Rechercher
Bibliographie complète 924 ressources
-
Cet article revient sur la polémique qui a éclaté en juin 2017, lorsque des artistes, des intellectuels et des militants cherokees ont publié une lettre ouverte dénonçant comme frauduleuse l'identité cherokee de l'artiste Jimmie Durham, l'une des figures les plus reconnues de l'art contemporain autochtone. Loin de vouloir trancher un débat aux ramifications complexes, cet article entend plutôt restituer les termes de la querelle et examiner la façon dont cette controverse éclaire la notion d'« autochtonie
-
Ce numéro, composé de contributions d’auteurs autochtones et allochtones, éclaire les débats actuels entourant la notion d’« autochtonie » dans le champ des arts visuels et de la littérature, tout en rendant compte de la nouvelle effervescence de la création autochtone contemporaine, tout particulièrement au Québec et au Canada. Chacun des textes se penche sur la question de savoir ce que signifie être un artiste autochtone aujourd’hui. Ils mettent tous en évidence que la création contemporaine contribue à l’énonciation de l’identité autochtone. This issue sheds light on current debates surrounding the notion of “Indigeneity” in literature and the visual arts, most particularly in Quebec and Canada. At the same time, the articles by Indigenous and Non-Indigenous authors account for the renewed effervescence of contemporary Indigenous creativity. Each of the texts reflect upon what it means to be an Indigenous artist today. They all bring to light the part played by contemporary Indigenous arts in the utterance of Indigenous identity.
-
"Through innovative and critical research, this anthology inquires and challenges issues of race and positionality, empirical sciences, colonial education models, and indigenous knowledges. Chapter authors from diverse backgrounds present empirical explorations that examine how decolonial work and Indigenous knowledges disrupt, problematize, challenge, and transform ongoing colonial oppression and colonial paradigm. This book utilizes provocative and critical research that takes up issues of race, the shortfalls of empirical sciences, colonial education models, and the need for a resurgence in Indigenous knowledges to usher in a new public sphere. This book is a testament of hope that places decolonization at the heart of our human community." -- Prové de l'editor.
-
In the 1990s I lived in New York City. I moved to New York City shortly after graduating from Oberlin College, in Ohio. I lived there for almost a de cade, and during that time I was very actively engaged in continuing my pursuit of a career in photography. Photography was my first form of visual art going back to junior high school. I enrolled in the New York University International Center for Photography master’s program because I really wanted to understand what it was to be a photographer. At that time I was very interested in street photography.
-
I grew up on the West Side of Chicago, where it was infested with gangs and drugs and violence. But I was always the type of person that wanted to be better than my environment, and I was also the type of person that didn’t want people to underestimate me because of where I came from. And so I made up in my mind, even as a young child, that I wanted to be somebody. I love making movies. I’ve wanted to be who I am ever since I saw Sidney Lumet’s movie The Wiz (1978).
-
In 2005 Angela Robinson released her spy spoof, D.E.B.S. (2004). Robinson first realized the project as the short film D.E.B.S. (2003) through a training program with POWER UP (Professional Organization of Women in Entertainment Reaching Up), the only 501(c)(3) nonprofit film production company and educational organization for women and the GLBTQ community. In 2005 she also became the second black woman and first black lesbian to direct a studio feature, the Disney film Herbie Fully Loaded starring Lindsay Lohan. This moment marked the beginning of the black lesbian media maker hyphenate as Angela Robinson moved to television and began working on The L Word as a writer, director, and eventually producer. Patricia White's essay in this section, "'Invite Me In!': Angela Robinson at the Hollywood Threshold," offers an in-depth exploration of her career trajectory.
-
The Mammy has been in our field of vision as a popular icon representing black womanhood for more than a century in literature, film, and television and in consumer and material culture.¹ Described as an asexual, rotund slave of older age whose sole responsibility is to take care of her master’s children, Mammy is a beloved character who represents all that is nurturing and maternal. She is dark-skinned and boisterous and thought to have mannish features such as large feet and hands. Mammy wears a large skirt, hiding her sex, and covers her nappy hair with a bandanna or handkerchief.
