Journal articles on the topic 'Visual and digital culture'

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1

Fedorova, K. G. "DIGITAL CULTURE AS A VISUAL PRACTICE." Perspectives. Socio-political journal, no. 1 (2022): 109–14. http://dx.doi.org/10.24195/spj1561-1264.2022.1.15.

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Bastari, Rendy Pandita, Wahyu Lukito, and Fauzi Arif Adhika. "Internet Meme: A Virtual Visual Artefact of Digital Visual Culture." JURNAL RUPA 6, no. 1 (August 31, 2021): 16. http://dx.doi.org/10.25124/rupa.v6i1.2928.

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The internet is one of information, business and entertainment source to date. It’s also the apparatus for communication. Thus, the internet become one virtual world, it possessed almost the same mechanism as the real world, and subsequently rising new culture. One of the internet cultures is internet meme. Recent study conducted on internet meme conclude that the internet meme is another way of communication and the sample of the study is fairly obsolete. This study is an endeavor of new approach on internet meme, seeing it as a visual culture and phenomenon rather than mere communication phenomenon. This research also seeks to provide a novelty of understanding about internet memes. Three samples of internet meme were taken, ranging from 2018 to 2020. Samples is analyzed using visual methodology by looking at 3 sites of the sample image: production, image, and audience. Each of the sites contain 3 modalities: technology, compositionality, and social which will be elaborated through this study. The result of the study is that the internet meme can be a visual representation of important events from the history presented in more amusing way by people, although the communication aspect is still attached. The internet meme is also an attempt to respond an important historical event of their time in an amusing way.
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Karen T. Keifer-Boyd and Deborah L. Smith-Shank. "Born Digital: Visual Culture & Gender." Visual Arts Research 43, no. 1 (2017): 17. http://dx.doi.org/10.5406/visuartsrese.43.1.0017.

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Sweeny, Robert. "Digital Visual Culture: Of Possibilities and Power-Ups." Art Education 67, no. 2 (March 2014): 4–5. http://dx.doi.org/10.1080/00043125.2014.11519258.

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Agung, Lingga, and Novian Denny Nugraha. "Digital Culture and Instagram: "Aesthetics for All?"." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 93–98. http://dx.doi.org/10.37312/imoviccon.v1i1.7.

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Aesthetics is the study of beauty but in a cultural discourse is a representation of cultural expressions that mark its position in social reality. Thus, aesthetics is not a subjective expression of culture but rather a mechanism by which beauty is produced and distributed. The mechanism continues to operate even in a wider landscape such as in multidimensional technological space. This has resulted the aesthetic deconstruction because the norm operates differently. Instagram, which attracted latest generation, has birth a digital culture oriented to the new aesthetic visual forms. The aesthetic visual on Instagram constructed through visual production that is continuously interwoven with one another. The mechanism of cultural production in Instagram tends to deconstruct aesthetics as a norm. The public is more oriented to actions rather than philosophical contemplation. However, the mechanism of culture produces the discourse of aesthetics in Instagram still needs to explore. This research is important because we facing ‘loss of ideological and historical awareness’ of the aesthetics and aesthetics are the alternative to explore the nature of humanity. This research tries to explain how the aesthetics mechanism works on Instagram by virtual ethnography method and Bourdieu's ‘Capital Culture’ theory.
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Frankel, Susy. "Digital Copyright and Culture." Journal of Arts Management, Law, and Society 40, no. 2 (June 10, 2010): 140–56. http://dx.doi.org/10.1080/10632921.2010.486294.

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Blazhev, Boyan. "Visual Arts and Digital Technologies." Cultural and Historical Heritage: Preservation, Presentation, Digitalization 7, no. 2 (2021): 191–207. http://dx.doi.org/10.26615/issn.2367-8038.2021_2_018.

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With the advent and dissemination of digital technologies, devices and means in the middle of the twentieth century, dramatic changes occurred in all spheres of life. The data reporting environment is changing and the era of new media is approaching. Digital technologies and the global network have a fundamental impact on culture, traditions and art. In this context, in terms of visual art, digital technologies allow for the emergence of new artistic practices that take their place next to classical art activities. Leading the way is the idea that digital technology is not just a tool, but rather a creation process, thus focusing on the concept inspired by the digital context rather than on the means expressed. In modernity, visual art and scientific achievements live in harmony. Keywords: Digital Art; Art; Virtual Reality (VR); Technological Innovations; Net Art; Artificial Intelligence (AI); New Media Art
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ONG, Patricia A. L. "Visual Research Methods: Qualifying and Quantifying the Visual." Beijing International Review of Education 2, no. 1 (April 3, 2020): 35–53. http://dx.doi.org/10.1163/25902539-00201004.

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The role of visual research methods in ethnographic research has been significant, particularly in place-making and representing visual culture and environments in ways that are not easily substituted by text. Digital media has extended into mundane, everyday existences and routines through most noticeably the modern smartphone, social media and digital artefacts that have created new forms of ethnographic enquiry. Ethnographers have engaged in this relatively new possibility of exploring how social media and new technologies transform the way we view social realities through the digital experience. The paper discusses the possible role of visual research methods in multimethod research and the theoretical underpinning of interpreting visual data. In the process of interpreting and analysing visual data, there is a need to acknowledge the possible ambiguity and polysemic quality of visual representation. It presents selectively the use of visual methods in an ethnographic exploration of early childhood settings through the use of internet-based visual data, researcher and participant-generated visual materials and media, together with visual-elicited (e.g. drawings, still images, video clips) information data through several examples. This approach in ‘visualizing’ the curriculum also unveils some aspects of the visual culture or the ‘hidden curriculum’ in the learning environment.
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Harwood, Tracy. "Cocurated Digital Culture: Machinima." Leonardo 52, no. 2 (April 2019): 123–27. http://dx.doi.org/10.1162/leon_a_01328.

