Dissertations / Theses on the topic 'Visual and digital culture'

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1

Ayers, Drew R. "Vernacular Posthumanism: Visual Culture and Material Imagination." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/communication_diss/34.

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Vernacular Posthumanism: Visual Culture and Material Imagination uses a theory of image vernaculars in order to explore the ways in which contemporary visual culture both reflects on and constructs 21st century cultural attitudes toward the human and the nonhuman. This project argues that visual culture manifests a vernacular posthumanism that expresses a fundamental contradiction: the desire to transcend the human while at the same time reasserting the importance of the flesh and the materiality of lived experience. This contradiction is based in a biodeterminist desire, one that fantasizes about reducing all actants, both human and nonhuman, to functions of code. Within this framework, actants become fundamentally exchangeable, able to be combined, manipulated, and understood as variations of digital code. Visual culture – and its expression of vernacular posthumanism – thus functions as a reflection on contemporary conceptualizations of the human, a rehearsal of the posthuman, and a staging ground for encounters between the human and the nonhuman. Each chapter of this project begins in the field of film studies and then moves out toward a broader analysis of visual culture and nonhumanist theory. This project relies on the theories and methodologies of phenomenology, materialism, posthumanism, object-oriented ontology, actor-network theory, film and media studies, and visual culture studies. Visual objects analyzed include: the films of Stanley Kubrick, David Cronenberg, and Krzysztof Kieślowski; Fast, Cheap & Out of Control (1997); the film 300 (2006); the TV series Planet Earth (2006); DNA portraits, the art of Damien Hirst; Body Worlds; human migration maps; and remote surgical machinery.
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Musa, Moh'd Jamil Moh'd. "Advertising design: the unappealing nature of digital & printed advertising design in Jordan." Doctoral thesis, Universidade de Évora, 2021. http://hdl.handle.net/10174/31059.

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This Thesis focuses on the analysis of the situation of the Jordanian advertising industry, with regard to the way it is perceived by the local public. The identification of problems related to the effectiveness and quality of Jordanian advertising is a reality perceived at different levels, namely that can be verified either on social networks by professionals and academics in the area and the target audience, as well as articles and other specialized communications. This issue, therefore, constitutes the central theme of the investigation, which questions, investigates, analyzes and summarizes the reasons that lead the Jordanian people not to identify themselves with the advertising material produced locally, at the same time that it has as reference other ads from other cultures and countries, whether neighbouring Arab countries or from around the world. Thus, a review of the literature on the subject is carried out, considering its current state of the art in advertising itself, and the domain in which it operates. The main research questions focus on what are the reasons that cause dissatisfaction of the local public with current advertising, reflecting and pointing proposals that contribute to these problems can be solved. The aim of the research is to create the basis for a local advertising culture that raises the quality of Jordanian advertising for more engaging, creative and empathic experiences. In this universe, several obstacles were defined and categorized as cultural, cognitive, environmental and educational. The process that this thesis followed to answer this question, involves the development of a social action of a pedagogical nature, promoting tools of awareness, analysis and responsive diagnosis of advertising activity, aimed at practitioners of advertising communication in Jordan, in order to introduce a critical analysis criterion that takes into account visual and conceptual strategies, with regard to Jordanian cultural specificities. The research methodology is mixed qualitative, non-interventionist at first, dedicated to literature review, analysis of case studies or indirect observation, and, secondly, interventionist, namely through the use of surveys, interviews, active observation, involved in the project component validation process. It is concluded that presenting sufficient knowledge about the practice of advertising design, combined with critical thinking and the definition of Jordanian cultural boundaries, constitutes a determining point for raising the quality of local advertising; RESUMO: Design de publicidade: a natureza desagradável do design de publi- cidade digital e impressa na Jordânia A presente Tese tem como foco a análise da situação da indústria publicitária jordaniana, no que diz respeito à forma como a mesma é percebida pelo público local. A identificação de problemas relacionados com a eficácia e com a qualidade da publicidade jordaniana é uma realidade percepcionada em diferentes níveis, nomeadamente passível de ser verificada quer em redes sociais por parte de profissionais e acadêmicos da área e do público a que se destina, assim como em artigos e outras comunicações especializadas. Essa problemática, constituise assim o tema central da investigação, a qual questiona, investiga, analisa e sintetiza sobre os motivos que levam o povo jordaniano a não se identificar com o material publicitário produzido localmente, ao mesmo tempo que tem como referência outros anúncios de outras culturas e países, sejam países árabes vizinhos ou de todo o mundo. É, desse modo, realizada uma revisão da literatura sobre o tema, considerando o seu atual estado da arte da publicidade em si, e do domínio em que a mesma opera. As principais questões da investigação incidem sobre quais são os motivos que causam a insatisfação do público local com a publicidade vigente, refletindo e apontando propostas que contribuam para que esses problemas possam ser resolvidos. O objetivo da pesquisa é criar a base de uma cultura publicitária local que eleve a qualidade da publicidade jordaniana para experiências mais envolventes, criativas e empáticas. Nesse universo, vários obstáculos foram definidos e categorizados como culturais, cognitivos, ambientais e educacionais. O processo que esta tese seguiu para responder a esta questão, passa pelo desenvolvimento de uma ação social de carácter pedagógico, promotora de ferramentas de sensibilização, análise e diagnóstico responsivo da atividade publicitária, dirigida a praticantes do design publicitário na Jordânia, a fim de lhes introduzir um critério de análise crítica que leva em consideração estratégias visuais e conceituais, no que diz respeito às especificidades culturais jordanianas. A metodologia da investigação é qualitativa mista, não intervencionista num primeiro momento dedicado à revisão da literatura, análise de casos de estudo ou observação indireta, e, num segundo momento, intervencionista, nomeadamente por recurso a aplicação de inquéritos, entrevistas, observação ativa, implicados no processo de validação da componente de projeto. Conclui-se que apresentar conhecimento suficiente sobre a prática do design publicitário, combinado com o pensamento crítico e a definição das fronteiras culturais jordanianas, constitui um ponto determinante para a elevação da qualidade da publicidade local.
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FARIAS, Romerita Silva. "Olhar digital: a mensagem dos jovens na produção de vídeos do Proi-Digital." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/18003.

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O que comunicam e quais as mensagens de jovens anônimos e leigos na linguagem do audiovisual, participantes das oficinas do Programa de Extensão da Universidade Federal de Pernambuco (UFPE), Proi-Digital, em execução desde 2010? Partindo do questionamento acima, esta pesquisa do tipo descritiva busca analisar as produções de vídeo, de jovens participantes de oficinas do Programa de Extensão, que ocorrem no interior de escolas públicas, no que se refere às mensagens que eles comunicam nessas produções e suas expressões de reflexão e crítica. Nesse sentido, o aporte teórico discute o universo juvenil, assim como explora os campos da comunicação, da educação e da cultura visual, utilizando como referências Martin-Barbero (1997), Hernández (2011), Penteado (1998), Belloni (2001) e Orofino (2005). A metodologia de natureza qualitativa é baseada no que preconiza Minayo (2001). Com mais de 18 vídeos produzidos, nesses quatro anos de Programa, para a amostra da pesquisa, foram analisados apenas 04 vídeos, os quais foram produzidos para as pesquisas realizadas nos anos de 2012 e 2013 com metodologias distintas. A análise desse material está contemplada em dois grupos de dados. O primeiro são os vídeos com a análise textual como modalidade fílmica, com ênfase na análise fílmica e a análise textual discursiva. O segundo, as entrevistas com a análise textual discursiva. Na análise dos resultados percebemos a mediação como um elemento forte e colaborador para o desenvolvimento da criticidade dos jovens participantes das oficinas de vídeo. Os vídeos foram um canal para os jovens exporem suas ideias, seus anseios, um meio para falar do seu cotidiano. Uma mensagem com um tom de crítica, de denúncia e de reflexão.
The audio-visual language and messages passed from anonymous, inexperienced and young participants has communicated what in the Officine Pro-digital postgraduate programme from the University Federal of Pernambuco, running since 2010? Taking into consideration what is asked above, this descriptive research aims to analyse all the videos produced which cover youth participants from the postgraduate Officine programme. These recorded videos illustrate what happens inside state schools, by verbalising messages of the chosen students, and express their criticisms and reflections. With this in mind, the theoretical contribution of this project brings into debate the juvenile universe, by exploring the fields of communication, education, and visual culture, based on past authors‘ references: Martin-Barbero (1997), Belloni (2001), Hernández (2011), Orofino (2005) and Penteado (1998). The methodology of qualitative nature is based on what Minayo, (2001) advocates. Having more than 18 videos produced during this four-year programme, as a means of research, only 4 videos were subsequently chosen and recorded for research purposes over the period 2012 to 2013 with distinct methodologies. The analyses of these recording materials are arranged into two data groups. The first is on videos with textual analysis with filmic modality, with an emphasis on filmic analysis and discursive textual analysis. The second data analysis focuses on the interviews with discursive textual analysis. In the analysis of the results, the authors realise the mediation as a strong element and collaborator in the development of the criticality of the young participants of the Officine videos. The videos came as a communication channel for the youths to express their ideas and agonizing, as well as an opportunity to express their daily lives. This paper brings an important message with critical tones, complaints and reflections.
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Figueira, Rodrigo Minelli. "Laboratório de signos: a produção de significações na cultura visual digital." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4997.

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The general objective of this research is to analyze the way as the discursives strategies in what Andrew Darley defined as being the visual digital culture and it s relation with the technological possibilities and medias of communication. In its book Visual Digital Culture he defines that way the cultural forms appeared from dissemination of the graphic computer and considered it while a cultural phenomena. The idea is reach to understand of how semiotics status expressed in languages, speeches, sorts, formats, messages is conformed by the technology/media used to express them. Tries to understand how contemporaries semiotics are codified by the machines and the cultural implications of this codification. The theoretical aproach of the present work is in the studies of Semiotics of Culture. To reach our objectives we intend in basically supporting them in the works of two of these authors, Mikhail Bakthin and Iuri Lotman and in the concepts of dialogism and poliphony of first and the notion of text of the culture and the semiosphere of the second one. We will search to bring the reflection of these authors to dialogue with other authors who have attemped to reflect on the occured transformations from the dissemination of the technologies of communication and information from middle of the XX century, as the proper Darley, Lev Manovich, Paul Miller and Arlindo Machado among others. The object chosen for our research is the work of the group feitoamãos , collective of artists who since 1999 dedicate the research and experimentation to it in electronic art, having carried through single channel videos, web-art, installations and performances. We will search through the analysis of the expressiveness structures of the presentations of the group to understand the flow established between the diverse languages used in its works. Our main hypothesis is of that fragmentation, simultaneness, reiteration, not-linearity and noises they adopted are expressiveness resources inside of the context of the visual digital culture and that they are some of the characteristics and necessities of the urban condition that if they reflect, at the same time that they are expressed through and in the media. We also understand that as well as the technologies open new expressiveness possibilities, the limitations of one specific media determine the signing productions in that media. We analyze what forms they had and which are the current characteristic forms of expression of that culture. if these consolidate from the cultural configurations of determined time we can assume that at the same time that they reflect the technical possibilities, they are for these determined
O objetivo geral desta pesquisa é analisar os modos como as estratégias discursivas presentes naquilo que Andrew Darley definiu como sendo a cultura visual digital se relacionam com as possibilidades técnicas e mídias de comunicação. Em seu livro Cultura Visual Digital o autor define desta maneira as formas culturais surgidas a partir da disseminação da computação gráfica e consideradas enquanto fenômenos culturais. A idéia é buscar entender de que forma os regimes semióticos expressos em linguagens, discursos, gêneros, formatos, mensagens são conformados pela tecnologia/mídia empregada para expressálos. Ou seja, entender como as formas contemporâneas são codificadas pelas máquinas semióticas e as implicações culturais desta codificação. O recorte teórico do presente trabalho se encontra nos estudos da Semiótica da Cultura. Para alcançar nossos objetivos pretendemos nos apoiar fundamentalmente na obra de Mikhail Bakthin e Iuri Lotman e nos conceitos de dialogismo e polifonia do primeiro e da noção de texto da cultura e semiosfera do segundo. Buscaremos trazer a reflexão destes autores para dialogar com outros autores que têm tentado refletir sobre as transformações ocorridas a partir da disseminação das tecnologias de comunicação e de informação a partir de meados do século XX, como o próprio Darley, Lev Manovich, Paul Miller e Arlindo Machado entre outros. O objeto escolhido para nossa pesquisa é o trabalho do grupo feitoamãos , coletivo de artistas que desde 1999 dedica-se à pesquisa e experimentação em arte eletrônica, tendo realizado vídeos single channel , web-arte, instalações e performances. Buscaremos através da análise das estruturas expressivas das apresentações do grupo compreender os fluxos estabelecidos entre as diversas linguagens presentes em seus trabalhos. A nossa hipótese principal é a de que fragmentação, simultaneidade, reiteração, não-linearidade e ruídos são recursos expressivos adotados dentro do contexto da cultura visual digital e que são algumas das características e necessidades da condição urbana que se refletem, ao mesmo tempo que são expressos através e nos mídia. Acreditamos também que, assim como as tecnologias abrem novas possibilidades expressivas, as limitações técnicas de uma dada mídia determinam as produções sígnicas naquela mídia. Analisamos de que forma se dão e quais são as atuais formas de expressão características desta cultura; se estas se consolidam a partir das configurações culturais de determinada época podemos supor que ao mesmo tempo que refletem as possibilidades técnicas, são por estas determinadas
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Tornero, Stephen A. "Motivating young adolescents in an inclusion classroom using digital and visual culture experiences: An action research." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1429210198.

