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Displaying results 1 to 25 of 35.

  1. The 360° gaze
    immersions in media, society, and culture
    Published: [2021]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "A history of Immersion from Plato's cave to the Oculus Rift"-- more

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    "A history of Immersion from Plato's cave to the Oculus Rift"--

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262363313; 9780262363310
    Subjects: Virtual reality; Virtual reality in literature; Motion pictures; Video games; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Scope: 1 online resource.
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  2. Visualization and interpretation
    humanistic approaches to display
    Published: [2020]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London

    "Visusalization argues for the importance of using traditional humanistic methodologies for the interpretation of graphical images (bar graphs, pie charts, network diagrams, etc.)"-- more

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262361163
    Subjects: Visual communication; Graphic arts; Visual analytics; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; DIGITAL HUMANITIES & NEW MEDIA/General
    Scope: 1 Online-Ressource (153 Seiten)
  3. The 360° gaze
    immersions in media, society, and culture
    Published: [2021]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "A history of Immersion from Plato's cave to the Oculus Rift"-- more

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    "A history of Immersion from Plato's cave to the Oculus Rift"--

     

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  4. The 360° gaze
    immersions in media, society, and culture
    Published: [2021]; © 2021
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Intro -- Title Page -- Copyright -- Table of Contents -- Acknowledgments -- Ready Player One: Immersion, Postmodernism, and Liquidity -- 1. Rabbit Holes -- Virtual Reality: The Beginning Is the End Is the Beginning -- The Politics of Immersion -- 2.... more

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    Intro -- Title Page -- Copyright -- Table of Contents -- Acknowledgments -- Ready Player One: Immersion, Postmodernism, and Liquidity -- 1. Rabbit Holes -- Virtual Reality: The Beginning Is the End Is the Beginning -- The Politics of Immersion -- 2. Beyond the Mediation -- Liquid Spaces -- The 360° Gaze -- 3. Intermedia Immersions -- Texts as Worlds -- Performing Arts and Sound -- Moments of Immersion: James Seager -- Moments of Immersion: Ragnar Kjartansson -- The Extension of the Screen -- World(s) of Warcraft -- Moments of Immersion: Jordan Tannahill Moments of Immersion: Lynette Wallworth -- 4. Sociocultural Immersions -- Un/masking the Self -- Moments of Immersion: Katie Kelly -- Immersive Parasocial -- Binge-Watching and Algorithmic Flow -- Posthuman Hybridity and Artificial Intelligence -- Moments of Immersion: Ed Atkins -- 5. In Limbo -- Virtual Reality: The End Is the Beginning Is the End -- References -- Index "A history of Immersion from Plato's cave to the Oculus Rift"--

     

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  5. Visualization and interpretation
    humanistic approaches to display
    Published: 2020
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Visusalization argues for the importance of using traditional humanistic methodologies for the interpretation of graphical images (bar graphs, pie charts, network diagrams, etc.)"-- more

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    "Visusalization argues for the importance of using traditional humanistic methodologies for the interpretation of graphical images (bar graphs, pie charts, network diagrams, etc.)"--

     

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  6. Critical code studies
    initial methods
    Published: 2020
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "Critical Code Studies (CCS) names a set of methodologies for the exploration of computer source code using the hermeneutics of the humanities. Like 10 PRINT CHRUSD (205.5 + RND (1)); : GOTO 10, Mark Marino's Critical Code Studies treats code not as... more

