Results for 'Video Art'

970 found
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  1. State of the Art of Audio- and Video-Based Solutions for AAL.Slavisa Aleksic, Michael Atanasov, Jean Calleja Agius, Kenneth Camilleri, Anto Cartolovni, Pau Climent-Perez, Sara Colantonio, Stefania Cristina, Vladimir Despotovic, Hazim Kemal Ekenel, Ekrem Erakin, Francisco Florez-Revuelta, Danila Germanese, Nicole Grech, Steinunn Gróa Sigurđardóttir, Murat Emirzeoglu, Ivo Iliev, Mladjan Jovanovic, Martin Kampel, William Kearns, Andrzej Klimczuk, Lambros Lambrinos, Jennifer Lumetzberger, Wiktor Mucha, Sophie Noiret, Zada Pajalic, Rodrigo Rodriguez Perez, Galidiya Petrova, Sintija Petrovica, Peter Pocta, Angelica Poli, Mara Pudane, Susanna Spinsante, Albert Ali Salah, Maria Jose Santofimia, Anna Sigríđur Islind, Lacramioara Stoicu-Tivadar, Hilda Tellioglu & Andrej Zgank - 2022 - Alicante: University of Alicante.
    It is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred (...)
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  2. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  3. State of the Art on Ethical, Legal, and Social Issues Linked to Audio- and Video-Based AAL Solutions.Alin Ake-Kob, Aurelija Blazeviciene, Liane Colonna, Anto Cartolovni, Carina Dantas, Anton Fedosov, Francisco Florez-Revuelta, Eduard Fosch-Villaronga, Zhicheng He, Andrzej Klimczuk, Maksymilian Kuźmicz, Adrienn Lukacs, Christoph Lutz, Renata Mekovec, Cristina Miguel, Emilio Mordini, Zada Pajalic, Barbara Krystyna Pierscionek, Maria Jose Santofimia Romero, Albert AliSalah, Andrzej Sobecki, Agusti Solanas & Aurelia Tamo-Larrieux - 2021 - Alicante: University of Alicante.
    Ambient assisted living technologies are increasingly presented and sold as essential smart additions to daily life and home environments that will radically transform the healthcare and wellness markets of the future. An ethical approach and a thorough understanding of all ethics in surveillance/monitoring architectures are therefore pressing. AAL poses many ethical challenges raising questions that will affect immediate acceptance and long-term usage. Furthermore, ethical issues emerge from social inequalities and their potential exacerbation by AAL, accentuating the existing access gap between (...)
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  4. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  5. What Do We Lose to a Video?Ian Heckman - 2020 - In Rebecca L. Farinas & Julie Van Camp (eds.), The Bloomsbury Handbook of Dance and Philosophy. New York, NY: Methuen Drama. pp. 339-347.
    I think we have come to a point in the current state of technology where we, as appreciators, makers, and producers of live performances, must ask ourselves an important question. We must ask ourselves whether, in a world where we can easily access videotapes of performances, there is something important that we obtain through our engagement with live performances that we cannot get in our engagement with even the best quality videos. The performing arts, as artforms which perform with real (...)
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  6. History of Computer Art, Second Edition.Thomas Dreher - 2020 - Morrisville, USA: Lulu Press.
    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net (...)
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  7. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. (...)
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  8. Aesthetics And Popular Art: An Interview With Aaron Meskin.Aaron Meskin - 2010 - Postgraduate Journal of Aesthetics 7 (2):1-9.
    As is usually the case with what I work on, I read some stuff I liked. I 1 read an article on comics by Greg Hayman and Henry Pratt and some work on 2 videogames,GrantTavinor’sreallyexcellentworkonthattopic. Ifoundthematerial interesting and I thought I had something to say about it. That’s what usually motivates me and that’s what did in these cases. With comics, my interest in the medium played a big role. I was a child collector of Marvel. I got turned on (...)
