Anne Marie Schleiner
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Anne Marie Schleiner
Anne-Marie Schleiner (born 1970) is a theorist, an educator, a new media and performance artist, a hacktivist, a scholar, a gamer, and a curator. Her work is focused on gender construction, ludic activism, situationist theory, political power struggles, experimental gaming design theory, urban play, the United States Military, avatar gender reification, the global south, and feminist film theory. Schleiner's work is influenced by contemporary art, dada, 1970s performance art, net art, and conceptual art. Early life and education Schleiner was born in 1970 in Providence, Rhode Island. In 1992, Schleiner received her B.A. in studio arts at the University of California, Santa Cruz. She continued her education by receiving her MFA in computers in fine art from thCADRE Program at San Jose State Universityref name="Master's Degree"> Her dissertation, "Ludic Mutation: The Player's Power to Change the Game" was written under the supervision of Professor Dr. Mireille D. Rosello ...
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Brackets
A bracket is either of two tall fore- or back-facing punctuation marks commonly used to isolate a segment of text or data from its surroundings. Typically deployed in symmetric pairs, an individual bracket may be identified as a 'left' or 'right' bracket or, alternatively, an "opening bracket" or "closing bracket", respectively, depending on the Writing system#Directionality, directionality of the context. Specific forms of the mark include parentheses (also called "rounded brackets"), square brackets, curly brackets (also called 'braces'), and angle brackets (also called 'chevrons'), as well as various less common pairs of symbols. As well as signifying the overall class of punctuation, the word "bracket" is commonly used to refer to a specific form of bracket, which varies from region to region. In most English-speaking countries, an unqualified word "bracket" refers to the parenthesis (round bracket); in the United States, the square bracket. Glossary of mathematical sym ...
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Curator
A curator (from la, cura, meaning "to take care") is a manager or overseer. When working with cultural organizations, a curator is typically a "collections curator" or an "exhibitions curator", and has multifaceted tasks dependent on the particular institution and its mission. In recent years the role of curator has evolved alongside the changing role of museums, and the term "curator" may designate the head of any given division. More recently, new kinds of curators have started to emerge: "community curators", "literary curators", " digital curators" and " biocurators". Collections curator A "collections curator", a "museum curator" or a "keeper" of a cultural heritage institution (e.g., gallery, museum, library or archive) is a content specialist charged with an institution's collections and involved with the interpretation of heritage material including historical artifacts. A collections curator's concern necessarily involves tangible objects of some sort—artwork, c ...
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Conceptual Art
Conceptual art, also referred to as conceptualism, is art in which the concept(s) or idea(s) involved in the work take precedence over traditional aesthetic, technical, and material concerns. Some works of conceptual art, sometimes called installations, may be constructed by anyone simply by following a set of written instructions. This method was fundamental to American artist Sol LeWitt's definition of conceptual art, one of the first to appear in print: Tony Godfrey, author of ''Conceptual Art (Art & Ideas)'' (1998), asserts that conceptual art questions the nature of art, a notion that Joseph Kosuth elevated to a definition of art itself in his seminal, early manifesto of conceptual art, ''Art after Philosophy'' (1969). The notion that art should examine its own nature was already a potent aspect of the influential art critic Clement Greenberg's vision of Modern art during the 1950s. With the emergence of an exclusively language-based art in the 1960s, however, conceptual ...
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Internet Art
upright=1.3, "Simple Net Art Diagram", a 1997 work by Michael Sarff and Tim Whidden Internet art (also known as net art) is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the physical gallery and museum system. In many cases, the viewer is drawn into some kind of interaction with the work of art. Artists working in this manner are sometimes referred to as net artists. Net artists may use specific social or cultural internet traditions to produce their art outside of the technical structure of the internet. Internet art is often — but not always — interactive, participatory, and multimedia-based. Internet art can be used to spread a message, either political or social, using human interactions. The term ''Internet art'' typically does not refer to art that has been simply digitized and uploaded to be viewable over the Internet, such as in an online gallery. Rather, this genre relies intrinsically on the Interne ...
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Performance Art
Performance art is an artwork or art exhibition created through actions executed by the artist or other participants. It may be witnessed live or through documentation, spontaneously developed or written, and is traditionally presented to a public in a fine art context in an interdisciplinary mode. Also known as ''artistic action'', it has been developed through the years as a genre of its own in which art is presented live. It had an important and fundamental role in 20th century avant-garde art. It involves four basic elements: time, space, body, and presence of the artist, and the relation between the creator and the public. The actions, generally developed in art galleries and museums, can take place in the street, any kind of setting or space and during any time period. Its goal is to generate a reaction, sometimes with the support of improvisation and a sense of aesthetics. The themes are commonly linked to life experiences of the artist themselves, or the need of denunci ...
