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Le travail de l’artiste huron-wendat Pierre Sioui est assez méconnu au Québec. Prolifique dans les années 1980 et ayant exposé aux quatre coins du Canada ainsi qu’aux États-Unis, Sioui a ensuite totalement disparu du milieu des arts contemporains autochtones. Une relecture du travail de cet artiste permet de redécouvrir un créateur fascinant tout à fait inscrit dans les préoccupations esthétiques et politiques de sa décennie. Sioui semble surtout avoir employé sa démarche artistique au service d’une redécouverte de son identité et de ses racines. Il l’a fait par le biais de recherches à la fois théoriques, cosmologiques et esthétiques des valeurs et de la culture huronne, le conduisant vers une thématique entourant principalement le sens des rituels, la mort et le cycle de la vie. Tous ces vieillards dans ses oeuvres, ces cadavres, ces ossements et ces crânes, parlent de relations entre mort et renaissance, entre colonialisme puis réappropriation, et semblent être pour Sioui une véritable trame créatrice à renouveler sans cesse.
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Réfléchissant comme l’a fait Fanon, à partir de « la condition ontologique-existentielle racialisée du sujet colonisé », cet article se propose d’analyser des pratiques artistiques contemporaines qui cherchent à réactualiser le statut de l’archive. En faisant appel à la pensée décoloniale latino-américaine, nous allons voir comment des artistes affectés par des processus de « sélection et de répression » - enracinés dans les expériences subjectives et culturelles des populations regroupées sous le terme Sud global - ont ré-apprivoisé les archives, donnant lieu à des pratiques artistiques décoloniales ou pratiques artistiques de « ré-invention » de soi.
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"Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.
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James Brady was a mid twentieth-century Indigenous political organiser, trapper, prospector, writer, and intellectual. He was also a prolific photographer. This article considers the significance and aesthetics of Brady’s photographic archive through the lens of Indigenous visual sovereignty. Brady was Métis - one of Canada’s three recognised Indigenous peoples along with First Nations and Inuit. The Métis engaged in two conflicts with the Canadian state and negotiated the entry of a province into confederation. For a significant period of history, they lived outside Canadian infrastructures, whether the system of First Nations’ reserves created in the post-treaty era or Euro-Canadian settlements. Particularly vulnerable to land loss and displacement, the Métis were in desperate condition when Brady first began travelling with his camera. Brady’s photographs document the political rebirth of Métis people and the resilience and persistence of Métis communities in northern Alberta and Saskatchewan. They bear photographic witness to the lived experience of sovereignty rooted to place and continue to resonate with his subjects and their descendants
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Mapping Modernisms" brings together scholars working around the world to address the modern arts produced by indigenous and colonized artists. Expanding the contours of modernity and its visual products, the contributors illustrate how these artists engaged with ideas of Primitivism through visual forms and philosophical ideas. Although often overlooked in the literature on global modernisms, artists, artworks, and art patrons moved within and across national and imperial borders, carrying, appropriating, or translating objects, images, and ideas. These itineraries made up the dense networks of modern life, contributing to the crafting of modern subjectivities and of local, transnationally-inflected modernisms. Addressing the silence on indigeneity in established narratives of modernism, the contributors decenter art history's traditional Western orientation and prompt a re-evaluation of canonical understandings of twentieth-century art history. 'Mapping Modernisms' is the first book in Modernist Exchanges, a multivolume project dedicated to rewriting the history of modernism and modernist art to include artists, theorists, art forms, and movements from around the world."
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"Queerness in Play examines the many ways queerness of all kinds - from queer as 'LGBT' to other, less well-covered aspects of the queer spectrum - intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games - as a culture, an industry, and a medium - help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games."--Provided by publisher.