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This article explores hybrid curatorial practices that have developed around digital “socio-techno-cultural” practices such as machinima. Machinima is a creative cultural movement that has evolved considerably since its emergence in 1996. The article highlights interrelated themes of curatorial practice: coevolving sense-making and social consumption; creative cognition and exploratory visualization; technologies as cultural intermediaries; social products, materialized expression and collective memory; capturing contexts through cocuration; and sustainability and stability of cultural capital. The article concludes that curation is a process of continually evolving interpretation of the artifact, representing shifts in the technology landscape, network of community members and audience interactions.
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Kumar, Sudhir. "IMAGE, BRAND AND THE SACRED (INDIA)." International Journal of Research -GRANTHAALAYAH 3, no. 11 (November 30, 2015): 106–21. http://dx.doi.org/10.29121/granthaalayah.v3.i11.2015.2920.

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In the age of global digital revolution the ways of seeing things, the concept of visuality, frequency of images, their interplay and the multiplicity of their meaning have tended to become the culture of the day. Proliferation of screen culture, plethora of print images and the abundance of commercial visuals all around have caused an unprecedented changes in the methods of consuming images within the cultures. In India, where it is difficult to imagine a culture without images and visuals, ‘seeing’ consists more than what is commonly considered mere as ocular sight. ‘Seeing’ cannot be without ethics in India and images here always need a positive symbolism, and a sense of sacredness is always attached to the most of them. Branding in an age of visual proliferation has more to depend on the dynamics of images and the visual symbols which situate themselves at the liminal zones between consumers’ own real world and the virtual worlds of the brands projected by corporate sectors. This paper taking ethico-spiritual stance attempts at rethinking on the present approaches of branding in Indian context where consideration for dominant and diverse visual cultures appear to be pertinent.
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Dyak, Tetiana, Maksym Halchenko, Antonina Ilina, Galina Ilina, Nataliia Ivanova, and Olena Levchenko. "Some Peculiarities of Integrating Visual Literacy into the System of Modern Education." Revista Romaneasca pentru Educatie Multidimensionala 14, no. 1 (February 9, 2022): 322–38. http://dx.doi.org/10.18662/rrem/14.1/521.

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The study substantiates the importance of the application of visual literacy in the modern educational process in the era of dynamic development of information and digital technologies. The paper analyses their coming into everyday existence of society, which became a prerequisite for the formation of a digital person, Homo Digitalis. Having moved away from written culture, he was actively involved in the process of modern communication, which is mainly a culture of image and sound. In course of research the modern student is revealed to constantly use acquisition of the multimedia language of the screen, significantly complementing the textual educational content with visual images. The problems of modern education are described in the context of the potential of digital culture, where the student faces audio-visual environment. The assertion of digital socialization shapes a digital identity of Homo Digitalis, which independently creates and controls his own informal educational strategies, the implementation of which requires a new kind of literacy. Discovering the essence of the concept of literacy corresponding to its other narratives revealed the meaning and purpose of visual literacy. The importance of its separation is caused by the inherent for the digital society gap between verbal and visual cultures, the growth of experience of human interaction with the virtual environment. Visual literacy develops the ability to think and express thoughts through images. Furthermore, the knowledge that characterizes visually literate students is revealed, arguments in favour of the screen definition of visual literacy are distinguished, its standards are identified and analysed as well. The research findings prompt the conclusion that modern education should orient teachers and students to new ways and factors of the educational process, where visual literacy is highly ranked. Its active implementation provides prospects for further improvement of education and productive person’s development.
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Lewis, India. "8Visual Culture." Year's Work in Critical and Cultural Theory 27, no. 1 (2019): 141–59. http://dx.doi.org/10.1093/ywcct/mbz008.

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Abstract This chapter addresses books published in the field of visual culture in 2018 and is divided into three sections: 1. Art and the Internet; 2. Art and Society, and 3. Artists and Their Environment. The books under review cover a broad range of subjects within their specialities, but reflect general trends in contemporary writing and study in the field of visual culture. The first section explores how art critics and those in the field are continuing to deal with visual culture’s relationship with the Internet and digital media (Daniel Birnbaum, Michelle Kuo, eds. More Than Real: Art in the Digital Age; Eva Respini, ed., Art in the Age of the Internet: 1989 to Today). The second section looks at books about art in the social sphere (Kim Snepvangers and Donna Mathewson Mitchell, eds., Beyond Community Engagement: Transforming Dialogues in Art, Education, and the Cultural Sphere; Ole Marius Hylland and Erling Bjurström, eds., Aesthetics and Politics: A Nordic Perspective on How Cultural Policy Negotiates the Agency of Music and Arts; Gary Alan Fine, Talking Art: The Culture of Practice and the Practice of Culture in MFA Education). The third and final section looks at how artists negotiate their environment, responding to and altering their surroundings (Sarah Lowndes, Contemporary Artists Working Outside the City: Creative Retreat; Gabriel N. Gee and Alison Vogelaar, eds., Changing Representations of Nature and the City: The 1960s–1970s and Their Legacies).
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Bakulev, Gennady P. "Cinematic media in digital culture." Journal of Flm Arts and Film Studies 11, no. 1 (March 15, 2019): 8–14. http://dx.doi.org/10.17816/vgik1118-14.

