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Fusing audience research and ethnography, the book presents a compelling account of women's changing lives and identities in relation to the impact of the most popular media culture in everyday life: television. Within the historically-specific social conditions of Korean modernity, Youna Kim analyzes how Korean women of varying age and class group cope with the new environment of changing economical structure and social relations. The book argues that television is an important resource for women, stimulating them to research their own lives and identities. Youna Kim reveals Korean women as creative, energetic and critical audiences in their responses to evolving modernity and the impact of the West. Based on original empirical research, the book explores the hopes, aspirations, frustrations and dilemmas of Korean women as they try to cope with life beyond traditional grounds. Going beyond the traditional Anglo-American view of media and culture, this text will appeal to students and scholars of both Korean area studies and media and communications studies.
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Replaçant chaque oeuvre dans son contexte familial, social, géographique, économique et spirituel, cet album présente l'art des peuples premiers d'Amérique du Nord, des Inuits aux peuples des déserts du sud-ouest des Etats-Unis, des origines à la période contemporaine
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This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea) and Tokyo (Japan) - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband) with the successful implementation of TV mobile phones (TU mobile) in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband) telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones). Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars), consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.
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"Art of the Northwest Coast is a comprehensive survey of the Native arts of the Pacific Northwest Coast, spanning the region from Puget Sound to Alaska, and proceeding from prehistoric times to the present. Incorporating the region's social history with the observations of anthropologists, historians of art, and Native peoples, this rich, vibrant book reveals how a complex web of factors informed these groups' varied responses to the changes and challenges brought about by contact with Europeans."-
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This article coins the term gamescape to offer a way of thinking about the implications of the way in which landscape in video games is actively constructed within a particular ideological framework. The author examines the spatial practices used to construct the gamescape in Tropico and their attendant dangers. The author concludes with a discussion of the theming of this gamescape, and the way in which the trope of tropicalization is used to stabilize Tropico as an “Othered” space.
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"Featuring Females analyzes the portrayals of women in a variety of outlets, including reality television shows, films, print and electronic news programming, magazines, video games, and commercial advertising. A highly esteemed group of scholars and researchers provides informed, original psychological study, and their thought-provoking findings address the ways in which aging, race/ethnicity, body image, gender roles, sexual orientation and relationships, and violence are treated in the media. Featuring Females is a diverse volume, exploring images and characterizations of women young and old and inspiring discussion of the effects that these representations have on girls, women, and society at large"--
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Indigenous peoples are making their own spaces online, using art as the backdrop for cross-cultural dialogue. Cyberspace—the websites, chat rooms, bulletin boards, virtual environments, and games that make up the internet—offers Aboriginal communities an unprecedented opportunity to assert control over how we represent ourselves to each other and to non-Aboriginals. This article introduces the concept of Aboriginally determined territories in cyberspace and discusses how these can be defined, maintained, and expanded. We will do this within the Canadian context, though much of the discussion is pertinent to Aboriginal communities in other parts of the world. We draw on lessons learned from creating and curating CyberPowWow, an Aboriginally determined online gallery, to propose Aboriginal Territories in Cyberspace, a series of initiatives to expand Aboriginal presence online. These include expanding CyberPowWow into an ongoing community of new media artists addressing Aboriginal issues; developing Skins, a project in which elders work with youth to explore tribal stories through the use of online virtual environments; and laying the foundations for Within Reservations, which will function as a blueprint for equipping Aboriginals for full participation in the ongoing revolution in networked information technologies.
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A discussion of authorship, relating to the feminist study of the role of women in early cinema.
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Transference, Tradition, Technology explores Canadian Aboriginal new media and references the work of artists within a political, cultural and aesthetic milieu. The book constructs a Native art history relating to these disciplines, one that is grounded in the philosophical and cosmological foundations of Aboriginal concepts of community and identity within the rigour of contemporary arts discourse. Approachable in nature but scholarly in content, this book is the first of its kind. A text book for students and teachers of Canadian Aboriginal history and visual and media art, and a source for writers, scholars and historians, Transference, Tradition, Technology is co-produced with the Art Gallery of Hamilton, Hamilton; and Indigenous Media Arts Group, Vancouver.
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Conçu comme un discours et non comme un simple référent géographique, le Nord se déploie dans des formes littéraires et culturelles qui en déterminent les particularités. Pluriculturel, variable selon les époques, les lieux et les points de vue, le Nord ouvre des problématiques sur les liens entre le référent et la représentation, entre le discours et l'imaginaire. Qu'il soit scandinave, québécois, finlandais, inuit ou européen, qu'il se manifeste dans les récits, les films, les romans, la poésie, la photographie ou les arts visuels, qu'il soit le lieu d'une dénonciation post-coloniale ou d'un discours impérialiste, d'une recherche formelle ou de l'expression de la culture populaire, le discours du Nord et sur le Nord converge en des paradigmes et des problématiques qui lui sont propres. Dans ce recueil, issu des travaux du Laboratoire international d'étude multidisciplinaire comparée des représentations du Nord et initié par la tenue d'un colloque organisé en décembre 2003 par Joël Bouchard et Amélie Nadeau, le lecteur trouvera quelques pistes d'analyse pour saisir la complexité du système discursif du Nord, réparties en trois sections intitulées: «Formes et intertextualité», «Territoires», ainsi que «Iconographie, voyages, et cinéma».
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Taiwan residents enjoy one of the most abundant television diets in East Asia. Eighty per cent of households subscribe to cable television services, offering a buffet of more than eighty channels including niche and full service channels. Taiwan’s television industry, while relatively small in comparison with its competitors in East Asia, has established a reputation for creatively re-generating formats developed elsewhere.
