and imagery website that shows off capabilities of Google's Chrome Web browser won Founded in 2008, Chicago-based Groupon offers top honors at a South By Southwest Interactive discounts to its members on retail goods and (SXSW) festival known for its technology services, offering one localized deal a day. trendsetters. A group text messaging service aptly named The Wilderness Downtown was declared Best of GroupMe was crowned the "Breakout Digital Trend" Show at an awards ceremony late Tuesday that at SXSW. -
Il Fumetto Digitale Tra Sperimentazione E Partecipazione: Il Caso Homestuck
H-ermes. Journal of Communication H-ermes, J. Comm. 18 (2020), 45-72 ISSN 2284-0753, DOI 10.1285/i22840753n18p45 http://siba-ese.unisalento.it Il fumetto digitale tra sperimentazione e partecipazione: il caso Homestuck Giorgio Busi Rizzi Digital comics halfway between experimentation and participation: the example of Homestuck. Digital comics that try to maximize the affordances of their medium seem to be condemned to in-betweenness: their strength (leveraging on unusual narrative potentials) often becomes their limit, and authors are hardly able to free themselves from the role of niche experimenters and open up to audience participation. A significant exception, however, is Homestuck, a gigantic webcomic by Andrew Hussie. Strongly connected to videogame culture and the very nature of the internet, Homestuck features animations, sounds, embedded flash games, and so on. The webcomic resulted in various transmedial branches (a videogame spin-off and several friendsims, a multi-volume soundtrack, a book epilogue) and an ongoing intermedial adaptation in book format. It has equally managed, over the years, to consolidate an extremely lively community active both in its interactions with the author (with a constant exchange of ideas and an endless readiness to subsidize his projects), in its interpretation of the canon production, and in providing an amazing extent of fan production. This contribution aims to analyze Homestuck as a possible mediation between the two inclinations (experimental and participated) of digital comics. Keywords: webcomics; Homestuck, transmedia, fan studies, digital comics. Introduzione Leggendo certa critica (accademica e non), il fumetto digitale pare godere di una sorta di eterna giovinezza: un medium eternamente potenziale, eternamente nuovo, eternamente sul punto di soppiantare la carta. -
Manifestations of Interactivity in Music and Their Commercial Potential in the Music Industry’S Contemporary Political Economy
Manifestations of interactivity in music and their commercial potential in the music industry’s contemporary political economy by George Morahan A research paper submitted to the University of Dublin, in partial fulfillment of the requirements for the degree of Master of Science Interactive Digital Media 2015 Declaration I declare that the work in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. signed: ________________________________ George Morahan date: 15th May 2015 1 Permission to lend and/or copy I agree that Trinity College Dublin may lend or copy this research paper upon request. signed: ________________________________ George Morahan 2 Acknowledgements I would like to thank my supervisor, Marguerite Barry, for her encouragement and firm guidance. I would also like to thanks the rest of the IDM 2014-15 class for the mania we have shared as well as my family for their understanding and support in the face of utter neglect these past eight months. For Lorraine and Stevie. 3 Table of contents 1. Introduction 6 1.1. Definitions of interactivity 6 1.2. Concept definition of interactive music video 7 1.3. Interactive music software within the purview of this research paper 8 1.4. Research objectives 9 2. The literature on the political economy of the music industry 10 2.1. Record industry as music industry 10 2.2. Music networks and diversification into auxiliary industries 13 2.3. Imagining the future music industry 16 2.4. Artist vs. Industry attitudes 17 2.5. -
Universidade Federal De Juiz De Fora Instituto De Artes E Design
UNIVERSIDADE FEDERAL DE JUIZ DE FORA INSTITUTO DE ARTES E DESIGN ELISA MARIA RODRIGUES BARBOZA MÚSICA, AUDIOVISUAL E INTERATIVIDADE: Um estudo sobre videoclipe interativo a partir da banda Arcade Fire Juiz de Fora 2015 ELISA MARIA RODRIGUES BARBOZA MÚSICA, AUDIOVISUAL E INTERATIVIDADE: Um estudo sobre videoclipe interativo a partir da banda Arcade Fire Dissertação de mestrado apresentada ao Programa de Pós-Graduação em Artes, Cultura e Linguagens da Universidade Federal de Juiz de Fora para obtenção do título de Mestre. Linha de pesquisa: Cinema e audiovisual Orientador: Prof. Dr. Sérgio Puccini Juiz de Fora 2015 Nome: Elisa Maria Rodrigues Barboza Título: Música, audiovisual e interatividade: um estudo sobre videoclipe interativo a partir da banda Arcade Fire Dissertação de mestrado apresentada ao Programa de Pós-Graduação em Artes, Cultura e Linguagens da Universidade Federal de Juiz de Fora para obtenção do título de Mestre. Linha de Pesquisa: Cinema e Audiovisual. Aprovada