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On the Language of Internet MemesDe la Rosa-Carrillo, Ernesto León January 2015 (has links)
Internet Memes transverse and sometimes transcend cyberspace on the back of impossibly cute LOLcats speaking mangled English and the snarky remarks of Image Macro characters always on the lookout for someone to undermine. No longer the abstract notion of a cultural gene that Dawkins (2006) introduced in the late 1970s, memes have now become synonymous with a particular brand of vernacular language that internet users engage by posting, sharing and remixing digital content as they communicate jokes, emotions and opinions. For the purpose of this research the language of Internet Memes is understood as visual, succinct and capable of inviting active engagement by users who encounter digital content online that exhibits said characteristics. Internet Memes were explored through an Arts-Based Educational Research framework by first identifying the conventions that shape them and then interrogating these conventions during two distinct research phases. In the first phase the researcher, as a doctoral student in art and visual culture education, engaged class readings and assignments by generating digital content that not only responded to the academic topics at hand but did so through forms associated with Internet Memes like Image Macros and Animated GIFs. In the second phase the researcher became a meme literacy facilitator as learners in three different age-groups were led in the reading, writing and remixing of memes during a month-long summer art camp where they were also exposed to other art-making processes such as illustration, acting and sculpture. Each group of learners engaged age-appropriate meme types: 1) the youngest group, 6 and 7 year-olds, wrote Emoji Stories and Separated at Birth memes; 2) the middle group, 8-10 year-olds, worked with Image Macros and Perception memes, 3) while the oldest group, 11-13 year-olds, generated Image Macros and Animated GIFs. The digital content emerging from both research phases was collected as data and analyzed through a hybrid of Memetics, Actor-Network Theory, Object Oriented Ontology, Remix Theory and Glitch Studies as the researcher shifted shapes yet again and became a Research Jockey sampling freely from each field of study. A case is made for Internet Memes to be understood as an actor-network where meme collectives, individual cybernauts, software and source material are all actants interrelating and making each other enact collective agencies through shared authorships. Additionally specific educational contexts are identified where the language of Internet Memes can serve to incorporate technology, storytelling, visual thinking and remix practices into art and visual culture education. Finally, the document reporting on the research expands on the hermeneutics of Internet Memes and the phenomenological experiences they elicit that are otherwise absent from traditional scholarly prose. Chapter by chapter the dissertation was crafted as a journey from the academic to the whimsical, from the lecture hall to the image board (where Internet Memes were born), from the written word to the remixed image as a visual language that is equal parts form and content that emerges and culminates in a concluding chapter composed almost entirely of popular Internet Meme types. An online component can be found at http://memeducation.org/
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O remix midiático das séries de televisão Cowboy Bebop e Samurai ChamplooAlmeida, Roberta Regalcce de 11 May 2010 (has links)
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Previous issue date: 2010-05-11 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / This dissertation aims to analyze two Japanese animation series for TV, Cowboy
Bebop (1998) and Samurai Champloo (2004) by Shinichiro Watanabe. The both series are emblematic by using a remix of the traditional and the modern, the Japanese
culture and the West, generating unusual metamorphoses and creating multiple interfaces
between various contexts and media experience (television, movies, games, manga etc.). The research analyzes the strategies of remix, typical of so-called post-production,
on the dynamics of selection and appropriation of media products and objects of consumption, and their reuse in other forms and contexts, redefining them, as a focus of epistemological critical analysis. The goal is to analyze if the author s remix can be considered in fact, one author. In support of discussion, the research selected authors who have dedicated themselves to track the origins, functions and uses of the remix, and the modulations
of this process in pop culture throughout the twentieth century as Lev Manovich (2005), Eduardo Navas (2008), Nicolas Bourriaud (2009) and Lucia Santaella (2007). Moreover, the theory corpomídia (Greiner and Katz 2005) explains how to avoid the deterministic analysis that consider the work and the author as objects and subjects entered by the culture. The analitic methodology for the both series, while remixes of Japanese pop culture, focuses on observing and reporting different sources, indicating their mediation.