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Hellström, Sarah K. "More Than Digital Makeup : The Visual Effects Industry as Hollywood Diaspora." Thesis, Stockholms universitet, Filmvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-116054.

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This thesis assesses the marginal field (niche unit) of visual effects while taking into account visible and invisible vfx in virtual and actual geographies in Hollywood movies as part of industry-level studies, all the while seeking to bridge the gap between traditional, theoretical approaches of cinema studies and practitioner experience in the context of production culture. The focus of this essay remains on the many temporal aspects of production processes that identify vfx film production as chief, and vfx for television as subsequential. Encouraging scholars to consider a previously limited and repeatedly mislabeled area by demonstrating the pandemic presence of effects and its workers as a form of Hollywood diaspora, this thesis also seeks to demonstrate the need for involvement by means of scholar-practitioner methodologies.
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Adams, Jonna. "Emojis : Carriers of Culture and Symbols of Identity." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22493.

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The study explored how the use of Emojis – beyond being used just as playful joke markers and tone-setters – shape culture and identity within a community of practice. Through the means of two qualitative Focus Group interviews involving ten members from a local soccer team, the purpose was to examine in-depth participants’ motivations for using Emojis, and their feelings about the Emojis that they receive both within and outside their community. Results showed that Emojis – irrespective of shape – are understood as signs representing an individual’s inner positive energy and good will; when such signs are used regularly within a community, this contributes to that the community culture emerge as positive and friendly. Expanding on these findings, results also illustrated that Emojis are perceived as symbols of likeness towards the group and that they contribute to the shaping of open and permissive culture in which emotions are allowed to flow freely – an effect which seem to be transferred to their offline environment too. Drawing from theories of Cultural Psychology and Cultural Semiotics, the thesis presents an innovative view of Emojis as both products as well as producers of culture; products because they are graphic representations of emotions which become meaningful cultural signs when posted online, and producers because they affect members’ perception of reality within the community of practice. The thesis also conclude that the use of Emojis is closely linked to personality and identity; as identities are continuously shaped through the symbolic association of Emojis, this affect not only how members of a community perceive the individuals using them, but also how we perceive the community in which these identities circulate and operate. This finding paved the way for interesting future studies on personal identity building through Emoji use.
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Christiansen, Lauren. "Redefining exhibition in the digital age /." This body of writing is available online with supplemental images, 2010. http://exhibitioninthedigitalage.tumblr.com/.

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Vosloo, Niel Brink. "Hiding in plain sight : subjectivity, mimetic representation & the digital realm." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20213.

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Thesis (MA (VA))--Stellenbosch University, 2012.
ENGLISH ABSTRACT: This study offers a critical exploration of the ways in which Jean Baudrillard’s theory of the simulacrum is ‘true’ or viable as a theory of representation in contemporary visual culture, with particular reference to digital imaging technologies. Using a selection of images and texts dating from the Renaissance to present day, I trace issues of subjectivity and self-reflexivity in modern image culture, questioning the extent to which digital imaging technology and information substantially departs from the early modern devotion to naturalistic representation (verisimilitude) as a reflection of knowledge and truth in the modern world. I offer a critique of the simulacrum theory that concerns two principle issues: firstly that simulacrum is a strictly self-reflexive operation and not an effect of digital imaging technology as Baudrillard claims; and secondly, that simulacrum necessitates an underlying dualist worldview in order to exist. With reference to the use of metaphor in magical realist texts and visual art, I draw the argument together with a discussion of my own art practice, particularly a body of work that takes Etienne van Heerden’s novel Toorberg (1986) as a starting point. The examples I refer to serve as visual evidence in support of my speculative philosophical argument against hyperreality; that is, how the simulacral nature of metaphor (as operating within a poststructuralist model of the sign) functions a critical aspect of a self-reflexive individual consciousness; and argues for subjectivity itself as inherently bound up in the operation of simulacrum.
AFRIKAANSE OPSOMMING: Hierdie studie is ’n kritiese ondersoek na die wyse waarop Jean Baudrillard se teorie van die simulacrum ‘waar’ of grondig is as ’n teorie van representasie in visuele kultuur, met spesifieke verwysing na digitale beeldtegnologie. ‘n Verskeidenheid beelde en tekste (van die Renaissance tot die moderne era) word betrek ten einde kwessies rondom subjektiwiteit en selfrefleksiwiteit in moderne beeldkultuur te ondersoek. Die mate waarin digitale beeldtegnologie en inligting merkbaar afwyk van ‘n vroeë moderne toegewydheid aan naturalistiese representasie (verisimilitude) as ‘n refleksie van kennis en waarheid in die moderne wêreld, word vervolgens krities ondersoek. Baudrillard se simulacrum-teorie word krities beoordeel: in die eerste plek is die simulacrum ‘n streng selfrefleksiewe proses en nie ‘n effek van digitale beeldtegnologie, soos Baudrillard beweer nie; en tweedens veronderstel, of noodsaak die simulacrum ‘n onderliggende dualistiese wêreldbeeld ten einde geldig verklaar te kan word. Met verwysing na die gebruik van metafoor in magies realistiese tekste en visuele kuns, word die argument saamgevat deur ’n bespreking van my persoonlike kunsprojek, vernaam ’n versameling werk wat Etienne van Heerden se roman Toorberg (1986) as verwysingspunt gebruik. Die voorbeelde waarna ek verwys ondersteun my spekulatiewe filosofiese argument teen hiperrealiteit (hyperreality); hoe die simulakrale (simulacral) aard van metafoor (soos werksaam binne ’n poststrukturalistiese model van die ‘teken’) as ’n kritiese aspek van selfrefleksiewe individuele bewussyn funksioneer. Ek argumenteer vervolgens dat subjektiwiteit sigself inherent deel is van die werking van simulacrum.
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Knochel, Aaron D. "Seeing Non-humans: A Social Ontology of the Visual Technology Photoshop." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1316451835.

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Marshall, Jonathan. "The Adventures of a Young Artist, and the Promise of the Digital Culture in Art." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2158.

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An analysis and explanation of my reasons for working in video, painting and drawing, and sculpture, considering the technological developments of the past decade; the possibility to use the internet as a distribution tool for works of art, and to shift the decision-making balance of the art-world; the ways that this approach is a democratic format for output in the arts and within communities of artists; an explanation of my studio practice while a graduate student at Virginia Commonwealth University.
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Nunes, João Fernando Igansi. "Cultura pós-fotográfica : o devir das imagens eletrônicas no estudo de caso do acervo fotográfico do Museu Histórico da Biblioteca Pública Pelotense." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2002. http://hdl.handle.net/10183/2751.

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A reflexão deste trabalho compreende a relação entre a Técnica de produção de imagens (da fotografia a imagem digital) e a Cultura Visual, contextualizando seus princípios e a respectiva produção de sentidos dos usuários dessas imagens. Para tanto buscou-se, a partir da localização dos referenciais teóricos mais atualizados sobre o assunto, avaliar como se processa a transcrição (aspectos práticos) das informações visuais que se encontram potencialmente no documento fotográfico de perfil histórico, para a sua reprodução ou duplicação em meio digital. O documento fotográfico de perfil histórico está assim constituído por tratar-se de imagens produzidas num passado tido como histórico, ou seja, que apresente cenas pelas quais ocorrências e vivências já findas, de interesse social, possam vir a ser interpretadas pelo pesquisador. A reprodução ou duplicação em meio digital do documento fotográfico de perfil histórico, interessa, na presente investigação, não como produto de uma demanda individual, mas como recurso utilizado pelas instituições detentoras de acervos, na inviciativa de construir estratégias de conservação e/ou fomento para a pesquisa e divulgação das informações que tais fotografias veiculam. Estes documentos (marcas/registros físicos do mundo visível das coisas), destituídos de sua materialidade quando digitalizados, adquirem novas características, formatando, conseqüentemente, um novo discurso, diretamente relacionado ao seu processo de transcrição. Não compete analisar aqui a demanda pessoal por reproduções digitais, mas a expectativa inevitável que se estabelece no usuário de informações visuais plasmadas em um suporte analógico e as próprias, transcritas eletronicamente. O que se coloca em discussão, permeia considerações a respeito do novo estatuto das representações coletivas, localizadas dentro de uma Cultura Visual, que 11 potencialmente configurará o que podemos chamar de Cultura Pós-Fotográfica.
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SILVA, Rogéria Eler. "Imagens de Narcisos nas Prateleiras do Orkut." Universidade Federal de Goiás, 2009. http://repositorio.bc.ufg.br/tede/handle/tde/2811.

