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X-WR-CALNAME:MIT Graduate Program in Comparative Media Studies
X-ORIGINAL-URL:https://cms.mit.edu
X-WR-CALDESC:Events for MIT Graduate Program in Comparative Media Studies
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DTSTART:20120311T070000
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DTSTART;VALUE=DATE:20120907
DTEND;VALUE=DATE:20121009
DTSTAMP:20260418T112335
CREATED:20141218T152120Z
LAST-MODIFIED:20141218T152120Z
UID:21581-1346976000-1349740799@cms.mit.edu
SUMMARY:Games by the Book: An Exhibit
DESCRIPTION:Curated by Clara Fernández-Vara & Nick Montfort. From the exhibit description… \n\nPeople can’t get enough of stories–we’re always seeking to re-experience them\, in different forms and versions. Myths have been transformed and rehashed between religion\, folklore\, and popular narrative. It’s typical to see the play\, read the book\, watch the film\, and now\, play the game. Each medium will appropriate a story based on what each medium can do best. This exhibit focuses on literary adaptations to the new medium of the videogame\, ones that come from classical theatre texts (by Sophocles and William Shakespeare) as well as novels (by F. Scott Fitzgerald and Douglas Adams). \nThe games showcased in this exhibit demonstrate that there is a wide variety of approaches one can follow in adapting literary works into games. \nThe participatory nature of the medium cues a transformation of the original story\, exploring its different alternatives. The Hitchhiker’s Guide to the Galaxy (a text game\, or interactive fiction) is an example of how the player becomes the protagonist\, engages in the story\, maybe changing the events\, maybe experiencing a different version of the story. Another approach to adaptation is focusing on world building rather than the events. Avon (also an interactive fiction) invites the player to explore a land inhabited by Shakespeare’s characters\, who create the challenges that the player must face. The Great Gatsby (a tongue-in-cheek Flash game) intersects the world of F. Scott Fitzgerald’s story with the conventions of platformer games such as Super Mario Bros.\, marking the transition between levels with short cutscenes based on the novel. Another option is adapting the themes\, so that the actions of the player rehearse and explore these essential themes\, while the original characters\, events\, and setting may not be present at all. The mechanics of Yet One Word are based on the themes of Oedipus at Colonus. \nThe exhibit showcases these four games alongside the books they are based on; editions of these book are also available near the exhibit in the Humanities Library’s browsery.
URL:https://cms.mit.edu/event/games-by-the-book-exhibit/
LOCATION:Hayden Memorial Library\, 160 Memorial Drive\, Cambridge\, MA\, 02139\, United States
ATTACH;FMTTYPE=image/png:https://cms.mit.edu/wp/wp-content/uploads/2014/12/The-Great-Gatsby-game.png
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DTSTART;TZID=America/New_York:20120927T171500
DTEND;TZID=America/New_York:20120927T190000
DTSTAMP:20260418T112335
CREATED:20170530T233059Z
LAST-MODIFIED:20170606T145913Z
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SUMMARY:Script as Image
DESCRIPTION:The first event in the Ancient and Medieval Studies Seminar Series and co-sponsored by Literature\, HTC\, and the SHASS Dean’s Office. \nJeffrey Hamburger\nWriting\, in relation to such affiliated topics as literacy\, linguistics\, cognition\, and media studies\, has a central place across and beyond the humanistic disciplines. It is time\, in turn\, for historians of medieval art to take a broader view of paleography\, rather than view it primarily as a means of dating or localizing monuments\, or\, at the most literal level\, deciphering illustrated texts or epigraphic inscriptions. \nWithin the realm of visual imagery\, the written word can rise to a form of representation in its own right\, prior to and independent of the complex phenomena generally considered under the rubric of “text and image”—a generalization as true of modern art as it is of the Middle Ages. In contrast to modernity\, however\, through much of the Middle Ages\, as in Antiquity\, the primary status of the spoken word and oral delivery ensured that writing\, no less than picturing\, was subject to suspicion. \nProfessor Hamburger’s presentation will survey some\, if hardly all\, of the many aspects of medieval script as a pictorial form\, using examples ranging from Late Antiquity to the late Middle Ages and beyond. \nJeffrey Hamburger’s teaching and research focus on the art of the High and later Middle Ages. Among his areas of special interest are medieval manuscript illumination\, text-image issues\, the history of attitudes towards imagery and visual experience\, and German vernacular religious writing of the Middle Ages\, especially in the context of mysticism. Much of his scholarship has focused on the art of female monasticism. His current research includes a project that seeks to integrate digital technology into the study and presentation of liturgical manuscripts\, a study of narrative imagery in late medieval German prayer books and a major international exhibition on German manuscript illumination in the age of Gutenberg. \nProfessor Hamburger’s books include The Mind’s Eye: Art and Theological Argument in the Medieval West and The Visual and the Visionary: Art and Female Spirituality in Late Medieval Germany. \nHamburger holds both his B.A. and Ph.D. in art history from Yale University. He previously held teaching positions at Oberlin College and the University of Toronto. He has been a guest professor in Zurich\, Paris\, Oxford and Fribourg\, Switzerland.
URL:https://cms.mit.edu/event/script-image/
LOCATION:MIT Media Lab\, Room 633\, 75 Amherst St.\, Cambridge\, MA\, 02139\, United States
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