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    "Critical Code Studies (CCS) names a set of methodologies for the exploration of computer source code using the hermeneutics of the humanities. Like 10 PRINT CHRUSD (205.5 + RND (1)); : GOTO 10, Mark Marino's Critical Code Studies treats code not as merely functional but as a text, one that can be read, and misinterpreted, by non-programmers. As the author notes, code's "meaning is not determined entirely by the programmer's intention but also by how it is received and recirculated. That is not to argue that code can be taken out of context or that code means whatever people say it means but rather that the meaning of code is contingent and that code is subject to the rhetorical triad of speaker, audience (both human and machine), and message." It is time to develop methods of tracing the meaning of code. Computer source code has become part of our political, legal, aesthetic, and popular discourse. Code is being read by lawyers, corporate managers, artists, pundits, reporters, and even literary scholars. Code is being used in political debate, in artistic exhibitions, in popular entertainment, and in historical accounts. As code reaches more and more readers and as programming languages and methods continue to evolve, we need to develop methods to account for the way code accrues meaning and how the readers and shifting contexts shape that meaning. We need to learn not only to understand the functioning of code but the way code signifies. We need to learn to read code critically. Critical Code Studies offers a CCS "starting kit," a set of techniques that scholars and other interested parties can use to interpret code in a non-computational context"--

     

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  7. Embodied computing
    wearables, implantables, embeddables, ingestibles
    Contributor: Pedersen, Isabel (HerausgeberIn); Iliadis, Andrew (HerausgeberIn)
    Published: [2020]
    Publisher:  MIT Press, Cambridge, Massachusetts

    "Embodied technologies such as wearable tracking bracelets, ingestible sensors, embeddable prosthetics, and implantable microchips all stand to redefine the human experience and what it means to speak of technology and the body. No longer the... more

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    "Embodied technologies such as wearable tracking bracelets, ingestible sensors, embeddable prosthetics, and implantable microchips all stand to redefine the human experience and what it means to speak of technology and the body. No longer the speculative stuff of science fiction, embodied technologies have arrived and are being developed by a variety of industries at an alarming rate. Embodied technologies augment the body's phenomenological interaction with the world and depend on an agent's body to transmit energy and information. Varieties of wearable, ingestible, embeddable, and implantable technologies have become constitutive of new hybrid bodies, blurring the line separating the human from the technological. Yet, bodies constantly negotiate demands made by technology-both humanizing and dehumanizing. Embodied Technology: Wearables, Implantables, Embeddables, Ingestibles is a collection by key practitioners and theorists in the field and analyzes a variety of sociotechnical themes and devices as agents in dialogue with the human body and subjectivity"--

     

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  8. Numbered lives
    life and death in quantum media
    Published: [2019]
    Publisher:  MIT Press, Cambridge, Massachusetts

    A feminist media history of quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Anglo-American culture has used media to measure and quantify lives for centuries.... more

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    A feminist media history of quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Anglo-American culture has used media to measure and quantify lives for centuries. Historical journal entries map the details of everyday life, while death registers put numbers to life's endings. Today we count our daily steps with fitness trackers and quantify births and deaths with digitized data. How are these present-day methods for measuring ourselves similar to those used in the past? In this book, Jacqueline Wernimont presents a new media history of western quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Numbered Lives is the first book of its kind, a feminist media history that maps connections not only between past and present-day "quantum media" but between media tracking and long-standing systemic inequalities. Wernimont explores the history of the pedometer, mortality statistics, and the census in England and the United States to illuminate the entanglement of Anglo-American quantification with religious, imperial, and patriarchal paradigms. In Anglo-American culture, Wernimont argues, counting life and counting death are sides of the same coin -- one that has always been used to render statistics of life and death more valuable to corporate and state organizations. Numbered Lives enumerates our shared media history, helping us understand our digital culture and inheritance.

     

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  9. Playing smart
    on games, intelligence and artificial intelligence
    Published: [2018]
    Publisher:  MIT Press, Cambridge, MA

    Can games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video... more

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    Can games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, hand wrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. 0Game design is at heart a cognitive science, Togelius reminds us-when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.

     

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  10. Coding literacy
    how computer programming is changing writing
    Author: Vee, Annette
    Published: [2017]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of... more

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    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of "literacy," drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this couplig, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy.