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Made available in DSpace on 2014-07-29T16:27:57Z (GMT). No. of bitstreams: 1 Dissertacao Rogeria Eler.pdf: 7748543 bytes, checksum: 2289e8293f98e9ed0e856241b661c297 (MD5) Previous issue date: 2009-04-27
The focus of this research are the technical images, analog and digital, generated, manipulated and dislocated by juvenile on the environment of the global network of computers, the Internet, where they establish new joints in what we know as subjective constructions, on the context of contemporary culture. The familiar references for socialization and identity formation get one more element, namely cyberspace, where actions and positions are gradually seized by interactors. The immersion in environments online and offline, internet pages organized and powered by four young people, contributors, in a methodological perspective of the case study, enable the perception of which images are articulated and deposited in electronic albums of sites of relationships, more specifically the orkut, what, perhaps, they wish to say or show through them, under an epistemological visual culture look. In this research, the visual culture studies, provided the basis for seeking to realize the extent, effectively, the young person, on the cyberculture context, formed from the Network, articulate their visions of the world, and how they react at the consumer market pressures. In this perspective, i highlight that interactors have relative autonomy in their actions in these environments, being formed, also, by pre-established models and under a complex system of monitoring and control even when talking with the entertainment dynamics proposed by the Network in which the photographic records and self-portraits are multiplied in line, under this approach, with the narcissistic contemporary representation.
O foco desta pesquisa são as imagens técnicas, analógicas e digitais, geradas, manipuladas e deslocadas por jovens inseridos no ambiente da Rede Mundial de Computadores, a internet, onde estabelecem novas articulações no que conhecemos como construções subjetivas, no contexto da cultura contemporânea. As referências de socialização e formação de identidade que conhecemos ganham mais um elemento, a saber, o ciberespaço, onde ações e posicionamentos são apreendidos paulatinamente pelos interatores. A imersão em ambientes on-line e off-line, páginas de internet organizadas e alimentadas por quatro jovens, colaboradores, sob uma perspectiva metodológica do estudo de caso, possibilitou perceber quais imagens são articuladas e depositadas em álbuns eletrônicos de sites de relacionamentos, mas especificamente o orkut, o que, porventura eles pretendam dizer ou mostrar através delas, sob um olhar epistemológico da cultura visual. Nesta pesquisa, os estudos da cultura visual forneceram as bases para busca por perceber até que ponto efetivamente o jovem, no contexto da cibercultura constituída a partir da Rede Mundial de Computadores, articulam suas visões de mundo, subjetividades e idiossincrasias, ou apenas respondem a pressões do mercado de consumo. Nesta perspectiva destaco que os interatores detêm autonomia relativa em suas ações nesses ambientes, sendo formados, também, por modelos pré-estabelecidos e sob um complexo regime de vigilância e controle ainda que dialogando com as dinâmicas de entretenimento propostas pela Rede em que se multiplicam os registros fotográficos e auto-retratos em consonância, nesta abordagem, com a representação narcísica contemporânea.
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Rhoades, Melinda J. "Addressing The Computing Gender Gap: A Case Study Using Feminist Pedagogy and Visual Culture Art Education." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1217107478.

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15

Grammatikopoulou, Christina. "Encuentros al margen de lo inmaterial: Cuerpo, tecnología y cultura visual. Arte y Respiración (1970-2012)." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/123712.

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Con esta investigación doctoral se trata de analizar el tema de lo inmaterial en el arte contemporáneo y de revelar los procesos creativos vinculados a la interacción, las tecnologías digitales y su relación con el cuerpo. El objetivo no es simplemente crear una “antología” de ideas y obras de arte que son relevantes a la inmaterialidad y la respiración, sino presentar de manera integrada y rigurosa los caminos alternativos de la creación y de la percepción, que van más allá de la materialidad. Los términos principales en los cuales se hará hincapié son lo inmaterial en el arte contemporáneo y su evolución desde lo conceptual hasta lo digital; el cuerpo humano como un locus de creación artística y su papel como herramienta de percepción y comprensión; y por último, la respiración como elemento inmaterial que expresa lo corpóreo y lo intelectual y a la vez como materia prima de la creación artística. A través de estas propuestas se ha tallado una vía alternativa en la historia del arte; una vía que valora la experiencia más que la materialidad, la participación más que la autoridad, el flujo más que la estabilidad y la apertura más que la exclusión. Es un camino que discurre a través de múltiples niveles de expresión cultural, diferentes enfoques teóricos que confirma una aproximación profundamente intercultural e interdisciplinaria. Más concretamente, esta tesis trata de revelar la dimensión inmaterial de la cultura digital, el papel del cuerpo con respecto a los recientes avances tecnológicos y la relevancia de estos temas en relación a la cultura visual. La creación de un puente entre lo etéreo y lo concreto pone de relieve el papel de la respiración en entornos interactivos basados en software, la instalación y el vídeo arte, y por último, en la performance. El análisis está formado por tres líneas principales, que se entrelazan entre sí y con otras líneas secundarias a lo largo del desarrollo de esta tesis. La primera línea abarca la investigación de lo inmaterial y la evolución de su comprensión desde la esfera de lo conceptual en el arte desde los años 1970 hasta el mundo contemporáneo digital. Se basa principalmente en la fenomenología de Maurice Merleau-Ponty y en las afirmaciones post-fenomenológicas de Don Ihde, teniendo en cuenta el enfoque de Nicolás Bourriaud sobre la postproducción. Este análisis teórico se completa con artistas que trabajan con arte interactivo basado en software, cuyo aspecto material es casi inexistente; las obras mencionadas requieren la participación con todo el cuerpo, principalmente la respiración. La segunda línea aborda la relación de la respiración con el pensamiento filosófico y la práctica artística, a partir de un análisis teórico que empieza con la filosofía griega e india y llega al pensamiento contemporáneo. Este sustrato teórico ayuda a aproximarse a los artistas que trabajan con la respiración como materia prima o fuente de inspiración, sobre todo centrándose en instalaciones artísticas. La tercera línea observa la respiración a través del prisma de la acción performativa; por ello la estructura teórica abarca tanto la relación de la respiración con la voz y el habla como su papel en la performance y la formación de los actores, con un énfasis especial en el pensamiento de Antonin Artaud. Posteriormente, el análisis se dedica al espacio intermedio entre el teatro y la performance y a artistas que trabajan con la performance. El objetivo principal en esta tesis es profundizar en el papel que tiene lo inmaterial en las actividades artísticas y mostrar cómo fomenta un enfoque abierto al arte, dirigido hacia la percepción por el cuerpo. Para llegar a él, primero se construirá una base teórica sobre el tema, basada sobre todo en una aproximación filosófica y literaria, y posteriormente se analizará la obra de artistas que trabajan con la respiración en relación con lo inmaterial y el cuerpo.
Through this doctoral research I sought to investigate the question of the immaterial in contemporary art and to reveal the creative processes that are connected to interaction, digital technologies and embodiment. The objective is not to simply make an “anthology” of ideas and artworks that are relevant to immateriality and breath, but to present in an integrated and rigorous manner the alternative paths of creation and perception, which go beyond the limits of the material object. The main terms that I aim to bring into light will be the immaterial in contemporary art and how it evolves from the conceptual to the digital; also, the human body as a locus of artistic creation and its role as a tool of perception; lastly, breath as an immaterial element that expresses the corporeal and the intellect –and hereby as a prime matter of artistic creation. Through these questions an alternative path in art history will be carved: one that emphasizes experience over materiality, participation over authority, flux over stability and openness over exclusion. It is a path that passes through multiple layers of cultural expression, different theoretical approaches, and a deeply intercultural and interdisciplinary approach. More specifically, this thesis seeks to reveal the immaterial dimension of digital culture, the role of the body in regard to recent technological advancements and the relevance of these aspects to visual culture. Creating a bridge between the ethereal and the concrete, it highlights the role of breath in interactive software-based environments, in installation and videos, and lastly, in performance. The analysis is formed by three main threads, which are interwoven among each other and with other smaller threads throughout the development of this thesis. The first thread covers the inquiry of the immaterial and the evolution of its understanding from the conceptual frame of the 1970s to the contemporary digital world, building primarily on Maurice Merleau-Ponty’s phenomenology and Don Ihde’s postphenomenological assertions, while keeping in mind Nicholas Bourriaud’s focus on postproduction. This theoretical analysis is completed with artists who work with software-based interactive art with an almost non-existent material aspect, which requires participation through the entire body –mainly breath. The second thread engages with the relation of breath to philosophical thought and artistic practice, starting with a theoretical analysis that passes through Greek and Indian philosophy and reaches contemporary thinking. This builds a substratum that helps approach artists who work with breath as a prime material or source of inspiration, especially focusing on installation art. The third thread views respiration through the prism of performative action; for this matter, its theoretical basis involves the relation of breath to voice and speech and its role in performance and actor training, with a particular emphasis on Antonin Artaud’s thinking. Subsequently, the intermediary space between theatre and performance art will come into focus, as well as artists who work with performance art. My main goal in this thesis is to inquire into the role of the immaterial within artistic endeavours and to show how it encourages a more open approach to the work of art, which involves perceiving it through the entire body. For this matter, I focus on theories that create a basis of understanding and subsequently relate them to the work of artists who deal with breath in regard to the immaterial and the body.
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Perissinotto, Paula Monseff. ""O Cinestimo Interativo nas Artes Plásticas: Um trajeto para a Arte Tecnológica"." Universidade de São Paulo, 2001. http://www.teses.usp.br/teses/disponiveis/27/27131/tde-31032004-214306/.

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RESUMO Este estudo mostra como se deu a relação das artes visuais com a ciência e a tecnologia. Para isso, partiu das idéias lançadas pelos irmãos Naum Gabo e Anton Pevsner, construtivistas russos, através do Manifesto realista, procurando libertar as artes visuais de seu estigma de arte estática. Esta pesquisa acompanhou o trajeto de artistas (Archipenko, Ducahmp, Gabo, Pevsner, Moholy Nagy, Mari, Bury, Tinguely, Schöffer, Takis, Tatlin, Rodchenko, Man Ray, Calder, Le Parc, Palatinik, Lígia Clarck, Robert Rauchemberg, Christa Sommer&Laurent Mignonneau, Jeffrey Shaw...) que, ao longo do século XX, desenvolveram pesquisas nesta linha. Este trabalho percorreu a história da arte cinética, apontando artistas que exploraram a interatividade (a perceptiva, a espaço/temporal ou a potencial surgida da relação da arte com a tecnologia) além daqueles que buscaram soluções em outras disciplinas, tanto em outras artes como na ciência. Mostra como a complexidade desta interdisciplinaridade criou mudanças de conceitos formais, estruturais e estéticos. Enfoca também como a adesão das artes às novas tecnologias provocou transformações não apenas no mundo dos artistas, mas também no universo institucional que incentiva e promove as artes visuais contemporâneas.
Abstract This study intends to analyze the relationship between visual arts, science and technology. Its initial reference is the idea written by two Russian Constructivist artists, Naum Gabo and Anton Pevsner, in the Realist Manifesto, in 1920. The two artist, that were also brothers, were trying to free visual arts of its static art's stigma. For that, this research followed some artists' itinerary that developed researches with this approach in the 20th century, such as Archipenko, Duchamp, Flatters, Pevsner, Moholy Nagy, Mari, Bury, Tinguely, Schöffer, Takis, Tatlin, Rodchenko, Man Ray, Calder, Reads Parc, Palatinik, Lígia Clarck, Robert Rauchemberg, Christa Sommer&Laurent Mignonneau, and Jeffrey Shaw. This work went trough the kinetic art history and examined artists that have explored the interaction pointing in their works (the perceptive interaction, the space interaction and the new potential interaction that appeared from the relationship between art and technology), and examined as well as artists that have found solutions in others discipline, such as science. The complexity of this interdisciplinary relationship created formal, structural and aesthetic concepts changes in the art world. Finally, the study also focuses in how the artist’s adhesion to new technologies provoked transformations in the institutions that motivates and promotes the contemporary visual arts.
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Holmes, Rosalind M. "'Civilising' China : visualising wenming in contemporary Chinese art." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:30fe2e43-7b5d-4563-bb3b-8dd7a773b57a.

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This study examines how the discourse of wenming (civilisation/civility) has been visualised throughout twentieth century Chinese art, with a particular emphasis on contemporary practice. Originally linked to concepts of modernity and change in the early twentieth century I argue that wenming continues to be of crucial importance in understanding how contemporary China wishes to be seen by the rest of the world. Through a series of close visual readings and case studies I explore how wenming attained considerable saliency as it was invoked to address a range of artistic and political reforms which resulted from China's socioeconomic transformations. Individual chapters focus on the work of Sun Yuan and Peng Yu, Liu Gang, Wang Jin and Ai Weiwei amongst others. Taken together they provide an emic account of artistic praxis that seeks to understand contemporary art from China on its own terms. The study begins by examining how wenming was visualised in the early twentieth century. It then charts what happened to the term after the founding of the PRC in 1949 and how its appearance in locations such as Taiwan and Hong Kong provide sites of contention and alterity to mainland wenming discourse. It analyses how the bifurcation between material civilisation and spiritual civilisation that gained prominence following the economic reforms of the 1980s reconfigured the visual art of this period. Then, turning to a single art work, it theorises the relationship of wenming to an emerging corporeal politics. Finally, it explores how the discourse of wenming is being visually articulated in contemporary China as a result of these developments and traces its interaction with consumer culture, urbanisation and the politics of the internet.
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Jotham, Victoria Anne. "iSpace? : identity & space : a visual ethnography with young people and mobile phone technologies." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/ispace-identity-and-space--a-visual-ethnography-with-young-people-and-mobile-phone-technologies(ab192610-3778-487f-bd7f-9a741dbddf56).html.

