Sentences with phrase «digital world of culture»

Not exact matches

The world - renowned game companies and hundreds of game developers and publishers made statement jointly, and conducted in - depth discussion and cooperation on topics such as digital entertainment culture and new economies.
World Coin Network aims to bring a stable Middle Eastern Crypto Currency to help facilitate trade and foster a culture of innovators and builders through a four pronged approach — 1) Digital Currency Stability 2)... Read more
In a digital world, we may all witness the collapse of formerly compelling distinctions between high and low culture, theological education and spiritual formation, and theory and praxis.
Continuing their mission to make the online world safer for kids and their families, the Family Online Safety Institute (FOSI) will be taking part in Data Privacy Day today to encourage a culture of digital responsibility around the world.
WASHINGTON, DC - January 28, 2013 - Continuing their mission to make the online world safer for kids and their families, the Family Online Safety Institute (FOSI) will be taking part in Data Privacy Day today to encourage a culture of digital responsibility around the world.
Wade's devoted his life to studying the puzzles hidden within the confines of this digital world, puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them.
Writing in the foreword to the report Minister of State for Digital and Culture, Matt Hancock, said: «Digital skills are as important as numeracy and literacy in the modern world and we must ensure that our children are given the opportunity to develop the understanding they will need as they grow up.
Using digital technology, Global Cities offers educators a constructive approach to counter recent trends of xenophobia and intolerance, allowing students to interact across different cultures in order to gain an appreciation for diverse perspectives and a curiosity about the world.
Through qualitative research, legal analysis, and collaboration with educators, we investigate how the culture of digital natives — a culture of connectivity, of public display, of sharing, of feedback, of constant availability and of global citizenship — impacts and will continue to impact our world.
Teaching, Learning, and Leading in a Digital World provides practical implementation strategies for creating a culture of deep and reflective learning for students and educators.
Rob Salkowitz is author of Comic - Con and the Business of Pop Culture (McGraw - Hill, 2012), Young World Rising (2010), and two other books on youth and digital media as agents of change.
iVerse Media (http://www.iversemedia.com) is a leading digital content distributor focused on the world of comics and popular culture.
Set in the year 2044, where a digital world called OASIS has all but eclipsed real life, Ready Player One will follow OASIS player Wade Watts on his quest for a billionaire's missing fortune — the location of which can be discovered via a series of»80s pop culture - themed puzzles.
Digital distribution do get new readers, readers like me from south america who doesn't have a comic book shop nearby, trusting only boutiques to bring weeks old Spider - Man singles at roughly $ 15, for us in the far corners of the world is actually the birth of a culture, one of buying comics instead of downloading scans
Does New Technology Signal The Death of Physical Culture Assignment Sample: The digital world in which we live today is an outcome of several innovations.
The Association promotes the digitalization of manga and manga culture, as a cultural treasure of Japan, aiming to propel the diffusion of digital comics, alongside manga artists, beginning with Japan and on throughout the world.
Posted by Gabi Klaf in Adventures, Best Family Travel Blog, Best Of, Culture Shock & Festivals, Digital Nomad Tips & Secrets, Family Life on the Road, Featured Posts, Health and Safety, Humor & Craziness, Inspiration & Reflection, Melt Downs & Tough Times, Out of the Box & True Voice, Parenting & World - Schooling, People & Interviews, RTW Family Travel Blog, Spiritual Growth, Travel Tribe WisdOf, Culture Shock & Festivals, Digital Nomad Tips & Secrets, Family Life on the Road, Featured Posts, Health and Safety, Humor & Craziness, Inspiration & Reflection, Melt Downs & Tough Times, Out of the Box & True Voice, Parenting & World - Schooling, People & Interviews, RTW Family Travel Blog, Spiritual Growth, Travel Tribe Wisdof the Box & True Voice, Parenting & World - Schooling, People & Interviews, RTW Family Travel Blog, Spiritual Growth, Travel Tribe Wisdom
Taking cues from both the original comic book series by Brian Lee O'Malley, the upcoming film from Shaun of the Dead director Edgar Wright, and approximately twenty years of gaming culture, Scott Pilgrim vs. The World: the Game is set to rock the digital download space by being both exactly what we expect, and something entirely unique.