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"Art for a New Understanding, an exhibition from Crystal Bridges Museum of American Art that opened in October 2018, seeks to radically expand and reposition the narrative of American art since 1950 by charting a history of the development of contemporary Indigenous art from the United States and Canada, beginning when artists moved from more regionally-based conversations and practices to national and international contemporary art contexts. This accompanying book documents and expands on the histories and themes of this exciting exhibition. This fully illustrated volume includes essays by art historians and historians and reflections by the artists included in the collection. Also included are key contemporary writings--from the 1950s onward--by artists, scholars, and critics, investigating the themes of transculturalism and pan-Indian identity, traditional practices conducted in radically new ways, displacement, forced migration, shadow histories, the role of personal mythologies as a means to reimagine the future, and much more. As both a survey of the development of Indigenous art from the 1950s to the present and a consideration of Native artists within contemporary art more broadly, Art for a New Understanding expands the definition of American art and sets the tone for future considerations of the subject. It is an essential publication for any institution or individual with an interest in contemporary Native American art, and an invaluable resource in ongoing scholarly considerations of the American contemporary art landscape at large."
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"Pretty Liar" explores the rise of language and gender politics on Lebanese television to tell the untold story of the co-evolution of Lebanese television and its audiences and how the civil war of 1975-1991 affected that co-evolution. The shift in public interest in television has been widely acknowledged and interpreted within an institutional context as a victory of the neo-liberal entrepreneurship of a new, agile brand over the government inefficiency of Lebanon's national station, Télé Liban. Yet, the role of the Lebanese Civil War in reshaping national television and broadcasting in Arab media following the emergence of the Lebanese Broadcasting Company in 1985 has been unexplored. Based on empirical data and grounded in theory by Arab and global researchers, "Pretty Liar" offers textual analyses of five Lebanese fictional series, three major and several additional periodicals, and nine literary works, and provides context from unscripted interviews with television administrators, anchors, actors, and freelance contributors, print journalists, and audience members. Khazaal seeks to offer new insight into how entertainment television became a site for politics and political resistance, feminism, and the cradle for post-war Lebanon due to the shift in practices and standards of legitimacy. The history of television in Lebanon is not merely the history of technology and business, Khazaal argues, but rather the history of a people and their continuing quest for a responsive television even during times of civil unrest.
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This thesis analyzes and discusses the complexities of digital representations involving Indigenous peoples through video games. Connecting both Game Theory and Native Studies, I analyze how digital games incorporate identity, culture, and relationships in diverse and intellectual ways and provide new spaces for Indigenous agency and semiotics. Beginning with an analysis of several historical and negative representations of Indigenous peoples, I then compare those tropes to projects within today’s environment and mainstream video game companies, independent companies, and educational service providers. I assert that while some digital media representations of Indigenous cultures are stereotypical and problematic, others facilitate a sense of cultural continuance and survivance. Lastly, some video games display both stereotypical and cultural continuance within them.
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Whose Land Is It Anyway? A Manual for Decolonization provides a variety of Indigenous perspectives on the history of colonialism, current Indigenous activism and resistance, and outlines the path forward to reconciliation. This audio version features renowned Indigenous writers Taiaiake Alfred, Glen Coulthard, Russell Diabo, Beverly Jacobs, Melina Laboucan-Massimo, Kanahus Manuel, Jeffrey McNeil-Seymour, Pamela Palmater, Shiri Pasternak, Nicole Schabus, Senator Murray Sinclair, and Sharon Venne. The late Arthur Manuel’s writings are read by his grandson, Mahekan Anderson.
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The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which video games are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. The ways in which games construct conceptions of spatiality, political systems, ethics, and society are often deeply imbued with a notion of the colonial and therefore also with the questioning of colonialism. This article aims to examine the complexities that the postcolonial undertones in video games bring to the ways in which we read them.
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Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin's Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts.As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them - and more importantly how we understand them.
