Jean Ber Photographe

Jean Ber Photographe

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Vous trouverez sur cette page mon travail de photographe Jean Ber s'est associé depuis 2018 la collaboration de Véronique Donnat/Alphayin.

Il a rejoint en novembre 2024 l'agence opale.photo.
#alphayin #opale.photo.

#kreadul 🐈🐀 22/02/2026

#kreadul 🐈🐀

Gafam : le ralliement stratégique à Trump 22/02/2026

Gafam : le ralliement stratégique à Trump Gafam et Trump : analyse du ralliement des géants de la tech et de leur nouvelle influence politique aux États-Unis. Décryptage.

16/02/2026

Ça devait arriver, Michel Portal a pris un aller simple pour le royaume des cieux,
Ça nous arrivera à tous le plus t**d possible !
Nous avons fait une séance phen studio en février 1993 pour la couv de Jazz Magazine.
Bravo l’artiste, tu as eu une belle vie…

1900s to 2025 : How Did Children’s Gaming Culture Evolve at Home? #ai #children #games #evolution

1900s
Children played with handmade toys like wooden horses, cloth dolls, and tin soldiers. Homes were simple, and playtime was quiet and imaginative.
1910s
Toy cars, spinning tops, and wool balls became common. Families spent evenings together, and children played on the floor with basic mechanical toys.
1920s
Tin trains, tambourines, and colorful Art Deco toys filled children’s rooms. Radio became a central part of the home, influencing playtime rhythm.
1930s
The Great Depression shaped childhood; toys were modest — wooden blocks, cloth dolls, simple puzzles. Creativity mattered more than materials.
1940s
War-era children played with metal airplanes, small tanks, and simple wooden toys. Families gathered around the radio, shaping the mood of play.
1950s
Bright plastic toys and wind-up robots entered homes. Children enjoyed colorful, cheerful rooms while parents embraced modern appliances.
1960s
Yo-yos, kaleidoscopes, and model rockets became popular. Vibrant colors and music-filled homes made playtime energetic and modern.
1970s
Electronic toys, early handheld games, and Rubik’s Cube changed the way children played. Warm retro rooms and TV culture shaped the experience.
1980s
Arcade-style toys, Atari consoles, and neon-colored rooms defined the era. Children spent hours playing with joysticks and plastic laser toys.
1990s
Super Nintendo, Sega consoles, and PC games became the center of home entertainment. Children experienced the first digital gaming boom.
2000s
PlayStation 2, handheld devices, and early 3D games dominated childhood. Lava lamps and metallic décor formed the perfect gaming environment.
2010s
Tablets, mobile games, and online platforms like Minecraft transformed gaming. LED-lit rooms and streaming culture shaped children’s routine.
2025
Gaming becomes fully immersive with VR, holographic interfaces, AI-driven worlds, and smart home integration. Children play in futuristic, RGB-lit rooms with advanced virtual systems. 13/02/2026

1900s to 2025 : How Did Children’s Gaming Culture Evolve at Home? #ai #children #games #evolution 1900s Children played with handmade toys like wooden horses, cloth dolls, and tin soldiers. Homes were simple, and playtime was quiet and imaginative. 1910s Toy cars, spinning tops, and wool balls became common. Families spent evenings together, and children played on the floor with basic mechanical toys. 1920s Tin trains, tambourines, and colorful Art Deco toys filled children’s rooms. Radio became a central part of the home, influencing playtime rhythm. 1930s The Great Depression shaped childhood; toys were modest — wooden blocks, cloth dolls, simple puzzles. Creativity mattered more than materials. 1940s War-era children played with metal airplanes, small tanks, and simple wooden toys. Families gathered around the radio, shaping the mood of play. 1950s Bright plastic toys and wind-up robots entered homes. Children enjoyed colorful, cheerful rooms while parents embraced modern appliances. 1960s Yo-yos, kaleidoscopes, and model rockets became popular. Vibrant colors and music-filled homes made playtime energetic and modern. 1970s Electronic toys, early handheld games, and Rubik’s Cube changed the way children played. Warm retro rooms and TV culture shaped the experience. 1980s Arcade-style toys, Atari consoles, and neon-colored rooms defined the era. Children spent hours playing with joysticks and plastic laser toys. 1990s Super Nintendo, Sega consoles, and PC games became the center of home entertainment. Children experienced the first digital gaming boom. 2000s PlayStation 2, handheld devices, and early 3D games dominated childhood. Lava lamps and metallic décor formed the perfect gaming environment. 2010s Tablets, mobile games, and online platforms like Minecraft transformed gaming. LED-lit rooms and streaming culture shaped children’s routine. 2025 Gaming becomes fully immersive with VR, holographic interfaces, AI-driven worlds, and smart home integration. Children play in futuristic, RGB-lit rooms with advanced virtual systems.

07/11/2025

Photos from Le luxy cinéma municipal d'Ivry-sur-Seine's post 28/02/2025
21/02/2025

Quelle idée saugrenue d'exposer des photos de tournage de la comédie musicale Golden Eighties, réalisée par Chantal Akerman, à la médiathèque d'Ivry S/Seine ?
C'est pour la bonne raison que le film a été tourné à l’automne 1985, dans les studios de décors de cinéma de Manu de Chauvigny, rue Molière à Ivry-Port, à moins de 500 mètres de la médiathèque, et que j'en étais le photographe de plateau. Sans compter que, depuis janvier, le cinéma municipal Le Luxy propose la rétrospective des films de Chantal Akerman…

Exposition de 31 de mes photos, à voir aux horaires de la Médiathèque, jusqu'au 1er mars. Projection de Golden Eighties les 1er et 3 mars prochain.

Coordination Alphayin, avec le soutien du Palace à Bruxelles, de la Fondation Chantal Akerman, de la CINEMATEK/Cinémathèque Royale de Belgique et de Capricci.

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