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  9. The Aesthetic Self. The Importance of Aesthetic Taste in Music and Art for Our Perceived Identity.Joerg Fingerhut, Javier Gomez-Lavin, Claudia Winklmayr & Jesse J. Prinz - 2021 - Frontiers in Psychology 11:577703.
    To what extent do aesthetic taste and our interest in the arts constitute who we are? In this paper, we present a series of empirical findings that suggest anAesthetic Self Effectsupporting the claim that our aesthetic engagements are a central component of our identity. Counterfactual changes in aesthetic preferences, for example, moving from liking classical music to liking pop, are perceived as altering us as a person. The Aesthetic Self Effect is as strong as the impact of moral changes, such (...)
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  10. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video (...)
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  11. Attuning to the deep. On the opportunities of thinking with art for an ethics of the deep sea.Kristien Hens, Christina Stadlbauer & Bart Vandeput - manuscript
    Seabed mining, the extraction of minerals from the deep-sea floor, is hotly contested. Policymakers have agreed on the need for a regulatory framework. However, traditional ethical theories and principles are not well equipped for the ethics of the alien deep sea. Engaging with the sea means engaging with something abstract that we can only access indirectly. We argue that this invisibility and alienness of the sea and its inhabitants can give new insights into how ethics are done. Rather than getting (...)
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  12. The Expressive Import of Degradation and Decay in Contemporary Art.Sherri Irvin - 2022 - In Peter Miller & Soon Kai Poh (eds.), Conserving Active Matter. Bard Graduate Center - Cultura. pp. 65-79.
    Many contemporary artworks include active matter along with rules for conservation that are designed to either facilitate or prevent that matter’s degradation or decay. I discuss the mechanisms through which actual or potential states of material decay contribute to the work’s expressive import. Nelson Goodman and Catherine Elgin introduce the concepts of literal and metaphorical exemplification, which are critical to expression: a work literally exemplifies a property when it both possesses and highlights that property, and it metaphorically exemplifies a property (...)
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  13. History of Computer Art.Thomas Dreher - 2014 - IASLonline.
    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, (...)
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  14.  63
    The Time of a Missing People: Elliptically Uncovering the Workday of the “Extra” in Bruno Varela’s Papeles Secundarios (2004) and Cuerpos Complementarios (2022).Byron Davies - 2024 - Philosophies 9 (5):154.
    This article examines some work by the Oaxaca-based Mexican experimental filmmaker and video artist Bruno Varela in order to explore the sense of Gilles Deleuze’s view that modern political cinema is characterized by a “missing” people, to which the adequate response is the people-sustaining or people-generating trance. I argue that the element missing from Deleuze’s discussion is how the typical way for a people to go “missing” under capitalism involves the obfuscation of their labor, an idea that sustains the (...)
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  15. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...) games. To do so, I am using Frankfurt’s volition theory to show how virtual game actions can be evaluated based on virtue ethics. This virtue ethical assessment is compatible with Ostritsch’s (2017) endorsement view. Especially in light of the gamification of our surroundings, the question of the ethical status of video gaming is becoming more and more urgent. By arguing that a virtue ethical approach can tell us more about the ethical aspects of video gaming, I will also argue that virtue ethics (because of similar problems in these fields) is promising regarding the ethics of simulation, art, and literature. (shrink)
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  16. Algunos esbozos sobre el modo de ser de la obra performática.Carlos Eduardo Sanabria Bohórquez - 2019 - In Aproximaciones teóricas a la danza. pp. 11-20.
    Los intentos de delimitación que se presentan a continuación, con motivo del arte danzario como forma de obra de arte performática o como instancia de lo performático, atienden a algunos cuestionamientos propuestos a la reflexión sobre el arte, por parte de algunas prácticas y fenómenos artísticos de la década de 1960 y que se relacionan con prácticas de la primera mitad del siglo XX. Son fenómenos artísticos que involucran la espacialidad, la corporeidad y el movimiento de quienes convergen con motivo (...)
