Simulation in Media and Culture

Simulation in Media and Culture PDF Author: Robin DeRosa
Publisher:
ISBN: 9780739184585
Category : Computers
Languages : en
Pages : 0

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Book Description
Simulation in Media and Culture: Believing the Hype, edited by Robin DeRosa, is an updating of Baudrillard's theory of the simulacra for our current cultural moment. This collection examines the condition of hyperreality in four arenas of contemporary life: television, film, gaming, and the politics of place.

Simulation in Media and Culture

Simulation in Media and Culture PDF Author: Robin DeRosa
Publisher:
ISBN: 9780739184585
Category : Computers
Languages : en
Pages : 0

Get Book Here

Book Description
Simulation in Media and Culture: Believing the Hype, edited by Robin DeRosa, is an updating of Baudrillard's theory of the simulacra for our current cultural moment. This collection examines the condition of hyperreality in four arenas of contemporary life: television, film, gaming, and the politics of place.

Simulacra and Simulation

Simulacra and Simulation PDF Author: Jean Baudrillard
Publisher: University of Michigan Press
ISBN: 9780472065219
Category : Art
Languages : en
Pages : 174

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Book Description
Develops a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure. This book represents an effort to rethink cultural theory from the perspective of a concept of cultural materialism, one that radically redefines postmodern formulations of the body.

Baudrillard and the Media

Baudrillard and the Media PDF Author: William Merrin
Publisher: Polity
ISBN: 9780745630731
Category : Social Science
Languages : en
Pages : 218

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Book Description
'Baudrillard and the Media' is the first in-depth critical study of Jean Baudrillard's media theory. Rejecting the common positioning of Baudrillard within the discipline as a postmodernist it argues instead for the necessity of a fuller reading of his ideas and critical project. Merrin offers an overview and evaluation of his key arguments and themes, focusing especially upon the organising principle of his work: his theory of symbolic exchange and critique of the semiotic and of simulation. Upon this basis the book also resituates Baudrillard within media theory, developing an original, critical re-reading of his relationship with McLuhanism and arguing for the significance instead of hitherto neglected influences such as Boorstin. Emphasizing his critical value and contemporary relevance, 'Baudrillard and the Media' also provides the most detailed exploration yet of Baudrillard's theory of the non-event, considering its applicability through case studies of his controversial analyses of the Gulf War, of 9/11 and the Afghan and Iraq Wars and of his own appearance in the film The Matrix. Considering also Baudrillard's discussion of cinema, his theory and personal practice of photography and his critique of new media, the book concludes with an evaluation of his place within media and communication studies and an argument for his importance for this field. Students and scholars of the media, and media theory in particular, will welcome this clear and comprehensive study.

Theatre and Performance in Digital Culture

Theatre and Performance in Digital Culture PDF Author: Matthew Causey
Publisher: Routledge
ISBN: 1134205694
Category : Performing Arts
Languages : en
Pages : 252

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Book Description
Theatre and Performance in Digital Culture examines the recent history of advanced technologies, including new media, virtual environments, weapons systems and medical innovation, and considers how theatre, performance and culture at large have evolved within those systems. The book examines the two Iraq wars, 9/11 and the War on Terror through the lens of performance studies, and, drawing on the writings of Giorgio Agamben, Alain Badiou and Martin Heidegger, alongside the dramas of Beckett, Genet and Shakespeare, and the theatre of the Kantor, Foreman, Socíetas Raffaello Sanzio and the Wooster Group, the book positions theatre and performance in technoculture and articulates the processes of aesthetics, metaphysics and politics. This wide-ranging study reflects on how the theatre and performance have been challenged and extended within these new cultural phenomena.

Visual Digital Culture

Visual Digital Culture PDF Author: Andrew Darley
Publisher: Routledge
ISBN: 113470836X
Category : Social Science
Languages : en
Pages : 428

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Book Description
Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.