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Periods of important technological changes greatly influence film theory, as new films usually raise the key question: what is actually a film? This problem has been discussed by film theorists over many decades. Todays film industry, in which digital technology is being successfully integrated in the traditional narrative media and combined with the established visual paradigms, clearly demonstrates how classical artistic approaches can go along with new technical developments. Contemporary documentary cinema is a vivid example of the ways in which digital technology can expand and deepen the area of cinematic media. Basing themselves mostly on traditional formats, media makers create products which could be rightfully considered as new genres. By restructuring cinemas borders film scholars widen the scope of their studies. One of the ideas attracting their attention is that of expanded cinema. This concept, suggested by Gene Youngblood, is usually related to experimental media, in which the perceptive context is the key aspect of artistic creativity. The principal task of film researchers has been to follow the continually changing horizons of cinema in the context of film history. New schemes of development often create new problems which can be solved only by means of new critical tools.
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Pratama, I. Gede Yudha. "REVITALIZATION OF MESATUA BALI CULTURE THROUGH THE DIGITAL MEDIA." ARTic 3 (March 15, 2019): 135–53. http://dx.doi.org/10.34010/artic.2019.3.2521.135-153.

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This research was compiled based on a visual design study on the revitalization of the Mesatua Bali culture which was divided into 3 (three) periods, namely: the first Balinese Mesatua (oral) culture, the second period Mesatua Balinese culture (written literature), and the third period Mesatua Bali culture (digital visual). The Mesatua Bali culture is an oral tradition culture carried out by parents to their children. In this study begins by sharpening the substance and structure of research problems designed through the structure of the thinking of researchers. The design of the structure of thought focuses on the purpose of research, namely, to find out the causes and consequences of changes in the revitalization of Balinese Mesatua culture. The method used in this study is descriptive qualitative method, in order to meet objective data needs in conducting studies on the revitalization of Balinese Mesatua culture, this study uses data collection techniques through observation, interviews, and documentation. Surgery for object research is carried out starting from observing aspects of actors, technology and targets. Furthermore, an analysis of the stimuli generated starting from space, time and atmosphere (desa-kala-patra) and the human sensory field. In the final stage a study of visual elements in visual objects is carried out starting from the composition of balance, continuity, combination, unity, typography to color. Then it is compared based on each period of the object of research with 3 (three) levels of values, namely, essential, important, and desirable to analyze aspects that influence the revitalization of the Balinese Mesat culture and dissect what are new, what remains, what was lost, and what changed from the 3 (three) periods to the revitalization of the Balinese Mesatua culture. The results of this study indicate that there is a phenomenon of change in each period from the revitalization of Balinese Mesatua culture. The phenomenon of changes occurring in the revitalization of the Balinese culture from oral to become a visual form (design) is influenced and dilaterbelak by several factors, namely: factors of actors, target factors, technological factors along with factors of space, time, atmosphere (desa-kala-patra) different in each period.
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Pratama, I. Gede Yudha. "REVITALIZATION OF MESATUA BALI CULTURE THROUGH THE DIGITAL MEDIA." ARTic 3 (March 15, 2019): 135–53. http://dx.doi.org/10.34010/artic.v3i0.2521.

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This research was compiled based on a visual design study on the revitalization of the Mesatua Bali culture which was divided into 3 (three) periods, namely: the first Balinese Mesatua (oral) culture, the second period Mesatua Balinese culture (written literature), and the third period Mesatua Bali culture (digital visual). The Mesatua Bali culture is an oral tradition culture carried out by parents to their children. In this study begins by sharpening the substance and structure of research problems designed through the structure of the thinking of researchers. The design of the structure of thought focuses on the purpose of research, namely, to find out the causes and consequences of changes in the revitalization of Balinese Mesatua culture. The method used in this study is descriptive qualitative method, in order to meet objective data needs in conducting studies on the revitalization of Balinese Mesatua culture, this study uses data collection techniques through observation, interviews, and documentation. Surgery for object research is carried out starting from observing aspects of actors, technology and targets. Furthermore, an analysis of the stimuli generated starting from space, time and atmosphere (desa-kala-patra) and the human sensory field. In the final stage a study of visual elements in visual objects is carried out starting from the composition of balance, continuity, combination, unity, typography to color. Then it is compared based on each period of the object of research with 3 (three) levels of values, namely, essential, important, and desirable to analyze aspects that influence the revitalization of the Balinese Mesat culture and dissect what are new, what remains, what was lost, and what changed from the 3 (three) periods to the revitalization of the Balinese Mesatua culture. The results of this study indicate that there is a phenomenon of change in each period from the revitalization of Balinese Mesatua culture. The phenomenon of changes occurring in the revitalization of the Balinese culture from oral to become a visual form (design) is influenced and dilaterbelak by several factors, namely: factors of actors, target factors, technological factors along with factors of space, time, atmosphere (desa-kala-patra) different in each period.
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Lawrie, Magnus. "Trash Versionality for Post-Digital Culture." A Peer-Reviewed Journal About 3, no. 1 (June 1, 2014): 42–55. http://dx.doi.org/10.7146/aprja.v3i1.116085.

