2018/1 – #Resolution
Browsing 2018/1 – #Resolution by Issue Date
Now showing 1 - 20 of 23
Results Per Page
Sort Options
- Review
- Review20 Years of Ícaro spreading its wings: Ícaro International Film FestivalVanhaelemeesch, Jasper (2018)
- ReviewWe need to talk about Indian Panorama: A report from the International Film Festival of India 2017Radhakrishnan, Ratheesh (2018)
- ArticleEditorial NecsusNECSUS Editorial Board (2018)
- ReviewWe have never been (post)modern: Photography’s late encounters with filmRuchel-Stockmans, Katarzyna (2018)
- ReviewMobile cinema as an archive in motion: A Wall is a Screen and urban memoriesBrunow, Dagmar (2018)
- ArticleTo double or diffuse: Art and the mobility of images, ca. 2005Østby Sæther, Susanne (2018)In this essay I examine how artists responded aesthetically to the new order of image mobility and transience that unfolded around 2005, when social media instigated the imperative to share and exchange files. With video-based works by Slater Bradley and Seth Price as cases, I explore how low resolution imagery around this time was purposefully deployed to signal the travels of an image through a network. Contributing to the growing scholarship on circulation and distribution of art and media, I develop the models of ‘doubling’ and ‘diffusion’ as analytical tools to differentiate between two distinct material-technical and networked practices of image reproduction and distribution evoked in these works, as well as between the affective charge they induce.
- ArticleThe instability of the digital archive: How to deal with pixels by handLarcher, Jonathan; Leyokki (2018)This essay presents the work of the Brèches artist collective and research questioning the ‘becoming-archive’ and the instability of vernacular digital images. With this investigation, the collective seeks a way to reverse the quality and hierarchy usually attributed to high and low resolution, and to reverse the established order between archives and family footage. Their practice deals with three types of images: photographic archives of the 19th century, digitised at a very high resolution; very low resolution images produced through entry-level DV cameras and first generation mobile phones; inflation of the latter through an algorithmic process inspired by GAME OF LIFE (Conway, 1970). The collective experiments with hand-crafted digital images, understood as a way of working with visual texture and materiality – rather than figures and mimicry – and as a way of editing a film frame by frame.
- ArticleFrom mass psychology to media studies: Interview with Jaap van Ginneken on his Kurt Baschwitz biographyLovink, Geert (2018)In this interview with Jaap van Ginneken we are looking at the (dis)appearance of ‘mass psychology’: a small and short-lived discipline shaped by figures such as Gustave Le Bon, Gabriel Tarde, and Sigmund Freud. For most of his life, Dutch academic van Ginneken has both utilised mass psychology’s methods and written its history. His latest contribution is the biography of the German-Dutch Kurt Baschwitz (1886-1968), who can be considered The Netherlands’ most influential mass psychologist (Kurt Baschwitz, A Pioneer of Communication Studies and Social Psychology, Amsterdam University Press, 2018).
- ReviewInhuman Networks / Controversies in Digital EthicsBooth, Jack (2018)
- ReviewFirst Comes Love / Presumed IntimacyHandyside, Fiona (2018)
- ReviewTV Socialism / Broadcasting ModernityRussell, William (2018)
- ArticleThe uncanny mediality of the photographic GIFFetveit, Arild (2018)This article examines uncanny mediality in photographic GIFs by interrogating sources of this uncanniness and the logic informing its operation in particular examples. From a phenomenological analysis of an instructive GIF that loops a six-second recording of the artist Prince, the article goes on to examine the confluence between features prone to generate the uncanny and features characterising the photographic GIF as a medium. This examination involves a probing of how the uncanny is theorised in seminal contributions by Ernst Jentsch and Sigmund Freud. It also involves probing uncanny potentials in photographic mediality by means of examining the history of photographic theory. Drawing on these theoretical and historical resources the article probes further examples, among them a cinemagraph, in a comparative analysis of how uncanny mediality may operate in GIFs.