     

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  11. Machine learners
    archaeology of a data practice
    Published: [2017]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Machine learning - programming computers to learn from data - has spread across scientific disciplines, media, entertainment, and government. Medical research, autonomous vehicles, credit transaction processing, computer gaming, recommendation... more

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    Machine learning - programming computers to learn from data - has spread across scientific disciplines, media, entertainment, and government. Medical research, autonomous vehicles, credit transaction processing, computer gaming, recommendation systems, finance, surveillance, and robotics use machine learning. Machine learning devices (sometimes understood as scientific models, sometimes as operational algorithms) anchor the field of data science. They have also become mundane mechanisms deeply embedded in a variety of systems and gadgets. In contexts from the everyday to the esoteric, machine learning is said to transform the nature of knowledge. In this book, Adrian Mackenzie investigates whether machine learning also transforms the practice of critical thinking.Mackenzie focuses on machine learners -- either humans and machines or human-machine relations -- situated among settings, data, and devices. The settings range from fMRI to Facebook; the data anything from cat images to DNA sequences; the devices include neural networks, support vector machines, and decision trees. He examines specific learning algorithms -- writing code and writing about code -- and develops an archaeology of operations that, following Foucault, views machine learning as a form of knowledge production and a strategy of power. Exploring layers of abstraction, data infrastructures, coding practices, diagrams, mathematical formalisms, and the social organization of machine learning, Mackenzie traces the mostly invisible architecture of one of the central zones of contemporary technological cultures. -- Provided by publisher.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262342551; 0262342553
    Subjects: Information theory; Machine learning; Electronic data processing; Information theory; Machine learning ; Philosophy; Electronic data processing ; Philosophy; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory
    Scope: 1 online resource (xvi, 252 pages), illustrations
  12. Pirate philosophy for a digital posthumanities
    Author: Hall, Gary
    Published: [2016]; ©2016
    Publisher:  The MIT Press, Cambridge, Massachusetts

    How philosophers and theorists can find new models for the creation, publication, and dissemination of knowledge, challenging the received ideas of originality, authorship, and the book. more

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    How philosophers and theorists can find new models for the creation, publication, and dissemination of knowledge, challenging the received ideas of originality, authorship, and the book.

     

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  13. Music and the myth of wholeness
    toward a new aesthetic paradigm
    Published: [2016]; ©2016
    Publisher:  The MIT Press, Cambridge, Massachusetts

    A new theory of aesthetics and music, grounded in the collision between language and the body. more

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    A new theory of aesthetics and music, grounded in the collision between language and the body.

     

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  14. The stack
    on software and sovereignty
    Published: [2015]; ©2015
    Publisher:  MIT Press, Cambridge, Massachusetts

    A comprehensive political and design theory of planetary-scale computation proposing that The Stack -- an accidental megastructure -- is both a technological apparatus and a model for a new geopolitical architecture. more

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    A comprehensive political and design theory of planetary-scale computation proposing that The Stack -- an accidental megastructure -- is both a technological apparatus and a model for a new geopolitical architecture.

     

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  15. The rhythmic event
    art, media, and the sonic
    Published: [2014]; ©2014
    Publisher:  MIT Press, Cambridge, Massachusetts

    "The sonic has come to occupy center stage in the arts and humanities. In the age of computational media, sound and its subcultures can offer more dynamic ways of accounting for bodies, movements, and events. In 'The Rhythmic Event', Eleni Ikoniadou... more

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    "The sonic has come to occupy center stage in the arts and humanities. In the age of computational media, sound and its subcultures can offer more dynamic ways of accounting for bodies, movements, and events. In 'The Rhythmic Event', Eleni Ikoniadou explores traces and potentialities prompted by the sonic but leading to contingent and unknowable forces outside the periphery of sound. She investigates the ways in which recent digital art experiments that mostly engage with the virtual dimensions of sound suggest alternate modes of perception, temporality, and experience. Ikoniadou draws on media theory, digital art, and philosophical and technoscientific ideas to work toward the articulation of a media philosophy that rethinks the media event as abstract and affective. 'The Rhythmic Event' seeks to define the digital media artwork as an assemblage of sensations that outlive the space, time, and bodies that constitute and experience it. Ikoniadou proposes that the notion of rhythm - detached, however, from the idea of counting and regularity - can unlock the imperceptible, aesthetic potential enveloping the artwork. She speculates that addressing the event on the level of rhythm affords us a glimpse into the nonhuman modalities of thought proper to the digital and hidden in the gaps between strict definitions (e.g., human/sonic/digital) and false dichotomies (e.g., virtual/real). Operating at the margins of perception, the rhythmic artwork summons an obscure zone of sonic thought, which considers the event according to its power to become."--Publisher's description.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262320948; 0262320940
    Series: Technologies of lived abstraction
    Subjects: Electronic music; Avant-garde (Music); Electronic music ; History and criticism; Avant-garde (Music); DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; COMPUTER SCIENCE/Computer Music; ARTS/Music & Sound Studies
    Scope: 1 online resource (xii, 117 pages).
  16. Phantasmal media
    an approach to imagination, computation, and expression
    Published: [2013]; ©2013
    Publisher:  The MIT Press, Cambridge, Massachusetts