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  17. Film about Cape Town is being used to raise awareness, and to ask wider questions.Asma Mehan - 2019 - The Conversation (Africa).
    Academics have increasingly used video and other electronic methods to collect data and capture reflections from participants. But, until recently, it’s been less common to use film as way of disseminating the results of research. That’s beginning to change. Film can be a powerful way to share research findings with a broad audience. This is particularly true when academics are combining) the traditions of ethnography, documentary filmmaking, and storytelling. -/- Film and cinema are increasingly being used in environmental humanities (...)
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  18. 9/11 as Schmaltz-Attractor: A Coda on the Significance of Kitsch.C. E. Emmer - 2013 - In Monica Kjellman-Chapin (ed.), Kitsch: History, Theory, Practice. Cambridge Scholars Pub. pp. 184-224.
    "The concluding chapter, penned by C. E. Emmer, both revisits and greatly expands upon disputations within the contested territory of kitsch as term and tool in cultural turf-war arsenals. Focusing on debates surrounding two visual responses to the terrorist attacks on September 11, 2001, Dennis Madalone's 2003 music video for the patriotic anthem 'America We Stand As One' and Jenny Ryan's 'plushie' sculpture, 'Soft 9/11,' Emmer utilizes these debates to reveal the coexisting and competing attitudes towards ostensibly kitschy objects (...)
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  19. Bill Viola’s 'Nantes Triptych': Unearthing the sources of its condensed temporality.Carlos Vara Sánchez - 2014 - Aniki: Portuguese Journal of the Moving Image 2 (1):35-48.
    In this text we intend to analyze Bill Viola’s video installation Nantes Triptych (1992) as an example of the richness which lies in the liminal spaces between arts. We defend the thesis that the utilization of the traditional pictorial structure of the triptych in this particular work, along with the powerful audiovisual material, renders a kairological event available to the viewer. This temporal experience makes possible an existential experience when in front of this video installation. To discuss this (...)
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  20. Dossier Gaialight 2007-2011.Gavin Keeney - manuscript
    Essays and documents in support of the works of Gaialight - DOCUMENTS: The Passion of Jeanne d’Art (2007) - Letter to Gaia (2007) - “Art as Such”: This is Not Pop ... (2008) - Writing Toward Darkness (2009) - Scarlett Words: Light America (2009) - The Darklight Elaboration (2010) - The Darklight Elaboration: Zeitgeist or Episteme? (2010) - Cam Girls (2011) - Brooklyn Buzz (2011) - Brooklyn Buzz: The Semi-divine Metropolis (2011) - Reconnaissance: Light War, Mass Surveillance, Video Games (...)
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  21. Found footage at the receding of the world.Byron Davies - 2022 - Screen 23 (1):123-129.
    This essay argues that, despite the potential for an encounter between Stanley Cavell’s thought and found-footage experimental filmmaking, this has not yet taken place because the early Cavell’s picture of films as autonomous “wholes,” together with his "global-holistic" conception of modernism, prevented him from appreciating the expressive possibilities of filmic fragments. I then argue that these impediments to an encounter with found footage recede in Cavell’s later thought, as he moves away from a concern with modernism and as J. L. (...)
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  22.  74
    Anti-Realist City Symphony vs. Virtual Realist Walking Tour: Everyday Human and Visual Privacy.Doga Col - 2024 - In Asena Temelli Coşgun & İhsan Eken (eds.), Medya, İletişim ve Toplum. İstanbul: Çizgi. pp. 217-243.
    The aim in this chapter is to explore the similarities and differences between the city symphony film genre of the 1920s and 1930s and the contemporary virtual city walking tours that are popular on YouTube these days, eventually discussing the change in representation of the individual in daily life over a century. The city symphony was born with modernism in the early 20th century initially to present an interpretation of the city with daily activities, human beings, their interaction with industrial (...)
