Review: Anna Bentkowska-Kafel, Trish Cashen and Hazel Gardiner (eds.), Digital Visual Culture: Theory and Practice (Computers and the History of Art Series, Volume 3). Bristol: Intellect Books, 2009. 112 pp. ISBN: 978—1841502489

Animation ◽  
2010 ◽  
Vol 5 (3) ◽  
pp. 378-381 ◽  
Author(s):  
Aylish Wood
Author(s):  
V. V. Rahozina

We present the national education theory journal “Art and Education”. The journal publishes materials on problems of the theory and history of art education, of the theory and methodology of education, and on methods of instruction in music, fine art and visual culture. We emphasize the uniqueness of this artisticpedagogical record, the only Ukrainian journal on art education, artistic and aesthetic development, one in which Ukrainian and foreign scientists and practical educators provide insight into the achievements of the pedagogy of art and the experience of art education in Ukraine and other countries of the world. We trace the stages of the journal’s development since its establishment and articulate its achievements over its 20-year existence.


2022 ◽  
Vol 2022 (142) ◽  
pp. 152-168
Author(s):  
Alexis L. Boylan

Abstract Interview with Derek Conrad Murray, professor of history of art and visual culture at the University of California, Santa Cruz. Murray discusses his new book, Mapplethorpe and the Flower: Radical Sexuality and the Limits of Control (2020), selfies, and the present and future potentials and limitations of visual studies.


Author(s):  
Bob Rehak

The movement of special effects among media texts is the focus of this chapter, which argues that certain well-known special effects should be approached as “microgenres” that emerge, evolve, and die out at accelerated timespans. Using The Matrix franchise and its signature “bullet time” special effect as a case study, the chapter relates the digital environment of contemporary transmedia to an analog history of borrowings and citations of special effects in film and television. The chapter concludes with a discussion of migration in digital visual culture, expanding the book’s scope to include videogames.


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