- ArticleHow machines see the world: Understanding image annotationTreccani, Carloalberto (2018)Michael Baxandall, in PAINTING AND EXPERIENCE IN 15TH CENTURY ITALY (1972), shows the existence of a series of rules that painters of the 15th century were advised to follow. These ‘guidelines’ explained, for example, how each different hand position painted, within that cultural context, represented a different concept. These rules were rather rich and detailed and helped the painter maintain relevance in that historical and cultural context. Today, companies such as Amazon or Facebook are trying to teach machines and algorithms to see and understand what they see (image recognition). However, this process of signification, simple for a human being, is still complex for machines and algorithms. Hundreds of thousands of workers, therefore, are hired in order to label what they see. The workers are paid in pennies per image labelled and labor in precarious working conditions. This often leads to insufficient, poor or confusing labelling. Yet these ‘low quality’ labels are determining the way machines and algorithms see and understand the world. What are the consequences of a learning process that is confused, inaccurate, and qualitatively poor, in this unprecedented historical moment where there are more machines than human beings analysing and trying to make sense of what they see?
- ArticleCinema, meteorology, and the erotics of weatherMeilvang, Emil Leth (2018)This article explores the notion of a meteorology of cinema. Through the close reading of a string of books – with subjects such as clouds, rain, and snow – the article conceptualises an approach to weather on film, and grounds this approach in the anti-hermeneutics of Susan Sontag, André Bazin’s geography of cinema, and the movement philosophy of Gaston Bachelard.
- ArticleBeyond human vision: Towards an archaeology of infrared imagesPierotti, Federico; Ronetti, Alessandra (2018)The article sets out to explore in a concise manner the archaeology of today’s infrared images, through some scientific and technological devices, discourses, and practices that have led to the development of analogue infrared imaging from the second half of the 19th century up to the 1960s. We focus on some examples that show the origins of two instances where the contemporary uses of digital infrared intertwine and co-exist: first, the need to map what is invisible to the human eye, and second, the need to track data and manage information flows.
- ArticleVideographic scene analyses, part 1Kiss, Miklós (2018)
- ArticleThe resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizonBraguinski, Nikita (2018)The labelling of retro-themed musical products as ‘8-bit’ has become a fixture of today’s popular culture. Yet, contrary to its use in the visual realm, this ‘resolution’ of retro game audio normally does not specify the amount of information used to encode and display the artefact. Instead, the number ‘8’ in ‘8-bit audio’ refers to a nebulous amalgam of aesthetic imaginaries that connect to a vision of grossly inadequate audio and video technologies of the previous decades. In this article, I propose a different vocabulary for the assessment of the specific qualities of 1980s game audio, and its more recent imitations.
- ArticleInteractive media and imperial subjects: Excavating the cinematic shooting galleryCowan, Michael (2018)This article examines a little-known example of early interactive cinema: cinematic shooting galleries, which appeared in multiple variations in Europe and the US around 1910. All but forgotten today, such devices – which allowed spectators to fire live bullets at projected images on the screen – offer an excellent test case for any media archaeology in search of ‘precursors’ to digital media such as interactive cinema and video games. They might also appear tailor-made for Kittlerian arguments about the deep links between media and warfare. But understanding cinematic shooting galleries also demands careful attention to the cultural context of hunting and tourist safaris in which they emerged and took on meaning in the early 20th century. The article argues that such devices intersected with a much broader visual culture of colonialism and hunting, promising a ‘training’ in self-mastery through their interactive simulation of the hunt. That training depended on the device’s ability to show images in movement, simulating danger and demanding a rapid response. But it also depended on a less conspicuous aspect frequently highlighted in descriptions from the time: the pause, which kicked in to stop the image for a few seconds whenever a spectator fired the gun. This pausing feature links the cinematic shooting gallery with broader research into pausing mechanisms, particularly in the domain of educational film. But whereas educators conceived the pause as a tool for intellectual mastery, the cinematic shooting gallery used the pause to heighten the sense of bodily mastery, where the stilling of the image would run parallel to the stilling of the body’s automatic nervous responses.