ArteActa 2018, 2

Editorial

Editorial

Jan Jiřík, Tereza Czesany Dvořáková

ArteActa 2018, 2

Issue #02 Summary

Redakce

ArteActa 2018, 2

Esej

Umělecký výzkum vůbec neexistuje. A jak se mu povedlo, že z toho nemá obavy

Julian Klein

ArteActa 2018, 2:73-80

K dynamice pohyblivých těles. Základy estetické teorie relativity

Julian Klein

ArteActa 2018, 2:81-106

Studie

The Worldbuilding of Television Series from the Perspectives of Fandom and Utopian Studies: Twin Peaks and other Fictive Maps

David Havas

ArteActa 2018, 2:7-34

Quality TV is a rather broad notion which refers to a specific type of contemporary television production. To be sure, in the case of TV series, this label extends across many genres and very diverse creative practices. However, the purpose of the article is to shift the attention from this notion to the motivation for inhabiting the worlds of TV series, and not only from the perspective of fan studies. In fact, the utopian aspect of audiovisual worlds, the world-building of a unique space bound up with specific mythologies, atmospheres, and complex characters, is essential for the modern serialized television show. It follows, then, that a certain...

Tělo jako nástroj politického odporu

Marcela Magdová

ArteActa 2018, 2:35-54

The article delves into the artistic actions of Pyotr Pavlensky, which took place during 2012-2014 in Saint Petersburg and Moscow, looking at them in the context of Russian actionism, especially artists from the 90s and 2000s, and briefly touches upon some previous events labeled as conceptual, searching for analogues and differences within these activities. Pavlensky's work is characterized by the explicit manipulation of parts of his own body, and the moment of the "absolutization of the action." The article is most of all interested in visual metaphors of the limitation of civil rights, which are typical for Pavlensky, and with which the artist...

The Experience of Flow and the Distortion of the Time Perception While Playing Rez Infinite and Resident Evil: The Influence of Specific Games, Gaming Platforms, and Sound on Flow and the Accuracy of Time Perception

Tomáš Oramus, Kateřina Lukavská

ArteActa 2018, 2:55-72

Flow is the experience of total concentration on a presently unfolding activity, which has been previously researched in the context of many other various activities, including computer games. The presence of flow when playing computer games has been demonstrated to bring about higher levels of relaxation, higher levels of satisfaction for the player with the game, as well as to longer gaming time. A number of personal factors affecting flow have been indentified, but a study of the technological factors such as sound or virtual reality has been hard to find. In out article, we confirm the influence of specific games (Rez Infinite versus Resident...

Umělecký výzkum - online speciál

Digital Unrealities, Study I

Jiří Rous, Matěj Šenkyřík, Petr Zábrodský, Sara Pinheiro

ArteActa 2018, 2

Rozhovor

Vím, jak daleko mohu zajít. Rozhovor s Nadine Georgeovou

Michaela Raisová

ArteActa 2018, 2:136-141

Recenze

Filmová poetika afektu

Tereza Hadravová

ArteActa 2018, 2:107-120

Totalita a postmodernismus. Nad knihou Fredrica Jamesona

Roman Kanda

ArteActa 2018, 2:121-130

Zpráva

Hranice experimentu

Michaela Raisová

ArteActa 2018, 2:131-135

Hudební skladatel a pedagog Otomar Kvěch

Vít Havlíček

ArteActa 2018, 2:142-144