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Mobile phone technologies are transforming how young people think, work, play and relate to each other. However, a central concern for the thesis is that education policy and practice far too often resembles an industrial model that is standardised, mechanistic and linear and that rarely reflects the informational, dynamic and creative lives of young people. In particular, the educational project fails to connect with the way young people use their mobile phone technologies to multi-task, connect, and create content at a precipitous rate. This thesis focuses on the ways in which mobile phone technology is now a significant influence in the way young people develop a sense of self, and a sense of identity and agency that permeates the way they engage with education. The specific research questions that follow from this are: how are young peoples’ identities shaping the meaning and use of mobile phones within (im)material culture? How is the relationship between identity and the creation and use of social space being defined through mobile phone technology? And, taken together how might these processes of identity development influence the way the educational project develops in the future? This thesis addressed these aims by conducting a visual ethnographic study over three years, using participation observation in a sixth-form college in the UK that included video interviews with seven college students. The research has produced a conceptual framework that documents a number of key findings that include: (a) the mobile phone has an immediate symbolic value to young people providing signals about the user’s identity, or presentation of the self; (b) the mobile phone also helps facilitate the performance of lived experiences and is actively part of assisting in various forms of agency. (c) The mobile phone enables a constant flow of (re)presentations of young people that reflects a fluidity of identity that characterises key aspects of contemporary social life. Finally, (d) the mobile phone also supports and enhances the maintenance of social space through the maintenance of social groups and also crucially, the feeling of being oneself. The main conclusion drawn from this research is that too often education systems overlook that fact that learning for young people is typically, and inevitably, personal and yet at the same time located in connected, information-driven environments that are predisposed to digital technologies. Therefore, this research argues for educational policy makers and practitioners to think creatively about how to develop education in ways that fundamentally support young people in their (re)construction of a personalised landscape for learning through their mobile phone technologies.
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Jackson, Stephanie. "Music Cover Design in the Digital Age." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin156327401366013.

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Colman, Alison. "Net.aesthetics, net.history, net.criticism: Introducing net.art into a computer art and graphics curriculum." The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1059151471.

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Björck, Catrine. ""Klicka där!" : En studie om bildundervisning med datorer." Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-101997.

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The aim of this thesis is to study the teacher’s role when pupils are using computers to create their art work. Working with computers raises new questions for teachers and pupils. Working with digital technology requires teachers to develop new pedagogical, educational and classroom-oriented strategies. The aim of the study is therefore to investigate these strategies and what kinds of challenges and questions arise from them. I investigate how teachers at the senior level of compulsory school conduct education and learning in teaching situations when digital visual work is in focus.  The theory I use is Discourse Psychology combined with Bakhtin’s theory of dialogue and learning.  The Discourse Psychology approach stresses context and the idea that people construct knowledge of the world in dialogue with others. The concept of interaction is used in the study and includes how teacher and pupil interact with the use of verbal language and gestures, where the computer also can be an actor. The method consists of interviews and observation, documentation using a small video camera attached to the teacher as well as by taking notes in the classroom. When digital technology is a part of education, teachers need to have good understanding not only of handling the technology but also deciding in what way they would like to use and work with computers in education. The research contributes to an understanding of art education with computers and the conditions in school when working with digital technology.
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Akil, Hatem Nazir. "The visual divide Islam vs. the West, image peception in cross-cultural contexts." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4733.

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Do two people, coming from different cultural backgrounds, see the same image the same way? Do we employ technologies of seeing that embed visuality within relentless cultural and ideological frames? And, if so, when does visual difference become a tool for inclusion and exclusion? When does it become an instrument of war? I argue that we're always implicated in visuality as a form of confirmation bias, and that what we see is shaped by preexisting socio-ideological frames that can only be liberated through an active and critical relationship with the image. The image itself, albeit ubiquitous, is never unimplicated - at once violated and violating; with both its creator and its perceiver self-positioned as its ultimate subject. I follow a trace of the image within the context of a supposed Islam versus the West dichotomy; its construction, instrumentalization, betrayals, and incriminations. This trace sometimes forks into multiple paths, and at times loops unto itself, but eventually moves towards a traversal of a visual divide. I apply the trace as my methodology in the sense suggested by Derrida, but also as a technology for finding my way into and out of an epistemological labyrinth. The Visual Divide comprises five chapters: Chapter One presents some of the major themes of this work while attempting a theoretical account of image perception within philosophical and cross-cultural settings. I use this account to understand and undermine contemporary rhetoric (as in the works of Samuel Huntington and Bernard Lewis) that seems intent on theorizing a supposed cultural and historical dichotomies between Islam and the West. In Chapter Two, I account for slogan chants heard at Tahrir Square during the January 25 Egyptian revolution as tools to discovering a mix of technology, language and revolution that could be characterized as hybrid, plural and present at the center of which lies the human body as subject to public peril. Chapter Three analyzes a state of visual divide where photographic evidence is posited against ethnographic reality as found in postcards of nude and semi-nude Algerian Muslim women in the 19th century. I connect this state to a chain of visual oppositions that place Western superiority as its subject and which continues to our present day with the Abu Ghraib photographs and the Mohammed cartoons, etc. Chapter Four deploys the image of Mohamed al-Durra, a 3rd grader who was shot dead, on video, at a crossroads in Gaza, and the ensuing attempts to reinterpret, recreate, falsify and litigate the meaning of the video images of his death in order to propagate certain political doxa. I relate the violence against the image, by the image, and despite the image, to a state of pure war that is steeped in visuality, and which transforms the act of seeing into an act of targeting. In Chapter Five, I integrate the concept of visuality with that of the human body under peril in order to identify conditions that lead to comparative suffering or a division that views humanity as something other than unitary and of equal value. I connect the figures of der Muselmann, Shylock, Othello, the suicide bomber, and others to subvert a narrative that claims that one's suffering is deeper than another's, or that life could be valued differently depending on the place of your birth, the color of your skin, or the thickness of your accent. Finally, in the Epilogue: Tabbouleh Deterritorialized, I look at the interconnected states of perception and remembering within diasporic contexts. Cultural identity (invoked by an encounter with tabbouleh on a restaurant menu in Orlando) is both questioned and transformed and becomes the subject of perception and negotiation.
ID: 030646224; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 204-217).
Ph.D.
Doctorate
Arts and Humanities
Texts and Technology
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Reamer, Nicole D. "“I Don't Take Kindly To Your Invasion of This Fine Gaming Culture”: Gender, Emotion, and Power in Digital Gaming Spaces as Demonstrated Through Dead Island." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1447453218.

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Nwafor, Okechukwu Charles. "Photography and the spectacle of ASỌ EBÌ in Lagos, 1960-2010." University of Western Cape, 2011. http://hdl.handle.net/11394/3921.

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Philosophiae Doctor - PhD
This research charts the political and visual economies of asọ ebì in urban Lagos from 1960 to 2010. Under political economy I address the politics of asọ ebì dress in Lagos: the contestations surrounding the use of asọ ebì among friends, family members, organizations, among others. Under visual economy I engage the role of photography and other visual cultural practices in the practice of asọ ebì. From the 1960s asọ ebì began to be redefined in line with the cultural and socio-economic changes that came with late global capitalism. Within asọ ebì practice in the city of Lagos meanings of friendship, solidarity, camaraderie and wealth have undergone radical transformation as more people migrate to the city after Nigeria’s independence. From the 1970s through the 1980s, individuals were compelled by the economic conditions to adopt new modes of asọ ebì practice. For example new types of textile materials used for asọ ebì expanded to include cheaper textiles imported from China and elsewhere. Instead of offering aso ebi free, individuals sold it to their friends and within such transactions, politics of exclusion and inclusion ensued. From the 1990s through the 2000s, the rise of digital photography and the emergence of radical printing technology ushered a new mode of fashioning asọ ebì. In the process, photography and fashion magazines became a means of negotiating sartorial elegance and cosmopolitan modernity. In this thesis, therefore, the central argument resides in the contestations surrounding the use and meanings of asọ ebì within these transformations in the city of Lagos.
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Kelly, Aryn. "Mobilizing Images of Black Pain and Death through Digital Media: Visual Claims to Collective Identity After “I Can’t Breathe”." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7827.

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In the wake of Eric Garner’s 2014 public execution at the hands of NYPD officers, online spaces such as Twitter saw an influx of remediated imagery referencing Ramsey Orta’s bystander cell phone video of Garner’s death. These images often explicitly reference the chokehold that killed Garner and/or they reappropriate Garner’s last words: “I can’t breathe.” To what formal dimensions in Orta’s video are these remediated images responding? What broader cultural work is the creation of these images doing? In this project, I regard Orta’s video as the point of entry for considering the cultural work of remediating images from it, as understanding its formal dimensions are necessary to recognizing the ways in which the remediated images attend to Garner’s body. I read this video using Scott Richmond’s revision of Christian Metz’s theory of cinematic identification to identify the concerning and compelling tension between over and under-identifying with onscreen subjects in Orta’s video, ultimately asserting that aligning with any body onscreen is ultimately a choice. Further, the remediated images attending to Garner’s body signal viewer’s chosen alignment with him or Orta, and claim Garner’s death as a socially constructed cultural trauma. These claims not only signal collective identification around the trauma on behalf of those who did not initially witness it, but also express belief in Garner’s experience despite a public discourse that continually emphasized his (and other black men’s) perceived violent potential.
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OLIVEIRA, M. M. P. "Novas tecnologias na educação escolar do campo: o discurso verbal- visual e mediações a partir do blog jovem ceier- ser jovem, ser agricultor sustentável em ação do centro estadual integrado de educação rural de Vila Pavão-ES." Universidade Federal do Espírito Santo, 2013. http://repositorio.ufes.br/handle/10/2172.