As media products, the series will finally be recognized as maps or overlapping layers, as the researchers specializing in Japanese pop culture has been discussing in recent years (Looser 2009, Igarashi 2001, Greiner, 1998 and 2000 and Luyten, 2000). The expected result is a reflection that will not invoke the traditional dichotomies between East and West and it is focused on analyzing the media culture, with emphasis
on representations of corpomídia that appears as a mark of natural experiments studied / A dissertação propõe analisar duas séries de animações japonesas para TV, Cowboy Bebop (1998) e Samurai Champloo (2004) de Shinichiro Watanabe. Trata-se de duas séries emblemáticas por remixar em um mesmo cenário o tradicional e o moderno, a cultura japonesa e a ocidental, engendrando metamorfoses inusitadas e criando múltiplas interfaces entre vários contextos e experiências midiáticas (TV, cinema,
jogos eletrônicos, mangás etc). A pesquisa analisa as estratégias de remix, típica da chamada pós-produção, em sua dinâmica de seleção/apropriação de produtos midiáticos e/ou objetos de consumo,
e em sua reutilização em outras formas e contextos, resignificando-os, como eixo epistemológico da análise crítica. O objetivo é analisar se o autor de remix pode ser considerado de fato, um autor. Para fundamentar a discussão, a pesquisa selecionou autores que se dedicaram
a rastrear as origens, funções e usos do remix, bem como as modulações desse processo na cultura pop ao longo do século XX como Lev Manovich (2005), Eduardo Navas (2008), Nicolas Bourriaud (2009) e Lucia Santaella (2007). Além disso, a teoria corpomídia (Greiner e Katz 2005) esclarece como evitar as análises deterministas que consideram obra e autor como objetos e sujeitos inscritos pela cultura. A metodologia de análise dessas duas séries, enquanto remixagens da cultura pop japonesa, concentra-se em observar e apontar diferentes fontes, evidenciando as suas mediações. Enquanto produtos midiáticos, as séries acabaram por ser reconhecidas
como mapas sobrepostos ou camadas (layers), como pesquisadores especializados
na cultura pop japonesa vem discutindo nos últimos anos (Looser 2009, Igarashi 2001, Greiner, 1998 e 2000 e Luyten, 2000). O resultado esperado é uma reflexão que não se ampara nas tradicionais dicotomias entre oriente e ocidente e cujo foco está na análise das mídias, com ênfase nas representações do corpomídia que aparece como marca singular das experiências estudadas
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Creative Combat: Indigenous Art, Resurgence, and DecolonizationMartineau, Jarrett 17 September 2015 (has links)
This dissertation examines the transformative and decolonizing potential of Indigenous art-making and creativity to resist ongoing forms of settler colonialism and advance Indigenous nationhood and resurgence. Through a transdisciplinary investigation of contemporary Indigenous art, aesthetics, performance, music, hip-hop and remix culture, the project explores indigeneity’s opaque transits, trajectories, and fugitive forms. In resistance to the demands and limits imposed by settler colonial power upon Indigenous artists to perform indigeneity according to settler colonial logics, the project examines creative acts of affirmative refusal (or creative negation) that enact a resistant force against the masked dance of Empire by refusing forms of visibility and subjectivity that render indigeneity vulnerable to commodification and control. Through extensive interviews with Indigenous artists, musicians, and collectives working in a range of disciplinary backgrounds across Turtle Island, I stage an Indigenous intervention into multiple discursive forms of knowledge production and analysis, by cutting into and across the fields of Indigenous studies, contemporary art and aesthetics, performance studies, critical theory, political philosophy, sound studies, and hip-hop scholarship. The project seeks to elaborate decolonial political potentialities that are latent in the enfolded act of creation which, for Indigenous artists, both constellate new forms of community, while also affirming deep continuities within Indigenous practices of collective, creative expression. Against the colonial injunction to ‘represent’ indigeneity according to a determinate set of coordinates, I argue that Indigenous art-making and creativity function as the noise to colonialism’s signal: a force capable of disrupting colonial legibility and the repeated imposition of the normative order. Such force gains power through movement and action; it is in the act of turning away from the colonial state, and toward one another, that spaces of generative indeterminacy become possible. In the decolonial cypher, I claim, new forms of being elsewhere and otherwise have the potential to be realized and decolonized. / Graduate / 0357 / 0413 / 0615 / martij@uvic.ca
