Eguchi Takaya (1900–1977)

Author(s):  
Yoshida Yukihiko

Following in the footsteps of Baku Ishii and Takada Seiko, dancer Eguchi Takaya established an abstract dance form based on Neue Tanz from Germany. He also helped to found a dancers’ organization in pre- and postwar Japan. In addition, he contributed to the creation of Japanese lyrical modern dance, and published journals for modern dance. Born in Noheji, Aomori Prefecture in Japan, Eguchi studied with Takada Masao and Takada Seiko. Takada Masao and Takada Seiko were dancers who, alongside Baku Ishii and Michio Itō, studied under Giovanni Rossi at the Imperial Theatre. After Rossi’s move to America, the four students became involved in popular culture and other areas such as performing arts, photography, and film, and were the first generation of dancers to base their work on Western dance. Their methods were influenced by rythmique (eurhythmics). In most of their work, the performers danced to the accompaniment of music that was well known at the time.

Author(s):  
Ika Yulianti

Ramayana story has been widely known in Indonesian society since centuries ago. This story has been disseminated from generation to generation. The story is familiar to the public in the form of this kakawin often staged in the form of performing arts, dramatari, puppet performances, as well as in the form of puppet or sculpture. Ramayana story has a lot of episodes, but in the creation of this animated video work taking Shinta kidnapping episode. This animated video works explored the form of characters and stories, as well as collaborate with dance, heater and musical arts. Kidnapping of Shinta’s story became the basis of the principal narrative in the creation of animated video with the theme of Ramayana episode kidnapping Shinta ‘Langen Katresnan’ which then developed in accordance with the ideas and concepts. It also supports the creation of new work that promotes originality of the work. This animated video works using two-dimensional techniques. This is actually a reference to that puppet animation that was first recognized by earlier ancestors.Keywords: puppet, Ramayana, animation


Author(s):  
Vered Noam

In attempting to characterize Second Temple legends of the Hasmoneans, the concluding chapter identifies several distinct genres: fragments from Aramaic chronicles, priestly temple legends, Pharisaic legends, and theodicean legends explaining the fall of the Hasmonean dynasty. The chapter then examines, by generation, how Josephus on the one hand, and the rabbis on the other, reworked these embedded stories. The Josephan treatment aimed to reduce the hostility of the early traditions toward the Hasmoneans by imposing a contrasting accusatory framework that blames the Pharisees and justifies the Hasmonean ruler. The rabbinic treatment of the last three generations exemplifies the processes of rabbinization and the creation of archetypal figures. With respect to the first generation, the deliberate erasure of Judas Maccabeus’s name from the tradition of Nicanor’s defeat indicates that they chose to celebrate the Hasmonean victory but concealed its protagonists, the Maccabees, simply because no way was found to bring them into the rabbinic camp.


1989 ◽  
Vol 14 (4) ◽  
pp. 17-21
Author(s):  
Darlene Tong

During the 1970s and 1980s, a number of American artists have made use of clothing as an art medium. Their work constitutes a new art movement, drawing on, and straddling divisions between, Pop Art, performing arts, popular culture, and fashion; it merits more thorough and accessible documentation, and there is a need for art libraries to make available the elusive information which does exist.


2021 ◽  

The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as <i>Grand Theft Auto</i>, <i>Tomb Raider</i> and <i>Alone in the Dark</i> were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.


2020 ◽  
pp. 107780042094808
Author(s):  
Rhianna Thomas

In this article, I explore an experimental form of writing I term poetic juxtaposition. Drawing from Glesne’s poetic transcription and Prendergast’s use of found poetry as literature review, I define poetic juxtaposition as the creation of research poems that artistically combine qualitative data, excerpts from theoretical texts, and words from every day and popular culture texts. To illustrate the technique, I present three poetic juxtapositions from a critical parent child autoethnography and describe the processes that lead to their creation. The three poems demonstrate how I utilized poetic juxtaposition to make sense of data, establish emergent themes, achieve crystallization of findings, and present my work to a variety of audiences. I conclude by suggesting how this technique might be taken up by others.


