As the long sixteenth century came to a close, new positive ideas of gusto/ taste opened a rich counter vision of food and taste where material practice, sensory perceptions and imagination contended with traditional social values, morality, and dietetic/medical discourse.
Monstrous Beings and Media Cultures examines the monsters and sinister creatures that spawn from folk horror, Gothic fiction, and from various sectors of media cultures.
Figuring Faith and Female Power in the Art of Rubens argues that the Baroque painter, propagandist, and diplomat, Peter Paul Rubens, was not only aware of rapidly shifting religious and cultural attitudes toward women, but actively engaged in shaping them.
Emerging Standards for Enhanced Publications and Repository Technology serves as a technology watch on the rapidly evolving world of digital publication.
As the long sixteenth century came to a close, new positive ideas of gusto/ taste opened a rich counter vision of food and taste where material practice, sensory perceptions and imagination contended with traditional social values, morality, and dietetic/medical discourse.
Based on original archival research, Early Cinema, Modernity and Visual Culture: The Imaginary of the Balkans is the first study on early cinema in the region from a transnational and cross-cultural perspective.
Conjuring up all the glamour of the event, Jungen recounts the history of the Cannes Film Festival from an American perspective surveying the complex interplay of talent, money and corporate clout.
Futurism and early cinema shared a fascination with dynamic movement and speed, presenting both as harbingers of an emerging new way of life and new aesthetic criteria.
Jolted Images brings together a large cast of mainstream and avant-garde cineastes, artists, photographers, comics creators, poets, and more, to reflect on a wide range of phenomena from the realms of cinema and visual culture in the Yugoslav region, broader Europe, and North America.
Recent years have witnessed the increasing visibility of Asian celebrities in activism, advocacy, diplomacy, philanthropy, and ambassadorship but this phenomenon is under-explored.
Representations of shapeshifters are prominent in medieval culture and they are particularly abundant in the vernacular literatures of the societies around the North Sea.
The Building as Screen: A History, Theory, and Practice of Massive Media describes, historicizes, theorizes, and creatively deploys massive media -- a set of techno-social assemblages and practices that include large outdoor projections, programmable architectural facades, and urban screens -- in order to better understand their critical and creative potential.
Theme Park Fandom argues that serious study of theme parks and their adult fans has much to tell us about contemporary transmediality and convergence, themed and immersive spaces, and audience relationships with places of meaning.
The popular and critical successes of films like The Sixth Sense and The Ring and its sequels in the late 1990s led to an impressive international explosion of scary films dealing with ghosts.
Media Culture in Nomadic Communities examines the ways that new technologies and ICT infrastructures have changed the communicative norms and patterns that regulate mobile and nomadic communities' engagement in local and international deliberative decision-making.
Northern Laos has become a prominent spot in large-scale, top-down mappings and studies of neoliberal globalisation and infrastructural development linking Thailand and China, and markets further beyond.
A late medieval Icelandic romance about the 'maiden-king' of France, Nitida saga generated interest in its day and grew in popularity in post-Reformation Iceland, yet until now it has not received the comprehensive scholarly analysis that it much deserves.
In Cinema's Baroque Flesh, Saige Walton draws on the philosophy of Maurice Merleau-Ponty to argue for a distinct aesthetic category of film and a unique cinema of the senses: baroque cinema.
Accolades such as the best TV show of the twentieth century or the longest-running scripted series on American prime-time television have elevated The Simpsons to the pop culture pantheon, while also suggesting the very vintage character of the program.
Media Culture in Nomadic Communities examines the ways that new technologies and ICT infrastructures have changed the communicative norms and patterns that regulate mobile and nomadic communities' engagement in local and international deliberative decision-making.
A walk suspended in mid-air, a fall at breakneck speed towards a fatal impact with the ground, an upside-down flip into space, the drift of an astronaut in the void.
In recent decades, what could be considered a gamification of the world has occurred, as the ties between games and activism, games and war, and games and the city grow ever stronger.
A generation of historians has been captivated by the notorious views on gender found in the mid-sixth century Secret History by the Byzantine historian Procopius of Caesarea.
The Aesthetics and Politics of Cinematic Pedestrianism: Walking in Films offers a rich exploration of the cinematic aesthetics that filmmakers devised to reflect the corporeal and affective experience of walking in the city.
This collection of essays explores the development of electronic sound recording in Japanese cinema, radio, and popular music to illuminate the interrelationship of aesthetics, technology, and cultural modernity in prewar Japan.
This book explores the historical and contemporary processes that have made and remade Mongolia as it is today: the construction of ethnic and national cultures, the transformations of political economy and a 'nomadic' pastoralism, and the revitalization of a religious and cosmological heritage that has led to new forms of post-socialist politics.
Visual Culture of Post-Industrial Europe investigates visual cultural projects in Europe from the 1970s onwards in response to industrial closures, resultant unemployment, diminished social services and shattered identities.
Monstrous Beings and Media Cultures examines the monsters and sinister creatures that spawn from folk horror, Gothic fiction, and from various sectors of media cultures.