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In his fascinating survey, art historian Omar Calabrese reveals that self-portraits through the ages are both a reflection of the artist and of the period in which the artist lived. Organized thematically, the author first presents a basic definition of the genre of the self-portrait, interpreting the picture to be a manifestation of self identity, and including examples from an Egyptian tomb painting and pictures on stained glass during the Middle Ages and continuing to modern times. The next chapter focuses on the turning point for the establishment of the genre during the Renaissance when the status of the painter or sculptor was raised from artisan to artist and, as a result, portraits o...
This series of HANDBOOKS OF LINGUISTICS AND COMMUNICATION SCIENCE is designed to illuminate a field which not only includes general linguistics and the study of linguistics as applied to specific languages, but also covers those more recent areas which have developed from the increasing body of research into the manifold forms of communicative action and interaction. For "classic" linguistics there appears to be a need for a review of the state of the art which will provide a reference base for the rapid advances in research undertaken from a variety of theoretical standpoints, while in the more recent branches of communication science the handbooks will give researchers both an verview and ...
Essays focus on Baroque as a concept and category of analysis which has been central to an understanding of Hispanic cultures during the last several hundred years
Many post-war inventions were forgotten as incomes rose and the standard ofiving increased. The Vespa, however, developed from a utility vehicle inton international success - a cult object that has spawned societies and fansorldwide. This title tells its story.
The first comprehensive study in English of Umberto Eco's theories and fictions.
A look at various science fiction, fantasy, and horror films directed by Steven Spielberg, one of the contemporary filmmakers.
The ebook edition of this title is Open Access and freely available to read online. Our culture has an uneasy relationship with repetition and sameness. On the one hand, we find familiarity pleasurable and soothing; on the other, we crave novelty and long for a sense of discovery. We blame algorithms, intent on selling us more of the same, and on a media industry too greedy to risk investing in intellectually challenging, radically new, products. Sameness and Repetition in Contemporary Media Culture takes a comprehensive approach that both theorises and historically grounds the idea of repetition in relation to media as something that is deeply embedded in our cultural tradition. This project received funding from the Carlsberg Foundation.
Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital co...
Examines some of Eco's writings together with secondary sources in order to arrive at a more comprehensive critique of his literary theories and his notions of general semiotics as a cognitive social/cultural practice. Articles on literary semiotics, which comprise the second section, focus primarily on Eco, Peirce, Bakhtin, Greimas, Borges, and Derrida. Part three examines aspects of Eco's fiction. Annotation copyrighted by Book News, Inc., Portland, OR