Popular Culture

Author(s):  
Marcel Danesi

Abstract This review of three introductory textbooks in the field of popular culture published in 2018 and 2019 focuses on the different perspectives they provide on such culture, as a means for understanding its current state and future evolution. It is divided into six sections: 1. Introduction; 2. Pop Culture, People, and Politics; 3. A Pastiche Approach to Cinema; 4. Pop Culture Theories; 5. Pop Culture and the Internet; 6. Conclusion. Pop culture is changing radically today, breaking away from the historical flow that gained momentum in then 1920s, because its delivery through the Internet may be fragmenting its organic textuality. As a distinct form of culture, pop culture crystallized primarily in the US in the first decades of the twentieth century, arguably as a way for young people to contest and openly violate the restrictive social traditions of colonial America through new music, fashions, and overall lifestyles. It spread rapidly and broadly throughout American cities and other areas of the urbanized world—a diffusion made possible by new technologies, such as radio and cinema. From the outset, trends in pop culture influenced aesthetic tastes, politics, and even major musical and literary movements that were once considered to be part of ‘high culture’, gradually obliterating binary distinctions such as high-versus-low in cultural matters. In a phrase, what started out as a lifestyle reaction against puritanical colonial culture became a major source of new aesthetics (new music, new writing, and so on), remaining so ever since. But pop culture may have run its course with the rise of meme culture on the Internet. The books under review here are thus quite significant, not only because they present complementary views of pop culture to a broad audience, but also because we can draw from them a picture of how pop culture is evolving in the digital age and what this might imply for the future of this century-old cultural experiment.

Author(s):  
Laurence Maslon

A generational change at the beginning of the twenty-first century intersected with the technological advance of the Internet to provide a renaissance of Broadway music in popular culture. Downloading playlists allowed the home listener to become, in essence, his/her own record producer; length, narrative, performer were now all in the hands of the consumer’s personal preference. Following in the footsteps of Rent (as a favorite of a younger demographic), Lin-Manuel Miranda’s Hamilton emerged as the greatest pop culture/Broadway musical phenomenon of the twenty-first century; its cast album and cover recording shot up near the top of music’s pop charts. A rediscovery of the power of Broadway’s music to transform listening and consumer habits seems imminent with the addition of Hamilton and Dear Evan Hansen to a devoted fan base—and beyond.


2019 ◽  
Vol 1 (1) ◽  
pp. 1-81 ◽  
Author(s):  
Marcel Danesi

Abstract Pop culture, as a distinct form of culture with its own historical, artistic and textual categories, crystallized in the first decades of the twentieth century as a reaction to the restrictive social traditions of colonial America. It spread quickly and broadly throughout the bustling urban centers of the 1920s—an era when it formed a partnership with technology and the business world. This coalition gave pop culture its identity, allowing it to thrive and form alliances with artistic and literary movements. But pop culture may have run its course with the rise of meme culture—a culture that has evolved on the Internet. This essay revisits the social, psychic, and aesthetic roots of pop culture, suggesting that meme culture has fragmented its historical flow, thus threatening to bring about its demise.


Author(s):  
João Vieira ◽  
Pedro Isaías

The Web 3.0 has revolutionized the Internet in the last years and its benefits are still being studied. The way that websites are being developed is also changing because of this Web evolution, giving to Web developers new technologies where computers can better understand and give meaning to content. This chapter presents an overview of technologies considered to be included on the Web 3.0 concept. The main objective of the chapter is to introduce a conceptual framework of Web 3.0, or Semantic Web, technologies that can be used for developing a website. This review of literature introduces the evolution of each of the technologies mentioned, as well as their functions. Some examples and opportunities for use are also presented. The chapter offers a current state-of-the-art and an opportunity for future relevant research in the Web development area.


Author(s):  
João Vieira ◽  
Pedro Isaías

The Web 3.0 has revolutionized the Internet in the last years and its benefits are still being studied. The way that websites are being developed is also changing because of this Web evolution, giving to Web developers new technologies where computers can better understand and give meaning to content. This chapter presents an overview of technologies considered to be included on the Web 3.0 concept. The main objective of the chapter is to introduce a conceptual framework of Web 3.0, or Semantic Web, technologies that can be used for developing a website. This review of literature introduces the evolution of each of the technologies mentioned, as well as their functions. Some examples and opportunities for use are also presented. The chapter offers a current state-of-the-art and an opportunity for future relevant research in the Web development area.


