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Horror films, books and video games engage their audiences through combinations of storytelling practices, emotional experiences, cognitive responses and physicality that ignite the sensorium--the sensory mechanics of the body and the intellectual and cognitive functions connected to them. Through analyses of various mediums, this volume explores how the horror genre affects the mind and body of the spectator. Works explored include the films 28 Days Later and Death Proof, the video games Resident Evil 4 and Doom 3, the theme park ride The Revenge of the Mummy, transmedia experiences associated with The Dark Knight and True Blood, and paranormal romance novels featuring Anita Blake and Sookie Stackhouse. By examining how these diverse media generate medium-specific corporeal and sensory responses, it reveals how the sensorium interweaves sensory and intellectual encounters to produce powerful systems of perception.
Attention Spans' chronological review of Garrett Stewart's critical approach tracks and maps the evolution of intersecting disciplines from late New Criticism through structuralism, deconstruction, narrative theory (by way of narratography), poetics, and media studies, in which Stewart's has been so persistent and so eloquent a voice. Excerpts from his twenty books are framed by editorial retrospect, then linked by Stewart's own commentary on the variety – and underlying vectors – of his interpretive career across aesthetic forms, from Victorian narrative to recent American fiction, classic celluloid cinema to postfilmic digital effects, inert book sculpture and literary wordplay to the soundscape of singing on screen. Accompanied by a glossary of his many influential coinages, this cornucopia of analyses is also a chronicle of evolving paradigms in the work of intensive reading.
This work is the continuation of a sustained inquiry into moving pictures, conducting with an awareness of their prominence and prevalence in the contemporary world. A major indicator of the ubiquity of motion pictures is noticed by world travelers, who see the traces of their universality with the satellites on nomadic yurts in Asia and TV sets in remote and poor African villages. It is only now becoming realised that this mode of communication may well be the most pervasive, and perhaps even the most important, mass medium ever invented. With that background in mind, this book focuses on “cinematic knowing” as an expression of ludenic experience, important as a major source of “play-learning” in a world which is increasingly “wired” to the various forms of moving pictures. It investigates how this way of seeing has expanded our visual acuity and experience, including not only hindsight and foresight, but also insight and indeed even “blindsight”. It discusses the acquired abilities inherent in our “cinematic understandability”, the extent and depth of knowing that is learned from our life-long experience of exposure to motion pictures, including forms other than “the movies”, such as TV programming, commercials, and documentaries. It proceeds on the assumption that the most influential of this universe of visual expression is the one with the most important background and cultural impact, the motion picture show. This ludenic center of popular fare involved the creation of a heterocosm, a body of popular knowledge that accumulates and promulgates values and interests in visually identifiable formats, becoming in the process a kind of cultural enthymeme enjoyed for its expressive ability to reach people, and proved to be resilient and flexible in adapting to and addressing new circumstances.
This book is an exciting new look at how archaeology has dealt with the bodily senses and offers an argument for how the discipline can offer a richer glimpse into the human sensory experience. Yannis Hamilakis shows how, despite its intensely physical engagement with the material traces of the past, archaeology has mostly neglected multi-sensory experience, instead prioritising isolated vision and relying on the Western hierarchy of the five senses. In place of this limited view of experience, Hamilakis proposes a sensorial archaeology that can unearth the lost, suppressed, and forgotten sensory and affective modalities of humans. Using Bronze Age Crete as a case study, Hamilakis shows how sensorial memory can help us rethink questions ranging from the production of ancestral heritage to large-scale social change, and the cultural significance of monuments. Hamilakis points the way to reconstituting archaeology as a sensorial and affective multi-temporal practice.
Collected interviews with the American independent film director of Permanent Vacation, Stranger Than Paradise, and Ghost Dog: The Way of the Samurai