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  23. The narrative self, distributed memory, and evocative objects.Richard Heersmink - 2018 - Philosophical Studies 175 (8):1829-1849.
    In this article, I outline various ways in which artifacts are interwoven with autobiographical memory systems and conceptualize what this implies for the self. I first sketch the narrative approach to the self, arguing that who we are as persons is essentially our life story, which, in turn, determines our present beliefs and desires, but also directs our future goals and actions. I then argue that our autobiographical memory is partly anchored in our embodied interactions with an ecology of artifacts (...)
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  24. (1 other version)Quantum Physics: an overview of a weird world: A primer on the conceptual foundations of quantum physics.Marco Masi - 2019 - Indy Edition.
    This is the first book in a two-volume series. The present volume introduces the basics of the conceptual foundations of quantum physics. It appeared first as a series of video lectures on the online learning platform Udemy.]There is probably no science that is as confusing as quantum theory. There's so much misleading information on the subject that for most people it is very difficult to separate science facts from pseudoscience. The goal of this book is to make you able (...)
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  25. Abstract - Affective – Multimodal: Interaction between Medium and Perception of Moving Images from the Viewpoint of Cassirer's, Langer's and Krois' Embodiment Theories.Martina Sauer - 2022 - In Multimodality. The Sensually Organized Potential of Artistic Works, edited by Martina Sauer and Christiane Wagner, New York and São Paulo [Special Issue, Art Style 10, 01, 2022]. pp. 25-46.
    Everyday media consumption leaves no doubt that the perception of moving images from various media is characterized by experience and understanding. Corresponding research in this field has shown that the stimulus patterns flooding in on us are not only processed mentally, but also bodily. Building on this, the following study argues that incoming stimuli are processed not only visually, but multimodally, with all senses, and moreover affectively. The classical binding of a sensory organ to a medium, on whose delimitation the (...)
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  26. Deep Learning-Based Speech and Vision Synthesis to Improve Phishing Attack Detection through a Multi-layer Adaptive Framework.Tosin ige, Christopher Kiekintveld & Aritran Piplai - forthcoming - Proceedings of the IEEE:8.
    The ever-evolving ways attacker continues to improve their phishing techniques to bypass existing state-of-the-art phishing detection methods pose a mountain of challenges to researchers in both industry and academia research due to the inability of current approaches to detect complex phishing attack. Thus, current anti-phishing methods remain vulnerable to complex phishing because of the increasingly sophistication tactics adopted by attacker coupled with the rate at which new tactics are being developed to evade detection. In this research, we proposed an adaptable (...)
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  27. (1 other version)Echoes of Past and Present.Matthew Crippen & Matthew Dixon - 2019 - In Randall E. Auxier & Megan A. Volpert (eds.), Tom Petty and Philosophy: We Need to Know. Chicago, Illinois: Open Court Publishing. pp. 16-25.
    The album Echo was produced in a depressed, drug-riddled phase when Tom Petty’s first marriage was ending and his physical condition so degraded that he took to using a cane. Petty filmed no videos, avoided playing the album’s songs on the follow-up tour and reported little memory of its making. The thoughtfulness and self-reflection that traumatic circumstances spur distinguish the album. So too does the tendency to look backwards in times of crisis, whether in hopes of finding solidity in the (...)
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  28.  39
    Filmmaking with Artificial Intelligence Image Generation Models / TR:Yapay Zekâ Görüntü Üretme Modelleri ile Film Yapımı.Doga Col - 2024 - In Ali Büyükaslan & Başak Gezmen (eds.), Edebiyat, Sinema ve İletişim. İstanbul: Çizgi Kitabevi. pp. 217 -233.
