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Prisoner's cinema. Visual phenomenon involving seeing animated lights in the darkness Prisoner's cinema is the phenomenon of a "light show" of various colors that appear out of the darkness. The light has a form, but those that have seen it find it difficult to describe. Sometimes, the cinema lights resolve into human or other figures.[1] The phenomenon is reported by prisoners confined to dark cells and by others kept in darkness, voluntarily or not, for long periods of time. It has also been reported by truck drivers, pilots, and practitioners of intense meditation. Scientists believe that the cinema is a result of phosphenes combined with the psychological effects of prolonged exposure to darkness.

Popular culture[edit] See also[edit] References[edit] External links[edit] Category:Club Kids. Club Kids. Group of US dance club celebrities The movement began to decline when Rudy Giuliani took office as mayor of New York in 1994, targeting the city's nightlife industry with his Quality of Life campaign.[1] It eventually collapsed after Alig was arrested for the killing and dismemberment of his roommate and fellow club kid Andre "Angel" Melendez,[4] and Peter Gatien was charged with tax evasion and deported to Canada.[1] The term "club kid", coined by club owner Rudolf Piper, is now widely used as an archetypal style and personality reference,[1] but was originally focused, from 1988 to 2001, on a shifting hierarchical group of New York based personalities that organized and promoted specific nightclub venues, tours to various cities and events, such at the Style Summits [1] and Outlaw Parties;[5] Michael Alig, once estimated, that the group expanded to include up to "750 in the early '90s at different levels",[6] Michael Alig and rival personality, James St.

[edit] Category:New York City nightlife. Category:Subcultures. Portal:Japan. Japan (Japanese: 日本, Nippon or Nihon, and formally 日本国, Nihonkoku) is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the north toward the East China Sea and Taiwan in the south. Japan is a part of the Ring of Fire, and spans an archipelago of 6852 islands covering 377,975 square kilometers (145,937 sq mi); the five main islands are Hokkaido, Honshu (the "mainland"), Shikoku, Kyushu, and Okinawa.

Tokyo is the nation's capital and largest city; other major cities include Yokohama, Osaka, Nagoya, Sapporo, Fukuoka, Kobe, and Kyoto. Japan is the eleventh most populous country in the world, as well as one of the most densely populated and urbanized. About three-fourths of the country's terrain is mountainous, concentrating its population of 125.5 million on narrow coastal plains. Japan is divided into 47 administrative prefectures and eight traditional regions. Recreation. Activity of leisure Recreation is an activity of leisure, leisure being discretionary time.[1] The "need to do something for recreation" is an essential element of human biology and psychology.[2] Recreational activities are often done for enjoyment, amusement, or pleasure and are considered to be "fun".

Etymology[edit] The term recreation appears to have been used in English first in the late 14th century, first in the sense of "refreshment or curing of a sick person",[3] and derived turn from Latin (re: "again", creare: "to create, bring forth, beget"). Prerequisites to leisure[edit] People spend their time on activities of daily living, work, sleep, social duties and leisure, the latter time being free from prior commitments to physiologic or social needs,[4] a prerequisite of recreation. Play, recreation and work[edit] Similarly, it may be difficult to separate education from recreation as in the case of recreational mathematics.[9] Health and recreation[edit] Forms and activities[edit] Chinese mythology. Myths and practices of the Chinese people Chinese mythology (simplified Chinese: 中国神话; traditional Chinese: 中國神話; pinyin: Zhōngguó shénhuà) is mythology that has been passed down in oral form or recorded in literature in the geographic area now known as Greater China.

Chinese mythology includes many varied myths from regional and cultural traditions. Much of the mythology involves exciting stories full of fantastic people and beings, the use of magical powers, often taking place in an exotic mythological place or time. Like many mythologies, Chinese mythology has in the past been believed to be, at least in part, a factual recording of history. Along with Chinese folklore, Chinese mythology forms an important part of Chinese folk religion. Many stories regarding characters and events of the distant past have a double tradition: ones which present a more historicized or euhemerized version and ones which present a more mythological version. Contents Mythology and religion[edit] Yubu[edit] Jiutian Xuannü. Goddess of war, sex, and longevity in Chinese mythology In Chinese mythology, Jiutian Xuannü is the goddess of war, sex, and longevity.[1] Etymology[edit] This goddess was earlier known as simply Xuannü (玄女).[3] The name has been variously translated as the "Dark Lady"[4][5] or the "Mysterious Lady"[5] in English.