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Made available in DSpace on 2016-08-29T11:03:50Z (GMT). No. of bitstreams: 1 tese_6849_Tese. Novas Tecnologias e Educação do Campo. PPGE.UFES.2013.Maria.Madalena.Poleto.Oliveira..pdf: 3629944 bytes, checksum: 914c2ff57704ab14da306f221df825af (MD5) Previous issue date: 2013-09-03
Esta pesquisa de doutorado refere-se ao estudo sobre as novas tecnologias na educação do campo no Estado do Espírito Santo, (ES), Brasil. Nosso objeto de pesquisa está focado no blog Jovem Ceier do Centro Integrado de Educação Rural de Vila Pavão - ES (Ceier). Durante a pesquisa investigamos como essa juventude campesina dialoga com a cultura digital da contemporaneidade. Buscamos no diálogo com esses alunos do Ensino Médio dessa escola desvelar os discursos verbo-visuais e mediações produzidos nesse contexto digital, a partir do referencial teórico da educação do campo, da Pedagogia da Terra, dos saberes campesinos, da agroecologia e agricultura sustentável, tais como, Gadotti, 1982; Furtado, 2012; Carvalho, 2001; Ferrante e Feng, 2010; Romanelli, 1997; Nascimento, 2009; Leite, 2002; Freire, 1977, 1984, 1988,1996, 2000, 2007; Nunes, 2007; Mançano Fernandes, 2005; Foerste e Foerste, 2001, 2003, 2004, 2005, 2007, 2008, 2009; Simões, Franco e Salim, 2009; Mendonça, 2010; Molina, 2010. Fizemos também o debate sobre as novas tecnologias na educação do campo, especialmente sobre cultura digital, internet, hipertexto e blogs a partir das obras de Pretto, 2008, 2011; Geertz,1989; Castells, 1999; Lemos e Levy, 2010; Canclini, 2008; Moran, 2000; Levy, 1993, 1996, 1998, 2001, 2010; Primo, 2007, 2008; Malini, 2007; Venturelli, 2004; Mantovani, 2005; Santos, 2000, dentre outros. Dialogamos também com os teóricos dos estudos Bakhtinianos para compreendermos os discursos verbo-visuais do blog citado, por meio dos autores: Bakhtin, 1981, 1982, 1988, 1992, 1993, 1997, 1999, 2003, 2005; Pêcheux, 1983; Brait, 2005; Almeida (2013); Orlandi, 1997, Cereja, 2005; Fiorin, 2006, 2008; Freire, 1977, 1984, 1988,1996, 2000, 2007. Debatemos sobre as mediações da cultura digital no contexto escolar a partir dos autores Vygotsky, 2001; Masetto, 2000, 2006; Mészarós, 1981; Martin-Barbero, 1997. Nossa pesquisa identificou que a juventude campesina do Ceier de Vila Pavão se apropriou da cultura digital e por meio do blog Jovem Ceier ressignificou o conteúdo escolar, produzindo discursos verbo-visuais, dialógicos, e que os enunciados formados pelos posts são, em sua maioria, polifônicos. Ao reelaborarem os discursos já ditos para uma nova linguagem, os autores/alunos ampliaram sua rede de conhecimentos, bem como a possibilidade de alcançar novos enunciatários e interlocutores por meio do blog. Entendemos que foi a partir desse ambiente dialógico, comunicativo, polifônico e com a mediação das novas tecnologias (internet); que os alunos do Ensino Médio do Ceier de Vila Pavão ES construíram coletivamente o blog http://jovemceier.blogspot.com.br/, que por sua vez está impregnado de discursividade, do contexto socio-historico ligado a uma educação do campo que privilegia a Pedagogia da Terra, a sustentabilidade, a agroecologia. Portanto, os resultados desta pesquisa mostraram que incorporar a cultura digital e as novas tecnologias na Educação do Campo está para além do fortalecimento da aprendizagem, da interação; uma vez que o uso das novas tecnologias pode fortalecer culturas, valores locais, regionais, além de dar visibilidade a uma Educação do Campo forjada pelos movimentos sociais e povos campesinos.
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Castro, Rosana Andréa Costa de. "Tecnologias de informação e comunicação : implicações da imagem digital para arte/educação contemporânea." reponame:Repositório Institucional da UnB, 2008. http://repositorio.unb.br/handle/10482/1930.

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Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Departamento de Artes Visuais, Programa de Pós-Graduação em Arte, 2008.
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As Tecnologias de Informação e Comunicação resultaram, entre outros contextos, no surgimento da cultura digital e do ciberespaço. A digitalização remete ao conceito de interatividade que, por sua vez, concretiza-se nas relações que se estabelecessem na rede mundial de computadores. As imagens digitais constituem parte da linguagem disseminada no ciberespaço. As interfaces gráficas integram esse escopo e têm papel de destaque no estabelecimento da interação usuário/máquina e usuário/usuário. A vasta quantidade de equipamentos digitais, trazidos pelas TIC, facilitou sobremaneira o acesso à produção e difusão de imagens. Até então, essa produção estava subordinada aos sistemas analógicos que demandam conhecimentos técnicos e máquinas específicas. Como, por exemplo, equipamentos de revelação fotográfica e máquinas de imagens para cinema. E ainda no caso das artes visuais, uma produção imagética que depende de habilidade manual e destreza psicomotora. A arte/educação, por intermédio do ensino/aprendizagem das artes visuais, leva para salas de aula o estudo e a produção de imagens. O que muda nessa prática pedagógica com a introdução das TIC no contexto educacional? Quais as implicações da imagem digital para a arte/educação contemporânea? Esse foi o foco da pesquisa que originou a presente dissertação. __________________________________________________________________________________________ ABSTRACT
The Information and Communication Technologies – ICTs – resulted, in other contexts, in the arisen of digital culture and cyberspace. Digitalization refers to the interactivity concept, which in its turn, is realized in the relations established in the computer world wide web. Digital images are, in part, a language disseminated in the cyberspace. Graphical interfaces are part of this scope and have a prominent role in the establishment of the user/machine and user/user interactions. The vast number of digital equipment, brought by ICTs, particularly facilitated access to image production and dissemination. So far, this production and dissemination was subordinated to analogical systems that demanded technical knowledge and specialized machines. As an example, photography reveal and cinema image production equipment. And, more specifically in art issue, an image production which dependeds on the technical ability and psychomotor dexterity. The art/education, through the teaching/learning of the visual arts, brings for classrooms the image study and production. What changes in this pedagogical practice with the introduction of ICTs in the educational context? What are the implications of digital images for the contemporaneous art/education? This was the focus of the research which originated the present dissertation.
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Eriksson, Elin. "Museet i en digital värld : En visuell analys av Nationalmuseums digitaliserade verksamheter." Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448612.

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Digital technology has changed the nature of how humans live as a society with lives orbiting a digital core of internet, smartphones, social media etc. There is now not only a physical world but a digital one too. This far-reaching transformation also applies to cultural institutions to digitize their activities, a result of responding to the expectations of a contemporary audience. The aim of this study is to examine the digitization of art- and cultural heritage in a digital world. The essay examines the digital activities of the Swedish National Museum of fine art that has developed before, during and as a result of the COVID-19 pandemic. This is done through visual analysis and the theoretic framework of postphenomenology and social semiotics. The study finds that cultural heritage can be digitized in many different ways but that the digitization can’t replace the physical encounter with an artwork. Yet it can constitute new ways and perspectives on how to experience, see and discuss traditional works of art. Digitization of cultural heritage can therefore work to enhance its general interest, disseminate and influence an increase in availability of knowledge about cultural heritage and art history.
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Dell-Jones, Julie Vivienne. "Intersecting Stories: Cultural Reflexivity, Digital Storytelling, and Personal Narratives in Language Teacher Education." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7144.

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This narrative inquiry dissertation explores stories from three students over a two-year trajectory as they develop into language educators in diverse contexts. The study begins in a teacher education course focused on technology for language teaching in English as a second language (ESOL) and foreign language education (FLE) classrooms. As instructor, I implemented a digital storytelling (DS) project with the pedagogical goal of supporting the much-needed practice of reflexivity, and specifically, reflexivity of intercultural competence (IC) and culturally-responsive pedagogy (CRP). The DS, as an autoethnographic multimodal narrative activity, provided a creative outlet for undergraduate and master’s level students to explore their own cultural background or intercultural experiences. In this study, I re-story the experiences related to the DS project and follow my former students, now teachers, to explore how personal narratives promote or support reflexivity of critical multicultural concepts or practices. I combine and juxtapose multiple perspectives based on observations, data from the student-authored DS and reflections, and in-depth interviews. Using a critical-based autoethnographic approach, I add my own instructor-researcher narrative. The resulting descriptive and interpretive narrative inquiry accentuates complexities, invites conversation about the critical and reflexive potential of DS or personal narrative, and contributes pedagogical and methodological insights into teacher training via the “meaning-making” story process and the innate accessibility of learning through stories.
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Matamoros-Fernandez, Ariadna. "Platformed racism: The Adam Goodes war dance and booing controversy on twitter, YouTube, and Facebook." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/120573/1/Ariadna_Matamoros%20Fernandez_Thesis.pdf.

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This thesis introduced a new way of studying racism on social media. It developed the concept of 'platformed racism' to describe how racism emerges from the design, business models, governance, and cultures of use of digital media platforms. It applied this concept to the controversy around the booing of Indigenous Australian Football League player Adam Goodes, and used the multiplatform issue mapping method to analyse how it played out on Twitter, Facebook, and YouTube. The thesis found that racism is both structural – maintained by the platforms' infrastructure and processes – and ordinary, manifesting through everyday user practices. It concludes with recommendations for counter-racism in both platform design and social media use.
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Majaz, Junaid Ali. "Using Design as a Tool:To Build a Visual Bridge for South Asian Students at U.S College Campus." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586879726381558.

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Rais, Saadia Subah. "Can You Hear Me? Reflexive Feminist Methodologies and Diasporic Self-Representation in the Digital Age." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71763.

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In this exploratory thesis project, I consider what emerging approaches we can take as social scientists to showcase and critically engage self-representations of diasporic individuals, who often lack visibility and legibility within the dominant cultural archive. Filmmaking as a social research practice can provide rich audiovisual data, physical and social access to materials for nonacademics, and opportunities to document and share subjects' comments and settings without the limitations of transcription. This is especially salient in the emerging media landscape of Web 2.0, where digital communications technology applications (such as Facebook, Skype, and Snapchat) are accessible by a global audience, and can act as tools for cultural identity production by diasporic individuals. This project documents the experiences of several first- and second-generation Bangladeshi American immigrants in relation to digital communications technology advances within the past decade, for the purposes of collecting and sharing stories of diasporic individuals, offering a venue for self-expression through empathetic interviewing and collaborative oral history methods, and contributing to the American cultural archive in the context of emerging media and academic landscapes. The full project is comprised of this text document, alongside a short documentary film containing portions of audiovisual data from interviews which can be found at https://www.youtube.com/watch?v=Oh9puazpdrw.
Master of Science
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Lewis, Kelly M. "Digitally mediated martyrdom: The visual politics of posthumous images in the popular struggle for social justice." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/202083/1/Kelly_Lewis_Thesis.pdf.

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This thesis introduced a new way of studying how visual social media is used to protest unjust deaths, especially those caused by police brutality and other forms of state violence. It developed the concept of 'digitally mediated martyrdom' to describe the communication practices that emerge through the online circulation of posthumous digital images of victims. It applied this concept to the murder of Khaled Said in Egypt in 2010, and to the murder of Trayvon Martin in America in 2012. It used digital ethnography methods to explore the role that visual social media play in political discourse and protest mobilisations. The thesis found that the figure of the unintentional martyr is increasingly being deployed in social justice movements to give visibility to human rights abuses and to demand radical change.
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Sebring, Ellen Irene. "Visual narrative : a theory and model for image-driven digital historiography based on a case study of China's Boxer Uprising (c.1900)." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/6566.

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Digitization that has enabled instant access to vast numbers of archival, historical images, demands a new paradigm for the use of visual imagery in historical research. This thesis proposes a new form of historiography in the digital medium, an image-based narrative mode for authoring and reading history. I propose a digital model for conveying history through the visual record, as an alternative to the printed book. Unlike the quantitative “big data” approach to digital humanities, this research explores visuality itself. In a practice-led approach, the research addresses both aspects of historiography: (1) a method of historical representation; and (2) original historical work on a selected topic. The testbed for historiographic and narrative experiments which led to the model was my case study on the Boxer Uprising in China, c. 1900. While many written histories of the Boxer Uprising exist, I collected a large portion of its extensive visual record for the first time. Sources from around the world, in a variety of media, were assembled into a digital data set that reveals previously unexplored historical themes. A series of visual narratives built in the case study culminated in a proposed “Visual Narrative Field” model. In this model, meaning emerges in the patterns observed between images within a complex visual field. The model vertically integrates three narrative approaches in order to support alternating cognitive modes used to read texts and perceive images. Linear concentration is blended with the non-linear exploration of interactive forms. The model provides historians with a much-needed tool for authoring narrative through relationships between images in a scalable approach. Due to digitization, visual databases are easily assembled, and images are as easily reproduced as written text. The Visual Narrative Field model takes advantage of the characteristics of the newly-digitized visual record, providing a means of authoring visual narrative that can be comprehended without the use of extensive written text. The model thus creates an unprecedented image-based method for performing and presenting historical research.
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Pavanati, Iandra. "Tríptico." reponame:Repositório Institucional da UFSC, 2012. http://repositorio.ufsc.br/xmlui/handle/123456789/100385.

