2,214 research outputs found

    Undergraduate Catalog of Studies, 2023-2024

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    Graduate Catalog of Studies, 2023-2024

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    Undergraduate Catalog of Studies, 2023-2024

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    Graduate Catalog of Studies, 2023-2024

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    Untying the Mother Tongue

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    Untying the Mother Tongue explores what it might mean today to speak of someone’s attachment to a particular, primary language. Traditional conceptions of mother tongue are often seen as an expression of the ideology of a European nation-state. Yet, current celebrations of multilingualism reflect the recent demands of global capitalism, raising other challenges. The contributions from international scholars on literature, philosophy, and culture, analyze and problematize the concept of ‘mother tongue’, rethinking affective and cognitive attachments to language while deconstructing its metaphysical, capitalist, and colonialist presuppositions

    Complicated objects: artifacts from the Yuanming Yuan in Victorian Britain

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    The 1860 spoliation of the Summer Palace at the close of the Second Opium War by British and French troops was a watershed event within the development of Britain as an imperialist nation, which guaranteed a market for opium produced in its colony India and demonstrated the power of its armed forces. The distribution of the spoils to officers and diplomatic corps by campaign leaders in Beijing was also a sign of the British Army’s rising power as an instrument of the imperialist state. These conditions would suggest that objects looted from the site would be integrated into an imperialist aesthetic that reflected and promoted the material benefits of military engagement overseas and foregrounded the circumstances of their removal to Britain for campaign members and the British public. This study mines sources dating to the two decades following the war – including British newspapers, auction house records, exhibition catalogs and works of art – to test this hypothesis. Findings show that initial movements of looted objects through the military and diplomatic corps did reinforce notions of imperialist power by enabling campaign members to profit from the spoliation through sales of looted objects and trophy displays. However, material from the Summer Palace arrived at a moment when British manufacturers and cultural leaders were engaged in a national effort to improve the quality of British goods to compete in the international marketplace and looted art was quickly interpolated in this national conversation. Ironically, the same “free trade” imperatives that motivated the invasion energized a new design movement that embraced Chinese ornament. As a consequence, political interpretations of the material outside of military collections were quickly joined by a strong response to Chinese ornament from cultural institutions and design leaders. Art from the Summer Palace held a prominent place at industrial art exhibitions of the postwar period and inspired new designs in a number of mediums. While the availability of Chinese imperial art was the consequence of a military invasion and therefore a product of imperialist expansion, evidence presented here shows that the design response to looted objects was not circumscribed by this political reality. Chinese ornament on imperial wares was ultimately celebrated for its formal qualities and acknowledged links to the Summer Palace were an indicator of good design, not a celebration of victory over a failed Chinese state. Therefore, the looting of the Summer Palace was ultimately an essential factor in the development of modern design, the essence of which is a break with Classical ornament

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyƍron KĆ«kan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    Ambivalent Images, Beloved Objects: Building Bridges between Picture Books and the Tangible World

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    Ambivalent Images, Beloved Objects examines how pedagogical theories prioritizing objects and direct sensory experiences in early childhood can be applied to the creation of picture book illustrations. In doing so, it positions picture books as educational tools, and advocates for the importance of using them not to recreate nature, but to connect readers with the tangible world of natural and human-made objects that our digital-driven culture eclipses. It strives towards a unifying pedagogical and aesthetic philosophy that accomplishes what illustrator Eric Carle characterizes as a bridge between the tactile world of objects and the world represented in illustrations. This exploration builds upon the work of two pedagogues who made initial attempts to unify object-based theories with picture theories—Johann Pestalozzi and Lucy Sprague Mitchell—and uses the threads of their work to weave together a set of recommendations about the types of image-making strategies best suited for strengthening connections between pictures and the tangible world—namely, photography, collage, and tactile enhancements. It also considers the work of 20th and 21st century picture book illustrators who use these techniques, reflecting upon broader pedagogical benefits, including for the author\u27s personal practice. This paper challenges practices of pictorial illusionism, arguing for the implicit superiority of nature over an artist\u27s rendering, and endorsing an archaeological approach to art-making that elevates practices like discovery, reconstruction, and curation that lead readers to the tangible world of objects right outside their own door

    Stroke-based Neural Painting and Stylization with Dynamically Predicted Painting Region

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    Stroke-based rendering aims to recreate an image with a set of strokes. Most existing methods render complex images using an uniform-block-dividing strategy, which leads to boundary inconsistency artifacts. To solve the problem, we propose Compositional Neural Painter, a novel stroke-based rendering framework which dynamically predicts the next painting region based on the current canvas, instead of dividing the image plane uniformly into painting regions. We start from an empty canvas and divide the painting process into several steps. At each step, a compositor network trained with a phasic RL strategy first predicts the next painting region, then a painter network trained with a WGAN discriminator predicts stroke parameters, and a stroke renderer paints the strokes onto the painting region of the current canvas. Moreover, we extend our method to stroke-based style transfer with a novel differentiable distance transform loss, which helps preserve the structure of the input image during stroke-based stylization. Extensive experiments show our model outperforms the existing models in both stroke-based neural painting and stroke-based stylization. Code is available at https://github.com/sjtuplayer/Compositional_Neural_PainterComment: ACM MM 202

    Food - Media - Senses: Interdisciplinary Approaches

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    Food is more than just nutrition. Its preparation, presentation and consumption is a multifold communicative practice which includes the meal's design and its whole field of experience. How is food represented in cookbooks, product packaging or in paintings? How is dining semantically charged? How is the sensuality of eating treated in different cultural contexts? In order to acknowledge the material and media-related aspects of eating as a cultural praxis, experts from media studies, art history, literary studies, philosophy, experimental psychology, anthropology, food studies, cultural studies and design studies share their specific approaches
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