em: Banca Examinadora: ________________________________________________________________________ Professor Doutor Sérgio José Puccini Soares (Orientador) Universidade Federal de Juiz de Fora ________________________________________________________________________ Professora Doutora Raquel Rennó Nunes Universidade Federal do Recôncavo da Bahia ________________________________________________________________________ Professor Doutor Sérgio Nesteriuk Gallo Universidade Anhembi Morumbi AGRADECIMENTOS Agradeço à minha mãe, Elza Branquinho, e ao meu pai, Daniel Silva, por acreditarem tanto em mim e me apoiarem nas minhas escolhas. Aos meus irmãos, Daniano Barboza e Laís Barboza. Ao meu namorado, Gabriel Martins, meu presente de saturno. A todos meus amigos, especialmente ao Filipe, ao Mateus e ao Marcelo. Ao meu orientador, Sérgio Puccini, à minha co-orientadora, Raquel Rennó, e ao professor convidado para a qualificação e para a banca final, Sérgio Nesteriuk, obrigada por acreditarem na minha pesquisa. -
Let Me Tell You About Homestuck: the Online Production of Place
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2014 Let Me Tell You About Homestuck: The Online Production of Place Jennifer Short University of Central Florida Part of the Rhetoric and Composition Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Short, Jennifer, "Let Me Tell You About Homestuck: The Online Production of Place" (2014). Electronic Theses and Dissertations, 2004-2019. 4806. https://stars.library.ucf.edu/etd/4806 LET ME TELL YOU ABOUT HOMESTUCK: THE ONLINE PRODUCTION OF PLACE by JENNIFER DIANE SHORT B.A. University of Central Florida, 2010 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of English in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Summer Term 2014 Major Professor: Gabriela Rios ABSTRACT This thesis investigates the potential for the online production of place, specifically as it applies to the host site for the Homestuck web comic, MS Paint Adventures, and its attendant fandom. The proliferation of digital environments such as video games, web sites, and chat rooms has led to numerous opportunities for the study of online spaces and the numerous practices that take place within them. The lack of physical location in online spaces can, however, make it difficult to conceptualize of a web site as real, a problem that has often led researchers to develop new theories of space that do not rely on material places. -
Petition for Cancelation
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA743501 Filing date: 04/30/2016 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Petition for Cancellation Notice is hereby given that the following party requests to cancel indicated registration. Petitioner Information Name Organization for Transformative Works, Inc. Entity Corporation Citizenship Delaware Address 2576 Broadway #119 New York City, NY 10025 UNITED STATES Correspondence Heidi Tandy information Legal Committee Member Organization for Transformative Works, Inc. 1691 Michigan Ave Suite 360 Miami Beach, FL 33139 UNITED STATES [email protected] Phone:3059262227 Registration Subject to Cancellation Registration No 4863676 Registration date 12/01/2015 Registrant Power I Productions LLC 163 West 18th Street #1B New York, NY 10011 UNITED STATES Goods/Services Subject to Cancellation Class 041. First Use: 2013/12/01 First Use In Commerce: 2015/08/01 All goods and services in the class are cancelled, namely: Entertainment services, namely, an ongo- ing series featuring documentary films featuring modern cultural phenomena provided through the in- ternet and movie theaters; Entertainment services, namely, displaying a series of films; Entertain- mentservices, namely, providing a web site featuring photographic and prose presentations featuring modern cultural phenomena; Entertainment services, namely, storytelling Grounds for Cancellation The mark is merely descriptive Trademark Act Sections 14(1) and 2(e)(1) The mark is or has become generic Trademark Act Section 14(3), or Section 23 if on Supplemental Register Attachments Fandom_Generic_Petition.pdf(2202166 bytes ) Fandom Appendix pt 1.pdf(4769247 bytes ) Fandom Appendix pt 2.pdf(4885778 bytes ) Fandom Appendix pt 3.pdf(3243682 bytes ) Certificate of Service The undersigned hereby certifies that a copy of this paper has been served upon all parties, at their address record by First Class Mail on this date. -
Baixar Baixar