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Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Graduação em Engenharia e Gestão do Conhecimento, florianóplis, 2012
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No contexto das possibilidades oferecidas pela popularização do acesso à mídia eletrônico-digital interativa e aos recursos tecnológicos básicos para edição e apresentação de imagens, esta pesquisa propõe aos professores e a outros interessados, um modelo de seleção e apresentação de imagens no processo de ensino-aprendizagem. O modelo caracteriza uma típica contribuição da área de Mídia e Conhecimento à área de Gestão do Conhecimento, no processo de ensino-aprendizagem em ambiente escolar, com amplas possibilidades para ser aplicado em outras organizações sociais. O modelo proposto considera que as imagens apresentadas em situações de aprendizagem, tradicionalmente, atuam como mídias ou expressões do conhecimento. Porém, os diferentes tipos de imagem propõem experiências também diferenciadas. Assim, esses tipos devem atuar de maneira complementar no processo de ensino-aprendizagem, que é vivenciado pelos estudantes e orientado pelos professores. Os diversos tipos de imagens são basicamente categorizados no modelo proposto como: (1) "imagens propiciatórias"; (2) "imagens ilustrativas" e (3) "imagens explicativas". É amplo o uso das imagens como ilustrações e, mais recentemente, foram ampliados e aprimorados os estudos sobre as imagens explicativas como gráficos e infográficos, entre outras. Porém, mais do que anteriormente, devem ser consideradas as imagens propiciatórias. Os estudantes "nativos digitais" cresceram no contexto da cultura multimídia-interativa ou hipermidiática. Portanto, eles estão envolvidos por uma amplitude e uma variedade de estímulos e demandas sensoriais, afetivas e imaginativas, que superam o imaginário desenvolvido nas escolas. De acordo com as condições encontradas para o ensino da disciplina História nas classes de Ensino Médio da rede estadual de educação de Santa Catarina, não é esperado em curto espaço de tempo, que as escolas tenham condições de competir com os recursos disponíveis em outras instâncias socioculturais. Contudo, considera-se que, assim como uma parcela significativa dos estudantes, os professores também têm acesso à internet e aos programas básicos de computação, podendo buscar, capturar e editar imagens, como parte dos recursos didáticos. Observou-se que as escolas costumam dispor de ambientes didáticos com sistemas tecnológicos, integrando computador, periféricos sonoros e projetor multimídia. Portanto, além de outras possibilidades, podem-se exibir imagens durante as aulas que ocorrem nos espaços equipados. Nesses ambientes, é possível exibir audiovisuais com imagens em movimento e, também, apresentar imagens fixas. Sem descartar os audiovisuais, indicam-se nas imagens fixas as vantagens de propor mais apelos à imaginação dos estudantes e de permitir a intervenção imediata do professor. Isso facilita o diálogo continuado entre o professor e os estudantes a respeito do que é percebido na imagem. Na observação das imagens, o amplo acervo de lembranças sensoriais, afetivas e cognitivas dos estudantes pode e deve ser estimulado e recuperado nas aulas, com exercícios de mobilização imaginativo-cognitiva. Constantemente, os resultados estético-simbólicos desses exercícios são direcionados pelo professor ao conteúdo proposto para o processo de ensino e aprendizagem. Isso salienta a necessidade e a relevância das imagens propiciatórias, cuja função é despertar o interesse e a imaginação dos estudantes que, em seguida, são direcionados ao conteúdo em estudo.

Abstract : According to the possibilities offered by the popularization of interactive digital electronic media access and the basic technically resources of editing and presenting images, this research proposes to whom it may concern and the teachers and others, a model selection and presentation of images in the teaching-learning. The model features a typical contribution from the field of Media and Knowledge to the area of Knowledge Management in the process of teaching and learning in the school environment, with ample opportunities to be applied in other social organizations. The proposed model considers that the images presented in learning situations, traditionally, act as media or expressions of knowledge. However, the different types of images propose different experiences as well. Thus, these types should act in a complementary manner in the teaching-learning process, which is experienced by students and guided by teachers. The different types of images are basically characterized as: (1) Propitiatory images; (2) Illustrative images: (3) Explanatory images. It's wide the use of images as illustration, and it has recently been extended and improved the studies about the Explanatory images as graphics, infographics among others. However, more than before must be considered Propitiatory images. Students "digital natives" have increased into the interactivemedia culture. Therefore, they are involved by a wide and variety of stimulus and sensorial, affective and imaginative demand that outshine the imaginary developed at schools. According to the conditions found to the History classes in high school from the State Education Network in Santa Catarina, it's not expected that the schools have condition to compete with resources available in other sociocultural instances, in a short period of time. Nevertheless, it's been considered that the teachers have access to the internet and the basic computer programs, being able to search, capture and edit images as part of de educational material resources. It had been observed the schools offer technological systemsintegrating computer, peripheral sonorous and multimedia projector. So, among other possibilities, one can display images during lessons occurring in the spaces provided. In these environments, you can view audiovisual image and also display still images. Without discarding the audiovisual, show up in still images the advantages of proposing more appeals to the imagination of students and allow immediate intervention teacher. This facilitates the ongoing dialogue between the teacher and students about what is perceived in the image. In observation of the images, the wide collection of memories sensory, affective and cognitive students can and should be nurtured and recovered in the classes, with mobilization exercises cognitive-imaginative. Constantly, the results of these exercises aesthetic and symbolic are directed by the teacher to the proposed content for teaching and learning. This emphasizes the need and relevance of propitiatory images, whose function is to arouse the interest and imagination of students who then are targeted to the content under study.
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Анисимова, П. Р., and P. R. Anisimova. "Трансформация коммуникативной роли кинозрителя в современной культуре (на примере альтернативного киноплаката) : магистерская диссертация." Master's thesis, б. и, 2020. http://hdl.handle.net/10995/94161.

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Диссертация посвящена исследованию трансформации коммуникативной роли кинозрителя в современной культуре на примере альтернативного киноплаката. Автор анализирует процесс трансформации коммуникативной системы в результате цифровой революции, влияние цифровых технологий на художественный процесс создания киноплаката, а также историю и специфику феномена альтернативного киноплаката как особой формы участия кинозрителя в кинокоммуникационных процессах. В работе представлена разработанная концептуальная и содержательная составляющие проекта городского творческого лагеря для подростков «Киноклуб: 24х36» на базе Фотографического музея «Дом Метенкова». Эмпирической базой исследования выступили результаты проведенного социологического опроса, посвященного анализу социально-культурных практик современных кинозрителей и их отношения к киноплакату.
The dissertation is devoted to the study of the transformation of the communicative role of the moviegoer in modern culture on the example of an alternative movie poster. The author analyzes the process of transformation of the communication system as a result of the digital revolution, the impact of digital technologies on the artistic process of creating movie posters, as well as the history and specifics of the phenomenon of alternative movie posters as a special form of participation of the viewer in film communication processes. The paper presents the developed conceptual and content components of the project of the city creative camp for teenagers "Kinoklub: 24x36" on the Basis of the photographic Museum "Dom Metenkov". The empirical basis of the research is the results of a sociological survey devoted to the analysis of socio-cultural practices of modern moviegoers and their attitude to movie posters.
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Fiorelli, Marilei Cátia. "Artemídia e educação na UFRB: mapeando mudanças no contexto educacional a partir da cultura digital." Faculdade de Educação, 2016. http://repositorio.ufba.br/ri/handle/ri/24516.

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O foco de investigação desta pesquisa são as obras de artemídia produzidas pelos primeiros estudantes formados pelo Bacharelado em Artes Visuais com ênfase em multimeios da UFRB, Universidade Federal do Recôncavo da Bahia, na cidade de Cachoeira. Através do processo de criação destas obras, podemos visualizar um panorama do processo educacional e de seu contexto em tempos de cultura digital. Nosso objeto de estudo são os Trabalhos de Conclusão de Curso, que tratam da temática de artemídia, e nosso corpus empírico são doze TCCs produzidos dentro deste recorte, defendidos em 2014-15, pela primeira turma de ingresso no curso. Trata-se do primeiro conjunto de produção artística de artemídia dentro de um espaço institucional de ensino superior no interior da Bahia. A questão central é discutir se esses alicerçam-se em práticas da cultura digital como o trabalho colaborativo em rede, na cultura hacker, e a cultura livre, e se estas se refletem também no campo da educação. A opção metodológica adotada é descritiva quanto aos objetivos; quanto aos procedimentos técnicos, é um estudo de caso; e quanto ao tratamento dos dados é predominantemente qualitativa. Analisamos os TCCs artemidiáticos produzidos, categorizando, identificando e articulando sua produção com o contexto educacional, mapeando algumas mudanças em curso, suas implicações e suas apropriações. Como referencial teórico, nos utilizamos de conceitos em torno dos campos da cultura e arte digital e da educação contemporâneas, e seus processos de reconfiguração na cibercultura. Os resultados da pesquisa apontam que dos doze TCC’s, nove são pautados por tópicos relevantes da cultura digital. Estes, criados em uma graduação recém implantada, de uma universidade também recém implantada no interior da Bahia. Mesmo deslocada de um grande centro urbano, esta graduação apresenta em seu currículo componentes que dão suporte e viabilizam a criação em artemidia. Pela leitura e interpretação qualitativa dos trabalhos criados, foram identificadas categorias de conceitos implicados da cultura digital, que apontam caminhos e nos apresentam um panorama do contexto educacional de ensino no qual estão inseridos. Nota-se assim indícios de um processo educacional que potencialmente se instaura a partir das tecnologias e da cultura digital, que também se apoia e se reflete - a exemplo das obras produzidas - nas práticas colaborativas, na cultura livre e na cultura hacker.
ABSTRACT The aim of this research is the works of media art produced by the first students graduated in Visual Arts with an emphasis on multimedia, at Federal University of Recôncavo da Bahia - UFRB - in the city of Cachoeira. Through the creation process of these artworks, we can have an overview of the educational process in digital culture times. Our object of study are those artmedia work, created as final graduation projetc. Our empirical corpus are twelve artworks produced within this cut, defended in 2014-15, the first gratuated alumni. This is the first artistic production set of media art in a higher education in the countryside of Bahia. The core issue is to discuss the digital culture practices such as collaborative networking, the hacker culture and free culture, and if whether they are also reflected in education. The adopted methodological option is descriptive and a case study; and is predominantly qualitative. We analyze the produced media artworks, categorizing, identifying and articulating their production with the educational context, mapping out some changes in course, whith its implications and appropriations. As a theoretical concept, we use culture and digital art and contemporary education, as well as its reconfiguration process in cyberculture. The results show that nine out of twelve artworks are guided by relevant topics of digital culture. These artworks were created in a newly implemented graduation course, at a university also recentely created. Even being located far from a large urban center, this graduation show in its curriculum components that give support and enable the creation of media art. categories were identified implicated concepts of digital culture, pointing paths and present an overview of the educational teaching context in which they are inserted from reading and qualitative interpretation of the artwowks. Through this evidences we could notice that the educational process is potentially established from digital culture, which also supports and reflects the collaborative practices, the free culture and hacker culture.
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38

Stein, Helga. "Identidade e representação: a construção da identidade nas referências visuais de ambientes de redes digitais." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4985.