    In just about one year, OpenAI’s release of ChatGPT 4 has caused panic in our daily lives. After a year, OpenAI introduced Sora, a moving image-generating model from text, similar to DALL-E for still images. Even though Sora is not yet available to the public, the very potential itself has raised issues in film production from the perspectives of producers and studios, as well as directors, actors, writers, and editors. In this chapter, the role and expected impact of AI (...) generation technologies, such as OpenAI Sora and Stable Diffusion 3, will be considered in regard to filmmaking. To discuss these issues, it is necessary to further analyze the concept of artificial intelligence, what it means, and how it is misunderstood by the general public. These misunderstandings also lead to sci-fi fantasy and doomsday talk, adding nothing valuable to the debate. Once this concept is defined, the argument of why an artificial general intelligence akin to a human being is unlikely will be set, mostly referring to Hubert Dreyfus and David Chalmers. However, even though the good old-fashioned AI seems impossible, the AI tools we have now seem to be enough to cause many of the problems that the thought of a complete artificial intelligence also brings forth. It is important to treat these tools as tools and not entities in their current forms to focus on the more practical problems regarding human labor, interaction, and experience in the world. In this regard, it is important to look back in history to see how technology has shifted ways of making films. When thought of as such, it becomes clearer that these tools will likely not end human involvement in the practice of creating art but transform the methods and aesthetics of film production, challenging conventions in both artistic and commercial works in some ways and exaggerating them in others. Furthermore, the chapter will consist of the investigation of the impact of various AI tools on human creativity. Regarding human creativity, commercial films will most likely go through a paradigm shift. Production companies will most likely regard this shift as a way of improving performance and production. However, this advancement poses dire questions in the field and pursuit of creating art. AI tools help automate and accelerate the filmmaking process at the cost of filmmaking as an art form. The discussion will address why commercial filmmaking will see a paradigm shift and loss of some human labor, but in an optimistic world of philosophical thought, film as fine art will gain much in return. This is because AI tools in their current and foreseeable state are not capable of willing to make art due to their limitations regarding embodied cognition, experience, unconsciousness, and intuition. These things make us what we are more than we think. There is no better way to explain why human beings make art than to show how tools do not matter but the ideas and the will to do it. -/- . (shrink)
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  29. Colour for behavioural success.Birgitta Dresp-Langley - 2018 - I-Perception 2 (9):1-23.
    Colour information not only helps sustain the survival of animal species by guiding sexual selection and foraging behaviour but also is an important factor in the cultural and technological development of our own species. This is illustrated by examples from the visual arts and from state-of-the-art imaging technology, where the strategic use of colour has become a powerful tool for guiding the planning and execution of interventional procedures. The functional role of colour information in terms of its potential benefits to (...)
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  30. New Frontiers in Translational Research: Touchscreens, Open Science, and the Mouse Translational Research Accelerator Platform (MouseTRAP).Jacqueline Anne Sullivan - 2021 - Genes, Brain and Behavior 20 (1):e12705.
    Many neurodegenerative and neuropsychiatric diseases and other brain disorders are accompanied by impairments in high-level cognitive functions including memory, attention, motivation, and decision-making. Despite several decades of extensive research, neuroscience is little closer to discovering new treatments. Key impediments include the absence of validated and robust cognitive assessment tools for facilitating translation from animal models to humans. In this review, we describe a state-of-the-art platform poised to overcome these impediments and improve the success of translational research, the Mouse Translational Research (...)
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  31. On Beauty: All Roads Disgorge to Black Decay.Francisco Valdez - manuscript
    When Kant begins his judgements of beauty in several step eventually, we reach a nexus to which taste and a certain subjectivity is taken into account. But at the end of the day we ask ourselves why is it beautiful? There are certain objects such as tragic poems and video games that are beautiful deemed beautiful. In this essay I will explore the tension created by Kant’s judgements of beauty and the beauty of tragedy through the medium of poetry (...)
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  32. Death - Cultural, philosophical and religious aspects.Nicolae Sfetcu - 2016 - Drobeta Turnu Severin: MultiMedia Publishing.
    About death, grief, mourning, life after death and immortality. Why should we die like humans to survive as a species. -/- "No one wants to die. Even people who want to go to heaven don't want to die to get there. And yet death is the destination we all share. No one has ever escaped it. And that is as it should be, because Death is very likely the single best invention of Life. It is Life's change agent. It clears (...)