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This article attempts an overview of phenomena, which exemplify informational and conceptual instances (or ‘versions’) characteristic of current ‘post-digital’ conditions. By counter-posing a variety of material, I aim to explore the role and position of different kinds of images (foremost social and visual) as they constitute post-digital relations. These are relations in which the primacy of computerized digital objects is moot. The versions presented in this text are the social, cultural and organizational confluences which find expression in differing data formats — originals and copies subject to fluctuating, moment-to-moment alteration. Together with the growth in communication and exchange, these versions imply a continual re-writing of the standards affecting social and network-based encounter. The processes renew shared conceptions and pictures, prompt self-reflection and pose the questions, “whose truth?” and, “whose value(s)?”
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Киндиа, Самаке. "DIGITAL REVOLUTION AND ELECTRONIC CULTURE." Вестник Тверского государственного университета. Серия: Философия, no. 3(53) (October 30, 2020): 58–66. http://dx.doi.org/10.26456/vtphilos/2020.3.058.

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В статье анализируется сущность понятия «цифровая революция» и ее проявления. Делается вывод, что следствием цифровой революции стало возникновение и развитие нового типа культуры - электронной культуры. Ее особенностями являются доступность, дистанционность, стирание различий между объектом и субъектом, расширение их степени свободы, доминирование визуального над знаково-символическим, динамичность, усиление роли виртуальной реальности в бытии человека и общества, ориентация на игровую деятельность. Автор показывает, что электронная культура выполняет все основные функции, присущие феномену культуры, и имеет две разновидности: культуру, являющуюся электронной по своей форме, и культуру, которая является электронной и по форме, и по содержанию. University of social Sciences and management of Bamako, Republic of Mali The article analyzes the essence of the concept of «digital revolution» and its manifestations. It is concluded that the digital revolution resulted in the emergence and development of a new type of culture - electronic culture. Its features are accessibility, distance, blurring the differences between the object and the subject, expanding their degree of freedom, the dominance of the visual over the symbolic, dynamism, strengthening the role of virtual reality in the existence of man and society, orientation to gaming activities. The author shows that e-culture performs all the main functions inherent in the phenomenon of culture and has two varieties: culture, which is electronic in its form, and culture, which is electronic in its form and content.
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Lv, Hai Jing, and Zhen Kun Han. "Study on Optimization Algorithm of Hub Nodes Based on Digital Guide Technology." Applied Mechanics and Materials 513-517 (February 2014): 2329–33. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.2329.

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According to the visibility of regional culture in city architectural planning and design, combining with the visual system of metabolic network in the chemical reactions of biological, a digital oriented model is presented, and the regional culture of city construction planning is as the visual target. The general topology information can adjust some concrete parameters, to improve the quality of the visual layout. In addition, because metabolic networks have the scale-free network characteristics, we is according to the scale-free characteristic of metabolic networks in the visual effect, we propose an optimization system for hub node, making the more prominent visual effect of the regional culture.
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Killeen, Padraic. "Burned Out Myths and Vapour Trails: Vaporwave’s Affective Potentials." Open Cultural Studies 2, no. 1 (December 1, 2018): 626–38. http://dx.doi.org/10.1515/culture-2018-0057.

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Abstract As a “born digital” audiovisual music genre and visual aesthetic, vaporwave channels remnants of popular culture, advertising, and consumer technology from the 1980s and early 1990s. retrieving the strange sense of affective potential that still echoes within the outmoded, depleted myths of that era. In doing so, it opens up a unique vantage-point on our present moment, and our contemporary attachments to digital media and a still unrelenting consumer culture. Just as Walter Benjamin believed “revolutionary energies” to resound in the outmoded objects of nineteenth century culture, vaporwave invites us to recognise the affective potentials still incipient in the sounds and images of the recent past and, in doing so, to acknowledge the affective potential available in our own cultural moment.
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Lopes, Fernando. "Imagem digital: a representação imagética das redes digitais através da experiência Google Arts and Culture." Vista, no. 2 (June 26, 2018): 246–63. http://dx.doi.org/10.21814/vista.3005.

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O presente artigo parte de um relato acerca das imbricações entre imagem, cultura e tecnologia em especial seus reflexos na digitalização das imagens, para então traçar uma reflexão sobre o digital como (re)significador da cultura imagética. Busca-se, com este trabalho, ratificar a influência da tecnologia, da memória visual e informacional na construção dos valores culturais contemporâneos. Será apresentada também uma reflexão sobre a aura benjaminiana em uma dinâmica imagética digital. O pano de fundo no qual se desenvolve o presente artigo são as evoluções tecnológicas, que ampliam o imagético, a memória e o imaginário contemporâneos e tornam possíveis as profundas mudanças sociais e culturais vivenciadas pela sociedade ocidental contemporânea. Por fim é traçada uma breve análise sobre a imagem digital como um elemento cultural inovador capaz de produzir uma experiência cultural híbrida através da fusão entre o visual e o virtual-digital.
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Jia, Zhixiong, and Yingfa Yang. "Research on Promoting Visual Communication of Local Folk Culture by Using Digital Technology." Scientific Programming 2022 (January 20, 2022): 1–12. http://dx.doi.org/10.1155/2022/8058390.