    "In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms --... more

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    "In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms -- blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms -- cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking -- influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine."

     

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  17. Throughout
    art and culture emerging with ubiquitous computing
    Contributor: Ekman, Ulrik (HerausgeberIn)
    Published: 2013
    Publisher:  The MIT Press, Cambridge

    Leading media scholars consider the social and cultural changes that come with the contemporary development of ubiquitous computing. Ubiquitous computing and our cultural life promise to become completely interwoven: technical currents feed into our... more

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    Leading media scholars consider the social and cultural changes that come with the contemporary development of ubiquitous computing. Ubiquitous computing and our cultural life promise to become completely interwoven: technical currents feed into our screen culture of digital television, video, home computers, movies, and high-resolution advertising displays. Technology has become at once larger and smaller, mobile and ambient. In Throughout , leading writers on new media -- including Jay David Bolter, Mark Hansen, N. Katherine Hayles, and Lev Manovich -- take on the crucial challenges that ubiquitous and pervasive computing pose for cultural theory and criticism. The thirty-four contributing researchers consider the visual sense and sensations of living with a ubicomp culture; electronic sounds from the uncanny to the unremarkable; the effects of ubicomp on communication, including mobility, transmateriality, and infinite availability; general trends and concrete specificities of interaction designs; the affectivity in ubicomp experiences, including performances; context awareness; and claims on the real in the use of such terms as augmented reality and mixed reality.

     

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  18. Life after new media
    mediation as a vital process
    Published: 2012
    Publisher:  MIT Press, Cambridge, Mass.

    A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and... more

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    A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and aesthetically" (p. 201).

     

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  19. Evil media
    Published: 2012
    Publisher:  The MIT Press, Cambridge, Massachusetts

    A philosophical manual of media power for the network age. "Evil Media develops a philosophy of media power that extends the concept of media beyond its tried and trusted use in the games of meaning, symbolism, and truth. It addresses the gray zones... more

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    A philosophical manual of media power for the network age. "Evil Media develops a philosophy of media power that extends the concept of media beyond its tried and trusted use in the games of meaning, symbolism, and truth. It addresses the gray zones in which media exist as corporate work systems, algorithms and data structures, twenty-first century self-improvement manuals, and pharmaceutical techniques. Evil Media invites the reader to explore and understand the abstract infrastructure of the present day. From search engines to flirting strategies, from the value of institutional stupidity to the malicious minutiae of databases, this book shows how the devil is in the details. The title takes the imperative "Don't be evil" and asks, what would be done any differently in contemporary computational and networked media were that maxim reversed. Media here are about much more and much less than symbols, stories, information, or communication: media do things. They incite and provoke, twist and bend, leak and manage. In a series of provocative stratagems designed to be used, Evil Media sets its reader an ethical challenge: either remain a transparent intermediary in the networks and chains of communicative power or become oneself an active, transformative medium."--Publisher.