2021 ◽  
Vol 11 (12) ◽  
pp. 5592
Author(s):  
Vule Reljić ◽  
Ivana Milenković ◽  
Slobodan Dudić ◽  
Jovan Šulc ◽  
Brajan Bajči

New technologies, such as cloud computing, the Internet of Things, wireless communications, etc., have already become part of our daily lives. This paper provides an insight into one of the new technologies, i.e., augmented reality (AR), as part of the manufacturing paradigm Industry 4.0 (I4.0). The aim of this paper is to contribute to the current state in the field of AR by assessing the main areas of the application of AR, the used devices and the tracking methods in support of the digitalization of the industry. Searches via Science Direct, Google Scholar and the Internet in general have resulted in the collection of a large number of papers. The examined works are classified according to several criteria and the most important data resulting from them are presented here. A comprehensive analysis of the literature has indicated the main areas of application of AR in I4.0 and, among these, those that stand out are maintenance, assembly and human robot collaboration. Finally, a roadmap for the application of AR in companies is proposed and the most promising future areas of research are listed.


2019 ◽  
pp. 4-44 ◽  
Author(s):  
Peter Thorns

This paper discusses the organisations involved in the development of application standards, European regulations and best practice guides, their scope of work and internal structures. It considers their respective visions for the requirements for future standardisation work and considers in more detail those areas where these overlap, namely human centric or integrative lighting, connectivity and the Internet of Things, inclusivity and sustainability.


GIS Business ◽  
2019 ◽  
Vol 14 (6) ◽  
pp. 656-666
Author(s):  
Dr. Entisar Al-Obaidi

Media refers to the channels of communication through which we distribute news, education, movies, music, advertising messages and other information. It includes physical and online newspapers and magazines, television, radio, telephone, the Internet, fax and billboards, are a dominant force in lives of children. Although television is remaining the predominant medium for children and adolescents, the new technologies are become more popular. We have to concern about the potential harmful effects of media "messages and images"; however, the positive and negative effects of media should be recognized. Parents have to establish the plan for all media in family home. Media that are influences on children should be recognized by "schools, policymakers, product advertisers, and entertainment producers".


Vamping the Stage is the first book-length historical and comparative examination of women, modernity, and popular music in Asia. This book documents the many ways that women performers have supported, challenged, and undermined representations of existing gendered norms in the entertainment industries of China, Japan, India, Indonesia, Iran, Korea, Malaysia, and the Philippines. The case studies in this volume address colonial, post-colonial, as well as late modern conditions of culture as they relate to women’s musical practices and their changing social and cultural identities throughout Asia. Female entertainers were artistic pioneers of new music, new cinema, new forms of dance and theater, and new behavior and morals. Their voices, mediated through new technologies of film, radio, and the phonograph, changed the soundscape of global popular music and resonate today in all spheres of modern life. These female performers were not merely symbols of times that were rapidly changing. They were active agents in the creation of local performance cultures and the rise of a region-wide and globally oriented entertainment industry. Placing women’s voices in social and historical contexts, the authors critically analyze salient discourses, representations, meanings, and politics of “voice” in Asian popular music of the 20th century to the present day.


Author(s):  
Mahesh K. Joshi ◽  
J.R. Klein

New technologies like artificial intelligence, robotics, machine intelligence, and the Internet of Things are seeing repetitive tasks move away from humans to machines. Humans cannot become machines, but machines can become more human-like. The traditional model of educating workers for the workforce is fast becoming irrelevant. There is a massive need for the retooling of human workers. Humans need to be trained to remain focused in a society which is constantly getting bombarded with information. The two basic elements of physical and mental capacity are slowly being taken over by machines and artificial intelligence. This changes the fundamental role of the global workforce.


2003 ◽  
Vol 2 (2) ◽  
Author(s):  
Fumiko Hayashi ◽  
Elizabeth Klee

Consumers pay for hundreds of goods and services each year, but across households and across goods, consumers do not choose to pay the same way. This paper posits that payment choices depend in part on consumers' propensity to adopt new technologies and in part on the nature of the transaction. To test this hypothesis, this paper analyzes consumer's payment instrument use at the point of sale and for bill payment. The sample includes consumers surveyed in 2001, who are primarily users of the Internet. The results indicate that consumers who use new technology or computers are more likely to use electronic forms of payment, such as debit cards and electronic bill payments. Particularly, the use of direct deposit is a significant predictor of electronic payment use. Furthermore, the results indicate that payment choice depends on the characteristics of the transaction, such as the transaction value, the physical characteristics of the point of sale, and a bill's frequency and value variability.


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