Eugénie Shinkle
Biographic Data
| ID | 109416 |
|---|---|
| NAME | Eugénie Shinkle |
| GIVEN NAMES | Eugénie |
| FAMILY NAME | Shinkle |
| SIGNATURE | SHINKLE E |
| AFFILIATIONS | University of Westminster, London, UK, |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 5 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1996 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 1 |
Of Particle Systems and Picturesque Ontologies
Landscape is much more difficult to model than architecture or interiors, and it almost always provides the benchmark for graphic realism in video games. Many of the qualities that define graphic realism in contemporary video games – visual detail, dynamic lighting and weather effects, particle effects such as fire, smoke and mist – are associated with the appearance and behaviour of “natural” assets. Such assets are widely regarded as representa…
The Feminine Awkward
Recent fashion photography has been preoccupied with awkward and uncomfortable poses. In fact, awkwardness—a negative affect comprising emotional and bodily discomfort—is part of the history of fashion photography. The ‘feminine awkward’ is proposed here as a formal and critical idiom for unpacking the relations that exist between the model, the photographic frame, and the camera, and for considering the way that the image is experienced by the v…
Video games, emotion and the six senses
The Troping of (the) Lanscape
This paper examines the legislation of 'nature' and the formation of the subject within the discourses of political philosophy and landscape representation. Focusing on the transition from Classical to Modern epistemology, it discusses the treatment of discursive excess in the constitution of the subject of government and the subject of landscape. In the Classical subject, the excess represented by the corporeal body and its physical surroundings…
Video games, emotion and the six senses
The Feminine Awkward
Recent fashion photography has been preoccupied with awkward and uncomfortable poses. In fact, awkwardness—a negative affect comprising emotional and bodily discomfort—is part of the history of fashion photography. The ‘feminine awkward’ is proposed here as a formal and critical idiom for unpacking the relations that exist between the model, the photographic frame, and the camera, and for considering the way that the image is experienced by the v…
The Troping of (the) Lanscape
This paper examines the legislation of 'nature' and the formation of the subject within the discourses of political philosophy and landscape representation. Focusing on the transition from Classical to Modern epistemology, it discusses the treatment of discursive excess in the constitution of the subject of government and the subject of landscape. In the Classical subject, the excess represented by the corporeal body and its physical surroundings…
The Troping of (the) Lanscape
This paper examines the legislation of 'nature' and the formation of the subject within the discourses of political philosophy and landscape representation. Focusing on the transition from Classical to Modern epistemology, it discusses the treatment of discursive excess in the constitution of the subject of government and the subject of landscape. In the Classical subject, the excess represented by the corporeal body and its physical surroundings…
Video games, emotion and the six senses
The Feminine Awkward
Recent fashion photography has been preoccupied with awkward and uncomfortable poses. In fact, awkwardness—a negative affect comprising emotional and bodily discomfort—is part of the history of fashion photography. The ‘feminine awkward’ is proposed here as a formal and critical idiom for unpacking the relations that exist between the model, the photographic frame, and the camera, and for considering the way that the image is experienced by the v…
Of Particle Systems and Picturesque Ontologies
Landscape is much more difficult to model than architecture or interiors, and it almost always provides the benchmark for graphic realism in video games. Many of the qualities that define graphic realism in contemporary video games – visual detail, dynamic lighting and weather effects, particle effects such as fire, smoke and mist – are associated with the appearance and behaviour of “natural” assets. Such assets are widely regarded as representa…
Aesthetics (4 works) · Computer Science (4 works) · Art (3 works) · Sociology (3 works) · Psychology (2 works) · Visual arts (2 works) · Aesthetic Perception and Analysis (1 work) · Art, Politics, and Modernism (1 work) · Civil society (1 work) · Communication (1 work)