2018 ◽  
Vol 1 (2) ◽  
pp. 117-130
Author(s):  
Henri Nurcahyo

The Panji story is a popular cultural heritage during the Majapahit period, spreading to various regions andcountries of Southeast Asia. Panji's story is not just a romantic story of Panji Asmarabangun with Dewi Sekartajibut has many interesting aspects that can be studied from various sides. There are many fairy tales that tell the story ofPanji, as well as the performing arts of tradition, art, the art of chanting, and even the Panji Story enshrined in reliefsof dozens of temples in East Java and hundreds of manuscripts of Panji scattered in various countries. From thevarious stories of Panji is contained noble values that can be a role model in the life of society and state. In the story ofPanji there is a load of courage, heroism, unyielding spirit, creativity in running tactics, caring for others, love animalsand flora, not vengeance, do not apply cruelly, love to study, devoted to mother, love and master various art and so on. The Panji is an ideal figure so much is personified by many Kings throughout history. The story of the Panji becomesintertwined between fairy tales and facts. The Panji story becomes a myth that eventually becomes a reference in life. Infact, the example of the Panji Story is not only reflected in its traits as a person but the moral of the story contained init, as well as the inspiration that can be picked as a raw material for the creation of artwork and also the creativeeconomy.


REPERTÓRIO ◽  
2017 ◽  
pp. 298
Author(s):  
Regina Miranda

<p class="p1">Resumo:</p><p class="p2">Ao tomar como contexto teórico as pesquisas em Harmonias Espaciais desenvolvidas pelo teórico de movimento Rudolf Laban na primeira metade do século XX, este artigo considera o longo predomínio da visão de um <em>alguém</em> que habitava um <em>espaço vazio </em>separado do corpo e aponta perspectivas contemporâneas, que<em> </em>tornaram o<em> </em>espaço entre/em ambos mais fluido e plástico. A contribuição teórica aqui apresentada indicou a necessidade da inclusão de configurações geométricas mais instáveis no campo Labaniano e também a criação de percursos para a encarnação de conceitos, que pudessem representar essas novas interações. Como um dos territórios da pesquisa artística que fundamenta esta narrativa, o encontro com a tecnologia foi explorado, inicialmente, como uma forma de ampliar a experiência corpo-espacial dos atuantes formais e informais de uma performance, oferecendo a possibilidade de um desenho cênico que incluía a articulação entre espaços físicos e virtuais e de conexões espaciais de livre escolha. Mais recentemente, a relação se ampliou em uma experiência interdisciplinar de criação cênica e coreográfica em interatividade com processos computacionais. Nos exemplos apontados, o que rege a escolha das tecnologias é o interesse artístico e conceitual de investigar como cada tecnologia pode colaborar na criação, deslocamento e distorção de espaços performáticos.</p><p class="p3"><span class="s1">Palavras-chave: </span>Arte e tecnologia. Artes cênicas. Campo labaniano. Corpo-espaço. Performance imersiva.</p><p class="p3"> </p><p>SHIFTING SPACES: POETICS OF INTERACTION BETWEEN ART AND TECHNOLOGY</p><p class="p1"><em>Abstract:</em></p><p class="p5"><em>Embracing as theoretical context the Space Harmonies’ research developed by movement theorist Rudolf Laban during the first half of the 20th century, this paper considers the long predominance of the vision of someone who inhabited an empty space separated from the body, and points toward contemporary perspectives, which have made the space between/in both more fluid and plastic. The theoretical contribution presented here indicated the need to include more unstable geometric configurations in the Labanian field and the creation of paths for the incarnation of concepts, which could represent these new interactions. As one of the areas of artistic research that underlies this narrative, the encounter with technology was initially explored as a way to broaden the body-space experience of the formal and informal participants of a performance. It offered the possibility of a scenic design that included the articulation between physical and virtual spaces and free-choice spatial connections. More recently, the relationship expanded in an interdisciplinary experience of scenic and choreographic creation in interactivity with computational processes. In the mentioned examples, what defines the choice of the technologies is the artistic and conceptual interest to investigate how each technology can collaborate in the creation, displacement and distortion of performative spaces.</em></p><p class="p3"><span class="s1"><em>Keywords: </em></span><em>Art and technology. Performing arts. Labanian field. Body-space. Immersive performance.</em></p>


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