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Through the visual analysis of local customs and cultures by using digital technology, the total index of digital artificial intelligence, the environmental support of artificial intelligence (AI), and the competitiveness of AI industry have developed well, while the creativity of AI knowledge has developed steadily. According to the survey of digital technology audience education, it can be seen that the respondents with high school to undergraduate education have a higher audience rate of digital technology, while those with other academic qualifications have a lower audience rate, so digital technology can be popularized through education. Through the investigation of audience jobs, it is known that most of the audience of digital technology are engaged in enterprise staff, but they are less exposed to digital technology in political party organs. It can be seen that the loading time of visual images after clustering processing will be reduced by about 200 compared with that without clustering processing, which greatly improves the efficiency of visual graphics loading. As well as the analysis of the development of visualization, we can see that from the sixteenth century to the present, the visualization efficiency has increased from about 50% to 98%, which greatly improves the efficiency. According to the survey of local folk customs, from 2013 to 2019, local residents’ awareness of local folk customs has been continuously improved, from 30% to about 48%, while the awareness of completely unclear folk customs has dropped from 10% to about 1%. Through the investigation of local folk culture, it can be seen that in the promotion of local folk culture, the governance system and measures are insufficient, and the governance effect cannot be effectively fed back.
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Baetens, Jan. "Selling Digital Music, Formatting Culture." Leonardo 50, no. 1 (February 2017): 108–9. http://dx.doi.org/10.1162/leon_r_01369.

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Gértrudix-Barrio, Manuel, and Felipe Gértrudix-Barrio. "The utility of musico-visual formats in teaching." Comunicar 17, no. 34 (March 1, 2010): 99–107. http://dx.doi.org/10.3916/c34-2010-02-10.

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The paper discusses the educational potential of popular culture through the use didactic formats musicovisual interaction in the classroom. It is believed that popular culture, specifically music, is a particularly useful tool for learning. Considered by learning skills, and its current deployment in International educational systems. Especially, its implementation in the education Systems in Europe and Spanish. We live in a technological society, and therefore it is necessary to extend the concept of literacy to digital literacy. Elements of popular culture that are common for young people, such as video clips, should be incorporated. We analyze the competency learning proposals made by the OECD through the DESECO Project or the European framework defined by the recommendation of the European Parliament and Council. These proposals provide a starting point to establish an initial strategy, from the discursive dimension of interaction musicovisual formats, allowing for effective work in the classroom. For this reason, the article evaluates formats musico-visual interaction as teaching aids to serve a critical digital literacy. It also explores some specific contributions to the development of competencies in compulsory Secondary Education. General proposals are made to enable teachers to understand how to use these formats musico-visual interaction in their classroom to work general competencies. Desde los presupuestos del aprendizaje por competencias, y su actual implantación en la mayor parte de los sistemas educativos internacionales, el artículo analiza la potencialidad educativa de la cultura popular a través de la utilización didáctica de los formatos de interacción músico-visual en el aula. Se defiende la necesidad de permear el concepto de alfabetización, integrando en el mismo los elementos que conforman el actual escenario de una sociedad digital altamente tecnológica, al tiempo que se recupera e inserta en el discurso de la escuela y en los procesos de aprendizaje que ésta motiva, los productos culturales que forman parte de la vivencia cotidiana de los adolescentes. El análisis de las propuestas de aprendizaje por competencias realizadas, entre otros, por la OCDE a través del Proyecto DESECO o el marco de referencia europeo definido a través de la recomendación del Parlamento y el Consejo Europeo, sirven de punto de partida para establecer una estrategia inicial que, desde la dimensión discursiva de los formatos de interacción músico-visual, permita un trabajo eficaz en el aula. Así, se evalúa la oportunidad que estos formatos de interacción músico-visual, y concretamente los videoclips, ofrecen como medios didácticos al servicio de una alfabetización digital que fomente un espíritu crítico, y se exploran algunas contribuciones concretas que se vislumbran en el desarrollo de competencias generales en Educación Secundaria Obligatoria.
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Fackler, Katharina. "Of Stereoscopes and Instagram: Materiality, Affect, and the Senses from Analog to Digital Photography." Open Cultural Studies 3, no. 1 (January 1, 2019): 519–30. http://dx.doi.org/10.1515/culture-2019-0045.

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Abstract This article addresses popular claims that photography has been “dematerialized” in the digital era. It engages a wide range of critical writings about photography from the early 19th to the 21st century to demonstrate that different versions of these claims have always formed an important part of photography criticism. However, rather than doing justice to photographs’ materiality or their complex entanglements with what has been considered material and immaterial, human and nonhuman, they have tended to somewhat limit our understanding of the medium’s material, sensory, and affective valences. This article argues that a sustained engagement between visual culture studies, sensory studies, and the new materialisms can help us understand more fully both analog and digital photography’s contingent position within the material world, varying sensory ideologies, and different subjectivities.
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Budde, Antje, and Sebastian Samur. "Making Knowledge/Playing Culture." Theatre Research in Canada 40, no. 1-2 (March 20, 2020): 83–101. http://dx.doi.org/10.7202/1068259ar.

