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This paper discusses the possibility of using unspun sheep’s wool dyed in different shades as a medium of art-therapy and presents an exclusive technique called “Carpet of resources”. The basis of this technique is one of the ancient ways to create felt and felt carpets. The article describes the historical aspect of the origin of felting, legends accompanying its appearance, and the advantages of using it in the art therapeutic process. The “Carpet of resources” technique is described in details, as well as the experience of its use, the effects obtained in the course of it, a list of necessary materials, and restrictions on the use of this technique.
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A specific type of society or historical period is usually determined by characteristic kinds of technology and corresponding forms of media contents that shape the public discourse and reflect both collective social experience and individual lifestyles. Given the preferred kinds of media products and media entertainment forms, contemporary society is terminologically denoted as “postmodern” (or “late modern”), largely due to the obvious expansion of gaming technologies and the Internet. Digital games and virtual gaming environments have become prominent forms of media entertainment, especially in the case of children, teenagers and young adults. The fact we cannot forget to mention is that every emerging societal model reflects or rather revisits and reshapes at least some of typical cultural elements and means of expression known from previous cultural epochs (for instance, digital games production draws inspiration and creation principles from modernism, classicism and other art or philosophical movements). These aspects are either recreated in identical ways or modified in order to include some of the already known features and consequently shape their own prominent characteristics. Particularities of the current postmodern (or late modern) society and its products are thus at the centre of our attention. The main objective of the study is to reflect on the presence of specific traits of postmodernism in the dimension of digital games. To reach the given goal, we mainly apply logical-conceptual methods of textual analysis, while the issue of mapping the characteristics of late modern culture in relation to digital gaming products is subject to a discourse analysis. Defining the basic terms such as “postmodernity” or “postmodernism” and introducing the elementary concepts related to this cultural form will help us to achieve the primary objective. The presented theoretical premises thus become adequate fundamentals for clarifying the presence of typical features of postmodern culture in both the formal design and narrative structure of digital games.
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Distinctive features of American culture European peculiarities in composing spatial layout can be traced in public spaces. Different ideals for space design and saturation of the environment with different visual noises are directly related to accumulated cultural values. Among the examples of restaurants, bars and cafés we have selected prominent establishments of rich history. Many of the presented venues have been part of storylines in the film industry, they have found place in world famous magazines and albums - as samples for successful design of interior of public establishments.
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The article aims to consider the problems related to design for people with disabilities. It defines the connection with and the importance of this type of activity to the problems under consideration. It analyses the modern development of design for people with disabilities. The article focuses on various aspects of design, the ways and approaches designers and developers use to facilitate the everyday activities of these people. It demonstrates the way in which different modern designers and companies upgrade their attempts to facilitate the life of people with disabilities by using design tools. The article does not aim to consider technical parameters and standards for building this type of environment or design – these are described in detail in another type of scientific and technical literature – various ordinances, standardized normative documents or textbooks related to this type of design.
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This article aims to present the work of some of the most successful contemporary fashion illustrators. An attempt has been made to analyze graphic techniques and digital means of expression in the design of a fashion sketch. Current works of world-famous authors are presented, which define the new trends in fashion illustration.
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Speaking about the phenomenon of abstract art, we often credit the merits of the first "founder" or "pioneer" in this genre to Vasily Kandinsky. Being one of the earliest artists who used the term "abstract" in the period of development of fine arts, Kandinsky is an artist - theoretician who recreated the Renaissance idea of feeling, the vital, the terrestrial and self-knowledge in his works - distinctive and innovative for the period. Noting the foundations of perception of the abstract and spatial structures, Kandinsky wrote the book "On the Spiritual in Art. Point and line to plane" It will not be a mistake to say that he was the first "pure" artist, who had entirely focused his work on cleansing and simplifying images to the plane, depriving himself of the image due to his belief that excessive specificity prevented his paintings and self-expression. In his theories, Kandinsky offered to the general public a summary of the way in which the work of art is created and put it in the frame of visual composition consisting of two basic elements - the inner - emotional and the outer - accessible element.
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In the time we live in, music is a cult. The musical style brings with it not only the worldview, but also the whole lifestyle of its listeners. Very often walking on the streets we can see girls with Rihanna's hair or boys dressed as Justin Bieber. But this is by no means a novelty or a fashion - the music that is listened to reflects on the appearance. The Beatles and the Rolling Stones, considered to be one of the symbols of the 60's and recognized as the most innovative and popular performers in the history of pop music, are considered to be one of the first major music waves to flood in and create their own style. As a period, the time in which the two bands quickly gained popularity coincided with the mass distribution of television. The performers quickly imposed their own lifestyle, behavior and dress, supporting the idea of avant-garde music of their time
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Regarding the scientific aspect of the anatomical drawing, when it does not correspond to the actual authenticity (anatomical truth), the author considers that such an illustration in itself has no didactic value. In this case, the creative (artistic) aspect is not essential. Even if the drawing has high artistic qualities, they are not able to compensate for the lack of scientific fact. To the extent that a wrong word in the text may confuse readers with insufficient experience and knowledge in plastic or medical anatomy, undoubtedly the same (even to a greater degree) applies to the wrong anatomical drawing.