     

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    Source: Union catalogues
    Contributor: Goffey, Andrew (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262305327; 0262305321
    Subjects: Information society; Social media; Social networks; Information society; Social media; Social networks; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; SOCIAL SCIENCES/Media Studies; PHILOSOPHY/Ethics & Bioethics
    Scope: 1 online resource (viii, 235 pages)
  20. Without criteria
    Kant, Whitehead, Deleuze, and aesthetics
    Published: 2009
    Publisher:  MIT Press, Cambridge, Mass.

    A Deleuzian reading of Whitehead and a Whiteheadian reading of Deleuze open the possibility of a critical aesthetics of contemporary culture. more

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    A Deleuzian reading of Whitehead and a Whiteheadian reading of Deleuze open the possibility of a critical aesthetics of contemporary culture.

     

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  21. Mechanisms
    new media and the forensic imagination
    Published: 2008
    Publisher:  MIT Press, Cambridge, Mass.

    "In Mechanisms, Matthew Kirschenbaum examines new media and electronic writing against the textual and technological primitives that govern writing, inscription, and textual transmission in all media: erasure, variability, repeatability, and... more

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    "In Mechanisms, Matthew Kirschenbaum examines new media and electronic writing against the textual and technological primitives that govern writing, inscription, and textual transmission in all media: erasure, variability, repeatability, and survivability. Mechanisms is the first book in its field to devote significant attention to storage--the hard drive in particular--arguing that understanding the affordances of storage devices is essential to understanding new media. Drawing a distinction between 'forensic materiality' and 'formal materiality,' Kirschenbaum uses applied computer forensics techniques in his study of new media works. Just as the humanities discipline of textual studies examines books as physical objects and traces different variants of texts, computer forensics encourage us to perceive new media in terms of specific versions, platforms, systems, and devices. Kirschenbaum demonstrates these techniques in media-specific readings of three landmark works of new media and electronic literature, all from the formative era of personal computing: the interactive fiction game Mystery House, Michael Joyce's Afternoon: A Story, and William Gibson's electronic poem 'Agrippa'"--Provider website.

     

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  22. Meta/data
    a digital poetics
    Published: 2007
    Publisher:  MIT Press, Cambridge, Mass.

    This rich collection of writings by pioneering digital artist Mark Amerika mixes (and remixes) personal memoir, net art theory, fictional narrative, satirical reportage, scholarly history, and network-infused language art. META/DATA is a playful,... more

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    This rich collection of writings by pioneering digital artist Mark Amerika mixes (and remixes) personal memoir, net art theory, fictional narrative, satirical reportage, scholarly history, and network-infused language art. META/DATA is a playful, improvisatory, multitrack "digital sampling" of Amerika's writing from 1993 to 2005 that tells the early history of a net art world "gone wild" while simultaneously constructing a parallel poetics of net art that complements Amerika's own artistic practice. Unlike other new media artists who may create art to justify their theories, Amerika documents the emergence of new media art forms while he creates them. Presenting a multifaceted view of the digital art scene on subjects ranging from interactive storytelling to net art, live VJing, online curating, and Web publishing, Amerika gives us "Spontaneous Theories," "Distributed Fictions" (including his groundbreaking GRAMMATRON, the helpful "Insider's Guide to Avant-Garde Capitalism," and others), the more scholarly "Academic Remixes," "Net Dialogues" (peer-to-peer theoretical explorations with other artists and writers), and the digital salvos of "Amerika Online" (among them, "Surf-Sample-Manipulate: Playgiarism on the Net," "The Private Life of a Network Publisher," and satirical thoughts on "Writing as Hactivism"). META/DATA also features a section of full-color images, including some of Amerika's most well-known and influential works.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262267083; 026226708X; 9781429479646; 1429479647
    Series: Leonardo
    Subjects: Art and the Internet; Art and the Internet; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; SOCIAL SCIENCES/Media Studies
    Scope: 1 online resource (xxi, 438 pages, 10 pages of plates), color illustrations.
  23. Theorizing digital cultural heritage
    a critical discourse
    Contributor: Cameron, Fiona (MitwirkendeR); Kenderdine, Sarah (MitwirkendeR)
    Published: 2007
    Publisher:  MIT Press, Cambridge, Mass.

