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Recomposing the Past is a book concerned with the complex but important ways in which we engage with the past in modern times. Contributors examine how media on stage and screen uses music, and in particular early music, to evoke and recompose a distant past. Culture, popular and otherwise, is awash with a stylise - sometimes contradictory - musical history. And yet for all its complexities, these representations of the past through music are integral to how our contemporary and collective imaginations understand history. More importantly, they offer a valuable insight into how we understand our musical present. Such representative strategies, the book argues, cross generic boundaries, and as such it brings together a range of multimedia discussion on the subjects of film (Lord of the Rings, Dangerous Liasions), television (Game of Thrones, The Borgias), videogame (Dragon Warrior, Gauntlet), and opera (Written on Skin, Taverner, English ‘dramatick opera’). This collection constitutes a significant, and interdisciplinary, contribution to a growing literature which is unpacking our ongoing creative dialogue with the past. Divided into three complementary sections, grouped not by genre or media but by theme, it considers: ‘Authenticity, Appropriateness, and Recomposing the Past’, ‘Music, Space, and Place: Geography as History’, and ‘Presentness and the Past: Dialogues between Old and New’. Like the musical collage that is our shared multimedia historical soundscape, it is hoped that this collection is, in its eclecticism, more than the sum of its parts.
Exploring how music is used to portray the past in a variety of media, this book probes the relationship between history and fantasy in the imagination of the musical past. The volume brings together essays from multidisciplinary perspectives, addressing the use of music to convey a sense of the past in a wide range of multimedia contexts, including television, documentaries, opera, musical theatre, contemporary and historical film, videogames, and virtual reality. With a focus on early music and medievalism, the contributors theorise the role of music and sound in constructing ideas of the past. In three interrelated sections, the chapters problematise notions of historical authenticity on the stage and screen; theorise the future of musical histories in immersive and virtual media; and explore sound’s role in more fantastical appropriations of history in television and videogames. Together, they pose provocative questions regarding our perceptions of ‘early’ music and the sensory experience of distant history. Offering new ways to understand the past at the crossroads of musical and visual culture, this collection is relevant to researchers across music, media, and historical and cultural studies.
Starting from the central importance of memory in contemporary societies, this book encourages a transdisciplinary reflection on how the “presentification of the past” is never a simple reenactment but corresponds to the interaction between memory and cultural sensitiveness, present beliefs and needs, expectations, and forecasts for the future. It studies cultural (re)construction through collective stories, including academic debates, media narratives, collective mobilizations, state narratives of history, architectural reconstructions, and artistic expressions. It looks at how technological innovations have profoundly changed the practices of conservation and dissemination of collective memory, with particular reference to cultural digitization. Finally, it shows that the relevance and selection of events, the organization of connections and cross-references between past, present, and future, as well as the importance of diversified collective imaginaries are the keys to narrative constructions of memory that prove to be sensitive and decisive for its continuity and its intergenerational transmission. This interdisciplinary collection is for students and scholars of the social sciences, cultural studies, and the humanities interested in memory studies.
YouTube features a wide array of multimodal musical figurations, including fan-made music videos, musical aestheticisations of pre-circulating content, and musical self-performances. Jonas Wolf explores open-ended forms of musical creative relay on YouTube, delving into formal, imitative, affective, and (non-)institutional aspects of networked media remix and (self-)aestheticisation. Beyond creating value for non-musical fields of discourse, this study is directed at filling a gap in a largely ocularcentric domain of study. It provides a concise theory of vernacular composition within our time's total digital archive that accounts for socio-aesthetic phenomena and their relation to systems of knowledge, control, and discourse.
The Oxford Handbook of Music and Medievalism provides a snapshot of the diverse ways in which medievalism--the retrospective immersion in the images, sounds, narratives, and ideologies of the European Middle Ages--powerfully transforms many of the varied musical traditions of the last two centuries. Thirty-three chapters from an international group of scholars explore topics ranging from the representation of the Middle Ages in nineteenth-century opera to medievalism in contemporary video game music, thereby connecting disparate musical forms across typical musicological boundaries of chronology and geography. While some chapters focus on key medievalist works such as Orff's Carmina Burana or Peter Jackson's Lord of the Rings films, others explore medievalism in the oeuvre of a single composer (e.g. Richard Wagner or Arvo Pärt) or musical group (e.g. Led Zeppelin). The topics of the individual chapters include both well-known works such as John Boorman's film Excalibur and also less familiar examples such as Eduard Lalo's Le Roi d'Ys. The authors of the chapters approach their material from a wide array of disciplinary perspectives, including historical musicology, popular music studies, music theory, and film studies, examining the intersections of medievalism with nationalism, romanticism, ideology, nature, feminism, or spiritualism. Taken together, the contents of the Handbook develop new critical insights that venture outside traditional methodological constraints and provide a capstone and point of departure for future scholarship on music and medievalism.
Weaving together literary and scholarly insights, History and Its Objects will prove indispensable reading for historians and cultural historians, as well as anthropologists and archeologists worldwide. — Nathan Schlanger, École nationale des chartes, Paris Cultural history is increasingly informed by the history of material culture—the ways in which individuals or entire societies create and relate to objects both mundane and extraordinary—rather than on textual evidence alone. Books such as The Hare with Amber Eyes and A History of the World in 100 Objects indicate the growing popularity of this way of understanding the past. In History and Its Objects, Peter N. Miller uncovers the forgotten origins of our fascination with exploring the past through its artifacts by highlighting the role of antiquarianism—a pursuit ignored and derided by modem academic history—in grasping the significance of material culture. From the efforts of Renaissance antiquarians, who reconstructed life in the ancient world from coins, inscriptions, seals, and other detritus, to amateur historians in the nineteenth century working within burgeoning national traditions, Miller connects collecting—whether by individuals or institutions—to the professionalization of the historical profession, one which came to regard its progenitors with skepticism and disdain. The struggle to articulate the value of objects as historical evidence, then, lies at the heart both of academic history-writing and of the popular engagement with things. Ultimately, this book demonstrates that our current preoccupation with objects is far from novel and reflects a human need to reexperience the past as a physical presence.
Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.
Nineteenth-century France grew fascinated with the local past. Thousands of citizens embraced local archaeology, penned historical vignettes and monographs, staged historical pageants, and created museums and pantheons of celebrities. Stéphane Gerson's rich, elegantly written, and timely book provides the first cultural and political history of what contemporaries called the "cult of local memories," an unprecedented effort to resuscitate the past, instill affection for one's locality, and hence create a sense of place. A wide range of archival and printed sources (some of them untapped until now) inform the author's engaging portrait of a little-known realm of Parisian entrepreneurs and middling provincials, of obscure historians and intellectual luminaries. Arguing that the "local" and modernity were interlaced, rather than inimical, between the 1820s and 1890s, Gerson explores the diverse uses of local memories in modern France—from their theatricality and commercialization to their political and pedagogical applications. The Pride of Place shows that, contrary to our received ideas about French nationhood and centralism, the "local" buttressed the nation while seducing Parisian and local officials. The state cautiously supported the cult of local memories even as it sought to co-opt them and grappled with their cultural and political implications. The current enthusiasm for local memories, Gerson thus finds, is neither new nor a threat to Republican unity. More broadly yet, this book illuminates the predicament of countries that, like France, are now caught between supranational forces and a revival of local sentiments.
The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.