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La nation huronne-wendat de Wendake (Lorette, Québec) a maintenu sa culture et son identité pendant des siècles, souvent en dépit de, et en résistance contre les pressions occasionnées par la présence missionnaire et les politiques coloniales. Cette survivance est tributaire de savoirs, de valeurs et de coutumes transmis de génération en génération. Cet article explore l'art de la communauté wendat et ses éléments constitutifs : la fabrication d'objets, la tradition orale, l'engagement actif des membres de la collectivité dans les pratiques traditionnelles, ainsi que l'adaptation des pratiques ancestrales aux préoccupations actuelles. Il montre comment la production artistique wendat, dans sa force expressive, contribue à la continuité et cohésion sociale de la nation wendat.
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Le modernisme en art est souvent considéré comme un développement spécifiquement occidental. Robert Houle, l'artiste, écrivain et commissaire d'exposition d'origine Saulteaux, a cependant toujours soutenu que sa propre pratique est moderniste et qu'elle suit une filiation esthétique autochtone. Cet article s'intéresse particulièrement à une œuvre produite par Houle en 1994, Premises for Self Rule, dans laquelle l'artiste a juxtaposé des textes de législation coloniale à des panneaux peints en monochrome et des cartes postales trouvées en archives. Il propose qu'à travers cette stratégie de rapprochement, l'artiste fusionne la tradition de la peinture de parflèche à l'esthétique moderniste, remettant ainsi en lumière la négociation interculturelle, l'amnésie coloniale, ainsi que les écarts qui séparent les épistémologies et traditions artistiques des peuples autochtones et allochtones
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A report of the 2017 collaborative research project Video Game Development in Asia. Cultural Heritage and National Identity.
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Dragon Age: Inquisition s (2014) release opened a new world of character creation for the single-player RPG genre. Upon release, it allowed the player an extensive amount of customization. In addition to the typical variety of choices associated with hairstyle and color, face structure, tattoos, eye color, scarring, etc. the game also provides in-game unique sexuality quest lines that highlight the spectrum of sexual choices, race-defined features, different class options, and body-positive representations, which the player could project onto their avatar. However, in a game heralded as groundbreaking for representation, the creators fail to acknowledge the non-binary gender expressions of their players, instead, forcing the player to choose between the traditional male and female characters. This paper seeks to explore the different ways in which Dragon Age: Inquisition (DAI) purports to incorporate modern notions of representation in the sphere of gender and sexuality but fail to do so, instead, reinforcing traditional binary representations of gender and sexuality informed by racial and religious assumptions
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Nunatsiavut, the Inuit region of Canada that achieved self-government in 2005, produces art that is distinct within the world of Canadian and circumpolar Inuit art. The world's most southerly population of Inuit, the coastal people of Nunatsiavut have always lived both above and below the tree line, and Inuit artists and craftspeople from "Nunatsiavut have had access to a diverse range of Arctic and Subarctic flora and fauna, from which they have produced a stunningly diverse range of work. Artists from the territory have traditionally used stone and woods for carving; fur, hide, and sealskin for wearable art; and saltwater seagrass for basketry, as well as wool, metal, cloth, beads, and paper. In recent decades, they have produced work in a variety of contemporary art media, including painting, drawing, printmaking, photography, video, and ceramics, while also working with traditional materials in new and unexpected ways. SakKijâjuk: Art and Craft from Nunatsiavut is the first major publication on the art of the Labrador Inuit. Designed to accompany a major touring exhibition organized by The Rooms Provincial Art Gallery of St. John's, the book will feature more than 80 reproductions of work by 45 different artists, profiles of the featured artists, and a major essay on the art of Nunatsiavut by Heather Igloliorte. SakKijâjuk - "to be visible" in the Nunatsiavut dialect of Inuktitut - provides an opportunity for readers, collectors, art historians, and art aficionados from the South and the North will come into intimate contact with the distinctive, innovative, and always breathtaking work of the contemporary Inuit artists and craftspeople of Nunatsiavut
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Les porte-bébés et les paniers d'écorce autochtones sont, en tant que réceptacles, conçus pour porter et tenir. Outre cette fonction, ils sont aussi détenteurs d'histoires, de mémoire, et de liens familiaux. Créés individuellement et ornementés avec soin, ces objets constituent une sorte de portrait des femmes qui les ont produits, ainsi que des générations qui ont hérité des pratiques et des motifs servant à les fabriquer. En élargissant la définition de la notion de portrait de famille, cet article considère deux objets provenant de Bear Island, en Ontario. Le premier est un porte-bébé ayant appartenu à Madeline Katt Theriault, et le deuxième est un panier d'écorce vraisemblablement créé parson arrière-grand-mère Angele Katt. Par leur parenté, ces réceptacles englobent une histoire multigénérationnelle qui s'étend de l'arrière-grand-mère à son arrière-petite-fille