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(A project of the Digital Dramaturgy Lab at the Centre for Drama, Theatre and Performance Studies, University of Toronto) This article discusses the 2017 festival-based undergraduate course, “Theatre Criticism and Festival Dramaturgy in the Digital Age in the Context of Globalization—A Cultural-Comparative Approach” as a platform for experiential learning. The course, hosted by the University of Toronto’s Centre for Drama, Theatre and Performance Studies, and based on principles of our Digital Dramaturgy Lab, invited a small group of undergraduate students to critically investigate two festivals—the Toronto Fringe Festival and the Festival d’Avignon—in order to engage as festival observers in criticism and analysis of both individual performances and festival programming/event dramaturgy. We argue that site-specific modes of experiential learning employed in such a project can contribute in meaningful ways to, and expand, current discourses on festivalising/festivalization and eventification through undergraduate research. We focus on three modes of experiential learning: nomadic learning (learning on the move, digital mobility), embodied knowledge (learning through participation, experience, and feeling), and critical making (learning through a combination of critical thinking and physical making). The article begins with a brief practical and theoretical background to the course. It then examines historical conceptions of experiential learning in the performing arts, including theoriesadvanced by Burnet Hobgood, David Kolb and Ronald Fry, and Nancy Kindelan. The importance of the festival site is then discussed, followed by an examination of how the festivals supported thethree modes of experiential learning. Samples of student works are used to support this analysis.
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Tan, Sarah. "Childhood in the age of digital culture." Youth Theatre Journal 35, no. 1-2 (January 29, 2021): 1–14. http://dx.doi.org/10.1080/08929092.2020.1824950.

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Venkova, Alina V. "DIGITAL PRIMITIVISM: PRESERVATION AND DISTRIBUTION OF IMAGES IN CONTEMPORARY VISUAL CULTURE." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 36 (2019): 22–30. http://dx.doi.org/10.17223/22220836/36/3.

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Fetveit, Arild. "Reality TV in the digital era: a paradox in visual culture?" Media, Culture & Society 21, no. 6 (November 1999): 787–804. http://dx.doi.org/10.1177/016344399021006005.

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Yuen Thompson, Beverly. "The Tattoo Project: Commemorative Tattoos, Visual Culture, and the Digital Archive." Contemporary Sociology: A Journal of Reviews 47, no. 5 (August 28, 2018): 570–72. http://dx.doi.org/10.1177/0094306118792220h.

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Miller, John. "The Tattoo Project: Commemorative Tattoos, Visual Culture and the Digital Archive." Fashion Theory 24, no. 3 (July 8, 2019): 455–60. http://dx.doi.org/10.1080/1362704x.2019.1636585.

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T. F. Poon, Stephen. "Visual-Based Representation and Mediation in Digital Culture Impacts Political Participation, Issue Advocacy and Campaigning for Social Change." International Journal of Culture and History (EJournal) 1, no. 1 (2015): 71–75. http://dx.doi.org/10.18178/ijch.2015.1.1.013.

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Zhang, Xuefei. "The Application of Post-Humanism in Digital Media Visual Design——Cyberpunk 2077 as an Example." SHS Web of Conferences 155 (2023): 02005. http://dx.doi.org/10.1051/shsconf/202315502005.

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This paper answers the meaning of “post-humanism” and explains the characteristics of Cybopunk digital media style under the influence of post-humanism. Based on this, we analyze the application of this art style in games by taking Cybopunk 2077 as an example. Finally, I will explain the value of posthumanism to modern media technology and digital culture. To explain the value of post-humanism in modern media technology and digital culture is to better convey the art philosophy of “post-humanism” and the artistic attitude behind it to the public, promote the development of media technology, and further promote and expand the diversity of digital culture.
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Anna Yu., Demshina. "Network culture and two vectors of development of visual arts." Vestnik of Saint Petersburg State University of Culture, no. 1 (50) (2022): 31–37. http://dx.doi.org/10.30725/2619-0303-2022-1-31-37.

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In the article, from the standpoint of the theory of network culture and the concept of «symbolic capital» by P. Bourdieu, the processes taking place in visual art practice under the influence of the development of the Internet are considered. Contemporary art practices and digital art explore the same symbolic capital from different conceptual positions. For contemporary artistic practice, the critical theory and idea of D. Kossuth about the search for the boundaries of art as such, the study of the socio-cultural reality of the here-and-now, and the formulation of the principles of identity remain the main ones. In digital practices, the focus is on the search for an individual style through the study of the structural features of the artistic language itself, autonomy from verbal commentary. The presence of these vectors is also associated with the redistribution of power capital under the influence of the development of network culture and the Internet, when the museum and gallery sphere is not able to control all the processes taking place in art practice. Not one of the participants in artistic communication possesses the integrity of power. Networks today have become a platform with their own power and authority. At the same time, rules from offline flow into the virtual environment and new restrictions are created, related both to the ontological features of digital logic and to the work of online communities.
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Zhang, Zhen, and Jianwei Ban. "Aesthetic Evaluation of Interior Design Based on Visual Features." International Journal of Mobile Computing and Multimedia Communications 13, no. 2 (April 2022): 1–12. http://dx.doi.org/10.4018/ijmcmc.293752.