1 9 8 4 - PerCursos 7 2 4 6 It’s just a reflector: Orfeu, o fantasma e a era especular em Reflektor da banda Arcade Fire Resumo O texto trabalha a apropriação do mito de Orfeu e Eurídice no aparato visual Francisco das Chagas Fernandes (notadamente os vídeos) de Reflektor, quarto álbum da banda musical Santiago Júnior canadense Arcade Fire, com objetivo de localizar o momento no qual o mito Doutor em História pela clássico encontrou a reflexão sobre a era das imagens na cultura global Universidade Federal Fluminense atual. A partir de uma análise iconológica, será investigado o uso de – UFF. Professor da Universidade conceitos visuais, especialmente os temas do fantasma, do espelho e da reflexão nas obras audiovisuais produzidas para o álbum da banda, os quais Federal da Universidade Federal tiveram ampla divulgação na internet. do Rio Grande do Norte - UFRN. Brasil Palavras-chave: Arcade Fire; Mito de Orfeu e Eurídice; Cultura visual global. [email protected] Para citar este artigo: SANTIAGO JÚNIOR, Francisco das Chagas Fernandes. It’s just a reflector: Orfeu, o fantasma e a era especular em Reflektor da banda Arcade Fire. Revista PerCursos, Florianópolis, v. 17, n.33, p. 55 – 93, jan./abr. 2016. DOI: 10.5965/1984724617332016055 http://dx.doi.org/10.5965/1984724617332016055 Revista PerCursos, Florianópolis, v. 17, n. 33, p. 55 – 93, jan./abr. 2016. p.55 Per It’s just a reflector: Orfeu, o fantasma e a era especular em Reflektor da banda Arcade Fire Francisco das Chagas Fernandes Santiago Júnior Cursos It’s just a reflector: Orpheus, the ghost and the specular age in Reflektor by Arcade Fire Abstract The text works the aspects of appropriation of the myth of Orpheus and Eurydice in visual apparatus (mainly the videos) of Reflektor, fourth album by Canadian band Arcade Fire, to meet the moment in which the classic myth merged with reflection about the images age in the actual global culture. -
The Return of Organisation Man
Cultural Studies Review volume 18 number 2 September 2012 http://epress.lib.uts.edu.au/journals/index.php/csrj/index pp. 242–61 Melissa Gregg 2012 The Return of Organisation Man Commuter Narratives and Suburban Critique MELISSA GREGG UNIVERSITY OF SYDNEY In a world changing so fast, in a world in which he must forever be on the move, the individual desperately needs roots, and The Organisation is a logical place to develop them. William H. Whyte, The Organisation Man1 Now our lives are changing fast Hope that something pure can last The Arcade Fire, The Suburbs2 Late in season two of AMC’s acclaimed series Mad Men, the comedian Jimmy Barrett, a client of Sterling Cooper, greets Don Draper at a gambling table. ‘Look everybody! It’s the man in the grey flannel suit!’ Bobby quips, in reference to Don’s characteristic attire. Don’s response—a knock out punch that leaves the funny man reeling—is compelling for its dramatic irony: by this stage, viewers accustomed to Draper’s womanising know that he is having an affair with Jimmy’s wife. In the context of the series as a whole, however, the scene is additionally significant for the ISSN 1837-8692 way that it foregrounds the intertextual homage Mad Men pays to some of the great US postwar commuter narratives. These stories, of which Sloan Wilson’s The Man in the Grey Flannel Suit is but one, pivot on the tension between individualism and conformism, specifically in relation to the rise of The Organisation.3 It is this tension that the archetypal businessman’s uniform continues to symbolise in popular culture, even if—as this article argues—it is no longer the most fitting expression available. -
The Effects of Digital Technologies on Expanded Cinema in the Age of Liquid Modernity: Drowning and Surfacing in the Expanded Seas of the Digital Cinema
The Effects of Digital Technologies on Expanded Cinema in the Age of Liquid Modernity: Drowning and Surfacing in the Expanded Seas of the Digital Cinema By: Horst C. Sarubin 300111276 Supervised by: John Downie and Dr. Sean Redmond A thesis Submitted to Victoria University of Wellington in fulfilment of the requirements for the Masters Degree of Film. Victoria University of Wellington School of English, Film, Theatre and Media Studies 2012 A note for the reader. This thesis is submitted as one part of a three-part Masters program: it is accompanied by two creative praxis: a short film and video installation. The thesis itself mirrors the creative elements of the praxis and should be read in that light. It consists of writing and formatting style not usually found in academic writing. The font and formatting changes are designed to facilitate the reader’s experience and recognition of various points of view personified within. INT. Hip Cafe - Day FLASHBACK The last few customers of the morning rush are performing their typical cafe rituals: crosswords, blank stares and texting. At a small table bathed in light from the wall of windows, a man taps occasionally at his keys. This is the Swimming Man! The Swimming Man was the modern liquid man. He never knew himself. He only knew ‘scholarship’! A note from the writer: as at the core of this thesis is the idea of liquidity, this thesis is written as an example of shifting identity. You, I am sure, have noticed the shift in voice and tense so far in this essay. -
Flickering Cities: Multimedia City Fabrics and the Changing Nature of Citizenship Andrew Geddes Engel Wayne State University