In the late Tang dynasty, the Daoist master Du Guangting (850–933) created the title Jiutian Xuannü (九天玄女), adding "[of the] Nine Heavens", to refer to the goddess.[6] She is closely related to Sunü, who is her divine sister.[7] Both their names combined, as xuansu zhidao (玄素之道), signify the Daoist arts of the bedchamber.[3] Stories[edit] The goddess Jiutian Xuannü was known to ride a phoenix (type of creature depicted), holding phosphors and clouds as reins It was subsequently noted that Huangdi was able to defeat Chiyou and ascend to heaven on the basis of the items bestowed by Jiutian Xuannü.[10] Associations[edit] The seal of Jiutian Xuannü, as depicted in the Lingbao Liuding Mifa. East Village Other. Former underground newspaper in New York City The East Village Other (often abbreviated as EVO) was an American underground newspaper in New York City, issued biweekly during the 1960s.

It was described by The New York Times as "a New York newspaper so countercultural that it made The Village Voice look like a church circular. "[1] Published by Walter Bowart, EVO was among the first countercultural newspapers to emerge, following the Los Angeles Free Press, which had begun publishing a few months earlier.

It was an important publication for the underground comix movement, featuring comic strips by artists including Robert Crumb, Kim Deitch, Trina Robbins, Spain Rodriguez, Gilbert Shelton and Art Spiegelman before underground comic books emerged from San Francisco with the first issue of Zap Comix. History[edit] EVO was one of the founding members of the Underground Press Syndicate, a network that allowed member papers to freely reprint each other's contents. Comics[edit] Kiss[edit] Folklore of the United States. Overview of the folklore of the United States American folklore encompasses the folklores that have evolved in the present-day United States since Europeans arrived in the 16th century.

While it contains much in the way of Native American tradition, it is not wholly identical to the tribal beliefs of any community of native people. Native American folklore[edit] Native American cultures are rich in myths and legends that explain natural phenomena and the relationship between humans and the spirit world. According to Barre Toelken, feathers, beadwork, dance steps and music, the events in a story, the shape of a dwelling, or items of traditional food can be viewed as icons of cultural meaning.[1] Native American cultures are numerous and diverse. Though some neighboring cultures hold similar beliefs, others can be quite different from one another. There are many different kinds of stories. Founding myths[edit] The founding of the United States is often surrounded by legends and tall tales.

Category:Youth culture in the United States. References[edit] ^ "the sum of the ways of living of adolescents; it refers to the body of norms, values, and practices recognized and shared by members of the adolescent society as appropriate guides to actions". Rice, F. (1996). The adolescent: Development, relationships and culture (7th ed.). Boston: Allyn & Bacon. Subcategories This category has the following 3 subcategories, out of 3 total. Pages in category "Youth culture in the United States" The following 33 pages are in this category, out of 33 total. Cult following. Group of fans who are highly dedicated to a specific area of culture Forms[edit] Film[edit] Quentin Tarantino's films borrow stylistically from classic cult films, but are appreciated by a large audience, and therefore lie somewhere between cult and mainstream. [citation needed] Certain cult phenomena can grow to such proportions that they become mainstream, such as the filmography of cult directors like John Waters, John Sayles, John Cassavetes, Harmony Korine, Armando Bó, Eliseo Subiela, Ruggero Deodato, Abbas Kiarostami, Nagisa Ōshima or Jesús Franco.

Television[edit] Video games[edit] Music[edit] Brands[edit] See also[edit] References[edit] Further reading[edit] Jancik, Wayne; Lathrop, Tad (1996). Zeitgeist. The Zeitgeist (spirit of the age or spirit of the time) is the intellectual fashion or dominant school of thought that typifies and influences the culture of a particular period in time. For example, the Zeitgeist of modernism typified and influenced architecture, art, and fashion during much of the 20th century.[1] The German word Zeitgeist is often attributed to the philosopher Georg Hegel, but he never actually used the word. In his works such as Lectures on the Philosophy of History, he uses the phrase der Geist seiner Zeit (the spirit of his time)—for example, "no man can surpass his own time, for the spirit of his time is also his own spirit.