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  33. Traditional Kitsch and the Janus-Head of Comfort.C. E. Emmer - 2014 - In Justyna Stępień (ed.), Redefining Kitsch and Camp in Literature and Culture. Cambridge Scholars Publishing. pp. 23-38.
    "C.E. Emmer’s article addresses the ongoing debates over how to classify and understand kitsch, from the inception of postmodern culture onwards. It is suggested that the lack of clear distinction between fine art and popular culture generates 'approaches to kitsch – what we might call 'deflationary' approaches – that conspire to create the impression that, ultimately, either 'kitsch' should be abandoned as a concept altogether, or we should simply abandon ourselves to enjoying kitschy objects as kitsch.' The author offers critical (...)
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  34. The image of the body-face: The case of Franz X. Messerschmidt and Bill Viola.Maria Popczyk - 2015 - Argument: Biannual Philosophical Journal 5 (1):99-110.
    In this paper, I am predominantly interested in interpretations of emotional states portrayed in images of the face. In particular, the interpretations which have grown around the series of busts by Franz Xaver Messerschmidt, as well as those which attempt to expound Bill Viola’s video works. I will refer to aspects of physiognomy, artistic practices and aesthetics, in order to show what each of these tells us about our attitude to the body and emotions and what happens to the (...)
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  35. Modifications to Aristotle's Poetics.E. Garrett Ennis - manuscript
    Aristotle's Poetics has been the basis for theories of entertainment for over 2,000 years. But the general approach it uses has led to a number of gaps, contradictions, and difficulties in predicting the success of books, plays, movies, and entertainment as a whole, so much so that sayings like "there are no rules, but you break them at your peril," and "in Hollywood, nobody knows anything" have become widespread and accepted. -/- However, it turns out that a model of entertainment (...)
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  36. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on (...)
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  37. Tracking Early Differences in Tetris Perfomance Using Eye Aspect Ratio Extracted Blinks.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2023 - IEEE Transactions on Games 1:1-8.
    This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System (NES) Tetris. To that end, we developed a state-of-the-art method for blink extraction from EAR measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of playing (...)
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  38. Animation & Cartoons.Sfetcu Nicolae - 2006 - MultiMedia Publishing.
    An animated cartoon is a short, hand-drawn (or made with computers to look similar to something hand-drawn) moving picture for the cinema, TV or computer screen, featuring some kind of story or plot. -/- Animation is the optical illusion of motion created by the consecutive display of images of static elements. In film and video production, this refers to techniques by which each frame of a film or movie is produced individually. Computer animation is the art of creating moving (...)
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  39. Valuing Philosophical Work (2023).Klier David - manuscript
    I am a multifaceted person, as I am sure you are as well. I love philosophy, obviously, but also computer science, programming and video games. I care about robotics, nature, my family and more. However, why is it that I particularly care about writing philosophy when it will most likely not convince anyone? Why care when my writing will most likely fall into obscurity, only to be forgotten in a deluge of other papers, essays, and works that will themselves (...)
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  40. Still Self-Involved: A Reply to Patridge.Jon Robson & Aaron Meskin - 2017 - Journal of Aesthetics and Art Criticism 75 (2):184-187.
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  41. Switching Partners: Dancing with the Ontological Engineers.Werner Ceusters & Barry Smith - 2011 - In Switching Codes. Thinking through Digital Technology in the Humanities and the Arts. University of Chicago Press. pp. 103--124.
    Ontologies are today being applied in almost every field to support the alignment and retrieval of data of distributed provenance. Here we focus on new ontological work on dance and on related cultural phenomena belonging to what UNESCO calls the “intangible heritage.” Currently data and information about dance, including video data, are stored in an uncontrolled variety of ad hoc ways. This serves not only to prevent retrieval, comparison and analysis of the data, but may also impinge on our (...)