-
This article attempts to review and synthesise the main debates in critical geography across both the Latin American and Anglo-Saxon traditions. By reviewing the main theoretical approaches including from political ecology, feminist geography, post-colonial and de-colonial approaches and the geography of motilities and migration, the aim of this article is to delineate a pan-Latin American approach to critical geography. We also consider why some approaches and topics have received greater or lesser attention in Latin American scholarship. Finally, we emphasize the importance of establishing a new transnational dialogue based on regionally situated critical research that questions and proposes new pathways in the production of knowledge from and about the region. We suggest this approach be nested in critical theory and committed to local political and territorial struggles.
-
In recent years, the Middle East’s information and communications landscape has changed dramatically. Increasingly, states, businesses, and citizens are capitalizing on the opportunities offered by new information technologies, the fast pace of digital transformations, and enhanced connectivity. These changes are far from turning Middle Eastern nations into network societies, but their impact is significant. The growing adoption of a wide variety of information technologies and new media platforms in everyday life has given rise to complex dynamics that beg for a better understanding. Digital Middle East sheds a critical light on continuing changes that are closely intertwined with the adoption of information and communication technologies in the MENA region. Drawing on case studies from throughout the Middle East, the contributors explore how these digital transformations are playing out in the social, cultural, political, and economic spheres, exposing the various disjunctions and discordances that have marked the advent of the digital Middle East.
-
Interview with Avinash Kumar, Creative Director & Co-Founder, Quicksand Design Studio, India.
-
Interview with Avichal Singh, Founder and Game Designer of Nodding Heads Games, Pune, India.
-
Interview with Zainuddeen Fahadh, Founder of Ogre Head Studio, Hyderabad, India
-
Film and Television Culture in China gives a provocative analysis of film and television culture in China. The author first gives a panoramic picture of Chinese culture in which film and television was born and shaped. He then delineates the definition, composition, and basic relations in film and television culture. Also discussed are the two traditions in Chinese film and television culture--the worldly spirit and the poetic style. The two traditions are deeply rooted in Chinese Confucianism and Taoism, and have influenced Chinese film and television from the start. The author provides in-depth and original readings of the phenomena in Chinese film and television culture, such as: the reform films and the reflection films; the character and mission of television documentary; and a dialogue between the mainland and Taiwan. Film and Television Culture in China will be an essential guide to understand the film and television culture in China, from early screen to the present day.
-
This article explores the extent to which the practice of video game modification (commonly referred to as modding) is regulated under South African law. The relevant copyright laws (including impending changes to such laws) are explored, along with practical considerations such as the impact of end-user licence agreements. This is then compared to the position in the USA. The authors argue that modding is likely lawful under South Africa, and that steps should be taken to offer more clarity for modders in the future.
-
The Prince of Persia in Prince of Persia: The Sands of Time (Ubisoft 2003) is ever reluctant to accept an ignominious end to his story, whether after a fall from atop a tower or after being killed by the sand demons. Every time he fails, the Prince exclaims ‘no no, that is not how it happened at all’. Like the videogame player controlling his avatar, the Prince wants the game sequence to be reloaded and replayed; only he appeals to an entity that the player often does not notice – memory. The Prince justifies the reload because he does not remember the events as they happen and he hankers for a return to a ‘true’ memory. There is an implicit problem here, however. We cannot ask the Prince what he remembers and during the game the player ends up remembering the ‘false’ memories, albeit often unconsciously. To progress further in the game, the player needs to have learned from his mistakes or, in other words, to have remembered the previous iterations of gameplay. According to the Prince’s memory, these failed instances of gameplay never happened; yet they happened in the gameplay and are remembered by players. Often, many players share the same experience and this exists as a shared memory. Players might also be drawing on collectively recorded memories – the written step by step guidelines in a walkthrough and the comments left by players on various gaming forums or wikis. What the player remembers is also often influential in determining the in-game identity of the player. Videogames themselves, such as Assassin’s Creed (Ubisoft 2008) and STALKER: Shadow of Chernobyl (GSC Gameworld 2007) have started self-reflexively exploring memory in their plots. Therefore, it will be useful to move the study of memory in videogames out of its relative obscurity and explore its multi-layered complexity.
-
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.