"[2] Other philosophers who were associated with such ideas include Herder and Spencer and Voltaire.[1] The concept contrasts with the Great Man theory popularized by Thomas Carlyle, which sees history as the result of the actions of heroes and geniuses. Zeitgeist theory and leadership[edit] Examples of zeitgeist in psychology[edit] See also[edit] Roaring Twenties. Period in the 1920s in the United States and Western Europe of sustained economic prosperity The Roaring Twenties, sometimes stylized as the Roarin' 20s, refers to the decade of the 1920s in Western society and Western culture. It was a period of economic prosperity with a distinctive cultural edge in the United States and Europe, particularly in major cities such as Berlin,[1] Chicago,[2] London,[3] Los Angeles,[4] New York City,[5] Paris,[6] and Sydney.[7] In France, the decade was known as the années folles ("crazy years"),[8] emphasizing the era's social, artistic and cultural dynamism.

Jazz blossomed, the flapper redefined the modern look for British and American women,[9][10] and Art Deco peaked.[11] In the wake of the military mobilization of World War I, President Warren G. Harding "brought back normalcy" to the politics of the United States. The Wall Street Crash of 1929 ended the era, as the Great Depression brought years of hardship worldwide.[13] Economy[edit] Radio[edit] Sleight of hand. A cardsharp using sleight of hand to win a game of cards. Sleight of hand (also known as prestidigitation or legerdemain) is methods and techniques used by performing artists in many art forms to entertain or manipulate. It is closely associated and often mistaken for close-up magic, card cheating and card flourishing. §Etymology and history[edit] The word sleight, meaning "the use of dexterity or cunning, especially so as to deceive", comes from the Old Norse. Common synonyms include prestidigitation and legerdemain.

Seneca the Younger, philosopher of the Silver Age of Latin literature, famously compared rhetoric techniques and illusionist techniques. §Association with close-up magic[edit] David Blaine impressing Bill Gates with card tricks involving sleight of hand. §Association with stage magic[edit] Sleight of hand during stage magic performances is rare, as most magic stunts are performed with objects visible to a larger audience, but is nevertheless done by many stage performers. Hipster (contemporary subculture) The hipster subculture typically consists of white millennials living in urban areas.[1][2] The subculture has been described as a "mutating, trans-Atlantic melting pot of styles, tastes and behavior"[3] and is broadly associated with indie and alternative music, a varied non-mainstream fashion sensibility (including vintage and thrift store-bought clothes), generally progressive political views, organic and artisanal foods, and alternative lifestyles.[4][5][6] Hipsters are typically described as affluent or middle class young Bohemians who reside in gentrifying neighborhoods.[7][8] In a Huffington Post article entitled "Who's a Hipster?

", Julia Plevin argues that the "definition of 'hipster' remains opaque to anyone outside this self-proclaiming, highly-selective circle. Main Street of Tarrytown, NY, which has been labeled as a "hipster neighborhood".[18] This photo shows the Music Hall. In his 2011 book HipsterMattic, author Matt Granfield summed up hipster culture this way: Confidence trick. §Terminology[edit] A confidence trick is also known as a con game, a con, a scam, a grift, a hustle, a bunko (or bunco), a swindle, a flimflam, a gaffle or a bamboozle. The intended victims are known as "marks", "suckers", or "gulls" (ie, gullible).

When accomplices are employed, they are known as shills. §Short and long cons[edit] A short con or small con is a fast swindle which takes just minutes. It typically aims to rob the victim of everything in his or her wallet.[2] A long con or big con (also, chiefly British English: long game[3]) is a scam that unfolds over several days or weeks and involves a team of swindlers, as well as props, sets, extras, costumes, and scripted lines. §Stages of the con[edit] In Confessions of a Confidence Man, Edward H.

Foundation Work The preparations which are made before the scheme is put in motion, including the elaboration of the plan, the employment of assistants and so forth. Approach Build-up Pay-off or Convincer The Hurrah The In-and-In §See also[edit] Card counting. Category:Dreams in fiction. Takarazuka Revue. Science fiction. Category:Electronic music festivals. Category:Counterculture festivals. Old-time radio.