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The goal of this project is to research how virtual communities such as orkut and flickr are molding new identity and self-presentation parameters. The present project takes as study object photographic self-portraits and its associated representation forms. In self-portraits the relation between the observer and who is observed has blurred limits, demanding a body with a special quality: a body in process. This new body of multiple identities is reconfigured intermittently assuming new behaviors facing new technologies, requiring a new configuration of world. It is expected that digital images reflects these processes by being capable of reconfiguring itself. We show through representation the world we live in. However, contemporary world faces a crisis of representation, knowledge and great complexity in matters of subjectivity production. The images that are produced and propagated throughout a historical period are indications of a specific way of thinking. In virtual communities such as orkut, multiply and flickr, the use of images (especially self-portraits) creates a dynamic process of identification and differentiation of the individual. The identity, however, is influenced by interaction processes (comments of community members, number or visitors). So, the self-portraits are redefined as by the demands of specific sociability matters (the success, in terms of numbers of visitors and content of the commentaries). The influence of new technologies in the way we understand the construction of identity will be interrogated through specific readings and through artistic projects that deals with the concepts presented in the research
O objetivo do projeto é pesquisar como as redes sociais on line estão conformando novos padrões de identidade e auto-representação, tendo como objeto de estudo os retratos e auto-retratos que circulam em comunidades virtuais e suas formas associadas de representação. Nos auto-retratos a relação entre observador e observado tem seus limites borrados, demandando um indivíduo com uma qualidade especial: um indivíduo em processo. Identidades múltiplas que reconfiguram-se intermitentemente, assumindo novo comportamento frente às novas tecnologias, exigem uma nova configuração de mundo. Espera-se que a imagem que representa esses corpos responda a esses novos processos, sendo ela mesma passível de reconfigurar-se. Parte-se aqui do pressuposto que as imagens produzidas e veiculadas ao longo de um período histórico são indícios de um modo de pensar específico. Em comunidades virtuais como orkut e flickr é notável o uso de imagens (especialmente auto-retratos) no processo dinâmico de identificação e diferenciação do indivíduo num ambiente também dinâmico como é o das redes. Essa identidade, contudo, é permeada por processos de interação (comentários, manipulação de imagens) que redefinem o auto-retrato como resposta às demandas de sociabilidade específica (o sucesso, em termos de números de visitantes e conteúdo dos comentários). Através de retratos e auto-retratos será interrogada a influência das novas tecnologias de comunicação na forma como compreendemos a construção da identidade e também através das leituras específicas, da vivência e observação das comunidades virtuais propostas, de projetos autorais e de cunho artístico que lidam com os conceitos apresentados na pesquisa. Como suporte teórico foram utilizados os seguintes autores: Rosalind Krauss, Philippe Dubois, Vilém Flusser e Arlindo Machado abordando fotografia e imagem; Jean Baudrillard e Michel Foucault abordando comunicação e representação; Giselle Beiguelman abordando Internet e arte digital; Carlos Ginsburg abordando aspectos históricos; Edmond Couchot, Oliver Grau e André Parente abordando tecnologia na comunicação; Steven Johnson, Margot Lovejoy e Rogério da Costa abordando redes e comunidades virtuais; Lucia Santaella abordando comunicação e semiótica, entre outros autores.
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39

Jankeviciute, Laura. "Internet et les préadolescents : quels usages ? : approche visuelle et participative." Phd thesis, Université Michel de Montaigne - Bordeaux III, 2013. http://tel.archives-ouvertes.fr/tel-00995069.

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Notre thèse évoque les usages d'Internet des préadolescents âgés de 11 à 14 ans, dans toute leur complexité d'une manière anthropologique et ethno-qualitative. D'une part, elle présente une démarche scientifique appliquée et ses principes en se focalisant sur le courant méthodologique des Visual Methodologies, et plus particulièrement sur les méthodes visuelles participatives utilisées durant l'étude dans deux collèges publics bordelais. Et d'autre part, elle fournit l'analyse des résultats de cette étude afin de démontrer comment, grâce à la création de collages et de dessins et aux entretiens menés avec la technique " dessin/collage-élicitation ", les préadolescents ont pu construire un modèle métaphorique de leur lien avec Internet. Notre thèse contribue à la compréhension des dynamiques sociales, culturelles et identitaires qui se créent à travers les dispositifs en ligne et se manifestent chez le public des préadolescents. Nous examinons la façon dont le public en question, à travers ses interactions numériques, comportements, routines, jeux, construit un espace culturel en ligne et comment, à leur tour, les différentes formes d'activités et d'expression influencent leur monde : leurs relations, leur identité et leur quotidien.
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40

Lima, Fábio Rogério Batista [UNESP]. "O graffiti como patrimônio cultural material." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/153543.

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Não recebi financiamento
Na atualidade vivencia-se o que Bauman (2001) conceituou de modernidade líquida, identificada como aquela em que as relações humanas e sociais são caracterizadas por não terem configuração de solidez ou como aquela em que não se conserva forma por muito tempo; prima-se pela mudança; vive-se das inconstâncias. A natureza desta liquidez é reconhecida por conta da leveza, da mutabilidade e da mobilidade das relações. A importância da preservação da memória artística para as futuras gerações também tem mudado. Com o grande avanço nas tecnologias de reprodução e exposição às massas, obras de arte se disseminam com a facilidade de circulação das imagens. Essas manifestações estão nos muros da cidade, locais esses que têm suas superfícies alteradas e apagadas diariamente. Diante disso, questiona-se como se dá o tratamento documental do graffiti como manifestação de arte efêmera? Em decorrência, como pressuposto da tese, aponta-se que o tratamento documental do graffiti, convertido em recurso digital, apresentará elementos para sua consolidação como patrimônio cultural material. Delimitou-se como objetivo propor como se dá o tratamento documental do graffiti, convertido em recurso imagético, considerando a ubiquidade, os aspectos da informação líquida e da ecologia da informação e as novas formas de disponibilizar o acesso. O estudo apresenta abordagem qualitativa, de natureza descritivoexploratória tendo como universo de pesquisa projetos de exposições digitais de arte urbana. omo resultado, verificou-se que o uso estratégico das tecnologias de informação e comunicação e a aplicação efetiva dos padrões de representação de obras de artes são fatores determinantes para garantia do armazenamento, recuperação e acesso ubíquo ao patrimônio cultural material. A proposta de representação documental de graffiti apresenta o padrão de estrutura de dados R ore - Resources Association Visual versão 4 0, por sua melhor adequação à descrição da manifestação de arte do tipo graffiti, por possibilitar a correlação entre obra, imagem e coleções Nesse sentido, foi possível elaborar uma proposta de aplicação contendo três novos elementos descritivos: "citação cultural", "citação espaço temporal" e "citação ideológica" como forma de trazer o contexto em que o graffiti foi criado e apresentar elementos que viabilize a efetivação do graffiti como patrimônio cultural material.
Nowadays we live what Bauman (2001) defined as liquid modernity, it is identified as human and social relationships that are caracterized by not having solid aspects in it or that one which doesn´t keep its format for too long; changes are constant and inconsistencies are lived. The nature of this liquidity is know by the lightness, mutability and mobility of relationships. The importance of artistic memories preservation has also changed. With the breakthrough in playback technologies and exposition techniques to majority of people has made works of art disseminate easily just like images. These manifastations are in the city walls, places that have their surfaces changed and erased daily. In view of this, one questions how the documentary treatment of graffiti as a manifestation of ephemeral art takes place? As a consequence of this thesis, it is pointed out that the documentary treatment of graffiti, converted into a digital resource, will present elements for its consolidation as material cultural patrimony. The purpose of this paper was to propose how the graffiti documentary treatment, converted into an imagery resource, considering the ubiquity, the aspects of net information and information ecology, and the new ways of making access available, were proposed. The study presents a qualitative approach, of a descriptive-exploratory nature having as research universe projects of digital exhibitions of urban art. As a result, it has been found that the strategic use of information and communication technologies and the effective application of the standards of representation of works of art are determining factors for guaranteeing storage, retrieval and ubiquitous access to material cultural heritage. The graffiti document representation proposal presents the VRA Core - Resources Association Visual Version 4.0 data structure standard, due to its better adaptation to the description of the graffiti - type art manifestation, as it allows the correlation between work, image and collections. In this sense, it was possible to elaborate an application proposal containing three new descriptive elements: "cultural citation", "citation space" and "ideological citation" as a way to bring the context in which graffiti was created and present elements that make feasible the graffiti as material cultural heritage.
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41

Bluteau, Joshua Max. "Authenticity, performance and the construction of self : a journey through the terrestrial and digital landscapes of men's tailored dress." Thesis, University of St Andrews, 2018. http://hdl.handle.net/10023/16576.

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This thesis explores high-end and bespoke menswear, tailoring and fashion, asking the question - why do some men choose to spend large sums of money to have clothes made for them? Using tailors and high-end menswear as a lens, this thesis unpacks how men construct their notion of self in the digital and terrestrial worlds through the clothes that they wear and the identities they perform. Based on twelve months' terrestrial fieldwork in London and twenty-four months' concurrent digital fieldwork with Instagram, this thesis examines notions of dress, performance and the individual across a multi-dimensional fieldsite set within a blended digital and terrestrial landscape. The fieldwork comprised visiting and interviewing tailors, and observing inside their workshops and at their fashion shows. In addition, the analyst-as-client built relationships with tailors, and constructed a digital self within Instagram through the publication of self-portraits and images of clothing. This thesis is presented in four chapters, flanked by an Introduction and Conclusion. These chapters move from an exploration of terrestrial research in the first two, to an analysis of digital research in the latter two. Five major motifs emerge in this thesis: the importance of the anthropology of clothing and adornment within western society; the nature of the individual in a digitised world; the difficulty in conducting western-centric fieldwork without an element of digital analysis; a methodological restructuring of digital anthropology; and the idea that a digital self can acquire agency. This thesis employs a pioneering blended methodology which brings together the fields of digital anthropology, visual anthropology and material culture to question how selves are constructed in a rapidly changing and increasingly digitised modernity. In conclusion, the thesis argues that individuals construct multiple digital selves and a sense of identity (around the notion of 'authentic individualism') that is illusory.
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42

Fusari, Massimiliano. "Post-produced cultures : meta-images, aesthetics and the Hawzas." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15360.

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The present work explores my practice as a photojournalist researching anthropological issues in the Muslim world. I use the Hawzas, the Muslim Shi’a seminaries, as my case study to invite a visually informed approach to the human sciences, and promote a practical usage of aesthetics. Because of the dramatic disproportion between socio-cultural relevance and under-representation, the Hawzas offer an extremely valuable opportunity to research issues of Orientalism and Orientalist visual archives. By questioning my own fieldwork practice alongside the visual signification of the Hawzas, I reconnect the pre-production to the post-production phase, and encompass within it a shared outlook issues of both the Real and the represented. I posit the photograph within wider multimedia and multi-audience practices as a stand-alone communicative device and part of a montage to assess its communicative features in relation to the verbal as a caption, and to the visual, in montage. Through this, I distinguish a phenomenological framework of analysis to urge a radical rethinking of personal and social agencies, and suggest the notion of communicative hubs for today’s globalised identities. I evince the extent to which the digital is reshaping forms of visual-led and multimedia production, knowledge distribution and media consumption to finally contextualise the photograph as ‘semantics without ontology.’ I conclude by advocating my ideas of the ‘Meta- Image’ and ‘Public Cultures 2.0’ as two integrated formats for visual-led communication, digital media practice, social engagement and public impact as specifically addressing Muslim cultures.
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43

Rapoport, Robert S. "The iterative frame : algorithmic video editing, participant observation & the black box." Thesis, University of Oxford, 2016. https://ora.ox.ac.uk/objects/uuid:8339bcb5-79f2-44d1-b78d-7bd28aa1956e.

