Buch, Englisch, Band 2, 198 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 330 g
New Representations of Art, History and Culture
Buch, Englisch, Band 2, 198 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 330 g
Reihe: Digital Culture and Humanities
ISBN: 978-981-15-4644-0
Verlag: Springer Nature Singapore
- Professor Anthony Fung, Professor, Director, School of Journalism and Communication, The Chinese University of Hong Kong
"This book has contributed to the existing field of humanities by informing new forms of representation and interpretations, and how digitization may change cultural practices. There is comprehensive information on how the humanities in the digital age can be applied to a wide range of subjects including art, literature, film, pop music, music videos, television, animation, games, and internet culture."
- Dr Samuel Chu, Associate Professor, The Faculty of Education, The University of Hong Kong
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
- Geisteswissenschaften Kunst Kunst, allgemein
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
Chapter 1. Museum Narration: a Memory-Driven Storyscape.- Chapter 2. Gazing of the Wuxia Body: Digital Visual Effects, Looking Relations, and Peter Chan’s Wu Xia (2011).- Chapter 3. Cinematic Contemplation Online: The Art and Philosophy of Life-world Series (2017).- Chapter 4. Surrealism in 4D.-Part 2. Gender in the Digital Age.- Chapter 5. Ana Clara Oliveira Santos Garner Selfies: Putting The “Me” Into Media.- Chapter 6. Discussion of Web Literature: Feminist and Post-Feminist Ideas on Hong Ying’s Blog.- Chapter 7. Visual Manipulation of East Asian Women in American Pop Female Performances.- Part 3. Media Engagement in the Digital Age.- Chapter 8. Electromagnetic Unconscious.-Chapter 9. The Digital Entanglement of Humanities, Literary and Storytelling.- Chapter 10. Dimensional Game Design: Perceptions of Character Design Appeal beyond Pixel Art.- Chapter 11. Reconceptualization of Historic Reality: Dojin Game San Guo Zhi Jiang Wei zhuan as the Case Study.