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Vita e Pensiero

L’ossimoro come ‘‘terapia”. Critica della modernità e umiltà nella scrittura giornalistica di Franco Cassano digital L’ossimoro come ‘‘terapia”. Critica della modernità e umiltà nella scrittura giornalistica
di Franco Cassano
Anno: 2025
The main focus of the articles published by Franco Cassano since the second half of the 90s in many national newspapers (and later collected in Modernizzare stanca) is the mythology of progress, the idea of an unlimited productivity, the domination of speed and technology in every human sphere, social competition and individualism as a kind of civil religion. These themes seem to be linked to the critique of capitalism made by the late Pasolini, with particular reference to the category of “development without progress”...
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Singing the Script: le filastrocche iperdiegetiche di Ennio Morricone digital Singing the Script:  
le filastrocche iperdiegetiche di Ennio Morricone
Anno: 2025
In the scholarly literature on film music, hyperdiegetic sounds are those that draw attention to themselves and have a symbolic effect, assigning a particular meaning to objects, characters, actions. Starting from this connotation, I would like to propose the idea of hyperdiegetic song or nursery rhyme, analyzing some peculiar works by Ennio Morricone featuring lyrics have clear references to the film’s plot, recounting events that have taken place before or will take place after such music is played. In the films discussed in this paper, hyperdiegetic songs are used as scores or as source music...
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Luna Nera, o Escolhido, Jinn. Netflix and Narratives of the Supernatural between Local Seriality and Global Imaginary digital Luna Nera, o Escolhido, Jinn. Netflix and Narratives of the Supernatural between Local Seriality
and Global Imaginary
Anno: 2025
The fantastic has long been a distinctive feature of Anglo-American popular culture. This narrative mode has a strong religious content due to its specific genre codes. Today, Netflix, through its geographical reach and multi-territorial commissioning strategy, enables the dissemination of the fantastic in numerous popular cultures around the world. Using the framework of the mediatisation of religion, this paper focuses on a specific dimension of the fantastic: the supernatural...
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Memes as an Antidote to AI Hegemony digital Memes as an Antidote to AI Hegemony
Anno: 2025
Artificial intelligence (AI) has recently gained great progress in many disciplines, from natural language processing to visual recognition. In all these vast possibilities for computation, however, it seems that AI struggles at reproducing one of the most common human forms of expression: “memes”. Memes happen to be too complex as digital artifacts and too deep in being an expressive part of cultural, personal, or collective experiences for any AI to understand–despite its wide access to data...
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Cultura audiovisiva e identità degli Stati Uniti d’Europa digital Cultura audiovisiva e identità degli Stati Uniti d’Europa
Anno: 2025
Through the summative recapture of the calls that Wim Wenders has been dedicating and addressing to Europe for over thirty years, my essay aims to explore the paradigm according to which, in Wenders’ words, the audiovisual culture awareness can still shape, nurture and forge a sense of unity and integration in the longed-for United States of Europe’s aesthetical and political complex perception...
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Unframing/Reframing the Media Experience digital Unframing/Reframing the Media Experience
Anno: 2025
Unframing/Reframing the Media Experience © 2025 by Piermarco Aroldi, Barbara Scifo, Adriano D'Aloia is licensed under CC BY-NC-ND 4.0
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From Phantasy to VR Immersion: Phenomenological Insights on ‘Unframed’ Experiences digital From Phantasy to VR Immersion: Phenomenological Insights
on ‘Unframed’ Experiences
Anno: 2025
Originally tied to cinematic experience, immersion is frequently associated in media discourse with Virtual Reality (VR) and often regarded as a media-property. For instance, ‘fully immersive VR’ refers to a setup enabling a unique form of image appreciation: the digital image displayed through a headset respond to user’s movements, simulating an environment filled with perceptual affordances. Thus, it has been claimed that VR displays a peculiar kind of image that attempts to negate its iconic nature, by rejecting the traditional frame of pictorial representation...
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Virtual (Reality) Landscapes. From Panorama to Immersive Digital Places digital Virtual (Reality) Landscapes. From Panorama to Immersive Digital Places
Anno: 2025
This article explores the concept of virtual landscapes as immersive digital representations, tracing the evolution of landscape depictions from traditional framed panoramas and stereoscopic devices to contemporary Virtual Reality (VR) environments. It emphasises the shift from static visual representations to interactive and multi-sensory experiences...
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The Smell of Vision. Immersive Media and Multisensoriality digital The Smell of Vision. Immersive Media and Multisensoriality
Anno: 2025
One of the most relevant and disruptive aspects of the environments organized by immersive media consists of multisensoriality. It is not a case that the device historically recognized as the first virtual reality system, Morton Heilig’s Sensorama, was explicitly designed to achieve the agreement of different senses (vision, sound, smell, balance, touch) more than the immersion in a virtual space...
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Phygital Experiences through Immersive Live Performances: The ABBA Voyage Case digital Phygital Experiences through Immersive Live Performances:
The ABBA Voyage Case
Anno: 2025
The premiere of ABBA Voyage marked a milestone in the experience industry. In a purpose-built arena in London, the Swedish popular music group ABBA performed as holographic representations (ABBAtars) in their first concert in 40 years. This event combined hologram technology, animations, film sequences, live music, and pre-recorded vocals to create an immersive experience...
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Early Virtual Worlds. Pioneers of Extended Realities Between Creative Efforts and Technical Experimentations digital Early Virtual Worlds. Pioneers of Extended Realities Between Creative Efforts and Technical Experimentations
Anno: 2025
Through an approach focused on the industrial history of the medium, this research seeks to reconstruct the genealogy of immersive technologies by conducting an in-depth investigation into the conceptual and technical origins of Extended Realities (XR) in the 1960s and 1970s. Over the last thirty years, efforts have been made to trace the medium’s history in order to legitimize its existence, identifying a number of pioneers in immersive realities who helped lay the cultural and technological groundwork for a new immersive market to emerge in the 1980s...
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Anno: 2025 - n. 1

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