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The Politics and Pedagogy of Young People's Digital Media ParticipationBurwell, Catherine 05 January 2012 (has links)
In this thesis I survey the terrain of digital interactions between youth, corporations and pop culture texts in order to complicate current visions of participatory culture. I argue that popular images of the empowered young users of a new digital democracy need to be complicated by asking questions about the politics of digital participation: about whose voices are heard, about where attention is centred, about how interactivity is defined, about who is rewarded for creative labour. The opening chapter introduces key issues within a critical examination of digital participation, including commodification, user agency and intellectual property. It also outlines my methodologies and my choice of research site – namely internet television, and the proliferation of corporate and youth practices around digitized television texts. The next two chapters provide case studies that identify and evaluate not only the interactions between corporate producers and young users, but also the power relations between the two. First, I analyze young women‘s video remixes of the program Gossip Girl. I consider the remixes as gendered texts that contribute new aesthetics and concerns, even as they reproduce dominant interpretations of contemporary girlhood. I also consider the distribution of the videos on YouTube, noting how their circulation simultaneously challenges corporate ownership and creates profit and promotion for those same corporate owners. Next, I examine interactions around the The Colbert Report. Focusing on the program‘s official discussion boards, I demonstrate how young fans have taken up Stephen Colbert‘s invitation to join in the parody by creating a vibrant, dialogic and rowdy community that has frequently come into conflict with Comedy Central producers. In their attempts to address these conflicts and create alternative spaces of their own, these young people gesture towards larger tensions over the control of public digital dialogue. The final chapter draws on my research and experience as a teacher to consider how these case studies might help us to frame our own educational projects. I call for a digital literacy curriculum that provides both a place for students to reflect on their daily activities within mediated environments and the opportunity to experiment with digital production.
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The Politics and Pedagogy of Young People's Digital Media ParticipationBurwell, Catherine 05 January 2012 (has links)
In this thesis I survey the terrain of digital interactions between youth, corporations and pop culture texts in order to complicate current visions of participatory culture. I argue that popular images of the empowered young users of a new digital democracy need to be complicated by asking questions about the politics of digital participation: about whose voices are heard, about where attention is centred, about how interactivity is defined, about who is rewarded for creative labour. The opening chapter introduces key issues within a critical examination of digital participation, including commodification, user agency and intellectual property. It also outlines my methodologies and my choice of research site – namely internet television, and the proliferation of corporate and youth practices around digitized television texts. The next two chapters provide case studies that identify and evaluate not only the interactions between corporate producers and young users, but also the power relations between the two. First, I analyze young women‘s video remixes of the program Gossip Girl. I consider the remixes as gendered texts that contribute new aesthetics and concerns, even as they reproduce dominant interpretations of contemporary girlhood. I also consider the distribution of the videos on YouTube, noting how their circulation simultaneously challenges corporate ownership and creates profit and promotion for those same corporate owners. Next, I examine interactions around the The Colbert Report. Focusing on the program‘s official discussion boards, I demonstrate how young fans have taken up Stephen Colbert‘s invitation to join in the parody by creating a vibrant, dialogic and rowdy community that has frequently come into conflict with Comedy Central producers. In their attempts to address these conflicts and create alternative spaces of their own, these young people gesture towards larger tensions over the control of public digital dialogue. The final chapter draws on my research and experience as a teacher to consider how these case studies might help us to frame our own educational projects. I call for a digital literacy curriculum that provides both a place for students to reflect on their daily activities within mediated environments and the opportunity to experiment with digital production.