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Les projets d'expositions archivistiques—et leur documentation—sont des lieux de production de connaissances en histoire de l'art, ainsi que des interventions politiques, qui placent les documents dans un autre contexte afin d'interroger les canons et les façons de voir des colonialistes-colons. À partir de ces relations discursives, visuelles et archivistiques, cet article examine deux rétrospectives solos des œuvres sculptées et peintes des artistes modernistes kwakwaka'wakws, Doug Cranmer ('Namgis) et Henry Speck (Tlawit'sis), présentées à Vancouver en 2012. En considérant comment les conservateurs ont fait appel aux archives familiales intimes et à des documents du domaine public, il traite de l'utilité des archives du modernisme pour activer des liens affectifs, ancestraux et familiaux au-delà des modes de compréhension canoniques et historiques des mouvements esthétiques et des contextes de production
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Digital games, with their capacity for expression and facilitating experience through code, design, art, and audio, offer spaces for Indigenous creatives to contribute to Gerald Vizenor’s characterization of survivance as an active sense of Native presence. Indigenous digital games can be acts of survivance both in the ways they are created as well as the resulting designs. We Sing for Healing is an experiment in developing an Indigenous digital game during limited Internet access that resulted in a musical choose-your-own adventure text game with design, art, and code by Anishinaabe, Métis, and Irish game developer Elizabeth LaPensée alongside music by Peguis First Nation mix artist Exquisite Ghost. The non-linear gameplay expresses traditional storytelling patterns while enabling players to poetically travel in, through, and around traditional teachings. The design uses listening, choosing, and revisiting to reinforce what is best described as a non-linear loopular journey.
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This article comes out of a longer project looking at digital commemorations of slave rebellion. In this excerpt from that work, the author considers the issues at stake in videogamic representations of colonial Saint Domingue and its denizens, particularly for their depiction of the prehistory of the Haitian Revolution. In two mainstream videogames, both part of the Assassin’s Creed franchise, the history of Saint Domingue, its legacy of slave resistance, and the Haitian Revolution are made into fodder for an interactive entertainment experience that intervenes in and reshapes history in a complex manner. There are several issues at stake, which the author focuses on exclusively in terms of the commodification of Saint Domingue. First, the games place the history of slave revolt into the hands of game players of diverse ancestry, allowing for a redistribution of ownership over narratives of emancipation and empowerment. Second, the games identify themselves as tampering with history, and their mélange of fictional characters and real personages seems to risk rewriting the history of Saint Domingue’s legacy of slave revolt and—by extension—of the Haitian Revolution itself. Given recent events in the United States, and increased attention to strategies of black resistance such as the Black Lives Matter movement, it seems all the more imperative that our depiction of slave revolts in popular culture be handled with care. And yet, the author finds a subversive maneuver visible in the games: the use of untranslated language, especially Haitian Kreyol, may work to preserve and limit the player’s mastery over these histories. This article provides a tour of this complex territory of digital Saint Domingue.
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Gaming Representation' offers a timely and interdisciplinary call for greater inclusivity in video games. The issue of equality transcends the current focus in the field of Game Studies on code, materiality, and platforms. Journalists and bloggers have begun to hold the digital game industry and culture accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged behind. Contributors to this volume examine portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, 'Gaming Representation' pushes gaming scholarship to new levels of inquiry, theorizing, and imagination.
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Violence and the dead are major thematics in the sociopolitical art of Teresa Margolles. Born in Culiacan, Mexico, Margolles unfalteringly exposes the social causes and consequences of the endemic violence that ravages her country: violent deaths from the drug trade, exclusions, feminicides, and social injustice. Many of her works consist of substances or objects that have been in close contact to violent crimes and dead bodies, such as water with which corpses have been cleaned, blood-soaked earth, or fabric drenched in body fluids. This monograph brings together works from the past decade, along with pieces that have never been shown before, including sculptural and photographic installations, performative interventions and videos. Spare, yet powerfully moving, Margolles's work reaches out and brings the viewer into the world of those whose lives have been made invisible.
