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  1. The Ballad of the Internet Nutball: Chaining Rhetorical Visions from the Margins of the Margins to the Mainstream in the Xenaverse

    This dissertation is just one portal into the cyberspace-based virtual world called the "Xenaverse," so named because of its association with the world-wide syndicated television program, "Xena: Warrior Princess." The Xenaverse cannot be contained by this dissertation, but this project seeks to link and merge with the webbed Xenaverse culture in cyberspace. To learn about the Xenaverse you must step through a portal, become immersed and explore, both within and beyond the blurred boundaries of this dissertation, and into the Xenaverse itself. When you are ready to leave, you will have to find your way out, for just as this hypertextual dissertation has an entry portal, it also has an exit portal, a space for you to debrief and share your thoughts on your way out, to contribute to the ongoing dialogue that is this dissertation web on the Internet.

    Patricia Tomaszek - 02.10.2015 - 10:51

  2. Exploratory Programming for the Arts and Humanities

    This book introduces programming to readers with a background in the arts and humanities; there are no prerequisites, and no knowledge of computation is assumed. In it, Nick Montfort reveals programming to be not merely a technical exercise within given constraints but a tool for sketching, brainstorming, and inquiring about important topics. He emphasizes programming’s exploratory potential—its facility to create new kinds of artworks and to probe data for new ideas. The book is designed to be read alongside the computer, allowing readers to program while making their way through the chapters. It offers practical exercises in writing and modifying code, beginning on a small scale and increasing in substance. In some cases, a specification is given for a program, but the core activities are a series of “free projects,” intentionally underspecified exercises that leave room for readers to determine their own direction and write different sorts of programs. Throughout the book, Montfort also considers how computation and programming are culturally situated—how programming relates to the methods and questions of the arts and humanities.

    Alvaro Seica - 18.02.2016 - 11:40

  3. Comedy and Cultural Critique in American Film

    Cinema mostly taught viewers how to understand cinema, constantly thematizing its addresses to and relationship to its audience. Comic cinema has provided a self-reflexive critique of this auto-technological or auto-medial training, allowing audiences to glimpse the many ways they were being conditioned and articulated in the mechanical era by this quintessential example of art form become industry. Comic cinema then considers through its own medial relations to the construction of human perception and consciousness (or aesthetics). Comedy and Cultural Critique in American Film adds to the conversation of film comedy in two primary, interrelated ways. One is it argues for the centrality of comedy in film as a means for staging (or attempting) cultural criticism. Another focuses on the powerful and sustained shifts in visual culture emergent in the 20th century that cinema helped generate, foster, and question. As a result, comedic film often addresses technology (industrial, mechanical, visual, digital, military, etc.) and techne generally that constitute the grounds of possibility for cinema itself that fall into its purview of self-reflexive cultural criticism.

    Ashleigh Steele - 26.09.2021 - 10:24