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In the modern context, interior design has inevitably become a part of social culture. All kinds of modeling, decoration and furnishings in modern interior space show people's pursuit and desire for a better life. These different styles of modern interior design rely on science and technology, utilize culture and art as the connotation. Its development often reflects the cultural spirit of a nation. The aesthetic evaluation plays an important role in the modern interior design. With development of derivative digital devices, a large number of digital images have been emerged. The rapid development of computer vision and artificial intelligence makes aesthetic evaluation for interior design become automatic. This paper implements an intelligent aesthetic evaluation of interior design framework to help people choose the appropriate and effective interior design from collected images or mobile digital devices.
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POON, STEPHEN T. F. "DATA VISUALISATION AND VISUAL DESIGN FOR INFORMATION EXTRACTION IN TRADITIONAL PRINT PUBLICATION AND DIGITAL CULTURE." Quantum Journal of Social Sciences and Humanities 2, no. 6 (November 18, 2021): 73–88. http://dx.doi.org/10.55197/qjssh.v2i6.108.

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The subject of this study is on information design and data visualisation. The aim of research is to understand perspectives of visual design in improving critical visual literacy. The objective of study is to identify various perspectives towards critical visual literacy among audiences who have access to print publications, but who are increasingly migrating to digital media platforms. In the overview of literature, this paper will be reviewing a wide range of scholarly works from authors who have effectively identified the role of data visualisation in audiences’ use of print and digital media to extract information. A mixed-methods approach is utilised for research methodology. The first method is a case study of a century-old natural science publication. German biologist Ernst Haeckel’s 1904 double volume of lithographic prints, Art Forms in Nature, will be critically discussed. The second method presents the results of a survey of Malaysian audiences’ attitudes and perceptions towards visual information, and the key factors that foster and hinder information extraction and medium use, specifically aspects of convenience and layout design. Respondents were also queried on the functionality and importance of digital media for the purpose of knowledge, research and information gathering. Analysis of survey findings show that there is still a limited scope of understanding audiences’ challenges with both lexical (reading) and visual literacies. This dilemma is essential for visual designers to acknowledge, in the context of mapping the functions of data visualisation for designing information in publications. Among commercial publishers, particularly those in digital publication sectors, the current impact of digital visual culture on traditional print publication suggests that this dilemma must be further studied to understand future implications of data visualisation and visual design on audiences seeking knowledge and information. Some recommendations will be provided.
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Plenković, Mario, and Daria Mustić. "Media communication and cultural hybridization of digital society." Media, culture and public relations 11, no. 2 (September 30, 2020): 151–60. http://dx.doi.org/10.32914/mcpr.11.2.3.

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The paper is analyzing basic operative terms of visual communication in contemporary digital media environment, which determinates analytical units of media communication and the new culture of communicating and message dissemination. Theory discussion is conducted by diachronic and synchrony analysis of elements of visual communication in digital environment and theory of public action. The main goal is to establish new communicative paradigm of media communication which includes the evaluation of digital skills, media literacy and the characteristics of the new hybrid dig-ital society. Authors observe modern media communication and visual digitalization, not only in technical sense of transmission and adjustment of analog signal into digital signal, but also, simultaneous development of digital culture and adaptation of media content, media production and distribution of content to the new web environment (Web 2.0, Web 3.0, Web 4.0 and theoretical possibilities of so called Web 5.0) de-riving the new contexts of social power.
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Hatami, Wisnu. "Popular culture of Japanese anime in the digital age and the impact on nationalism of young Indonesian citizens." Journal of Social Studies (JSS) 14, no. 1 (September 28, 2018): 37–47. http://dx.doi.org/10.21831/jss.v14i1.21652.

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This research explores the impact of Japanese popular culture in digital era to Indonesia’s young citizen nationalism. Globalization make a life easier, include how to get information. With the digital era, people could get information in another country very fast and the research between globalization and nasionalism growing. This paper based on research of phenomenology about Anime’s Japanese popular culture of Association of Highschool Nihon No Kurabu in Bandung. The amount of informants is twelve and the data collected through interview, observation and documentation study. The result of the research showed that anime’s Japanese popular culture interested informants with the value, character, visual and storyline in that anime. Then, the informants would study about another Japanese popular culture than Indonesia’s traditional cultures.
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Ayton-Shenker, Diana. "Humanizing Digital Culture with Wisdom VR." Leonardo 55, no. 1 (2022): 2. http://dx.doi.org/10.1162/leon_e_02168.

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Zerené Harcha, Joaquin, and Paula Cardoso Pereira. "Revolutions of Resolution." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 12, no. 1 (March 21, 2014): 315–27. http://dx.doi.org/10.31269/triplec.v12i1.510.

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Digital technologies have profoundly transformed the process of production and transmission of visual information and images. From a critical perspective on visual culture this article proposes an analysis of low-resolution digital images, here treated as poor images (Steyerl), in today’s “class society of images”. Resolution refers to a material dimension of images that needs to be explored. A critical approximation to the role of poor images in today’s transnational and global communication asks for a focus on their modes of circulation, politics of accessibility and property rights as well as on the role of materiality in the economy of contemporary visual culture.
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Zerené Harcha, Joaquin, and Paula Cardoso Pereira. "Revolutions of Resolution." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 12, no. 1 (March 21, 2014): 315–27. http://dx.doi.org/10.31269/vol12iss1pp315-327.

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Digital technologies have profoundly transformed the process of production and transmission of visual information and images. From a critical perspective on visual culture this article proposes an analysis of low-resolution digital images, here treated as poor images (Steyerl), in today’s “class society of images”. Resolution refers to a material dimension of images that needs to be explored. A critical approximation to the role of poor images in today’s transnational and global communication asks for a focus on their modes of circulation, politics of accessibility and property rights as well as on the role of materiality in the economy of contemporary visual culture.
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41

Batchelor, Bob. "Digital Technology and Teaching American Culture." Journal of American Culture 34, no. 1 (January 2011): 49–55. http://dx.doi.org/10.1111/j.1542-734x.2011.00763.x.

