Intimate Documentary versus Political Re-mix Video: Contrasting Approaches to New Media Story-telling and Cultural Politics

Author(s):  
Kerric Harvey
2019 ◽  
Vol 7 (1-2) ◽  
pp. 122-144
Author(s):  
Kai Khiun Liew ◽  
Crystal Abidin

Abstract This paper explores episodes of provocative online articulations and the accompanying angry public reactions as part of the cultural politics of juvenile online resistance in contemporary Singapore. Rather than viewing such delinquency as ‘youth deficits’, this paper seeks a literary-culturalist standpoint in exploring the uninhibited audacity of these public online displays. We perceive such performances as reflecting the critical and socially unrestrained emotional subjectivities of ‘youth mirroring deficits’ of the ‘Emperor’s new clothes’. The authors propose to appropriate the colloquial Singaporean Chinese Hokkien term of Si Geena (brat), a label commonly used to describe these offending personalities, to frame the dynamics of youth resistance, and new media in Singapore. Si Geena are often un-social digital juvenile provocateurs baiting moral outrage and public indignation. In turn, societal responses to the Si Geena’s episodic resistance reveal the contradictions, insecurities, and volatility of Singapore’s reactive public.


2018 ◽  
Vol 2 (1) ◽  
pp. 78
Author(s):  
WIEKE TASMAN ◽  
ELIZABETH WIANTO

Game already became common media in any society. It’s ideas could be from anywhere. This example is proven in game titled Woman in White. Adapted from Wilkie Collin’s sensational novel. Mr Collin’s novel in similar title was very popular then, though after one hundred and fifty years already adapted dan raised into newer meaning. This new meaning of ‘Woman in White’ makes the game became new media design and still entertains its audiens. This study, try to analize similar aspect in novel that used in this game as formal or non-formal assets, using visual semiotics. Precisely using classic theory from Saussure, Peirce and Barthes. The results of the analysis aim to show that a game designed based on novel inspiration or a popular story needs to remain true to the story even though this media does not have a full story telling. Keywords: game; puzzle; semiotics; urban legends


1970 ◽  
pp. 102
Author(s):  
Bjarki Valtysson

The Intersection of Digital Communication, New Media and Progressive Cultural Politics.Hvordan kan EU’s kulturpolitik komme til at se ud når EU for alvor begynder at tage hensyn til den ny kulturelle situation med ny medier og digitale kulturer? Det er hovedspørgsmålet i mit ph.d.-projekt med arbejdstitlen Mapping the Future Cultural Policy of the European Union: The Intersection of Digital Communication, New Media and Progressive Cultural Politics. For at give et svar vil jeg forsøge at bruge en udvidet udgave af kritisk teori til at konstruere en model der er kompleks nok til at indfange de voldsomme aktuelle forandringer i det kulturelle landskab, og modellens rolle er bl.a. at reagere på disse forandringer og foreslå løsninger på nogle af de problemer som kulturens digitalisering og visualisering har skabt. 


Leonardo ◽  
2006 ◽  
Vol 39 (4) ◽  
pp. 341-344 ◽  
Author(s):  
Candice Hopkins

This essay makes use of the characteristics of oral story-telling to define indigenous perspectives on narrative and to provide a framework in which to interpret video and new media art created by Zacharias Kunuk, Nation to Nation's Cyberpowwow project and Paula Giese's Native American Indian Resources.


2006 ◽  
Vol 37 (2) ◽  
pp. 57-57
Author(s):  
Bernad Batinic ◽  
Anja Goeritz

1967 ◽  
Vol 12 (10) ◽  
pp. 525-525
Author(s):  
MORTON DEUTSCH
Keyword(s):  

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