184 research outputs found

    U.S. Radio in the 21st Century: Staying the Course in Unknown Territory

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    This essay examines the development of the radio industry in the United States as it makes its way into the 21st century. Issues of regulation, technology, commerce, and culture are addressed

    Invisible Belfast:Flat ontologies and remediation of the post-conflict city

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    [in]visible Belfast was a research-driven indie alternate reality game (ARG) that ran for 6 weeks during the spring of 2011 in Belfast and was subsequently adapted, 5 years later into a fictional documentary for BBC Radio 4. The ARG is a participatory and dispersed narrative, which the audience play through. The text expands outward across both physical and digital platforms to create a mystery for the players using everyday platforms. The ARG is a product of media convergence and at its heart transmedial, defined by its complexity and modes of participation. The fictional radio documentary which remediated the ARG into a more simple linear structure, but possibly a more complex narrative form, retells parts of the story for new audiences. The premise of [in]visible belfast – the game and later the documentary – is itself an adaptation of writer Ciaran Carson’s novel The Star Factory (1997): a postmodern adventure through the complex psychogeography of Belfast. A trail through the labyrinthine text, which paints the history of Belfast in poetic prose. This article will map the concept’s journey from novel to game to radio, contextualising its development within its political and urban landscape and charting the remediation of the narratives as they fold out across multiple media and complex story arches. The article will draw together ideas from previous publications on ARG, transmediality and complex textualities from the authors and reflect on the textual trajectories that the remediation of the narrative has taken from the original book, through the ARG, into the radio documentary. Building upon recent approaches from environmental philosopher Tim Morton and games theorist Ian Bogost, the authors argue that Belfast’s history propels medial adaptations of a particular kind, characterised by a ‘flat’ ontology of space and time and a sort of diffuse and dark urban experience for designers/producers and players/listeners

    The soft power of popular cinema: the case of India

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    Among BRICS nations, India has the most developed and globalised film industry, and the Indian government as well as corporations are increasingly deploying the power of Bollywood in their international interactions. India’s soft power, arising from its cultural and civilizational influence outside its territorial boundaries, has a long history. Focusing on contemporary India’s thriving Hindi film industry, this article suggests that the globalisation of the country’s popular cinema, aided by a large diaspora, has created possibilities of promoting India’s public diplomacy. It examines the global imprint of this cinema as an instrument of soft power

    E-readers and the death of the book: or, new media and the myth of the disappearing medium

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    The recent emergence of e-readers and e-books has b rought the death of the book to the centre of current debates on new media. In this article, we a nalyse alternative narratives that surround the possibility of the disappearance of print books, do minated by fetishism, fears about the end of humanism, and ideas of techno-fundamentalist progre ss. We argue that, in order to comprehend such narratives, we need to inscribe them in the br oader history of media. The emergence of new media, in fact, has often been accompanied by narra tives about the possible disappearance of older media: the introduction of television, for in stance, inspired claims about the forthcoming death of film and radio. As a recurrent narrative s haping the reception of media innovation, the myth of the disappearing medium helps us to make se nse of the transformations that media change provokes in our everyday life

    Authenticity, authentication and experiential authenticity: telling stories in museums

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    <p>This article examines how different types of authenticity and authentication work together to inspire museum stories, and personal identification with them, in ways that encourage experiential authenticity. It begins by outlining conceptions of object and existential authenticity and demonstrating how they are bound up with processes of hot and cool authentication. I argue that museums deploy all of these mechanisms to encourage experiences which visitors perceive as authentic. This perspective supports a concept of ‘experiential authenticity’ which connotes the belief and sensations of having experienced something genuine and real. This concept’s value is illustrated by examining storytelling in Anne Frank House. Key museum stories are outlined before exploring how different forms, and degrees, of authenticity and authentication work together to enlist visitor imaginations in the storytelling process and to thereby inspire personal identification as well as embodied connections with them. Four key mechanisms for telling stories are analysed (objects, texts, photographs and videos), and their combined capacity to cultivate experiential authenticity is demonstrated. This is important because experiential authenticity heightens visitor receptivity to museum stories, and is thus both a source and agent of power.</p

    Famine food of vegetal origin consumed in the Netherlands during World War II

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    Anne Frank

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    Women Broadcasters of World War II

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