In China, gaming is not only part of the ancient culture, it has also become a way of life for a whole generation of young adults who are forming the world's largest market for digital entertainment.
This journey into the universe of games and digital pop culture will feature some of the world's most exciting interactive entertainment visionaries, including many GAMEHOTEL guests.
- Techno music writer / artist Philip Sherburne has been picking albums for digital re-release on Anthology Recordings, but it's interesting because of the music label itself,»... the world's first ever all digital reissue label, its goal to provide an online outlet for rare and out - of - print music of all eras, genres and cultures
In attendance will be a number of big companies including 101 London, 2K, 505 Games, Activision Blizzard, Arvato Entertainment, Bad Management, Bossa Studios, Brand Culture Sport & Entertainment, BuzzFeed, Carbon Digital, Catapult Business Solutions, Crave Online, Curse, Curve Digital, Dimoso, Drum, EA, Future Games of London, GAME Digital, Gamer Network, Green Man Gaming, Hasbro, Hauppauge Digital, Heaven Media, Indigo Pearl, Installation, Koch Media, MEC, Mediacom, Merge Worlds, Microsoft, MiniClip, Mozilla, Multiplay, NetworkN, NewBay Media, Nordic Games, Onlive, OPM Response, Parker Consulting, Plan of Attack, Playstation, Pole To Win, Purewal & Partners, Reach, Rebellion, Red Lorry Yellow Lorry, Respondez, Rocket, Sega, Sonopress UK, Sony Xdev Studios, Stainless Games, Tangentix, Target, Team Dignitas, Testology, TVBEurope, Twitch, Twitter, Ubisoft, Wikia and Ziff Davis.
Acclaimed in the art world for his room - size installations of paintings, sculpture, and digital projections, Matthew Ritchie's work investigates architecture and the dynamics of culture.
Based on the premise that the cultures of role play, sexual play, and digital play have all flourished beyond the boundaries of art structures, this exhibition provides a gathering place and platform for the exploration of queer play created by individuals and groups from the worlds of game design and theory, performance, kink, and activism.
Thumbs - up, thumbs - down — how truncated these gestures become in a consumer culture that relies so much on the agency and individuality of its participants, though in this case the thumb does not seem to pass any judgment or offer any expertise on the digital world it inhabits.
Influenced by her surroundings, the vibrant and obscure areas of Berlin, it's diverse urbanity, culture and clubbing scene, Snelling merges different absorbed impressions with peculiarities of the digital world, popular culture, news or politics, creating mundane and odd spaces.
Fred Turner is the author of several books about media and American culture since World War II, including the award - winning From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism.
Most importantly perhaps, the exhibition reveals the «occult» as a modern cultural phenomenon, something that persisted through the 20th century's sharp turn to technology and rational materialism, contributed greatly to the rise of popular and counter culture, and which continues today in the digital world.
Her project is to de-masculinize the culture of corporate technology by inserting the irrational and the personal into the slick, overly - determined Cartesian world of digital design.
What we are trying to do is to move the ICA from the world of mass popular culture to mass digital culture
Mass digital culture and an examination of the post-human world will be at the core of next year's programme at the Institute of Contemporary Arts.
The program of the House of World Cultures includes special exhibitions, site specific installations, festivals (such as as the yearly festival of digital culture Transmediale), concerts, live performances, film screenings (including events part of the Berlin Film Festival — Berlinale), lectures, debates, artist's talks, workshops and educational programs for children and schools.
Her project is to de-masculinze the culture of corporate technology by inserting the irrational and the personal into the slick, overly - determined Cartesian world of digital design.
Fusing pop culture, subculture, and art history in his video work and performance, Satterwhite creates visually dazzling tableaux that reflect the changing spatial and bodily anxieties and desires of the digital world.
After 50 years of new media culture — the world of TV, the internet, and virtual reality — and 50 years of new media art — creative computer - based and digital expression — technological ways of thinking have permeated the creative processes of artists working in all media.
