10 resultados para contemporary pacific video

em Deakin Research Online - Australia


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This article profiles the work of Australian-based Tolai artist Lisa Hilli and her photographic, video, installation and performance-based arts practice. Hilli's work deals with contemporary Pacific diasporic identity in Australia.

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The dadakulaci is an amphibious sea snake, commonly found in the waters around Kadavu, Fiji. Straddling existence in the sea and on land, this graceful creature is obscured by myth. Although it is often dismissed as a passive sea snake with a jaw too small to injure a human, the dadkulaci is able to disarticulate its jaw to 180 degrees. Furthermore, it has the ability to withhold its powerful venom. This work was made for the exhibition Diasporadic 679.
DIASPORADIC679 was a public exhibition of Fiji artists living in diaspora. Timed to acknowledge Fiji Independence Day and pay homage to the Fiji telephone prefix, +679, the artists reflect on Fiji Islander identity and diaspora experience from seven diverse positions.

All living in diaspora, the artists are Margaret Aull (NZ), Torika Bolatagici (Australia), Tagi Qolouvaki (USA), Sangeeta Singh (NZ), Dulcie Stewart (Australia), Ema Tavola (NZ) and Luisa Tora (NZ).

Collectively, the selected artists’ practices represent investigations into text and urban landscapes, feminism and sexuality, militarism, power and struggle. In the form of posters, the artists’ works are installed in the windows of six venues in and around Otahuhu Town Centre, South Auckland.

Finding the six venues and experiencing the exhibition in its entirety gives audiences a taste of Otahuhu, home of three of the seven artists, the Auckland Fiji Community headquarters and a significant Fiji Islander community.

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Mixed-media, Fijian barkcloth (masi), screenprint, digital photographic prints, Fijian wooden comb all exhibited in the exhibition Meleponi Pasifika.

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The Tonic Sol-fa method of teaching choral singing and its system of music notation was developed in England by John Curwen and propagated throughout the British Isles as a means of both enhancing Christian worship and achieving social reform. Tonic Sol-fa may be identified as an entirely foreign musical practice introduced to indigenous people in many British colonies and in other overseas countries during the nineteenth century as an instrument of Christian evangelism as well as of European cultural imposition. Nevertheless, indigenous communities were introduced to other aspects of European musical culture including a choral repertoire consisting of four-part hymnody and masterworks by Handel, Bach, Mozart, etc which sometimes resulted in the emergence of a school of indigenous composers writing in Tonic Sol-fa notation and using the tonal harmonic style. The result has been that in several countries-such as South Africa and Fiji for example-Tonic Sol-fa has been so fully assimilated into the ethnic culture that it has been "indigenized" and may now be said to represent a significant exogenous aspect of the musical culture in these countries.

Tonic Sol-fa was most commonly introduced to countries in the Asia-Pacific Region -as in Africa - by Christian missionaries who sought to exploit the attraction of hymns, particularly when sung in four-part harmony, as a means of evangelizing indigenous people who frequently regarded this aspect of missionary activity as a form of "magic". In particular, the Tonic Sol-fa method and notation gained a significant foothold in what were referred to as the South Sea Islands--especially in Fiji where today, the Fijian Hymn Book (1985 edition) is notated exclusively in Tonic Sol-fa. The vast majority of the Fijians are literate in Tonic Sol-fa notation and congregational singing in four parts is the norm in Fijian churches.

This paper will draw on data from nineteenth century journal sources, particularly The Tonic Sol-fa Reporter (1853-1888) and The Musical Herald (1889-1920), and will document the introduction and dissemination of Tonic Sol-fa in several Asia-Pacific countries where, unlike Australia and New Zealand, the indigenous population has maintained its own cultural and demographic predominance. Countries to be considered will include India, China (including Hong Kong), and Pacific Island nations. There will also be a consideration of the contemporary usage and applications of Tonic Sol-fa in the region, with specific reference to Fiji. It will be argued that countries where Tonic Sol-fa notation has become the norm should resist any external pressure to transfer to the standard staff notation merely for the sake of conformity. In the case of Fiji, almost universal music literacy has been achieved through Tonic Sol-fa and this should be recognized as an enviable social and cultural asset.