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O remix das imagens gráficas digitais: no design gráfico contemporâneoOLIMPIO, Ricardo José Barbosa 16 August 2017 (has links)
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Previous issue date: 2017-08-16 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research seeks to deepen the knowledge related to the remix actions applied to digital graphic images in contemporary graphic design projects. Remix is the use and accumulation of layers from different origins, analog and digital, through actions resulting from collages, borrowings, appropriations or quotations, used in favor of a new imagetic design simulation levels challenges your agent’s imagination. The objective of this work is to investigate some cre- ation processes and their relevance to the results promoted by the hybridization and remixes of graphic fragments in the construction of new digital images, and for these analyzes were chosen some posters with singular languages in their visual configurations. The concept of remix in the field of graphic design and its languages was elaborated from the contribution of authors such as Bruno Munari, Donis A. Dondis and Rudolf Arnhein who bring us approaches on the elements of language and visual perception; Eduardo Navas, Lawrence Lessig and Kirby Ferguson collaborate with remix con- cepts; Levi Manovich with researches related to the aesthetics of remixability; Lucia Santaella and Jacques Aumont with studies on the cognitive image; Philip Meggs and Rafael Cardoso who contrib- ute with surveys on the history of graphic design; and Rick Poynor who brings us concepts of postmodern graphic design, among oth- ers that reinforce the theoretical scope during the investigation. Concepts and references are also brought from the universe of music, analog collage, language through technological aesthetics, and addressed in some graphic design productions, especially in the third and last part, composed by a case study on the design of the Brazilian designer Rico Lins in the visual configuration of the piece of publicity of the exhibition Brasil em Cartaz, event that took place in France in 2005. In short, it is concluded that remix is an important compositional action that intensifies the creative process and the imagination. / Esta pesquisa busca aprofundar os conhecimentos relacionados às ações de remix aplicadas às imagens gráficas digitais em projetos de design gráfico contemporâneo. Entende-se por remix o uso e os acúmulos de camadas de diferentes procedências, analógicas e digitais, via ações resultantes de colagens, de empréstimos, de apropriações ou citações, utilizadas a favor de uma nova concepção imagética em níveis de simulações que desafiam a imaginação do seu agente. Objetiva-se aqui investigar alguns processos de criação e sua relevância quanto aos resultados promovidos pela hibridação e remisturas de fragmentos gráficos em construção de novas imagens digitais, e para essas análises foram escolhidos alguns cartazes com linguagens peculiares em suas configurações visuais. O conceito de remix no campo do design gráfico e suas linguagens foi elaborado a partir da contribuição de autores como Bruno Munari, Donis A. Dondis e Rudolf Arnhein que nos trazem abordagens sobre os elementos da linguagem e percepção visual; Eduardo Navas, Lawrence Lessig e Kirby Ferguson colaboram com conceitos de remix; Levi Manovich com pesquisas relacionadas às estéticas da remixabilidade; Lucia Santaella e Jacques Aumont com estudos sobre a imagem cognitiva; Philip Meggs e Rafael Cardoso que contribuem com levantamentos sobre a história do design gráfico; e Rick Poynor que nos traz conceitos do design gráfico pós-moderno, dentre outros que reforçam o escopo teórico no decorrer da investigação. Conceitos e referências também são trazidos do universo da música, da colagem analógica, da linguagem por meio das estéticas tecnológicas, e abordados em algumas produções do design gráfico, em especial na terceira e última parte, composta por um estudo de caso sobre o projeto do designer brasileiro Rico Lins na configuração visual da peça de divulgação da exposição "Brasil em Cartaz", evento ocorrido na França em 2005...