    This is a collection of theoretical and practical perspectives from a range of disciplines on the challenges of using digital media in research, preservation, management, interpretation, and representation of cultural heritage. more

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    This is a collection of theoretical and practical perspectives from a range of disciplines on the challenges of using digital media in research, preservation, management, interpretation, and representation of cultural heritage.

     

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  24. The body and the screen
    theories of Internet spectatorship
    Published: 2006
    Publisher:  MIT Press, Cambridge, Mass.

    "Internet and computer users are often represented onscreen as active and empowered--as in AOL's striding yellow figure and the interface hand that appears to manipulate software and hypertext links. In The Body and the Screen Michele White suggests... more

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    "Internet and computer users are often represented onscreen as active and empowered--as in AOL's striding yellow figure and the interface hand that appears to manipulate software and hypertext links. In The Body and the Screen Michele White suggests that users can more properly be understood as spectators rendered and regulated by technologies and representations, for whom looking and the mediation of the screen are significant aspects of engagement. Drawing on apparatus and feminist psychoanalytic film theories, art history, gender studies, queer theory, critical race and postcolonial studies, and other theories of cultural production, White conceptualizes Internet and computer spectatorship and provides theoretical models that can be employed in other analyses. She offers case studies and close visual and textual analysis of the construction of spectatorship in different settings. White shows that despite the onscreen promise of empowerment and coherence (through depictions of materiality that structure the experience), fragmentation and confusion are constant aspects of Internet spectatorship. She analyzes spectatorship in multi-user object-oriented settings (MOOs) by examining the textual process of looking and gazing, contrasts the experiences of the women's webcam spectator and operator, describes intentional technological failures in net art, and considers ways in which traditional conceptions of artistry, authorship, and production techniques persist in Internet and computer settings (as seen in the creation of virtual environment avatars and in digital imaging art). Finally, she analyzes the physical and psychic pain described by male programmers in Internet forums as another counternarrative to the common tale of the empowered user. Spectatorship, White argues, not only affects the way specific interfaces are understood but also helps shape larger conceptions of self and society."--Publisher's website.

     

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  25. Control and freedom
    power and paranoia in the age of fiber optics
    Published: [2006]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    A work that bridges media archaeology and visual culture studies argues that the Internet has emerged as a mass medium by linking control with freedom and democracy. How has the Internet, a medium that thrives on control, been accepted as a medium of... more

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    A work that bridges media archaeology and visual culture studies argues that the Internet has emerged as a mass medium by linking control with freedom and democracy. How has the Internet, a medium that thrives on control, been accepted as a medium of freedom? Why is freedom increasingly indistinguishable from paranoid control? In Control and Freedom, Wendy Hui Kyong Chun explores the current political and technological coupling of freedom with control by tracing the emergence of the Internet as a mass medium. The parallel (and paranoid) myths of the Internet as total freedom/total control, she says, stem from our reduction of political problems into technological ones. Drawing on the theories of Gilles Deleuze and Michel Foucault and analyzing such phenomena as Webcams and face-recognition technology, Chun argues that the relationship between control and freedom in networked contact is experienced and negotiated through sexuality and race. She traces the desire for cyberspace to cyberpunk fiction and maps the transformation of public/private into open/closed. Analyzing "pornocracy," she contends that it was through cyberporn and the government's attempts to regulate it that the Internet became a marketplace of ideas and commodities. Chun describes the way Internet promoters conflated technological empowerment with racial empowerment and, through close examinations of William Gibson's Neuromancer and Mamoru Oshii's Ghost in the Shell, she analyzes the management of interactivity in narratives of cyberspace. The Internet's potential for democracy stems not from illusory promises of individual empowerment, Chun argues, but rather from the ways in which it exposes us to others (and to other machines) in ways we cannot control. Using fiber optic networks—light coursing through glass tubes—as metaphor and reality, Control and Freedom engages the rich philosophical tradition of light as a figure for knowledge, clarification, surveillance, and discipline, in order to argue that fiber-optic networks physically instantiate, and thus shatter, enlightenment.

     

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