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 Wisd
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 Wisd
of 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 (all
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 (all
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 (all
Digital 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.