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"Women have long been the creative force behind Native American art, yet their individual contributions have been largely unrecognized, instead treated as anonymous representations of entire cultures. 'Hearts of Our People: Native Women Artists' explores the artistic achievements of Native women and establishes their rightful place in the art world. This lavishly illustrated book, a companion to the landmark exhibition, includes works of art from antiquity to the present, made in a variety of media from textiles and beadwork to video and digital arts. It showcases more than 115 artists from the United States and Canada, spanning over one thousand years, to reveal the ingenuity and innovation fthat have always been foundational to the art of Native women."--Page 4 de la couverture.
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Ce travail vise à montrer deux choses. La première, c’est de saisir toute l’importance du tournant postcolonial/afro-décolonial dans la construction d’une contre-épistémologie propre au sujet culturel colonisé africain. En d’autres termes, pour le sujet colonisé, cette contre-épistémologie sert à décoloniser les imaginaires, à partir d’un questionnement de la colonialité de l’épistémologie et du savoir donnés pour universels par l’occident. La deuxième chose, c’est que ̶ à quelques mois de la commémoration du centenaire de la naissance du prolixe et polygraphe auteur africain-colombien Manuel Zapata Olivella (1920-2004) ̶ cet article puisse le situer à sa juste place. Celle d’un sujet culturel colonisé africain des Amériques dont l’abondante production culturelle et la pensée, portées et révolutionnées par le concept de Muntu africain, participent de la décolonisation des imaginaires et de l’épistémologie
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Pairing Dominican-born artist Firelei Báez with Kenyan-born artist Wangechi Mutu, this article meditates on relational black and brown aesthetic strategies by reading femme gestures performatively across individual works, as well as the exhibition spaces within which the artists draft practices of informed and resistant engagement. Working with both theories of brownness that emerge from Latinx studies as well as scholarship of the black radical tradition, the author follows a sense of shared aesthetic gestures in Báez and Mutu’s work toward an indictment of pervasive Global North racial epistemologies. Focusing on the performative gesture as the basis for relation, this article ultimately hones in on the chimeric figures—amalgamations of flora and fauna—that both artists deploy, arguing that these present a model for imagining an otherwise arrangement of the social.R Poniendo en diálogo a Firelei Báez, una artista nacida en República Dominicana, con Wangechi Mutu, que nació en Kenia, este artículo invita a una meditación sobre las estrategias estéticas relacionales negras y morenas mediante una lectura en clave performativa de gestos femeninos en obras individuales y en aquellos espacios de exposición en que las artistas elaboran prácticas de participación política informada y de resistencia. Trabajando tanto con las teorías de lo moreno (brownness) que emergen de los estudios Latinx como con el trabajo académico de la tradición radical negra, la autora rastrea gestos estéticos presentes tanto en el trabajo de Báez como en el de Mutu para denunciar las omnipresentes epistemologías raciales del norte global. Centrándose en el gesto performativo como la base de la relación, este artículo se enfoca en última instancia en las figuras quiméricas – amalgamaciones de flora y fauna – que ambas artistas despliegan en su trabajo para sostener que estas presentan un modelo para imaginar otra manera de organizar lo social.
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Cet article se penche sur les relations et collaborations récentes entre les cinéastes autochtones et québécois. Une brève exploration des représentations autochtones antérieures et du contexte contemporain de co-réalisation Québec/Autochtonie nous permet d’esquisser un portrait plus nuancé des nouvelles configurations transnationales du paysage cinématographique québécois. De même, les notions d’autochtonisation du médium, de souveraineté visuelle et de survivance nous aideront à mieux cerner les œuvres de fiction réalisées par des cinéastes autochtones, qui contribuent à l’enrichissement d’un cinéma qui propose de nouvelles façons d’habiter les territoires québécois/autochtones.
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Queer cinema, no matter how rebellious, is the child of straight cinema-its bastard child, perhaps, but its progeny no less. Queer cinema must push against decades of tradition to create itself anew. Borrowed genres and hand-me-down narratives have served their purpose. If the (curated though not novel) propositions and (recent though not unique) examples that follow point anywhere, it is to a still-to-be-imagined future where queer cinema can continue to expand while never ceding its right to be "nice" in order to serve those it portrays.
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The overlap of marginalised race and sexuality is highlighted in the 1990 documentary "Paris is burning" which depicts the life of New York's black and Latino drag queens. The author offers an analysis of the social circumstances that gave birth to this culture which originated in 1980s Harlem.
