931 resultados para War in art


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Cover title.

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Mitchell, S.W., hon. degree, 1896.

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Principally muster-rolls of Pennsylvania troops, reprinted from A brief sketch of the military operations on the Delaware during the late war: together with a copy of the muster-rolls of the several volunteer-corps which composed the Advance light brigade ... Philadelphia, 1820.

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After the outbreak of war, civilians of Central Power nationality were declared ‘enemy aliens’ throughout the British Empire. Scotland serves as a representative case history to analyse patterns of public Germanophobia, ethnic minority displacement, internment, and repatriation. The Stobs camp in the Scottish Borders region was one of the biggest camps in the Empire. Internees were affected by the depressive ‘barbed wire disease’ and organised a plethora of activities. Those who were repatriated faced destitution in Germany. Neither in Britain nor in Germany have they been included in remembrance cultures. Within wider debates about the totalisation of warfare during World War I, the article takes on a global perspective to argue in favour of a stronger emphasis on civilian suffering.

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Thesis (Master's)--University of Washington, 2016-08

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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?

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The Doctoral research was carried out with the primary purpose of reviewing past practice designs and for identifying how body movements contributes to these designs. The context in which the body movements are understood are that of discipline enforced by culture and other physio-biological restraints. A discussion on the relationships of body experience in restricted conditions are carried out, which includes the interaction between movement and space in the application of painting, moulding, biological markers, and moving images. The discipline, socially acceptable practices and regulations present in the researcher’s personal life and culture frame the artworks and a fascinating exploration of dynamics between freedom of movement in artwork construction and restrain of behaviour has been analyzed. In the process of art production, significant points discussed were with respect to the identification, succession and repetition of habitual acts. In addition, bodily movement could be considered as a synthesis of spatiality and temporality. The key point which contains the elements of time and space remains relevant to my creative practice and theoretical research. The core interest of my practice is in understanding the settings and simple rules for bodily movement, which is inspired by the past and forms a possible creation for the future. In this research, the attempt was not to display a comprehensive understanding on how body influences the design of art but rather to explain how understanding body movements provides a trace of my works, from origin, the working process and to completion. Relevant artworks and reflection of personal experiences are discussed as needed to help the reader gain more insight on the interactions of body in art creations.

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This thesis examines the relationship between photography and sociology as offering complementary ways of understanding ourselves and the world we live in. Drawing from the work of Pierre Bourdieu and Raymond Williams, I examine the idea of a ‘field’ of photography within the field of cultural production more generally. The practises of documentary photography, photojournalism and fine art photography are explored with specific reference to images of war. In this arena, the politics, aesthetics and ethics of representing the body in pain are addressed.

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During the First World War, Canadian children were inducted into certain patterns of behavior based on their symbolic value as the future of Canada and as contributors to the British empire. After the advent of the war, Protestant religious denominations in Canada began using their existing children's publications, such as The King's Own (1900-1925) and Pleasant Hours (1881-1929), to encourage child readers to see the war in ways that reinforced the necessity of duty and sacrifice far both boys and girls. Fiction and correspondence in these publications reflect the magazines' engagement with the war and their efforts to show girls how they could contribute to the war effort. As such, they represent an important intervention into how Canadian girlhood was constructed and refined during wartime. Although girls' fiction in these magazines often emphasises domestic responsibilities, it also offers opportunities to mobilise these domestic skills to support the war effort. Other content within the magazines also presented practical ideas that could be implemented at home and at school, suggesting that girls' participation in the war effort could be easily understood and implemented. Moreover, girls' participation in these wartime activities contributed simultaneously to both national and imperial enterprises. Thus these two magazines represented Canadian feminine ideals within an imperial framework. Importantly, however, the dominant frame far these girlhood ideals is explicitly national. They are primarily understood to be helping Canadians through their wartime work.