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Machine learning is increasingly involved in both our production and consumption of video. One symptom of this is the appearance of automated video editing applications. As this technology spreads rapidly to consumers, the need for substantive research about its social impact grows. To this end, this project maintains a focus on video editing as a microcosm of larger shifts in cultural objects co-authored by artificial intelligence. The window in which this research occurred (2010-2015) saw machine learning move increasingly into the public eye, and with it ethical concerns. What follows is, on the most abstract level, a discussion of why these ethical concerns are particularly urgent in the realm of the moving image. Algorithmic editing consists of software instructions to automate the creation of timelines of moving images. The criteria that this software uses to query a database is variable. Algorithmic authorship already exists in other media, but I will argue that the moving image is a separate case insofar as the raw material of text and music software can develop on its own. The performance of a trained actor can still not be generated by software. Thus, my focus is on the relationship between live embodied performance, and the subsequent algorithmic editing of that footage. This is a process that can employ other software like computer vision (to analyze the content of video) and predictive analytics (to guess what kind of automated film to make for a given user). How is performance altered when it has to communicate to human and non-human alike? The ritual of the iterative frame gives literal form to something that throughout human history has been a projection: the omniscient participant observer, more commonly known as the Divine. We experience black boxed software (AI's, specifically neural networks, which are intrinsically opaque) as functionally omniscient and tacitly allow it to edit more and more of life (e.g. filtering articles, playlists and even potential spouses). As long as it remains disembodied, we will continue to project the Divine on to the black box, causing cultural anxiety. In other words, predictive analytics alienate us from the source code of our cultural texts. The iterative frame then is a space in which these forces can be inscribed on the body, and hence narrated. The algorithmic editing of content is already taken for granted. The editing of moving images, in contrast, still requires a human hand. We need to understand the social power of moving image editing before it is delegated to automation. Practice Section: This project is practice-led, meaning that the portfolio of work was produced as it was being theorized. To underscore this, the portfolio comes at the end of the document. Video editors use artificial intelligence (AI) in a number of different applications, from deciding the sequencing of timelines to using facial and language detection to find actors in archives. This changes traditional production workflows on a number of levels. How can the single decision cut a between two frames of video speak to the larger epistemological shifts brought on by predictive analytics and Big Data (upon which they rely)? When predictive analytics begin modeling the world of moving images, how will our own understanding of the world change? In the practice-based section of this thesis, I explore how these shifts will change the way in which actors might approach performance. What does a gesture mean to AI and how will the editor decontextualize it? The set of a video shoot that will employ an element of AI in editing represents a move towards ritualization of production, summarized in the term the 'iterative frame'. The portfolio contains eight works that treat the set was taken as a microcosm of larger shifts in the production of culture. There is, I argue, metaphorical significance in the changing understanding of terms like 'continuity' and 'sync' on the AI-watched set. Theory Section In the theoretical section, the approach is broadly comparative. I contextualize the current dynamic by looking at previous shifts in technology that changed the relationship between production and post-production, notably the lightweight recording technology of the 1960s. This section also draws on debates in ethnographic filmmaking about the matching of film and ritual. In this body of literature, there is a focus on how participant observation can be formalized in film. Triangulating between event, participant observer and edit grammar in ethnographic filmmaking provides a useful analogy in understanding how AI as film editor might function in relation to contemporary production. Rituals occur in a frame that is dependent on a spatially/temporally separate observer. This dynamic also exists on sets bound for post-production involving AI, The convergence of film grammar and ritual grammar occurred in the 1960s under the banner of cinéma vérité in which the relationship between participant observer/ethnographer and the subject became most transparent. In Rouch and Morin's Chronicle of a Summer (1961), reflexivity became ritualized in the form of on-screen feedback sessions. The edit became transparent-the black box of cinema disappeared. Today as artificial intelligence enters the film production process this relationship begins to reverse-feedback, while it exists, becomes less transparent. The weight of the feedback ritual gets gradually shifted from presence and production to montage and post-production. Put differently, in cinéma vérité, the participant observer was most present in the frame. As participant observation gradually becomes shared with code it becomes more difficult to give it an embodied representation and thus its presence is felt more in the edit of the film. The relationship between the ritual actor and the participant observer (the algorithm) is completely mediated by the edit, a reassertion of the black box, where once it had been transparent. The crucible for looking at the relationship between algorithmic editing, participant observation and the black box is the subject in trance. In ritual trance the individual is subsumed by collective codes. Long before the advent of automated editing trance was an epistemological problem posed to film editing. In the iterative frame, for the first time, film grammar can echo ritual grammar and indeed become continuous with it. This occurs through removing the act of cutting from the causal world, and projecting this logic of post-production onto performance. Why does this occur? Ritual and specifically ritual trance is the moment when a culture gives embodied form to what it could not otherwise articulate. The trance of predictive analytics-the AI that increasingly choreographs our relationship to information-is the ineffable that finds form in the iterative frame. In the iterative frame a gesture never exists in a single instance, but in a potential state. The performers in this frame begin to understand themselves in terms of how automated indexing processes reconfigure their performance. To the extent that gestures are complicit with this mode of databasing they can be seen as votive toward the algorithmic. The practice section focuses on the poetics of this position. Chapter One focuses on cinéma vérité as a moment in which the relationship between production and post-production shifted as a function of more agile recording technology, allowing the participant observer to enter the frame. This shift becomes a lens to look at changes that AI might bring. Chapter Two treats the work of Pierre Huyghe as a 'liminal phase' in which a new relationship between production and post-production is explored. Finally, Chapter Three looks at a film in which actors perform with awareness that footage will be processed by an algorithmic edit.
The conclusion looks at the implications this way of relating to AI-especially commercial AI-through embodied performance could foster a more critical relationship to the proliferating black-boxed modes of production.
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44

Artrip, Ryan Edward. "Virulence and Digital Culture." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/80512.

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This dissertation is a theoretical study of the role of virality/virulence as a predominant technological term in the reproduction of social and cultural information in the digital age. I argue that viral media are not new phenomena, only the name is new. Media have always behaved as viruses; it is only when they become hyper-intensified in digital technology that their virulent function surfaces in language and culture. The project examines processes of self-replication and evolution undergone by various new media phenomena as they relate back to the global profusion of social networks, data centers, and cybernetic practices. Drawing from several contributions in media theory, political and social theory, and critical media studies, I argue that digital media have a hyper-intensifying effect on whatever objects, subjects, or realities they mediate or represent; thus networked societies are virulently swarmed by their own signs and images in information. Through an examination of three primary categories of digital proliferation—language, visuality, and sexuality—I situate digital culture in a framework of virulence, arguing that the digital may be best understood as an effect of cultural hyper-saturation and implosion. I argue that virulent media networking processes come to constitute a powerful cybernetic system, which renders the human subject a mere function in its global operations. Lastly, I begin to develop a political critique of cybernetics, claiming that the proliferation of information, digital media, and communicative/representational technologies in the contemporary world emerges through an intensified ideological, economic, social, cultural, and metaphysical framework of productivism. This intensification engenders a system, or series of communicational circuits, whereby all techno-subjective activities are strategically stimulated, networked, recorded, and algorithmically appropriated to strengthen and reproduce 1) a global productivist system of cybernetics; 2) The material and ideological conditions for such a system to exist and thrive; 3) limitless virtual and digital production.
Ph. D.
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45

Woods, Carrie L. "Visual Culture: A Case Study." Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1193266191.

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46

Duttlinger, Carolin. "Kafka, photography and visual culture." Thesis, University of Cambridge, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.615615.

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47

Harland, Faye. "Katherine Mansfield and visual culture." Thesis, University of Dundee, 2017. https://discovery.dundee.ac.uk/en/studentTheses/e2872ae4-1cb3-4efb-980f-01407629a6b1.

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The relationship between modernist fiction and visual culture has received substantial critical attention in recent years. However, many of the studies on this intermediality focus primarily on the drama, poetry, and novels of male authors, with Virginia Woolf being the only significant exception to this rule. I propose that this engagement with the visual in modernist fiction has a different social and cultural significance in the works of women writers. With reference to the short stories of Katherine Mansfield, I will explore the attempt to establish a female literary voice in what was perhaps the greatest transitory period for the role of women in the Western world. Although studies exist that consider the relationship between Mansfield’s writing and modern art and cinema, this thesis will provide a wider context for this period of cultural history. I take a variety of technological advancements into account, examining they ways in which they collectively provided the inspiration behind modernist literature’s new subjectivity of vision. As well as film, I will discuss the arts that developed prior to or alongside it, from the magic lantern to photography, and the impact they had on literature as writers sought new forms of representation. Furthermore, I believe that I will be able to examine this shift in cultural consciousness in a unique way through my focus on Mansfield, an author whose experimental work has received far less critical attention in terms of its engagement with other media than that of her contemporaries. Through reference to the visual arts, Mansfield was able to subjectively focalise her short stories through the eyes of her characters, presenting the ways in which women see and are seen in early twentieth-century society.
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48

Ritter, Amy B. "My Body In Visual Culture." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1398882692.

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49

Allen-Robertson, James. "Digital culture industry: a history of digital distribution." Thesis, University of York, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.546806.

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50

Bernardes, Saimon. "Mulheres digitais: uma tendência na comunicação visual pós-moderna." Pontifícia Universidade Católica do Rio Grande do Sul, 2007. http://hdl.handle.net/10923/2090.

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The objective of this work is to analyze how the postmodern visual communication is using digitally generated women in substitution of real women based on the methodology of the Hermeneutics of Depth by John B. Thompson (1995). Thus, initially it is presented the different forms that the human figure was represented at diverse moments of the art's history. After that, one verifies the principles of the hyperrealist art movement, presenting the work of some artists of the 1960's, as well as the work of Ron Mueck, an artist of the 1990's, also considered hypperrealist. Later is made an approach regarding the digital resources and its impact on the contemporary society. In this sense, the question of the human figure simulation is also approached presenting some techniques that had been developed, in attempt of representing the human being in the most realistic way as possible. After, the context of the after-modernity is analyzed that allows to verify which the existing characteristics in this context influences directly the visual communication. Finally, an analysis of the digital women in the after-modern visual communication, presenting its main characteristics and peculiarities. Moreover, a detailed analysis is made about two types of digital women who are being used in the context of the printed advertising and the televised journalism. With this approach is possible to see of a more detailed way, how the postmodern visual communication is making use of digital women and how the context where they are inserted influences directly its representations. Without concerning the possibility of having absolute answers, this text is an attempt to present a trend which, gradually, is being identified in different postmodernmedia.
Este trabalho tem por objetivo analisar como a comunicação visual pós-moderna está utilizando mulheres criadas digitalmente em substituição ao uso de mulheres reais baseados pela metodologia da Hermenêutica de Profundidade de por John B. Thompson (1995). Assim, tem-se inicialmente a apresentação das diferentes formas que a figura humana foi representada em diversos momentos da história da arte. Em seguida, verifica-se os princípios da tendência de arte hiperrealista, apresentando o trabalho de alguns artistas da década de 60, bem como o trabalho de Ron Mueck, artista da década de 90, também considerado hiperrealista. Depois fazse uma abordagem a respeito dos recursos digitais e seu impacto na sociedade contemporânea. Nesse sentido, aborda-se também a questão da simulação da figura humana apresentando algumas técnicas digitais que foram e são desenvolvidas, na tentativa de representar o ser humano da maneira mais realista possível. Após isso, analisa-se o contexto da pós-modernidade que permite verificar quais as características existentes nesse contexto, influenciam diretamente na comunicação visual. Por fim, realiza-se uma análise das mulheres digitais na comunicação visual pós-moderna, apresentando suas principais características e peculiaridades. Além disso, faz-se uma análise mais detalhada de dois tipos de mulheres digitais que estão sendo utilizadas no contexto da mídia impressa publicitária e no telejornalismo televisivo, o que possibilita mostrar de uma maneira mais detalhada, como a comunicação visual pós-moderna está fazendo uso de mulheres digitais e de que maneira o contexto em que estão inseridas influenciam diretamente na sua representação. Sem preocupar-se em ter respostas absolutas, o texto é uma tentativa de apresentar uma tendência que aos poucos está sendo identificada em diferentes meios de comunicação na pós-modernidade.
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