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28 NOVEMBER 2012

The Dark Ages were a time of great artistic achievement

"The Dark Ages have been misunderstood. History has identified the period following the fall of the Roman Empire with a descent into barbarism – a terrible time when civilisation stopped.

Waldemar Januszczak disagrees. In this four–part series he argues that the Dark Ages were a time of great artistic achievement, with new ideas and religions provoking new artistic adventures. He embarks on a fascinating trip across Europe, Africa and Asia, visits the world's most famous collections and discovers hidden artistic gems, all to prove that the Dark Ages were actually an 'Age of Light'.

In the first episode he looks at how Christianity emerged into the Roman Empire as an artistic force in the third and fourth centuries. But with no description of Jesus in the Bible, how were Christians to represent their God? Waldemar explores how Christian artists drew on images of ancient gods for inspiration and developed new forms of architecture to contain their art."

(BBC Four)

"The Dark Ages: An Age of Light" first broadcast BBC Four, 9:00PM Tue, 27 Nov 2012, duration 60 minutes.

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TAGS

3rd century • 4th century • age of light • alpha • ancient Gods • androgynous • androgynyart history • artistic achievement • artistic adventures • artistic force • barbarian • barbarism • BBC FourBible • catacombs • Christian art • Christian artists • Christianity • Christians • church architecturecivilisation • cross-shape • cryptic marker • cryptic symbols • dark ages • dogmatic • Early Christian • godshistoryJesus Christmosaic • new forms of architecture • new ideas • omega • pagan • pagan religion • pagan tradition • paganism • palindrome • paternosterreligion • representations of God • representations of Jesus • Roman Empire • SATOR AREPO TENET OPERA ROTAS • television series • Waldemar Januszczak • Xmas

CONTRIBUTOR

Simon Perkins
03 DECEMBER 2008

spring_alpha: networked game as social and citizenship experiment

"'spring_alpha' is a networked game system set in an industrialised council estate whose inhabitants are attempting to create their own autonomous society in contrast to that of the regime in which they live. The game serves as a 'sketch pad' for testing out alternative forms of social practice at both the 'narrative' level, in terms of the game story, and at a 'code' level, as players are able to re–write the code that runs the simulated world. The original narrative is based on a series of drawings by Chad McCail, 'Spring' and 'Evolution is Not Over yet', which also shape the game's visual style. The original stories and images become a framework that is fleshed–out by people's own ideas and experiences. The basic aim of the game is to change the rules by which the society in that world runs. This is done through hacking and altering the code that simulates that world, creating new types of behaviour and social interaction. How effective this becomes depends on the players' ability to spread these new ideas into the society."
(Simon Yuill)

TAGS

alphaAlphaville • autonomous society • belonging • Chad McCail • changing rules • citizenshipcodecollaborationcouncil estate • Demoville • Eleonora Oreggia • Evolution is Not Over yet • exhibitiongame • game story • interactive mediamultimedianarrative • Netherlands Media Art Institute • networked game • prototyperesearch • Ricardo Creemers • Simon Yuill • simulated world • sketch pad • social changesocietysoftware • Spring • spring_alpha • Stefan Gartner • technologytheory building

CONTRIBUTOR

Simon Perkins
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