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The article shows examples of paintings by Botticelli, Frans Hals and Delacroix, representatives of different eras and styles in the fine arts, in which the authors have made similar inconsistencies. Regardless of the reasons that led to these discrepancies in the spatial positioning of the longitudinal axes of the eyes, this in no way affects the aesthetic appearance, nor does it take away from the beauty of the works of the three world-famous artists.We cannot be sure of the reasons why the artist makes mistakes of this nature - and not once, but we must admit that in other cases he follows the rules of anatomically correct construction of the head.However, it turns out from art history that there are other examples of world-famous artists who make positional-spatial errors of the same nature in their works.
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The review of: Binark, Mutlu (2019) Kültürel Diplomasi ve Kore Dalgası “Hallyu” -Güney Kore’de Sinema Endüstrisi, K-Dramalar ve K-Pop; Ankara: Siyasal Kitabevi, ISBN: 9786057877321, 183 sayfa
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In this study, the distribution of religious works composed in Maqam Hijaz and included in TRT repertoire in terms of composers, forms, and rhythm were examined for the period between the 18th century, when the first religious work in Maqam Hijaz was identified, and the 21st century. The number of works, composers, the variety of rhythm and forms used in the Maqam Hijaz were determined and given in tables under the headings by the centuries for the period between the 18th century and the 21st century. The research data were obtained by reviewing TRT Turkish Arts Music vocal works repertoire and related literature. In the literature review stage, the scientific articles and the books, including the theoretical ones, related to the subject were reviewed.
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The fields art and culture have always been controlled and protected by authorities through various policies. Having been protected by the Ottoman Empire for many centuries, and seen as the official music of the empire, makam music went through various changes and transformations due to the Westernization movements from the beginning of the 19th century onwards. Turkish makam music which took its final form with the proclamation of the Republic in 1923, began to be seen as an archaic element as a result of the policies of this new regime, and was attempted to be eliminated through the Gökalpist doctrine, in order to found a national music. This research has been focused on the analysis of the effects of the reforms attempted in the musical area following the proclamation of the Republic, on the broadcasting activity in Ankara Radio. Books, magazines, newspapers and articles which give information about the Ankara Radio, have been determined and accessed through the archive research, and examined thoroughly. Thus within this research has been employed a qualitative descriptive research method. As a result of the research, it has been concluded that Ankara Radio could not avoid the dominant ideology since its foundation and has been kept Turkish makam music in the background thereby concentrate on Western music on broadcasting, even though it brought an stylistic innovation.
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Goldschmiedekunst eignet sich besonders gut für die Untersuchung symbolischer Kommunikation, denn es war gängig, mit Hilfe von Schmuck seine persönlichen Eigenschaften, seine Ambitionen und dadurch auch den Status zur vermitteln. Der Aufsatz widmet sich zwei spätmittelalterlichen Revaler Agraffen aus dem franko-flämischen Zusammenhang und fragt nach ihren Besitzern, dem Kontext und ihrer Bedeutung.
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The focus of the study is to track the extent to which video games allow religious organizations to spread their ideas, views and beliefs among young people and believers in general, as well as the extent to which games influence the formation of certain stereotypes in the player. Of particular interest to the researcher are the websites of the officially registered religions in Bulgaria and their preaching and educational activities
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The article introduces the adventure videogame, it’s features and sub-genres. The focus is on the narrative and how it’s change over the years. Seven video games, published between 2000-2019, were analyzed through a single matrix. The various narrative structures and their influence on storytelling are analyzed. In the last part an object of attention are the hybrid genre of action-adventure videogames and it’s spread in various media. The text is part of a thesis successfully defended at FJMC in 2019
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The current text introduces the idea of communicating through images. The tool is increasingly visible in companies' communication strategies. The prerequisites that lead to the development of this type of communication are discussed, focusing on one of the most used social media – Instagram. A parallel is drawn between the nature of the platform and the ability to find an intersection between visual content and storytelling. At the end of the text, two of the most successful examples from the corporate world are presented and their approach of engaging Instagram followers with the help of experiences in order to convert them into customers while demonstrating the company's philosophy and values.
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Hate speech can be used as an instrument preferred to exert political influence upon voters during election campaigns. This article provides two examples to support this assumption – the first one is related to a Kirk and Martin’s study on the way main presidential candidates in the USA ran their campaigns in 2016, while the other assumption is related to the current debate in Bulgaria on the National Child Strategy 2019-2030. The present article focuses upon possibilities to reduce the phenomenon’s influence as well as upon some of the challenges researchers and policy makers face in their attempts to limit it.
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The Internet gives people the illusion of freedom because connects quickly people all over the world. Connection speed and communication possibilities are real. But are we really free online? What other limitations there are besides marketing traps? Haw to be sure what is information and what is disinformation?
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Authoritative models of remembering Yugoslavia tend to exclude experiences of living people while often reproducing the memory trope of “totalitarian legacy.” Several theater performances that appeared in 2010 and 2011 challenged these memory models, as they centered on performers’ personal experiences and recollections as legitimate sources of understanding, imagining, and discussing the past. This article investigates how lived experience is (re)constructed in the theater and whether these performances differ from dominant narratives. Reception analysis of selected performances has shown that public and media appear to find affective memories of socialism more acceptable if told from the position of victims and “authentic” witnesses. Performances widened and diversified the cultural memory of socialism and directed attention to positively evaluated experiences of socialist culture and everyday life, such as multicultural and supranational interactions in Yugoslavia. Nevertheless, the dominant representation of Yugoslav state as totalitarian was not challenged, but rather sidestepped. The focus on popular and everyday culture thus remains the predominant memory model for remembering Yugoslavia in theater, which can be seen as a part of wider processes of gradual reevaluation of socialist life in post-socialist Europe.
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