As the Tate puts it, she brings «a surrealist sensibility to popular culture and the mind - bending proliferation of stylised and sexualised imagery in the digital world
Artists of the decade often addressed these events specifically in their work, but also situated them within the context of changes particular to the art world, such as the «culture wars» surrounding artistic freedom and censorship; the impact of new media (video, sound, and digital art) on artistic practice; and the expansion of the global art market, with its explosion of art fairs and art markets.
The focus is on the relationship between digital and physical worlds, on media imagery, the body, gender and materiality — as well as the mythical narratives of the past and present, abandoned places and urban visual culture.
Inspired by the visual world and the evolution of the digital culture, Kinu Kamura's work intends to question the influence the phenomenon of overconsumption and the way it affects the way we conceive what we see.
Through her collaborations with visual artists (including Arthur Jafa, Shani Crowe, Mickalene Thomas, and Rashaad Newsome); her engagement with the work of other talents like Lynette Yiadom - Boakye, who inspired the aesthetics of A Seat at the Table; and her push into some of the art world's most revered spaces (her digital artwork, Seventy States, was shown at the Tate Modern in response to its «Soul of a Nation» exhibition this year), Solange has emerged as a cross-disciplinary artist who is committed to pushing her practice into exhilarating new realms and breaking down the barrier between art and popular culture.
His works have featured in numerous group exhibitions around the world, and notably in the 2015 Biennale de Lyon and Moscow Biennial as well as recent exhibitions examining the interface of digital culture and subjectivity including Digital Conditions, Kunstverein Hannover; The Future of Memory, Kunsthalle Wien (all 2015); The Digital Revolutionaries, Art Basel Miami Beach; Private Settings: Art After The Internet, MOMA Warsaw and Speculations on Anonymous Materials, Museum Fridericianum, Kassel (alldigital culture and subjectivity including Digital Conditions, Kunstverein Hannover; The Future of Memory, Kunsthalle Wien (all 2015); The Digital Revolutionaries, Art Basel Miami Beach; Private Settings: Art After The Internet, MOMA Warsaw and Speculations on Anonymous Materials, Museum Fridericianum, Kassel (allDigital Conditions, Kunstverein Hannover; The Future of Memory, Kunsthalle Wien (all 2015); The Digital Revolutionaries, Art Basel Miami Beach; Private Settings: Art After The Internet, MOMA Warsaw and Speculations on Anonymous Materials, Museum Fridericianum, Kassel (allDigital Revolutionaries, Art Basel Miami Beach; Private Settings: Art After The Internet, MOMA Warsaw and Speculations on Anonymous Materials, Museum Fridericianum, Kassel (all 2014).
With the election of Barack Obama, digital culture in the U.S. hit a tipping point, where a robust online public sphere proved itself capable of changing the world.
It is apparent that the government is sufficiently concerned with this phenomenon to set up a Select Committee (Digital, Culture, Media and Sport) to explore the concept of «fake news» and the potential impact it is having on the public understanding of the world,» expands Luke.
On the events side, Watkins advised UK Sport — on behalf of joint bidders Welcome to Yorkshire, British Cycling and the Department for Digital, Culture, Media & Sport — on its successful bid to host the 2019 UCI Road World Championships in Yorkshire, making it the first time in 37 years that the UK has hosted the event.
Agile Elephant is a new kind of consultancy designed to help companies embrace the new digital culture of social collaboration, sharing and openness that is changing business models and the world of work.
Library Technician Dialog E-lending Ebooks The general consensus among participants (at International Federation of Library Associations meeting) was that public libraries have two, maybe three years to establish their relevance in the digital realm, or risk fading from the central place they have long occupied in the world's literary culture.
These people can often see the need for change, but despair of the pace of change in many law firms, pointing out that the culture and consensual nature of partnership often make decisions glacial when they need to be made at the speed of the digital world we now live in.
The structure, economic model, and culture of law firms appears increasingly out - of - synch with a digital world.
«This is a very significant partnership as South Korea is right at the forefront of digital culture when it comes to both cryptocurrency and online games,» said Jon Jacobs, CEO of NEVERDIE and Guinness Book of World Records holder for most valuable virtual items, who in 2016 became the first elected President of Virtual Reality.
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