Questions for Reflection

  • 1. Which platforms do you regularly use for streaming video or music? Is access free? Are there ads? How do fees or ads affect your ability to access digitized performances?
  • 2. What kinds of digital technology do you imagine will be the next on the horizon for evaluating artistic performances such as music, drama, and dance? Which factors will drive the development of those technologies?
  • 3. Have you ever tried to capture a performance digitally? Would you say that you have professional training and equipment, or have you recorded video as an amateur or hobbyist? Many people use smartphones to record performances at talent shows or concerts. Others use webcams to create short videos for TikTok or other social media platforms. What are the advantages and disadvantages of these kinds of amateur recordings?
  • 4. Do you think video games fall within the scope of performance? Do you think they will be a future area of study for humanities scholars? Why or why not?

Notes

  • 1 Andrew R. Chow, “It Feels Like I’m Chosen to Do This.’ Inside the Record-Breaking Rise of Lil Ñas X,” Time.com August 15, 2019, https://time.com /5652803/lil-nas-x/
  • 2 Elias Leight, “Lil Nas X’s ‘Old Town Road’ Was a Country Hit. Then Country Changed Its Mind,” Rolling Stone, March 26, 2019, https://www .rollingstone.com/music/music-features/lil-nas-x-old-town-road-810844/
  • 3 Jack Schofield, “How Do I Shrink the Size of My Phone Videos?” The Guardian, March 5, 2020, https://www.theguardian.eom/technology/a skjack/2020/mar/05/how-do-i-shrink-the-size-of-my-phone-videos
  • 4 Nolan Gasser, Why You Like It: The Science and Culture of Musical Taste (Flatiron Books, 2019).
  • 5 Pandora, “About The Music Genome Project,” 2020, https://www.pan dora.com/corporate/mgp.shtml
  • 6 Jacky C.P. Chan, Howard Leung, Jeff K.T. Tang, and Taku Komura, “A Virtual Reality Dance Training System Using Motion Capture Technology,” IEEE Transactions on Learning Technologies 4, no. 2 (April-June 2011): 187-195, https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=5557840
  • 7 Efstathios Stavrakis, Andreas Aristidou, Maria Savva, Stephania Loizidou Himona, and Yiorgos Chrysanthou, “Digitization of Cypriot Folk Dances,” in Progress in Cultural Heritage Preservation, eds. Marinos loannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino, and Rossella Caffo (Berlin: Springer, 2012), doi:10.1007/978-3-642-34234-9_41
  • 8 Daniel Schuller, Christian Beecks, Marwan Hassani, Jennifer Hinnell, Bela Brenger, Thomas Seidl, and Irene Mittelberg, “Automated Pattern Analysis in Gesture Research: Similarity Measuring in 3D Motion Capture Models of Communicative Action,” Digital Humanities Quarterly 11 no. 2 (2017), http://www.digitalhumanities.Org/dhq/vol/l 1/2/000309/000309.html
  • 9 Nicole Law, “Motion Capture to On-screen Acting: Theatre, Animation and Film Programs Team Up,” UCF Today, January 6, 2020, https://www.ucf.edu/news/motion-capture-to-on-screen-acting-theatre-animation-and -film-programs-team-up/
  • 10 Harmony Bench, Perpetual Motion: Dance, Digital Cultures, and the Common (University of Minnesota, 2020) [Manifold edition], https://manifold.umn.edu/read/perpetual-motion/section/699edd3c-bl4f-4201-b0a6 -92c5426a8cb4
  • 11 James Coltrain and Stephen Ramsay, “Can Video Games Be Humanities Scholarship?” in Debates in the Digital Humanities 2019, eds. Matthew K. Gold and Lauren F. Klein (University of Minnesota Press, 2019), https ¡//dhdebates.gc.cuny.edu/read/untitled-f2acf72c-a469-49d8-be35-67f9acl e3a60/section/10c2899a-d78c-40d2-b293-f828d3alb3e9#ch03
  • 12 Galactic Cafe, “The Stanley Parable: Ultra Deluxe,” https://www.stanley-parable.com/
 
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