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Recent proliferation and popularity of personal computer and console games has meant that scholarship around video arcade games has been largely ignored. Arcade games had their halcyon days during the 1970s and 1980s when 'Space Invaders', 'Pong' and 'Donkey Kong' were household names. The inception of scholarship into games occurred in the 1990s; a time when arcade games were writ small in the cultural imagination, at least compared to the newer home computer and video games. Thus in games theory they are typically discussed only in terms of their role as antecedents to their more popular kin. Moreover, they seem innocuous because they are so publicly accessible. Against this assumption, and lack of scholarship, this paper explores a selection of contemporary arcade games which we describe as 'hunting' games. Arcade hunting games are first-person shooter (FPS) involving one or more players shooting simulated wild animals. They are commonly situated in cinema foyers, hotels, and family entertainment centres. However, despite a presumption of institutional moderation afforded by the public accessibility of these spaces, this paper argues that this genre works through a range of political modalities that require more scholarly consideration than currently given.

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NeoGeoNative is about my uneasy relationship with the appropriation of Indigenous motifs in contemporary fashion to which I am both attracted and repelled. Cheap 'triba' leggings that I have purchased from places like Sportsgirl, Glassons and the Preston Market have been edited into a kind of hypnotic/seductive kaleidoscope of colour and patterns - that reference the Melanesian, Polynesian and Native American designs that they appropriate - but at the same time are completely decontextualised, re-emerging as neon mandalas and other sacred geometry.

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Here we provide the supplementary data collection for the upcoming publication of the larval transcriptomic resource for the Northern Pacific Seastar, Asterias amurensis, an invasive marine predator in Australia. A. amurensis is ranked among the most potentially damaging invasive species in Australia and has recently expanded its range along the eastern mainland coast of Australia. As a first step to study the genetic basis of adaptive change and other important evolutionary processes during a contemporary invasive range expansion we de novo assembled and characterised the transcriptome.

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A video game is a very influential tool that inspires much passion within very different sectors of society. Literature is beginning to assert the use of video games in education, and it is apparent that just the subject of 'video games' can engage the interest of students of all ages. Video games are not only asserting themselves as a permanent and influential cultural icon, they are also the new phenomenon in education. Video games can be used as a learning tool where the students learn 'in game', or the topic of video games can be used as a vehicle for student engagement. This paper explores the somewhat less contentious issue of how to best educate tertiary students studying Games Design and Development at an Australian Regional University. Determining how to best educate tertiary students on how to develop games at a tertiary level is not just based on good curriculum design, but is reliant on a triumvirate of factors: Industry relevance, student learning needs, and educational design. In this paper each of these three factors and their inherent problems will be discussed, all situated within the Australian Tertiary Education sector. Based on results gathered from the three factors, some directions for the Australia Tertiary Video Game Education sector will be asserted..

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Video games have asserted themselves as a prevalent part of society; however video games are still often seen as 'boys toys'. However, popular culture is becoming accepting that video games are played by females, with 'all female' video games teams such as the 'Frag Dolls' winning many international competitions [4]. The gender issue in video games is not a new topic, with texts such as 'From Barbie to Mortal Combat' edited by Cassell and Jenkins being publishing in 1998. However, the question of 'do females actually play video games' is still apparent, and with the rapid changes in technological development in gaming (with the introduction of consoles such as the Nintendo Wii) the subject of females game playing habits is in need of constant dialogue. This paper explores the results from a survey of 33 Australian females who play video games and looks at the game playing habits and choices made when they play video games. In addition, this study will attempt to address what components of video games make females want to play. It is hoped that the results can enlighten our knowledge of why females play video games, and hopefully assert the need for video games as an important pastime for females and not just 'for the boys'.

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Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices of various kinds stand out as highly popular, engaging and sophisticated emergent cultural forms. Drawing on research in Australian secondary schools over a number of years, this paper describes approaches to working with games in the English classroom, and presents a model for critical games literacy which entails thinking of games as both text and action. It describes the ways in which the model might be used for planning and teaching with and about games, stressing the active nature of games and play, and calling on understandings of literacy as design.