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Se trata de revisar las concepciones canónicas de la modernidad artística latinoamericana desde una perspectiva crítica y situada desde los estudios decoloniales y el hacer en las cátedras Historia de las Artes Visuales III e Historia de la Música III de la Facultad de Bellas Artes de la Universidad Nacional de La Plata. En ambas materias se trabajan contenidossobre las artes locales, nacionales y latinoamericanas/sudamericanas, en comparación conlos movimientos europeos de la modernidad y la contemporaneidad. Este proyecto revisa algunas líneas historiográficas recientes sobre la historia y la teoría de las artes locales ylatinoamericanas. Se revisarán, también, algunos casos de producciones artísticas.
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"Although the fields of media studies and digital humanities are both well established, their overlaps have not been examined in depth. This comprehensive collection fills that gap, giving students, scholars, and media studies practitioners a cutting-edge guide to understanding the array of methodologies and projects operating at the intersection of digital humanities, computing, and culture. Topics covered include: networks; interfaces; media and culture at scale; procedures, programming, code; memory, digitization, and new media; and hacking, queering, and bending."--Provided by publisher
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Video games are inherently transnational by virtue of their industrial, textual and player practices. Until recently, the focus of research on the social and cultural aspects of video games has been on the traditional centers of the video game industry consumption, while the international flows of digital gaming remained largely underexplored. This chapter analyzes the cultural dynamics and technological processes influencing both video game development and the gaming culture in the Middle East. It conceptualizes Middle Eastern video games as imaginary spaces that entangle diverse and contradictory processes: global cultural flows, media policies of nation states, visions and engagements of private entrepreneurs, and migration and appropriation of Western game genres and rule systems. By mapping out dominant trends, the chapter offers the opportunity to think about processes and flows influencing the video game industry in the Middle East during the first fifteen years of its existence
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This book examines the representation of blackness on television at the height of the southern civil rights movement and again in the aftermath of the Reagan-Bush years. In the process, it looks carefully at how television's ideological projects with respect to race have supported or conflicted with the industry's incentive to maximize profits or consolidate power. Sasha Torres examines the complex relations between the television industry and the civil rights movement as a knot of overlapping interests. She argues that television coverage of the civil rights movement during 1955-1965 encouraged viewers to identify with black protestors and against white police, including such infamous villains as Birmingham's Bull Connor and Selma's Jim Clark. Torres then argues that television of the 1990s encouraged viewers to identify with police against putatively criminal blacks, even in its dramatizations of police brutality. Torres's pioneering analysis makes distinctive contributions to its fields. It challenges television scholars to consider the historical centrality of race to the constitution of the medium's genres, visual conventions, and industrial structures. And it displaces the analytical focus on stereotypes that has hamstrung assessments of television's depiction of African Americans, concentrating instead on the ways in which African Americans and their political collectives have actively shaped that depiction to advance civil rights causes. This book also challenges African American studies to pay closer and better attention to television's ongoing role in the organization and disorganization of U.S. racial politics.
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Although gamers of color constitute a large part of the digital gaming player base in the US, they are systematically and enormously underrepresented by in-game characters in AAA titles. To extend these findings to indie games, we examine 80 titles and show that the pattern of lack of racial diversity holds. We discuss implications for the industry and players, and present challenges that must be addressed to increase diversity in racial representations of characters in games.
Explorer
1. Approches
- Histoire/historiographie critique
- Analyses formalistes (11)
- Approches sociologiques (84)
- Épistémologies autochtones (41)
- Étude de la réception (17)
- Étude des industries culturelles (82)
- Étude des représentations (88)
- Genre et sexualité (48)
- Humanités numériques (16)
- Méthodologie de recherche décoloniale (23)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (12)
- Auteur.rice autochtone (21)
- Auteur.rice LGBTQ+ (2)
- Auteur.rice noir.e (20)
- Auteur.rice PANDC (98)
- Autrice (101)
- Créateur.rice autochtone (38)
- Créateur.rice LGBTQ+ (1)
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4. Corpus analysé
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- Océanie (16)