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Encounters on Contested Lands analyzes films, plays, visual art, and protest marches by Indigenous artists in Québec, Canada, to explore the performance of cultural identity, sovereignty, and nationhood in Québec's independence movement
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What could a history of game studies be from the perspective of a queer Chickasaw feminist scholar? Should this be a disciplining manifesto, a polemical call to arms for radical transformation, a survey of the existing scholarship that has thus far framed games ludologically as fun, as sportsmanship, as design, or as epic struggles for political power where the player rather ominously wins or dies? I’m a bit of an interloper as a recent arrival from Indigenous studies to video-game studies, a field that represents both the end of history and the ahistoricity of pop-culturally–oriented archives that are presentist at best, and at worst, complicit with an industry derived from settler militaristic technologies and platforms and compelled by niche markets to innovate faster and faster to saturate more and more households at the structural level of occupation. And then there is the problem of what the history of game studies has been: Greco-Roman, European, cis white male, heterosexual, orientalist, algorithmic, and code driven with the techno-optimism of Silicon Valley alongside Jane McGonigal’s fundamental belief that games have and will save the world once they unite the collective brain power of all the gamers and bend them to a single task—and if not all that, then peak 1980s geekery with a hint of liberal multiculturalism thrown in, if Ernest Cline’s Ready Player One is anything to go by. It is as if the history of game studies has only ever been an imperial read-only memory to be mined, played, and spatialized within the conscriptions of conquistador archives already known and yet to be discovered.
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As a teenager during my first internship at the Los Angeles County Museum of Art, a diversity initiative for inner-city youth, the education curator enthusiastically asked, “Who here would like to be an art historian!?” Like all the other Black and Brown inner-city kids, I laughed inside. My response was not due to a lack of art appreciation; I grew up in a family of refugees who were all self-taught artists back home in El Salvador, who taught me to draw before I learned to read. Nor was my response rooted in apathy for creative expression, for I was involved in art and theater from my elementary through my high school years. Art was such a natural part of my life that the idea of studying it seemed wasteful to me. The truth was, the internship was one of two jobs I was working to financially help my family and pay for my first year of community college. Hidden even deeper, though, I believed the museum world was not my world. I was a guanaca (the appellative given to people from El Salvador) whose family fled war and remained invisible in mainstream US Latinx history and culture. I was also from the hood—in my case Compton, California, a city made notorious by gangsta rap and police brutality. I believed that people like me guarded the art on the museum walls, cleaned the floors and bathrooms for visitors, and served the food at the high-priced café. People who looked like me, who came from where I did, did not determine what art could be, nor could we afford to buy it. We certainly did not write the history of art, for if we had, we would see ourselves represented on the walls.
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Ce mémoire cherche à dresser l'historiographie de l'artiste anishnabé Nadia Myre. Il s'agit d'une analyse à la fois qualitative et quantitative de près de 200 textes récoltés au sujet de l'artiste du début de sa carrière (1995) jusqu'en 2016. En plus d'offrir une visualisation de l'accomplissement de celle-ci avec la création d'une feuille de calcul, le présent mémoire cherche aussi à analyser les différents propos des auteur.es au sujet de la pratique d'une artiste autochtone en territoire appelé Canada. Les œuvres les plus marquantes de l'artiste sont également analysées en profondeur.
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When E. Carmen Ramos organized Our America: The Latino Presence in American Art (2013) at the Smithsonian American Art Museum in Washington, DC, art holdings of Latinx artists at the institution were minimal and unbalanced. The museum lacked works by foundational figures; entire groups like Dominican Americans were missing, as were genres like abstract art; and with a collection dominated by colonial and folk art and work by Mexican Americans, it was impossible to produce any comprehensive exhibition of contemporary Latinx art, much less one that represented the diversity of artists and trends. Ramos was one of the few Latinx curators hired in the aftermath of the infamous 1994 “Willful Neglect” report documenting a historical pattern of discrimination at the Smithsonian Institute and calling for the hiring of Latinx curators to help direct the Smithsonian’s priorities in research, collections, and exhibitions.1 Twenty-five years later, this pattern of exclusion continues apace. In 2018, a study by UCLA’s Chicano Studies Research Center found that while the Smithsonian’s Latinx workforce grew from 2.5 percent to 10.1 percent, this growth falls short of representing the growth of the Latinx population, which since 1994 has doubled to 17.8 percent of the total population. In sum, the task of putting a dent in a mostly white canonical art history and collection was a daunting one, and whatever Ramos did would be a politically charged intervention. This would be the first major scholarly survey exhibition of Latinx art, a statement to insert it as central to US art history, and the first major show of its type in a major North American museum in decades.
