27 research outputs found

    Danto and Art Criticism

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    In this article I examine the relationship between Arthur Danto\u27s philosophy of art and his practice of art criticism. Danto has said that he included many actual examples of discussions of art in The Transfiguration of the Commonplace because of the feeling that, previously, philosophers had theorized about art in a vacuum. And since the time of publishing that book, he has written on a wide variety of both historical and contemporary artists and art practices. Danto\u27s philosophy of art commits him to an account of the practice of art criticism as interpretation. However, I question whether the Danto-esque interpretive essay can serve as an adequate model for art criticism. My primary claim is that art criticism must include a more strongly evaluative element than Danto\u27s theory leaves room for, since on his view, the critic primarily explains meaning by examining how it is embodied in a work. This leaves open the question of which meanings count as valuable or important. In his more recent work Danto has explored a Hegelian view that art is primarily about art, but this view too does not allow for art to be evaluated or criticized on the basis of whether or how well it tackles the more profound questions of meaning

    On Being Stereoblind in an Era of 3D Movies

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    I happen to have a visual impairment known as strabismus, which means that the information from my eyes is not successfully fused in my brain, so I lack stereoscopic vision. Hence I was surprised to find I could see some depth effects of recent 3D films such as Wim Wendersā€™s Pina. This experience has prompted me to explore both further information about binocular vision and various disputes about the aesthetic merits of 3D films. My paper takes up the following topics: (1) a review of information about binocular vision and the problem of strabismus; (2) a summary of 3D film history and techniques; (3) a discussion of the aesthetic merits and deficits of some ā€œbest casesā€ of contemporary 3D films, concluding with (4) assessments of the meaning of claims about 3D cinemaā€™s alleged superior ā€œrealism.ā€ I consider three proposals about the superior realism of 3D movies with the aim of summarizing what the latest ventures in this mode mean to those of us who lack normal binocular vision

    Against Raunchy Women's Art

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    This article criticizes what I call "Raunchy" feminist art by employing discussions of pornography and objectification from Eaton and Nussbaum. Artists considered include Carolee Schneeman, Cindy Sherman, Lisa Yuskavage, and Jenny Saville. The article includes by citing examples of feminist art dealing with erotic material in a more productive manner: Eija-Liisa Ahtila, Kiki Smith, and Marlene Dumas

    BREATHE: A Pilot Study of a One-Day Retreat to Reduce Burnout Among Mental Health Professionals

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    OBJECTIVE: Staff burnout is a frequent problem for mental health providers and may be associated with negative outcomes for providers, consumers, and organizations. This study tested an intervention to reduce staff burnout. METHODS: Community mental health providers were invited to participate in a day-long training session to learn methods to reduce burnout. A Web-based survey was given at time of registration, before the intervention, and again six weeks later. RESULTS: Eighty-four providers participated in the training, and follow-up data were available for 74. Six weeks after the day-long training, staff reported significant decreases in emotional exhaustion and depersonalization and significant increases in positive views toward consumers. There were no significant changes in providers' sense of personal accomplishment, job satisfaction, or intention to leave their position. Ninety-one percent of the staff reported the training to be helpful. CONCLUSIONS: This brief intervention is feasible, is acceptable to staff, and may improve burnout and staff attitudes

    Digital afx: digital dressing and affective shifts in Sin City and 300

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    In Sin City (Robert Rodriguez, 2005) and 300 (Zack Snyder, 2006) extensive post-production work has created stylised colour palettes, manipulated areas of the image, and added or subtracted elements. Framing a discussion around the terms ā€˜affectā€™ and ā€˜emotionā€™, this paper argues that the digital technologies used in Sin City and 300 modify conventional interactions between representational and aesthetic dimensions. Brian Massumi suggests affective imagery can operate through two modes of engagement. One mode is embedded in a meaning system, linked to a speci?c emotion. The second is understood as an intensi?cation whereby a viewer reacts but that reaction is not yet gathered into an alignment with meaning. The term ā€˜digital afxā€™ is used to describe manipulations that produce imagery allowing these two modes of engagement to coexist. Digital afx are present when two competing aesthetic strategies remain equally visible within sequences of images. As a consequence the afx mingle with and shift the content of representation

    Bill Viola and the Video Sublime

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    Bill Viola _Reasons for Knocking at an Empty House, Writings 1973-1994_ Edited by Robert Violette in collaboration with the author Introduction by Jean-Christophe Ammann Thames and Hudson, 1995/reprinted 1998 ISBN: 0-500-27837-7 301 pp
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