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For the Romans, much of life was seen, expressed and experienced as a form of theatre. In their homes, patrons performed the lead, with a supporting cast of residents and visitors. This sumptuously illustrated book, the result of extensive interdisciplinary research, is the first to investigate, describe and show how ancient Roman houses and villas, in their décor, spaces, activities and function, could constitute highly-theatricalised environments, indeed, a sort of 'living theatre'. Their layout, purpose and use reflected and informed a culture in which theatre was both a major medium of entertainment and communication and an art form drawing upon myths exploring the core values and beliefs of society. For elite Romans, their homes, as veritable stage-sets, served as visible and tangible expressions of their owners' prestige, importance and achievements. The Roman home was a carefully crafted realm in which patrons displayed themselves, while 'stage-managing' the behaviour and responses of visitor-spectators.
This unique book critically evaluates the virtual representation of the past through digital media. A distinguished team of leading experts in the field approach digital research in history and archaeology from contrasting viewpoints, including philosophical, methodological and technical. They illustrate the challenges involved in representing the past digitally by focusing on specific cases of a particular historical period, place or technical problem.
The Good Friday Agreement resulted in the cessation of paramilitary violence in Northern Ireland. However, prejudice and animosity between Protestants and Catholics remains. The Real Peace Process draws on extensive fieldwork in Protestant and Catholic churches across Ireland to analyse how Christian worship can become caught up in sectarianism. The book examines the need for a peace process that changes hearts and minds and not merely civic structures of their inhabitants. Aspects of everyday worship – ranging from the spatial and symbolic to the verbal, musical and interpersonal – are explored as the means by which sectarianism can be challenged and transformed.
How we think: digital media and contemporary technogenesis -- First interlude: practices and processes in digital media -- The digital humanities: engaging the issues -- How we read: close, hyper, machine -- Second interlude: the complexities of contemporary technogenesis -- Tech-toc: complex temporalities and contemporary technogenesis -- Technogenesis in action: telegraph code books and the place of the human -- Third interlude: narrative and database: digital media as forms -- Narrative and database: spatial history and the limits of symbiosis -- Transcendent data and transmedia narrative: Steven Hall's The raw shark texts -- Mapping time, charting data: the spatial aesthetic of Mark Z. Danielewski's Only revolutions.
The “spatial turn” of the 1990s has inspired many academics to re-evaluate the importance of space and time within their own disciplines and to engage in productive dialogue with other disciplines whose spatial focus intersects with their own. This book applies insights and approaches generated by the “spatial turn” to Greek and Roman theatre. The title evokes the “close relations” that exist between the many aspects and notions of space-time and their complex interweaving, between the disciplinary and interdisciplinary approaches that are needed to understand complex spatial phenomena, between notions of space in general and those of theatrical space, and between Greek and Roman theatre as it existed in antiquity and as it has been “received,” interpreted, and transformed throughout history ever since.
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
Crowdsourcing, or asking the general public to help contribute to shared goals, is increasingly popular in memory institutions as a tool for digitising or computing vast amounts of data. This book brings together for the first time the collected wisdom of international leaders in the theory and practice of crowdsourcing in cultural heritage. It features eight accessible case studies of groundbreaking projects from leading cultural heritage and academic institutions, and four thought-provoking essays that reflect on the wider implications of this engagement for participants and on the institutions themselves. Crowdsourcing in cultural heritage is more than a framework for creating content: as...
Exploring thirty years of work by The Centre for Performance Research (CPR), A Performance Cosmology explores the future challenges of performance and theatre through a diverse and fascinating series of interviews, testimonies and perspectives from leading international theatre practitioners and academics. Contributors include: Philip Auslander, Rustom Bharucha, Tim Etchells, Jane Goodall, Guillermo Gomez-Pena, Jon Mckenzie, Claire MacDonald, Susan Melrose, Alphonso Lingis, Richard Schechner, Rebecca Schneider, Edward Scheer, and Freddie Rokem. A Performance Cosmology is structured as a travelogue through a matrix of strategic, imaginary, interdisciplinary field stations. This innovative framework enables readings which disrupt linearity and afford different forms of thematic engagement. The resulting volume opens entirely new vistas on the old, new, and as yet unimagined, worlds of performance.
Scholars from a range of disciplines offer an expansive vision of the intersections between new information technologies and the humanities. Between Humanities and the Digital offers an expansive vision of how the humanities engage with digital and information technology, providing a range of perspectives on a quickly evolving, contested, and exciting field. It documents the multiplicity of ways that humanities scholars have turned increasingly to digital and information technology as both a scholarly tool and a cultural object in need of analysis. The contributors explore the state of the art in digital humanities from varied disciplinary perspectives, offer a sample of digitally inflected ...
Getting to Good Friday intertwines literary analysis and narrative history in an accessible account of the shifts in thinking and talking about Northern Ireland's divided society that brought thirty years of political violence to a close with the 1998 Belfast/Good Friday Agreement. Drawing on decades of reading, researching, and teaching Northern Irish literature and talking and corresponding with Northern Irish writers, Marilynn Richtarik describes literary reactions and contributions to the peace process during the fifteen years preceding the Agreement and in the immediate post-conflict era. Progress in this period hinged on negotiators' ability to revise the terms used to discuss the conf...