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The work of South Korean artist Lee Lee Nam is at the crossroads of tradition and modernity, east and west, authenticity and duplication. He often refers to art history and thereby created a dialogue between media technology and its cultural basis. Lee Lee Nam lifts the barrier between cultures and time periods, and questions the way we deal with art. Exhibition: Update biënnale, Zebrastraat Gent, Belgium (05.11. - 04.12.2016).
digital art [visual works] --- Nam, Lee Lee --- Lee, Lee Nam --- Art --- appropriation [imagery] --- new media art --- hedendaagse kunst --- New media art --- 7.07 --- 778.5.07 --- Digitale kunsten ; vrije --- Collages ; (digitale) assemblages ; 21ste eeuw --- Lee, Lee Nam °1969 (°Damyang Jeonnam, Zuid-Korea) --- Arts, Modern --- Kunstenaars met verschillende disciplines, niet traditioneel klasseerbare, conceptuele kunstenaars A - Z --- Videokunstenaars, laserkunstenaars, computerkunstenaars, klank en beeld kunstenaars --- Exhibitions --- K9785 --- Korea: Performing and media arts -- video and interactive arts, internet --- hedendaagse kunst.
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Mass media and culture --- Popular culture --- K9310.30 --- K9372.80 --- K9740 --- K9765 --- K9785 --- K9790 --- Culture and mass media --- Culture --- Korea: Society, social psychology and social-anthropological phenomena (South) Korea -- media, mass communications --- Korea: Culture, customs and folklore - cultural trends and movements -- popular culture --- Korea: Performing and media arts --- Korea: Performing and media arts -- music --- Korea: Performing and media arts -- video and interactive arts, internet --- Korea: Performing and media arts -- cinema
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The «Korean Wave», or Hallyu phenomenon, has brought South Korean popular culture to the global population. Studies on Korean visual culture have therefore often focused on this aspect, leaving North Korea sidelined and often considered in a negative light because of its political regime. Korean Screen Cultures sets out to redress this imbalance with a broad selection of essays spanning both North and South as well as different methodological approaches, from ethnographic and audience studies to cultural materialist readings. The first section of the book, «The South», highlights popular media – including online gaming and television drama – and concentrates on the margins, in which the very nature of «The South» is contested. «The South and the North» examines North Korea as an ideological other in South Korean popular culture as well as discussing North Korean cinema itself. «The Global» offers new approaches to Korean popular culture beyond national borders and includes work on K-pop and Korean television drama. This book is a vital addition to existing scholarship on Korean popular culture, offering a unique view by providing an imaginary unification of the two Koreas negotiated through local and transnational popular culture flows. -- ‡c From publisher's description.
Mass media --- Mass media and culture --- Popular culture --- Motion pictures --- Médias --- Médias et culture --- Culture populaire --- Cinéma --- K9372.80 --- K9765 --- K9780 --- K9785 --- K9790 --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Performing arts --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Culture and mass media --- Mass communication --- Media, Mass --- Media, The --- History --- Korea: Culture, customs and folklore - cultural trends and movements -- popular culture --- Korea: Performing and media arts -- music --- Korea: Performing and media arts -- television --- Korea: Performing and media arts -- video and interactive arts, internet --- Korea: Performing and media arts -- cinema --- History and criticism
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This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.
User interfaces (Computer systems). --- Application software. --- Multimedia systems . --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Media Design. --- Information Systems Applications (incl. Internet). --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- User Interfaces and Human Computer Interaction --- Computer Appl. in Arts and Humanities --- Media Design --- Information Systems Applications (incl. Internet) --- Computer and Information Systems Applications --- Information Systems Applications (incl.Internet) --- Interactive Arts --- Digital Art --- Creativity and Virtual Reality --- Technology, Design and the Arts --- Open Access --- Collaborative Art and Design --- User interface design & usability --- Computer applications in the arts & humanities --- Graphical & digital media applications --- Information retrieval --- Internet searching
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