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The publication of Whose Land Is It Anyway? A Manual for Decolonization is inspired by a 2016 speaking tour by Arthur Manuel, less than a year before his untimely passing in January 2017. The handbook provides a variety of Indigenous perspectives on the history of colonialism, current Indigenous activism and resistance, and outlines the path forward to reconciliation
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Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. Source: Publisher
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Between 1974 et 1996, the Canadian artist of Mexican origin Domingo Cisneros was seen as a leading figure in contemporary art in Canada. He played a major role in the process of self-determination that First Nations artists undertook following the infamous 1969 White Paper, the Statement of the Government of Canada on Indian Policy. Cisneros was recognized both in the Native and Quebec francophone contemporary art worlds, and was internationally acclaimed within the conceptual and contextual art milieu gathered around the Polish artist Jan Swidzinski. His contribution has nevertheless been forgotten. Coinciding with his seventy-fifth birthday, this article aims to review, conceptually frame, and contextualize Cisneros’s role and impact on the Canadian art scene. It argues that his interdisciplinarity, or “indiscipline,” was instrumental in building connexions and bridges between heterogeneous values, cultural protocols, and epistemological principles.
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Résumé livre : The image of the “land” is an ongoing trope in conceptions of Canada—from the national anthem and the flag to the symbols on coins—the land and nature remain linked to the Canadian sense of belonging and to the image of the nation abroad. Linguistic landscapes reflect the multi-faceted identities and cultural richness of the nations. Earlier portrayals of the land focused on unspoiled landscape, depicted in the paintings of the Group of Seven, for example. Contemporary notions of identity, belonging, and citizenship are established, contested, and legitimized within sites and institutions of public culture, heritage, and representation that reflect integration with the land, transforming landscape into landmarks. The Highway of Heroes originating at Canadian Forces Base Trenton in Ontario and Grosse Île and the Irish Memorial National Historic Site in Québec are examples of landmarks that transform landscape into a built environment that endeavours to respect the land while using it as a site to commemorate, celebrate, and promote Canadian identity. Similarly in literature and the arts, the creation of the built environment and the interaction among those who share it is a recurrent theme. This collection includes essays by Canadian and international scholars whose engagement with the theme stems from their disciplinary perspectives as well as from their personal and professional experience—rooted, at least partially, in their own sense of national identity and in their relationship to Canada.
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In lieu of an abstract, here is a brief excerpt of the content: As I sit writing in my kitchen while the forces of the U.S. military state are brought to bear on thousands of Standing Rock water stewards and land protectors and their allies in Cannonball, North Dakota, I consider how this sail special issue on digital Indigenous studies not only represents a collection of essays about the critical work Indigenous women are performing in their various digital projects but also illustrates that these online “Indigenous territories” (Hearne), crafted on social media platforms such as Twitter and Facebook, save lives. Every single day since the protectors first gathered to oppose the proposed 1,170-mile Dakota Access pipeline (a project that would potentially contaminate the Missouri watershed and the Ogallala Aquifer and desecrate Dakota sacred sites), digital independent and social media have constantly covered the story. At least 1.3 million Facebook users checked in virtually at Oceti Sakowin and other Indigenous camps and communities to ensure that support presence is recognized, while the world monitors the presence of the military and police force gathering at the construction site to curb further violence. The Standing Rock gathering offers hope to networked Indigenous youth, a demographic between three and ten times as likely to commit suicide than the national average peer rate. The Nodapl action in the Indigenous imaginary is an invitation to stand at the front lines of a global movement to protect water and land resources for all living beings on this planet and to draw attention to and support those whose lives and ways of being are in peril through overt military action and consequential environmental destruction. It is also an occasion, in the words of Jolene Rickard, “to invest in the apparatus of the imagination” (Bernardin). One need only look at the online art, handwritten signs, and logos representing #nodapl, #standingrock, [End Page 172] #waterislife, and #rezpectourwater to see the ways in which Indigenous artists are creatively and powerfully envisioning this movement, most often immersed with work that features strong images of Native women and girls, the community backbone and life force. Or we need only view digital videos like computer animator and artist Joseph Erb’s black-and-red graphic history of Standing Rock, “Mni Wiconi / Water Is Life” (https://www.youtube.com/watch?v=kXoy5lzpjiM), and first-person game platforms like Elizabeth LaPensée’s Thunderbird Strike, which extend the conversations at Standing Rock to the struggles over Enbridge’s Alberta tar sands pipeline and fracking practices as players work to undo and prevent further environmental degradation. Following Idle No More’s digital and geospatial (re)articulation of Indigenous territories, we are now living and loving and hoping in this historic moment as new ways of relating to one another and living in deep connection with the land and all its forms of life are being physiologically, intellectually, and spiritually forged at the geospatial confluence of the Missouri and Cannonball Rivers. They are being forged as well through the confluences of digital rivers on our electronic devices and in our online conversations about the beauty and devastation of the events that are unfolding in Standing Rock. Susan Bernardin’s essay in this issue on Heid E. Erdrich’s “Pre-Occupied” considers the meaning of rivers to Native peoples and contends that images of waterways, particularly the Mississippi, are mobilized “to make visible the continuing claims of this and other imperiled riverine systems.” In her introduction, Joanna Hearne asks us, “How might such an intersection of digital and Indigenous specificities take place in a way that is ‘native to the device’; that is, how might Indigenous specificity be embedded in shared platforms that are therefore central to all of our digital lives?” The essays in this special issue respond to this question by theorizing digital media in fresh and innovative ways. Many of us teach digital humanities courses or classes with strong digital media content, but we lack the language for critically engaging this new field on its own terms as it intersects, extends, and radically reconceptualizes more familiar research areas such as cinema studies, Indigenous / Native American studies, communication, literature, art, and history.