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In the eyes of many observers the Philippine cultural icon that is synonymous with travel, as well as being the subject of numerous advertisements is the jeepney, a public-transport vehicle assembled in the style of the US military jeep but lengthened to accommodate from fourteen to twenty-two sitting passengers. What distinguishes the jeepney from run-of-the-mill public transport however is its artistic décor: a clutter and kaleidoscope of various artefacts from miniature steel horses dotting the hood, to massive, jazzy plastic or steel billboards announcing the name of the jeepney, to murals painted in fiesta colours at the sides, to a bizarre combination of items in the front windshield juxtaposing conflicting images of the Sto. Nino (the baby Jesus Christ) and stickers with sexually risqué messages.
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In this essay I examine one particular feature of the films, the song-and-dance sequences, as they draw attention to the fractious nature of the postcolonial nation while simultaneously attempting to construct a space for the articulation of a consolidated national identity.
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Games like Myst, Civilisation and Anno 1602 are centred around the virtual travelling of the gamer through unknown worlds. The voyage s/he undertakes often hinges on notions of colonialist exploration, turning the gamer into a traveller who surveys and masters unknown domains and learns to control techno-scientific principles along the way. Since such games are related to a mentality of colonialism, questions should be asked about how such games can be located in its discursive formation. This paper will shed light on these questions by analysing Civilization III and my experiences of playing this game.
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Why is the hit Singapore edition of Who Wants To Be A Millionaire? must-see TV?1. Watch it so that you can hold the ‘hottest topic’ with your friends. 2. So you can be encouraged by the courage of some contestants who are bold enough to brave national TV when apparently they have not read enough. 3. So you can judge for yourself if you are bold (and knowledgeable) enough to brave national TV for your possible 1st million. 4. So you can call the number on screen and make your 1st million. 5. Finally, watch it to see for yourself that Singaporeans are not as well read and as globalized as we all think we are.
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From the 1967 live satellite program "Our World" to MTV music videos in Indonesia, from French television in Senegal to the global syndication of African American sitcoms, and from representations of terrorism on German television to the international Teletubbies phenomenon, TV lies at the nexus of globalization and transnational culture. Planet TV provides an overview of the rapidly changing landscape of global television, combining previously published essays by pioneers of the study of television with new work by cutting-edge television scholars who refine and extend intellectual debates in the field. Organized thematically, the volume explores such issues as cultural imperialism, nationalism, postcolonialism, transnationalism, ethnicity and cultural hybridity. These themes are illuminated by concrete examples and case studies derived from empirical work on global television industries, programs, and audiences in diverse social, historical, and cultural contexts. Developing a new critical framework for exploring the political, economic, sociological and technological dimensions of television cultures, and countering the assumption that global television is merely a result of the current dominance of the West in world affairs, Planet TV demonstrates that the global dimensions of television were imagined into existence very early on in its contentious history. Parks and Kumar have assembled the critical moments in television's past in order to understand its present and future. Contributors include Ien Ang, Arjun Appadurai, Jose B. Capino, Michael Curtin, Jo Ellen Fair, John Fiske, Faye Ginsburg, R. Harindranath, Timothy Havens, Edward S. Herman, Michele Hilmes, Olaf Hoerschelmann, Shanti Kumar, Moya Luckett, Robert McChesney, Divya C. McMillin, Nicholas Mirzoeff, David Morley, Hamid Naficy, Lisa Parks, James Schwoch, John Sinclair, R. Anderson Sutton, Serra Tinic, John Tomlinson, and Mimi White.
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Singapore has changed dramatically in the last forty years, moving in the 1960s and 1970s from domestic import substitution to low-cost exportoriented goods. Then in the 1980s developing a regional financial and business hub and now increasingly positioning itself as an exporter of capital and expertise (Courtenay 1995: 90). With exceptionally high economic growth rates most years, a GNP per capita of US$6,000 more than Australia and three times Australia’s annual average growth, Singapore has attracted a high percentage of foreign direct investment. Despite exhibiting similar advantages to Australia in terms of a well-educated workforce, competitive pricing, developed transport and telecommunications and citizens from culturally diverse business, family and personal networks throughout the region, Singapore’s media and resultant civil and civic development has not been as progressive and liberal as Australia’s and indeed has not kept pace. So it would appear that state existence, security and prosperity as desired ends for Singapore do not necessarily rely on an equal strengthening of the public sphere, or at least this is not evident to date.
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Japan in the 1990s differs vastly from what it had been two or three decades earlier. The Japanese state has undergone such a fundamental change that it has been described as a ‘regime shift’ (Pempel 1998). Although the longterm ruling conservative Liberal Democratic Party (LDP) has returned to power after its defeat in 1993, it no longer has an absolute majority in the Cabinet. Surrounded by numerous scandals and corruption charges, both the government and bureaucracy have undergone major reforms to increase transparency and reduce bureaucratic influence over the policy-making process. The Japanese Diet has, for example, passed the Information Disclosure Law to increase openness in the administration. Economic policies have also been transformed to cope with the malaise characterised by continuing problems of bad loans in the financial sector, rising unemployment and declining manufacturing productivity.
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This book provides a glimpse of thirteenth-century life and death in a southern Ontario Iroquoian community. The renovation of a Toronto soccer field in 1997 resulted in the accidental discovery of an Iroquoian ossuary--a large pit containing the remains of at least 87 people. The pit was excavated and recorded, and the remains reburied in accordance with the wishes of the Six Nations Council of Oshweken. Scientific analyses of the bones resulted in a remarkably detailed demographic profile of the Moatfield people, along with indicators of their health and diet. The book reports these findings and includes a complete database of maps and profiles on an accompanying CD-ROM. Ronald F. Williamson is president of Archaeological Services Inc., Toronto. Susan Pfeiffer is professor of anthropology at the University of Toronto. Source: Publisher
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