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42

CRĂCIUNESCU, Ana. "Archetypal Aspects of Visual Intertextuality in Digital Advertising." Journal of Media Research 14, no. 2 (40) (July 15, 2021): 123–32. http://dx.doi.org/10.24193/jmr.40.7.

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The semiotic decodification of advertising signs through a col- lective unconscious in the digital era is a reflection of previous individual consumption of popular culture. As a result, advertising is an impure image that contains preexisting replicated visual symbols. This visual intertextu- ality will be at the core of our archetypal approach in advertising. Based on Discourse Analysis research methodology, we have opted for a corpus of digital ads that not only showcase recent creativity in the field, but also witness the development of what we shall encapsulate under the syntagma of ‘the second generation of archetypes’. Our main aim is to demonstrate that the collective unconscious as described by Jung has changed since the apparition of infinitely replicated objects of representation through media. The Discourse Analysis will provide an interpretation residing in three in- tertextual thematic archetypes touching literature, politics and art.
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브렌트윌슨 and 이재영. "Living in a Digital Art World: Visual Culture and Pedagogy on Polyvore." Journal of Research in Art Education 11, no. 2 (July 2010): 1–38. http://dx.doi.org/10.20977/kkosea.2010.11.2.1.

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Olson. "Tensions in the Third Space: Examining the Digital Visual Culture of Teenagers." Visual Arts Research 42, no. 1 (2016): 8. http://dx.doi.org/10.5406/visuartsrese.42.1.0008.

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Akhaeva, Kristina G., Maria N. Dolgich, and Veronika A. Kudinova. "RANDOMLY EFFECTS IN CONTEMPORARY VISUAL CULTURE: DOMINATION OF DIGITAL AND ANALOGUE MEDIA." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 20(4) (December 1, 2015): 79–90. http://dx.doi.org/10.17223/22220836/20/11.

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Sperling, Joy. "From Magic Lantern Slide to Digital Image: Visual Communities and American Culture." Journal of American Culture 31, no. 1 (March 2008): 1–6. http://dx.doi.org/10.1111/j.1542-734x.2008.00659.x.

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Chen, Shaopeng. "Book review: Chinese Animation, Creative Industries, and Digital Culture." Animation 14, no. 2 (July 2019): 166–69. http://dx.doi.org/10.1177/1746847719856176.

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Pérez Escoda, Ana, Maria José Brites, and Inês Amaral. "Cultura visual, digital e mediática: Imagens entre gerações." Vista, no. 4 (July 30, 2019): 7–11. http://dx.doi.org/10.21814/vista.3012.

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O contexto social marcado pela cultura de convergência mediática, em conjunto com a proliferação dos dispositivos digitais ligados à internet e a sua penetração junto da população conferiram relevância, mais do que nunca, à cultura mediática e visual. Meios digitais e imagens conduziram aos estudos das práticas de consumidores e produtores de imagens, de acordo com os aspetos sociais e os contextos culturais inerentes, dando lugar a um novo ecossistema cultural (Buckingham, 2003; Koltay, 2011).
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Khoroshilov, D. A. "Digital mind: mediatization of social cognition in culture, science and art." Social Psychology and Society 10, no. 4 (2019): 9–22. http://dx.doi.org/10.17759/sps.2019100402.

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Psychology of social cognition as the construction of the image of the social world requires addition of the concept of deep mediatization (N. Couldry, A. Hepp). In the frames of modern sociology and cultural-historical psychology it should be talked about the mediatized construction of the image of the world, mediated by the language of mass communication. The code of media language — not verbal, but visual — is analyzed in the epistemological and methodological contexts of the visual turn in the humanities. The realization of this trend in Russian psychology is the aesthetic paradigm of the everyday life (T. Martsinkovskaya, M. Guseltseva, D. Khoroshilov). Its main idea is the comparative analysis of the languages of the scientific concepts and art and media images, what allows to explicate visibility optics of the everyday life in the modern society. The article concludes with the aesthetics and psychological explanation of the phenomena of deep mediatization of social cognition from Nicola Gogol to the popular TV series «Black mirror».
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Klima, Gábor. "Digital Creativity Development in an E-learning Environment – A 3D Design Project." Central European Journal of Educational Research 3, no. 3 (November 29, 2021): 49–54. http://dx.doi.org/10.37441/cejer/2021/3/3/10016.

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During the pandemic, arts disciplines had to seek new paths for creation to continue visual skills development outside the studio. ICTs offer a natural tool set for individual and collaborative work and sharing online. 3D design and the development of digital creativity can represent new directions for Hungarian art education and its major discipline called Visual Culture. With this tool, visual art education can proceed on the bumpy road to teach the visual language of the 21st century. Certainly, technological focus is not the only option for progress in art education. Nevertheless, if we look for possible directions for renewal, we cannot ignore the use of software products that support visual creativity,and are becoming more and more easily available, simpler and free of charge. This paper focuses on the pedagogical possibilities of 3D printing. We present an experimental program with secondary school students aged 16 years, that started and ended face-to-face and was partly realised online. As the project manifests a creative synergy of Visual Culture and Information Technology disciplines that may be of interest for art and ICT educators as well.
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