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Dada
Dada () or Dadaism was an art movement of the European avant-garde in the early 20th century, with early centres in Zürich, Switzerland, at the Cabaret Voltaire (Zurich), Cabaret Voltaire (in 1916). New York Dada began c. 1915, and after 1920 Dada flourished in Paris. Dadaist activities lasted until the mid 1920s. Developed in reaction to World War I, the Dada movement consisted of artists who rejected the logic, reason, and aestheticism of modern capitalist society, instead expressing nonsense, irrationality, and anti-bourgeois protest in their works. The art of the movement spanned visual, literary, and sound media, including collage, sound poetry, cut-up technique, cut-up writing, and sculpture. Dadaist artists expressed their discontent toward violence, war, and nationalism, and maintained political affinities with Radical politics, radical left-wing and far-left politics. There is no consensus on the origin of the movement's name; a common story is that the German artis ...
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Contemporary Art
Contemporary art is the art of today, produced in the second half of the 20th century or in the 21st century. Contemporary artists work in a globally influenced, culturally diverse, and technologically advancing world. Their art is a dynamic combination of Medium (arts), materials, methods, concepts, and subjects that continue the challenging of boundaries that was already well underway in the 20th century. Diverse and eclectic, contemporary art as a whole is distinguished by the very lack of a uniform, organising principle, ideology, or "-ism". Contemporary art is part of a cultural dialogue that concerns larger contextual frameworks such as personal and cultural identity, family, community, and nationality. In vernacular English, ''modern'' and ''contemporary'' are synonyms, resulting in some conflation and confusion of the terms ''modern art'' and ''contemporary art'' by non-specialists. Scope Some define contemporary art as art produced within "our lifetime," recognising tha ...
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Feminist Film Theory
Feminist film theory is a theoretical film criticism derived from feminist politics and feminist theory influenced by Second Wave Feminism and brought about around the 1970s in the United States. With the advancements in film throughout the years feminist film theory has developed and changed to analyse the current ways of film and also go back to analyse films past. Feminists have many approaches to cinema analysis, regarding the film elements analyzed and their theoretical underpinnings. History The development of feminist film theory was influenced by second wave feminism and women's studies in the 1960s and 1970s. Initially in the United States in the early 1970s feminist film theory was generally based on sociological theory and focused on the function of female characters in film narratives or genres. Feminist film theory, such as Marjorie Rosen's '' Popcorn Venus: Women, Movies, and the American Dream'' (1973) and Molly Haskell’s ''From Reverence to Rape: The Treatment ...
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North–South Divide In The World
The concept of Global North and Global South (or North–South divide in a global context) is used to describe a grouping of countries along socio-economic and political characteristics. The Global South is a term often used to identify regions within Latin America, Asia, Africa, and Oceania. It is one of a family of terms, including "Third World" and "Periphery", that denote regions outside Europe and North America. Most, though not all, of these countries are low-income and often politically or culturally marginalized on one side of the divide, while on the other side are the countries of the Global North (often equated with developed countries). As such, the term does not inherently refer to a geographical south; for example, most of the Global South is geographically within the Northern Hemisphere. The term as used by governmental and developmental organizations was first introduced as a more open and value-free alternative to "Third World" and similarly potentially "valuin ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverge ...
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United States Armed Forces
The United States Armed Forces are the military forces of the United States. The armed forces consists of six service branches: the Army, Marine Corps, Navy, Air Force, Space Force, and Coast Guard. The president of the United States is the commander-in-chief of the armed forces and forms military policy with the Department of Defense (DoD) and Department of Homeland Security (DHS), both federal executive departments, acting as the principal organs by which military policy is carried out. All six armed services are among the eight uniformed services of the United States. From their inception during the American Revolutionary War, the U.S. Armed Forces have played a decisive role in the history of the United States. They helped forge a sense of national unity and identity through victories in the First Barbary War and the Second Barbary War. They played a critical role in the American Civil War, keeping the Confederacy from seceding from the republic and preserving the uni ...
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Game Studies
Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc. Before video games, game studies was rooted primarily in anthropology. However, with the development and spread of video games, games studies has diversified methodologically, to include approaches from sociology, psychology, and other fields. There are now a n ...
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