Simulacrum America

Simulacrum America PDF Author: Elisabeth Kraus
Publisher: Camden House
ISBN: 9781571131874
Category : Literary Criticism
Languages : en
Pages : 282

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Book Description
A collection of articles that analyses the role of the media in America from a deconstructionist viewpoint. This collection of original essays is a response to the paradigm shift that has taken place in cultural studies in the wake of postmodernism and poststructuralism. Such concepts as 'truth' or 'reality' have been increasingly called into question, since the realization that our experience of 'the real' is always mediated through an "empire of signs," as Roland Barthes put it. After a predominantly optimistic evaluation of the effects of the media in the 1960s (by Marshall McLuhan, Hans Magnus Enzensberger, and others), a growing awareness of the total manipulation of society by mass-media imagery has emerged. The very concept of 'representation' has become problematic, witness the influential essay "The Precession of Simulacra" by the French sociologist Jean Baudrillard, in which he defines simulation as "the generation by models of a real without origin or reality: a hyperreal"- the current boom in 'realityTV' comes to mind. In the seventeen years since the publication of Baudrillard's Simulacra and Simulation, ever more sophisticated technologies based on the computer as the simulacrum machine par excellence have offered us powerful new means of manipulating data - and consequently, means of manipulating, editing, and inventing 'reality.' The aim of this study is to unmask false 'representations', showing history, personal and cultural identity (especially gender and racial identities), the simulacrum of speed -- and American 'reality' itself -- to be constructs.

The Digital Plenitude

The Digital Plenitude PDF Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262039737
Category : Social Science
Languages : en
Pages : 231

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Book Description
How the creative abundance of today's media culture was made possible by the decline of elitism in the arts and the rise of digital media. Media culture today encompasses a universe of forms—websites, video games, blogs, books, films, television and radio programs, magazines, and more—and a multitude of practices that include making, remixing, sharing, and critiquing. This multiplicity is so vast that it cannot be comprehended as a whole. In this book, Jay David Bolter traces the roots of our media multiverse to two developments in the second half of the twentieth century: the decline of elite art and the rise of digital media. Bolter explains that we no longer have a collective belief in “Culture with a capital C.” The hierarchies that ranked, for example, classical music as more important than pop, literary novels as more worthy than comic books, and television and movies as unserious have broken down. The art formerly known as high takes its place in the media plenitude. The elite culture of the twentieth century has left its mark on our current media landscape in the form of what Bolter calls “popular modernism.” Meanwhile, new forms of digital media have emerged and magnified these changes, offering new platforms for communication and expression. Bolter outlines a series of dichotomies that characterize our current media culture: catharsis and flow, the continuous rhythm of digital experience; remix (fueled by the internet's vast resources for sampling and mixing) and originality; history (not replayable) and simulation (endlessly replayable); and social media and coherent politics.

Simulation and Social Theory

Simulation and Social Theory PDF Author: Sean Cubitt
Publisher: SAGE
ISBN: 0857026402
Category : Social Science
Languages : en
Pages : 181

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Book Description
This insightful book is the first to critically examine the ideas of some of the key thinkers of simulation. It addresses the work of Baudrillard, Debord, Virilio and Eco, clarifying their arguments by referring to the intellectual and social worlds each emerged from distilling what is important from their discussions. The book argues for a critical and selective use of the concept of simulation. Like the idea of ideology, simulation is a political theory, but it has also become a deeply pessimistic theory of the end of history and the impossibility of positive change. Through a series of reflections on the meaning of theme parks, warfare and computer modelling, Sean Cubitt demonstrates the strengths and limitations of the simulation thesis.

The Encyclopedia of Literary and Cultural Theory

The Encyclopedia of Literary and Cultural Theory PDF Author: Michael Ryan
Publisher:
ISBN: 9781444350456
Category :
Languages : en
Pages : 0

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Book Description
"A comprehensive encyclopedia of literary and cultural theory. Covers Literary Theory from 1900 to 1966, Literary Theory from 1966 to the present, and Cultural Theory. This encyclopedia provides accessible entries on the important concepts, theorists and trends in post-1900 literary and cultural theory. With explanations of complex terms and important theoretical concepts, and summaries of the work and ideas of key figures, it is a highly informative reference work for a multi-disciplinary readership"-- Nota de l'editor.

Simulation and Its Discontents

Simulation and Its Discontents PDF Author: Sherry Turkle
Publisher: MIT Press
ISBN: 0262546795
Category : Computers
Languages : en
Pages : 233

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Book Description
How the simulation and visualization technologies so pervasive in science, engineering, and design have changed our way of seeing the world. Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more “real” than experiments in physical laboratories. Echoing architect Louis Kahn's famous question, “What does a brick want?”, Turkle asks, “What does simulation want?” Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as “drunk with code.” Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away. Turkle's examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.