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  42. What Studios Do.Eliot Bates - 2012 - Journal on the Art of Record Production 7 (1).
    Studios resist reductive analyses. Although isolated, they have their own frontstages and backstages, and like the laboratories studied by Knorr-Cetina, function as more than simply “internal environments.” The placeness of studios leaves both audible traces (the early reflections of sounds) and visible ones, if we think of those studios that become shrines or pilgrimage sites, or photo or video documentation of studios that provide the outside world a brief glimpse into the interior isolation of recording studio life. It would (...)
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  43. Initial Practices for Abstraction of Body and Space in Design Education.Serkan Can Hatıpoğlu, Gamze Şensoy, Melih Kamaoğlu & Mehmet İnceoğlu - 2022 - Online Journal of Art and Design 10 (2):282-298.
    The relationship between space and human occurs through the actions performed with the body. The abstraction study as an exploration of the body is one of the significant practices for first-year design students. However, there are not enough investigations for design students regarding body, space and basic design principles. This paper aims to explore the potentiality and limitations of the body-abstraction process by comparing the impact of two different educational models on students' perception and improvement. The applied methodology includes comparing (...)
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  44. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  45.  65
    The Possibility Conditions of an Ethics of Belief.Valentin Arts - 2024 - Dissertation, Vrije Universiteit Amsterdam
    This dissertation explores the question of whether we bear moral responsibility for our beliefs and how this responsibility is possible. Since we cannot directly choose our convictions, some have argued that we have no obligations concerning what we believe. However, we frequently hold each other accountable for our beliefs. Philosophers have responded to the argument against ‘belief duties’ in various ways. One response is that we are responsible for how we influence our beliefs. Another argues that moral responsibility does not (...)
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  46. Videos, Police Violence, and Scrutiny of the Black Body.Sherri Irvin - 2022 - Social Research: An International Quarterly 89 (4):997-1023.
    The ability of videos to serve as evidence of racial injustice is complex and contested. This essay argues that scrutiny of the Black body has come to play a key role in how videos of police violence are mined for evidence, following a long history of racialized surveillance and attributions of threat and superhuman powers to Black bodies. Using videos to combat injustice requires incorporating humanizing narratives and cultivating resistant modes of looking.
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  47. Exploring Video Feedback in Philosophy.Tanya Hall, Dean Tracy & Andy Lamey - 2016 - Teaching Philosophy 39 (2):137-162.
    This paper explores the benefits of video feedback for teaching philosophy. Our analysis, based on results from a self-report student survey along with our own experience, indicates that video feedback possesses a number of advantages over traditional written comments. In particular we argue that video feedback is conducive to providing high-quality formative feedback, increases detail and clarity, and promotes student engagement. In addition, we argue that the advantages of video feedback make the method an especially apt (...)
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  48. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based on the author's (...)
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  49. Video-Based Instruction as a Remediation in Teaching Thermodynamics among Prospective Science Teachers.Resty Samosa, Kimberly Castro, Christian Roel Gabriel, Isaiah Yvette Lozano, Christian Paul Paglicawan & Reden Precalin - 2023 - Studies in Technology and Education 2 (1):43-51.
    This study examined the effectiveness of video-based instruction (VBI) as a learning remediation strategy in teaching Laws of Thermodynamics among Prospective Science Teachers at Bulacan State University. The researchers employed – a one-group pretest–posttest design to assess the 35 prospective science teachers who were purposively selected. More so, data was gathered through researcher-made pretest-posttest achievement tests and an adapted Likert survey questionnaire. The data was treated descriptively and inferentially. The findings showed that VBI as a learning remediation strategy positively (...)
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    Video bình sách Better Economics của Jordan Kelly trên Amazon.Chẫu Chàng - manuscript
    Mấy dòng ngắn để bố cáo có vidéo ngắn (khoảng gần 1 phút) của anh Jordan Kelly trên Amazon.
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