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Stemming from Grosfoguel’s decolonial discourse, and particularly his enquiry on how to steer away from the alternative between Eurocentric universalism and third world fundamentalism in the production of knowledge, this article aims to respond to this query in relation to the field of the art produced by Latin American women artists in the past four decades. It does so by investigating the decolonial approach advanced by third world feminism (particularly scholar Chandra Talpade Mohanty) and by rescuing it from—what I reckon to be—a methodological impasse. It proposes to resolve such an issue by reclaiming transnational feminism as a way out from what I see as a fundamentalist and essentialist tactic. Following from a theoretically and methodological introduction, this essay analyzes the practice of Cuban-born artist Marta María Pérez Bravo, specifically looking at the photographic series Para Concebir (1985–1986); it proposes a decolonial reading of her work, which merges third world feminism’s nation-based approach with a transnational outlook, hence giving justice to the migration of goods, ideas, and people that Ella Shohat sees as deeply characterizing the contemporary cultural background. Finally, this article claims that Pérez Bravo’s oeuvre offers the visual articulation of a decolonial strategy, concurrently combining global with local concerns.
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The widespread popularity of sandbox games, and Minecraft in particular, may be a recent phenomenon, but their appeal may be much older. Rather than representing a wholly new development in gaming, these games may participate in a larger media ecology that flatters a neoliberal worldview. This research calls for greater attention to the coercive economic assumptions encoded in gamemechanics. Drawing on scholarship in ludology, postcolonial studies, and phenomenology, it suggests that sandbox games like Minecraft habituate players to myths of empire and capital that rationalize political and economic inequality. More than simply offering a blank slate for player creation, Minecraft rewards players for assuming their entitlement to the world’s resources and thus their superiority over other inhabitants of the game world.
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Résumé livre : 4e de couv.: Les mutations qui se sont amorcées à partir de la fin de la Seconde Guerre mondiale et qui connaissent une accélération rapide avec les crises sociales, culturelles, économiques et environnementales contemporaines ont transformé le paysage muséal et les visions dont les musées se soutiennent et qu'ils entretiennent. La plupart des travaux produits au cours de ces années ont été portés par ces transformations et y contribuent : la recherche en muséologie s'est elle-même dissociée de la recherche dans les musées dans les années 1980. De plus, quelque chose s'est noué entre un tournant communicationnel dans les musées et un développement de la réflexion théorique et critique sur la communication. Dans une approche résolument pluridisciplinaire, cet ouvrage se propose d'analyser ces évolutions dans leurs dimensions institutionnelles, culturelles, communicationnelles, historiques, patrimoniales. Les perspectives réunies ici contribueront, sans aucun doute, à mettre au jour les mouvements de fond actuels, les tendances qui travaillent les institutions elles-mêmes, et le poids de ces changements dans la formulation des enjeux théoriques en muséologie.
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Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences.This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
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There was no meaningful attempt to counter the black aesthetic with conceptual criteria for creating and evaluating art which would simultaneously acknowledge its ideological content even as it allowed for expansive notions of artistic freedom. To re-open the creative space that much of the black aesthetic movement closed down, it seems vital for those involved in contemporary black arts to engage in a revitalized discussion of aesthetics. In part, a radical aesthetic acknowledges that the people are constantly changing positions, locations, that their needs and concerns vary, that these diverse directions must correspond with shifts in critical thinking. Innovative African-American artists have rarely documented their process, their critical thinking on the subject of aesthetics. Certainly many of the revolutionary, visionary critical perspectives on music that were inherent to John Coltrane’s oppositional aesthetics and his cultural production will never be shared because they were not fully documented.
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Searching the critical work of post-colonial critics, the author found much writing that bespeaks the continued fascination with the way white minds, particularly the colonial imperialist traveler, perceive blackness, and very little expressed interest in representations of whiteness in the black imagination. Some white people may even imagine there is no representation of whiteness in the black imagination, especially one that is based on concrete observation or mythic conjecture. Stereotypes black folks maintain about white folks are not the only representations of whiteness in the black imagination. Yet it is this representation of whiteness in the black imagination, first learned in the narrow confines of poor black rural community, that is sustained by the author travels to many different locations. Theorizing diverse journeying is crucial to the people understanding of any politics of location.
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De 2003 à 2017, le jardin des Premières-Nations du Jardin botanique de Montréal a été le lieu d'exposition de 12 œuvres d'artistes autochtones dans le cadre du Concours d'œuvre murale éphémère lancé par Sylvie Paré. Ce mémoire rassemble l'ensemble de cette exposition afin d'en relever le discours général et les liens que les œuvres entretiennent entre elles, avec le Jardin et avec les territoires
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Age is not alone in shaping real and imagined differences in Internet use. Racial and gender-based stereotypes abound and need to be empirically challenged. This chapter explores the relationships between race, gender, sexuality, and digital cultures in one increasingly significant digital domain—gaming. With a review of previous scholarship on race, gender, and gaming, the author shows that we see few signs of a “post-racial” society being brought into being. In fact, gaming is a digital activity where racism and sexism are commonplace. The chapter thus leaves us with questions about why, when the Internet is a potentially powerful leveling tool in the quest for democracy and fairness, does it continue to be defined by egregious sexism and racism?
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)