Wayne State University DigitalCommons@WayneState Wayne State University Dissertations 1-1-2012 Flickering cities: multimedia city fabrics and the changing nature of citizenship Andrew Geddes Engel Wayne State University, Follow this and additional works at: http://digitalcommons.wayne.edu/oa_dissertations Recommended Citation Engel, Andrew Geddes, "Flickering cities: multimedia city fabrics and the changing nature of citizenship" (2012). Wayne State University Dissertations. Paper 538. This Open Access Dissertation is brought to you for free and open access by DigitalCommons@WayneState. It has been accepted for inclusion in Wayne State University Dissertations by an authorized administrator of DigitalCommons@WayneState. FLICKERING CITIES: MULTIMEDIA CITY FABRICS AND THE CHANGING NATURE OF CITIZENSHIP by ANDREW ENGEL DISSERTATION Submitted to the Graduate School of Wayne State University, Detroit, Michigan in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY 2012 MAJOR: ENGLISH Approved by: ____________________________________ Advisor Date ____________________________________ ____________________________________ ____________________________________ ____________________________________ © COPYRIGHT BY ANDREW ENGEL 2012 All Rights Reserved DEDICATION For Brea What follows is my first contribution to our commitment of “fixing the engines of the world.” Your work is to discover your world and then with all your heart give yourself to it. — Buddha ii ACKNOWLEDGEMENTS I am deeply grateful to the following people. Without them and their support this project would not have been possible. Richard Marback for being the best director I could have hoped for. He helped me to see the necessity of connecting academic work back to “real life,” and I feel very fortunate to have had the opportunity to work with him. Julie Thompson Klein for being a trusted advisor, confidant, and friend. -
“Friendship Isn't an Emotion Fucknuts”: Manipulating Affective Materiality To
“friendship isn’t an emotion fucknuts”: Manipulating Affective Materiality to Shape the Experience of Homestuck’s Story Kevin Veale Massey University School of English and Media Studies College of Humanities and Social Sciences Wellington 6140 New Zealand Work: +64 04 8015799 Extn 63569 [email protected] ABSTRACT Homestuck is a textual and experiential chameleon that manipulates its own structure to shape the audience’s affective experience of the story by mimicking not just the storytelling techniques of other media forms, but their modes of engagement as well. This article introduces terminology to illustrate how and why the online serial Homestuck qualifies as a distinctive form of storytelling. I introduce the term transmodal engagement to illustrate how Homestuck uses the affective, experiential affordances of different media forms to sculpt and shape the experience of the text in completely different ways to ‘transmedia’ storytelling. The second term this article introduces is metamedia storytelling, which describes how the audience’s familiarity with storytelling across multiple media forms can be used to manipulate their experience of fiction. Homestuck deploys metamedia storytelling to continually destabilise the reader’s understanding of the text and their investments in the storyworld by forcing re-evaluations of not just what is happening, but what kind of mediated relationship the readers have with the content of the story. Keywords Affect, media-specific analysis, modes of engagement, materiality, metamedia storytelling, textual structure, transmedia, transmodal engagement, INTRODUCTION Homestuck’s (Hussie, 2009) story begins with four thirteen-year-old friends and their attempts to play a new videogame together, often thwarted by comedic timing, bad luck, or their own over-complicated plans falling apart. -
We Used to Wait: Music Videos and Creative Literacy
We Used to Wait This report was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more infor- mation on the initiative visit http://www.macfound.org. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning Peer Participation and Software: What Mozilla Has to Teach Government by David R. Booth The Future of Thinking: Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones Kids and Credibility: An Empirical Examination of Youth, Digital Media Use, and Information Credibility by Andrew J. Flanagin and Miriam Metzger with Ethan Hartsell, Alex Markov, Ryan Medders, Rebekah Pure, and Eli- sia Choi New Digital Media and Learning as an Emerging Area and “Worked Exam- ples” as One Way Forward by James Paul Gee Digital Media and Technology in Afterschool Programs, Libraries, and Muse- ums by Becky Herr-Stephenson, Diana Rhoten, Dan Perkel, and Christo Sims with contributions from Anne Balsamo, Maura Klosterman, and Susana Smith Bautista Young People, Ethics, and the New Digital Media: A Synthesis from the Good- Play Project by Carrie James with Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner Confronting the Challenges of Participatory Culture: Media Education for the 21st Century by Henry Jenkins (P.I.) with Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans We Used to Wait: Music Videos and Creative Literacy By Rebecca Kinskey Quest to Learn: Developing the School for Digital Kids by Katie Salen, Robert Torres, Loretta Wolozin, Rebecca Rufo-Tepper, and Arana Shapiro Measuring What Matters Most: Choice-Based Assessments for the Digital Age by Daniel L.