-
Today’s explosion of Swedish films made by and about transgender people is sometimes considered in a vacuum. This article explores the long history of cross-gender performance in Swedish cinema and the relationship of these new films to older traditions. In this article, I will outline the contours of cross-gender performance in Swedish films from the 1908 to today, using some exemplary films to display the variety of styles, genres, and meanings that can be found: the short dance film Dances Through the Ages ( Skilda tiders danser , Walfrid Bergström, 1909); the swashbuckler Lasse-Maja (Gunnar Olsson, 1941); the romantic comedy Up With Little Märta ( Fram för Lilla Märta , Hasse Ekman, 1945); the dramatic art film The Magician ( Ansiktet , Ingmar Bergman, 1958); the recent romantic comedy Cockpit (Mårten Klingberg, 2012); and the trans art film Everything Falls Apart ( Nånting måste gå sönder , Ester Martin Bergsmark, 2016). I will show that the two main shifts in Swedish cinema’s representation of cross-gender performance occurred in the mid-1950s and in the 1990s, due to social changes and changes in the structure of the Swedish film industry. In Swedish cinema, as elsewhere, cross-dressing has never meant any one thing, so we must attend to the specific contexts of its expression in order to understand what it meant.
-
Ce texte est la traduction de l’introduction au livre de Santiago Castro-Gómez, La hybris del punto cero: ciencia, raza e ilustración en Nueva Granada (1750-1816), Bogota: Ed. Pontificia Univ…
-
You've heard the stories about the dark side of the internet -- hackers, #gamergate, anonymous mobs attacking an unlucky victim, and revenge porn -- but they remain just that: stories. Surely these things would never happen to you. Zoe Quinn used to feel the same way. She is a video game developer whose ex-boyfriend published a crazed blog post cobbled together from private information, half-truths, and outright fictions, along with a rallying cry to the online hordes to go after her. They answered in the form of a so-called movement known as #gamergate--they hacked her accounts; stole nude photos of her; harassed her family, friends, and colleagues; and threatened to rape and murder her. But instead of shrinking into silence as the online mobs wanted her to, she raised her voice and spoke out against this vicious online culture and for making the internet a safer place for everyone. In the years since #gamergate, Quinn has helped thousands of people with her advocacy and online-abuse crisis resource Crash Override Network. From locking down victims' personal accounts to working with tech companies and lawmakers to inform policy, she has firsthand knowledge about every angle of online abuse, what powerful institutions are (and aren't) doing about it, and how we can protect our digital spaces and selves.Crash Override offers an up-close look inside the controversy, threats, and social and cultural battles that started in the far corners of the internet and have since permeated our online lives. Through her story -- as target and as activist -- Quinn provides a human look at the ways the internet impacts our lives and culture, along with practical advice for keeping yourself and others safe online.
Explorer
1. Approches
- Analyses formalistes (41)
- Approches sociologiques (320)
- Épistémologies autochtones (173)
- Étude de la réception (79)
- Étude des industries culturelles (283)
- Étude des représentations (340)
- Genre et sexualité (265)
- Histoire/historiographie critique (238)
- Humanités numériques (57)
- Méthodologie de recherche décoloniale (64)
2. Auteur.rice.s et créateur.rice.s
- Auteur.rice (76)
- Auteur.rice autochtone (102)
- Auteur.rice LGBTQ+ (16)
- Auteur.rice noir.e (95)
- Auteur.rice PANDC (303)
- Autrice (334)
- Créateur.rice autochtone (163)
- Créateur.rice LGBTQ+ (39)
- Créateur.rice noir.e (40)
- Créateur.rice PANDC (80)
- Créatrice (140)
- Identités diasporiques (65)
4. Corpus analysé
- Afrique (59)
- Amérique centrale (41)
- Amérique du Nord (388)
- Amérique du Sud (126)
- Asie (237)
- Europe (89)
- Océanie (27)
4. Lieu de production du savoir
- Afrique (24)
- Amérique centrale (9)
- Amérique du Nord (490)
- Amérique du Sud (74)
- Asie (126)
- Europe (145)
- Océanie (58)
5. Pratiques médiatiques
- Études cinématographiques (115)
- Études du jeu vidéo (245)
- Études télévisuelles (210)
- Histoire de l'art (118)
- Histoire de l'art - art autochtone (188)