UID:
edocfu_9958353598202883
Format:
1 online resource (351p.)
ISBN:
9783110198836
Series Statement:
Approaches to Applied Semiotics [AAS] ; 6
Content:
This book explores the semiotic foundations of reference and self-reference. It focuses on the transdisciplinary context of self-reference within postmodern culture and examines original studies from the worlds of print advertising, photography, film, television, computer games, media art, web art, body art, and music. In the broad sense adopted by the authors, the concept of self-reference includes self-reflexivity, metatextuality, metapictures, metamusic, metacommunication, intertextual, and even intermedial reference, although to different degrees and at different levels.
Note:
Frontmatter --
,
Contents --
,
Part I: Self-referentialmedia: Theoretical --
,
frameworks --
,
Self-reference in the media:The semiotic --
,
framework --
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Distortion, fabrication, and disclosure in a --
,
self-referential culture:The irresistible force of reality --
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Part II: Self-referential print advertising --
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Modes of self-reference in advertising --
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Metapictures and self-referential pictures --
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“Absolut Anonymous”: Self-reference in opaque --
,
advertising --
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Part III: Self-referential photography --
,
The death of photography in self-reference --
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Marilyn:A paragone of the camera gaze --
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Part IV: Self-referential film --
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The self-reflexive screen: Outlines of a --
,
comprehensive model --
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Nostalgia of the media / in the media --
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Self-reference in animated films --
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Part V: Self-referential television --
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On the use of self-disclosure as a mode of --
,
audiovisual reflexivity --
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The old in the new: Forms and functions of archive --
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material in the presentation of television history on television --
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There’s no business without show-business: --
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Self-reference as self-promotion --
,
Part VI: Self-referential games --
,
Computer games:The epitome of --
,
self-reference --
,
Self-reference in computer games: A formalistic --
,
approach --
,
Metacommunication in play and in (computer) --
,
games --
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Self-reflexivity in computer games: Analyses of --
,
selected examples --
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Part VII: Other self-referential arts --
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Looking through the computer screen: --
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Self-reflexivity in net.art --
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The artist and her bodily self: Self-reference in --
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digital art/media --
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Metafiction and metamusic: Exploring the limits of --
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metareference --
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Backmatter
,
In English.
Additional Edition:
ISBN 978-3-11-019464-7
Language:
English
DOI:
10.1515/9783110198836
URL:
https://doi.org/10.1515/9783110198836