National Repository of Grey Literature 7 records found  Search took 0.00 seconds. 
COMMUNITY OF EVERYDAY
Mikušková, Nina ; McKee,, Francis (referee) ; Klodová, Lenka (advisor)
Been There Together is a single player game in an online and offline form of cards inspired by event scores. The game is designed to be played by individuals in public spaces, while they are surrounded by strangers. It serves as a pretext for social inclusion. The game can be played online, as a mobile phone application and as a DIY card game for download. The game was designed as an alternative to mobile games, and instead of pulling the player into a virtual reality, it encourages their perception of society and the surroundings. By providing challenges, context and aesthetic pleasure, it creates an exciting experience that contrasts with ordinary daily activities. Its purpose is to overcome the individual's alienation in society. By simple questions and tasks, the player is drawn into a magic circle of play in reality, in areas that are not normally intended for play. It creates a temporary world in the midst of an ordinary world, transforming everyday experience and the individual's perception of public spaces. The game is inspired by Fluxus group's "event scores" as well as by the Situationist International's concept of "dérive", a method of unplanned journeying through urban landscapes. The player can choose between 4 difficulty levels and decide which intensity of play they prefer. Its unobtrusive design allows the player to play the game without noticeably changing their behaviour in public, and it is entirely their decision if they want to admit that they are playing the game to bystanders. Thanks to the guise of a game, the player feels safe to interact with a stranger, to ask for help or to ask questions of people whom they are encountering for the first time. The game creates real social interaction, with legal and economic consequences that reach beyond the magic circle.
Fluxusná Praha : the Visual Communication as a Driving Force in the Culture of Hybrid Flows. (The Ecology of Mind Applied to the Visual Context of Prague City)
Noera, Simona ; Marcelli, Miroslav (advisor) ; Zaccarello, Benedetta (referee)
This experimental research rises from the need to demonstrate how Bateson' s ecological model can be applied and expanded to visual communication. The purpose is to draw the relationships and mechanisms that create for us the world as an energetic vibrant and interconnected network in the contemporary culture, which is mainly based on visual communication, pursuing the goal of suggesting a theory for the metropolitan flows. This study is intended to be developed in two parts and has an anthropological - even if interdisciplinary - imprinting. The first part (narratively theoretical) will be focused on the main concepts of my research (creation of identity and avatars, social body, the city architectural body, relationships, non-lieux, visual communication, in-between, editing - mounting - bricolage, goods visual fetishism, visual anthropology, pattern) through authors the likes of Bateson, Canevacci, Simmel, Benjamin, Augé and more. The second part of this Prague city behave exploration will be evinced through the dialogic methodology (cf. Bakhtin), namely the narrative flow of voices that with the editing technique will create a polyphonic narration, proving my hypothesis.
Reflexion on the aesthetic of early videoart
Matoušová Peštová, Karolína ; Ševčík, Miloš (advisor) ; Jarošová, Helena (referee) ; Kubalík, Štěpán (referee)
This doctoral thesis treats of the early video art of the 1960s and 70s from four points of view: in chapter one the artistic and technological genesis of video art is analyzed; chapter two is dedicated to a scholarly analysis of video art on whose basis the relation of video art to other arts is determined (especially film and fine art), the chapter, furthermore, examines the properties of video as a medium; chapter three deals with the reception of video art by the audience, its mode of depiction and aesthetic properties which are demonstrated on specific examples; special attention is focused on temporality of video art; the final chapter is dedicated to feminist video art whose task it was to help emancipate women. The aim of the thesis is to present a comprehensive overview of early video art with emphasis on its artistic and aesthetic properties. The thesis does not merely rest on valid scholarly theories - it also analyzes specific art pieces which are documented in an extensive graphic appendix.
