997 resultados para Art, Medieval
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The Camposanto of Pisa is an extraordinarily complex and evocative monument, which has captured the imagination of pilgrims, both religious and secular, for centuries. The late Medieval and early Renaissance wall paintings that line the perimeter of the portico surrounding a vast inner courtyard, are unparalleled in early Italian art, not only for their striking variety of composition and narrative complexity, but also for the sheer grandeur of their proportion. However, the passage of time has scarred the structure of the Camposanto and inflicted terrible damage on its wall paintings. This thesis explores the material reality of the Camposanto as experienced over three centuries through the eyes of British travelers. In order to situate the Camposanto mural cycle within an historical and cultural context, the first chapter provides an overview of the construction and decoration of the monument. Notably, Giorgio Vasari (1511-1574), the Italian Humanist often recognized as the father of art history, included numerous descriptions of the Camposanto murals in his highly influential text Vite de' più eccellenti pittori, scultori, ed architettori. Accordingly, the second chapter provides an analysis of Vasari’s descriptions and reflects upon the influence that the Renaissance author may have had upon the subsequent British reception of the Camposanto murals. The third chapter utilizes three centuries of travel writing in order to investigate the aesthetic impact of the Camposanto mural cycle upon British tourists from the seventeenth through to the nineteenth century.
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O pensamento cultural medieval aparece-nos como herdeiro da Antiguidade Clássica, da sua filosofia, ciência, arte e mitos. Todos estes conceitos traduzem-se com facilidade para as elites intelectuais cristãs e muçulmanas, que os conservam e integram em elementos da sua própria cultura. A ideia do mar, em especial o mar dito ‘aberto’ como o Oceano Atlântico, é marcada pelo maravilhoso. Em plena Idade Média o Oceano Atlântico surge como território de Caos, envolto em mistério. O Oceano Atlântico é local das mais variadas manifestações do fantástico. Desta forma, as ilhas atlânticas, contidas neste vasto oceano, são elas próprias impregnadas de um carácter maravilhoso. Tentaremos, ao longo desta dissertação de mestrado, abordar a questão das ilhas atlânticas e das suas características a nível de imaginário. Este exercício será feito, sempre que possível, fazendo o cruzamento de fontes de origem islâmica e de origem cristã. Desta maneira, surgirá uma imagem comum em relação ao imaginário do Oceano Atlântico e, em especial, das ilhas neste contidas. O objetivo principal deste trabalho é verdadeiramente demonstrar pontos de aproximação entre relatos e mapas, de origem cristã e islâmica, ligados a ilhas fantásticas e, ao mesmo tempo, reais. Veremos que as duas categorias, do real e do imaginário, sobrepõem-se diversas vezes, sendo que não se conseguem muitas vezes distinguir a nível das fontes. Desta forma, relatos de navegações atlânticas como a de São Brandão (de origem celto-cristã) ou a dos Aventureiros de Lisboa (originária no al-Andalus,) são reveladoras das atitudes e ideias na Idade Média em relação ao Atlântico e às suas ilhas.
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Calf, rebacked.
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Mode of access: Internet.
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Introduction.--Quis desiderio ...?--Ramblings in Cheapside.--The aunt, the mieces and the dog.--How to make the best of life.--The sanctuary of Montrigone.--A medieval girl school.--Art in the valley of Saas.--Thought and language.--The deadlock in Darwinism.
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Mode of access: Internet.
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Thesis (Ph.D.)--University of Washington, 2016-06
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In this article, the author discusses how she applied autoethnography in a study of the design of hypermedia educational resources and shows how she addressed problematic issues related to autoethnographic legitimacy and representation. The study covered a 6-year period during which the practitioner’s perspective on the internal and external factors influencing the creation of three hypermedia CD-ROMs contributed to an emerging theory of design. The author highlights the interrelationship between perception and reality as vital to qualitative approaches and encourages researchers to investigate their reality more fully by practicing the art of autoethnography.
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Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.
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An international festival that champions a pioneer role in promoting media/digital art in Hong Kong. Apart from organising international video screenings in which the latest media art with the most recent trend and development being introduced, a series of artist-in-resident workshops, exhibitions, seminars and symposiums were also hosted with a view to enhancing culture exchange and stimulating media art creation among overseas and local artists