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Pedro Almodóvar is an internationally acclaimed Spanish director. The national and international fascination over Almodóvar's cinema lies in his ability to reflect the problems of contemporary society, his lucidity in combining the urban and the rural, his ability to express the frustrations of modern man, as well as his freshness and spontaneity. Although the vast majority of studies on this Spanish director have focused on women and the gay world, his films are crowded with many types and archetypes of heterosexual men. This groundbreaking edited volume studies the men in the cinema of Almodóvar from a broad yet comprehensive and complementary perspective. Each chapter of All About Almodóvar's Men methodically dissects these male characters—their misery and their greatness, their frustrations and their desires—offering a kaleidoscopic view of man that goes beyond the narrow framework in which many studies have locked the rich cinema of Almodóvar.
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Les années 1990 sont une décennie cruciale pour l'avancement et le positionnement de l'art et de l'autonomie autochtones dans les récits dominants des états ayant subi la colonisation. Cet article reprend l'exposé des faits de cette période avec des détails fort nécessaires. Pensé comme une historiographie, il propose d'explorer chronologiquement comment les conservateurs et les artistes autochtones, et leurs alliés, ont répondu et réagi à des moments clés des mesures coloniales et les interventions qu'ellesontsuscitéesdu point de vue politique, artistique, muséologique et du commissariat d'expositions. À la lumière du 150e anniversaire de la Confédération canadienne, et quinze ans après la présentation de la communication originale au colloque, Mondialisation et postcolonialisme: Définitions de la culture visuelle v, du Musée d'art contemporain de Montréal, il reste urgent de faire une analyse critique des préoccupations contemporaines plus vastes, relatives à la mise en contexte et à la réconciliation de l'histoire de l'art autochtone sous-représentée.
Explorer
1. Approches
- Analyses formalistes (25)
- Approches sociologiques (168)
- Épistémologies autochtones (154)
- Étude de la réception (43)
- Étude des industries culturelles (112)
- Étude des représentations (198)
- Genre et sexualité (181)
- Histoire/historiographie critique (123)
- Humanités numériques (34)
- Méthodologie de recherche décoloniale (35)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (46)
- Auteur.rice autochtone (95)
- Auteur.rice LGBTQ+ (14)
- Auteur.rice noir.e (66)
- Auteur.rice PANDC (143)
- Autrice (220)
- Créateur.rice autochtone (147)
- Créateur.rice LGBTQ+ (28)
- Créateur.rice noir.e (31)
- Créateur.rice PANDC (43)
- Créatrice (119)
- Identités diasporiques (33)
4. Corpus analysé
- Afrique (24)
- Amérique centrale (28)
- Amérique du Nord (331)
- Amérique du Sud (38)
- Asie (71)
- Europe (31)
- Océanie (14)
4. Lieu de production du savoir
- Amérique du Nord
- Afrique (4)
- Amérique centrale (7)
- Amérique du Sud (12)
- Asie (14)
- Europe (26)
- Océanie (13)
5. Pratiques médiatiques
- Études cinématographiques (75)
- Études du jeu vidéo (120)
- Études télévisuelles (80)
- Histoire de l'art (50)
- Histoire de l'art - art autochtone (163)