Fluxusná Praha : the Visual Communication as a Driving Force in the Culture of Hybrid Flows. (The Ecology of Mind Applied to the Visual Context of Prague City)
Noera, Simona ; Marcelli, Miroslav (advisor) ; Zaccarello, Benedetta (referee)
This experimental research rises from the need to demonstrate how Bateson' s ecological model can be applied and expanded to visual communication. The purpose is to draw the relationships and mechanisms that create for us the world as an energetic vibrant and interconnected network in the contemporary culture, which is mainly based on visual communication, pursuing the goal of suggesting a theory for the metropolitan flows. This study is intended to be developed in two parts and has an anthropological - even if interdisciplinary - imprinting. The first part (narratively theoretical) will be focused on the main concepts of my research (creation of identity and avatars, social body, the city architectural body, relationships, non-lieux, visual communication, in-between, editing - mounting - bricolage, goods visual fetishism, visual anthropology, pattern) through authors the likes of Bateson, Canevacci, Simmel, Benjamin, Augé and more. The second part of this Prague city behave exploration will be evinced through the dialogic methodology (cf. Bakhtin), namely the narrative flow of voices that with the editing technique will create a polyphonic narration, proving my hypothesis.
COMMUNITY OF EVERYDAY
Mikušková, Nina ; McKee,, Francis (referee) ; Klodová, Lenka (advisor)
Been There Together is a single player game in an online and offline form of cards inspired by event scores. The game is designed to be played by individuals in public spaces, while they are surrounded by strangers. It serves as a pretext for social inclusion. The game can be played online, as a mobile phone application and as a DIY card game for download. The game was designed as an alternative to mobile games, and instead of pulling the player into a virtual reality, it encourages their perception of society and the surroundings. By providing challenges, context and aesthetic pleasure, it creates an exciting experience that contrasts with ordinary daily activities. Its purpose is to overcome the individual's alienation in society. By simple questions and tasks, the player is drawn into a magic circle of play in reality, in areas that are not normally intended for play. It creates a temporary world in the midst of an ordinary world, transforming everyday experience and the individual's perception of public spaces. The game is inspired by Fluxus group's "event scores" as well as by the Situationist International's concept of "dérive", a method of unplanned journeying through urban landscapes. The player can choose between 4 difficulty levels and decide which intensity of play they prefer. Its unobtrusive design allows the player to play the game without noticeably changing their behaviour in public, and it is entirely their decision if they want to admit that they are playing the game to bystanders. Thanks to the guise of a game, the player feels safe to interact with a stranger, to ask for help or to ask questions of people whom they are encountering for the first time. The game creates real social interaction, with legal and economic consequences that reach beyond the magic circle.
Fluxusná Praha : the Visual Communication as a Driving Force in the Culture of Hybrid Flows. (The Ecology of Mind Applied to the Visual Context of Prague City)
Noera, Simona ; Fulka, Josef (advisor) ; Marcelli, Miroslav (referee)
This experimental research rises from the need to demonstrate how Bateson' s ecological model can be applied and expanded to visual communication. The purpose is to draw the relationships and mechanisms that create for us the world as an energetic vibrant and interconnected network in the contemporary culture, which is mainly based on visual communication, pursuing the goal of suggesting a theory for the metropolitan flows. This study is intended to be developed in two parts and has an anthropological - even if interdisciplinary - imprinting. The first part (narratively theoretical) will be focused on the main concepts of my research (creation of identity and avatars, social body, the city architectural body, relationships, non-lieux, visual communication, in-between, editing - mounting - bricolage, goods visual fetishism, visual anthropology, pattern) through authors the likes of Bateson, Canevacci, Simmel, Benjamin, Bataille, Baudelaire, Augé and more. The second part of this Prague city behave exploration will be evinced through the dialogic methodology (cf. Bakhtin), namely the narrative flow of voices that with the editing technique will create a polyphonic narration, proving my hypothesis. This narration will be strongly supported by the monographic documentary film, titled "Fluxusná...
Returns to the nature
DUŠKOVÁ, Lenka
Returns to the nature In the theoretical part the work is focused on a short presentation of some important prehistoric monuments, and the visual impression which the artworks of our ancestors leave on a present man. It endeavour to do exoteric confrontation between prehistoric art and modern art. The image part of this work is based on "a game" individually-up to dated subjects and a hidden notation placed in the scenes, which are inspirated by our ancestors who were materialized in absolutely different conditions surroundings than we are.

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