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Pastoral Nostalgia and Digital Media: A Case Study Exploring Nostalgia Communication in Li Ziqi’s Online Short VideosDeng, Jinpei January 2020 (has links)
The primary goal of this study is to observe how the meaning of nostalgia is negotiated and remediated in Li Ziqi’s short videos, and understand the construction and expression of pastoral images in the video, by examining its social modality of the audiencing site and the compositional and social modalities of the image site through a Critical Visual Approach(CVA). Except for CVA, Remix as a thinking tool helps to frame data selection, mixed methods and theories throughout. To be specific, the aim of this study is to examine Li Ziqi’s communication of nostalgia online via short videos, showcases how the pastoral characteristics are evoked in the videos and the relationship between nostalgia of pastoral life and short videos. Moreover, it is of interest to think about what nostalgia communication on short videos say about society. When it comes to the two sites, firstly, an ethnographic method of thick descriptions is used to study media text and selected comments on the audiencing site. Secondly, on the image site, compositional analysis on selected visual materials is used to examine its compositions and then signs and meanings embedded in them are analyzed through semiotic analysis and interpreted by thick descriptions. As for theories, nostalgia and media, the logic of social acceleration, remediation and new media, and simulacra and simulation are applied to facilitate discussion.
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Gallery inside out. Videomapping as performative mediation of the Vasulkas’ Videoart ArchiveHoráková, Jana 10 July 2023 (has links)
This paper presents the performative exhibition “Vasulka Live Archive/video mapping” (20 December 2021, Brno House of Arts) in terms of the creative strategy and format chosen for it and in terms of the broader context of the exhibition project “Vasulka Live Archive/Interfaces”. This work has the character of a music video, created from fragments of videos by Steina and Woody Vasulka, which are interwoven with visualizations of the analytical work of artificial neural networks. The result is a new audiovisual work based on a remix aesthetic. Information on the 'Vasulka Kitchen Brno Archive' has been added by Barbora Šedivá and Kateřina Drajsajtlová.
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Found Footage, mouvement cinématographique contemporainGanem Muller, Maria G. M. 04 1900 (has links)
Ce travail a pour objet le found footage, analysé en tant que pratique de recyclage culturel et comme important mouvement cinématographique de notre époque. L’étude trace d’abord un parallèle entre la fabrication du film d’images trouvées et le processus de recyclage industriel. Ensuite, le travail aborde les influences artistiques de ce mouvement du cinéma expérimental initié dans les années 1960, qui s’intensifie de plus en plus depuis l’avènement des dernières technologies numériques. En dernier lieu, l’étude propose une mise au point sur le found footage à l’ère des technologies numériques, en analysant les causes et conséquences de la (re)montée du mouvement, et en tenant compte de sa présence qui se multiplie sur l’Internet, par le biais du mashup. / This research deals with the found footage, analyzed here as a practice of cultural recycling and as a major cinematographic movement of our time. The study first draws a parallel between the manufacturing of "found images" and the process of industrial recycling. The thesis then discusses the artistic influences of the experimental film movement initiated in the 1960s, which has been increasing its presence more and more since the introduction of the latest digital technologies. Finally, the study proposes an investigation of found footage in relation to the digital technology era, analyzing the causes and consequences of the [re]rise of the movement, and taking into account the multiplication of its format on the Internet through the practice of mashup.
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Found Footage, mouvement cinématographique contemporainGanem Muller, Maria G. M. 04 1900 (has links)
Ce travail a pour objet le found footage, analysé en tant que pratique de recyclage culturel et comme important mouvement cinématographique de notre époque. L’étude trace d’abord un parallèle entre la fabrication du film d’images trouvées et le processus de recyclage industriel. Ensuite, le travail aborde les influences artistiques de ce mouvement du cinéma expérimental initié dans les années 1960, qui s’intensifie de plus en plus depuis l’avènement des dernières technologies numériques. En dernier lieu, l’étude propose une mise au point sur le found footage à l’ère des technologies numériques, en analysant les causes et conséquences de la (re)montée du mouvement, et en tenant compte de sa présence qui se multiplie sur l’Internet, par le biais du mashup. / This research deals with the found footage, analyzed here as a practice of cultural recycling and as a major cinematographic movement of our time. The study first draws a parallel between the manufacturing of "found images" and the process of industrial recycling. The thesis then discusses the artistic influences of the experimental film movement initiated in the 1960s, which has been increasing its presence more and more since the introduction of the latest digital technologies. Finally, the study proposes an investigation of found footage in relation to the digital technology era, analyzing the causes and consequences of the [re]rise of the movement, and taking into account the multiplication of its format on the Internet through the practice of mashup.
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