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Keywords: video
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Chapter
Published: 07 November 2017
... Oskar Verschoor George BBC Pullen Christopher Video Nation Hawke Ethan self expression performance as coming out Zahn Steve American Federation of Television and Radio Artists AFTRA CBS Halbert Debora Screen Actors Guide SAG Writers Guild of America WGA “be yourself ” celebrity Facebook...
Chapter
Published: 03 October 2017
... among technological and economic access, access to representation and production, and access to the public sphere. Through her analysis of the Kickstarter-funded online video series My Gimpy Life, Ellcessor shows how new technologies and funding models allow new forms of access...
Chapter
Published: 23 January 2011
...This chapter discusses the idea of “Smart CCTV”—the integration of automated facial recognition with video surveillance. Recognizing a business opportunity, entrepreneurs attempting to commercialize facial recognition technology introduced the idea as a potential solution to the problems...
Chapter
Published: 03 March 2020
...This chapter examines safeguards for suspects and defendants who provide false or coerced confessions, opening with laypersons’ typical acceptance of confessions. The authors then review protections from law enforcement, particularly recommendations that police video-record interviews...
Chapter
Published: 31 August 2019
...Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully managed adaptation and distribution of games to each market. Game companies introduced region chips...
Chapter
Published: 11 July 2023
..., their appropriation of space was essential in the development of a new contemporary art scene where feminist artists thrived. This chapter examines the early work of the artist collective SEMEFO, particularly their use of metal in crafting radical feminist performance. It then looks at the video work of Sarah Minter...
Chapter
Published: 09 July 2019
...This chapter shares the archive of the late queer Rican avant-garde multimedia artist Ryan Rivera by examining his experimental videos. Less than a minute each, these abstract videos draw the spectator’s attention to the psychical states of self-injury and suffering. Through close-ups, looping...
Chapter
Published: 28 July 2020
...Often defined by racism, sexism, homophobia, and disempowering representations, video games are rarely thought of us as progressive and hopeful tools of freedom. Examining Mafia III and Watch Dogs 2, this chapter explores the ways that these mainstream games have embraced...
Chapter
Published: 14 April 2020
...The book’s introduction teases out notions of openness, play, and erotics through discussions of video games. Video games train players to perceive a transnational, capitalist, and industrial form of empire, an “Open World Empire” wherein truth, openness, and digital transparency become elastic...
Chapter
Published: 14 April 2020
...This chapter argues that video games, unlike literature and film, are most often depicted as a form of global art, free of ideologies and nationalist boundaries. It examines how such “global games” reconceive of race as campy and Asiatic through experiences of play, focusing on the games...
Chapter
Published: 14 April 2020
...This chapter compares narratives of digital utopia against the turgid material process of factory labor in Asia. It begins by exploring how role-playing video games like Mass Effect, Dragon Age, Guild Wars 2, and others shore up evidence...
Chapter
Published: 14 April 2020
... examines how games position player bodies into postures ready for expression, reaction, and reception. It juxtaposes the 2016 “Men Against Fire” episode of the television show Black Mirror and the strikingly similar 2008 video game Haze to compare the mode of visual techno...
Book
Published online: 21 May 2020
Published in print: 19 November 2019
Chapter
Published: 10 August 2021
... on popular scripts of Colombian identities. In order to illustrate the centrality of these imposed and organic metanarratives on external conceptualizations of global Colombianidad, I conduct a textual analysis of the 2019 music video “Medellín,” a collaboration between US performer Madonna and Medellín...
Chapter
Published: 25 September 2018
...Chapter 6 moves from futures depicted on screen to the audiences who take them up and respond to them by highlighting grassroots cultures of video remix that have flourished since the early years of the digital age. The speculative modes of cultural production and reception among science fiction...
Chapter
Published: 03 April 2015
...This chapter examines the emergence of the horror subgenre dubbed “torture porn” as a defining element of postmillennial surveillance cinema. The chapter argues that the video technology common in the cinematic narration of graphic torture reveals the interpenetrations of torture and surveillance...
Chapter
Published: 29 March 2016
... Kyong Macromedia personalization ActionScript animations ASP automation CSS Cascading Style Sheets CSS Zen Garden JavaScript PHP plug ins markup guidelines Rehabilitation Act of 1973 Web Content Accessibility Guidelines WCAG Ajax alternative text ePub Heid Jim video video games...
Chapter
Published: 07 July 2020
..., these youth playfully reinvent their autobiographies through an alternative shared mythology of mutant antiheroes with permeable selves, drawn from fantasy media, video games, comic books and other speculative fiction. In doing so, they generate new ways of coming to terms with the complexities...
Chapter
Published: 14 April 2020
...This chapter explores how the open world shooter video games in the Far Cry series engage players in repetitive “game loops” (jump, run, aim, shoot). Set in the tourist and war-torn destinations of Southeast Asia, these games see violent acts of stabbing, shooting, and throwing...
Chapter
Published: 01 September 2020
...Video games in the early twenty-first century face a deep contradiction. On the one hand, the spread of casual, social, and mobile games has led researchers, journalists, and players to believe that video gaming is opening up to previously marginalized audiences, especially women. At the same time...