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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.
Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262039737
Category : Social Science
Languages : en
Pages : 231
Get Book Here
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.
Author: J. David Bolter
Publisher:
ISBN: 9780262352505
Category : Mass media
Languages : en
Pages : 232
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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. Donald Trump, Bolter says, is a master of the politics of flow.
Author: Rich Gold
Publisher: MIT Press
ISBN: 0262543796
Category : Design
Languages : en
Pages : 134
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Book Description
Lessons from and for the creative professions of art, science, design, and engineering: how to live in and with the Plenitude, that dense, knotted ecology of human-made stuff that creates the need for more of itself. We live with a lot of stuff. The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound—composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the "Plenitude." And in this book—at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy—he tells us how to understand and live with it. Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer—all professions pursued by him, sometimes simultaneously, in the course of his career. "I have spent my life making more stuff for the Plenitude," he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create. Gold illustrates these creative expressions with witty cartoons. He describes "seven patterns of innovation"—including "The Big Kahuna," "Colonization" (which is illustrated by a drawing of "The real history of baseball," beginning with "Play for free in the backyard" and ending with "Pay to play interactive baseball at home"), and "Stuff Desires to Be Better Stuff" (and its corollary, "Technology Desires to Be Product"). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: "We should be careful to make the world we actually want to live in."
Author: Jay David Bolter
Publisher: MIT Press
ISBN: 0262045125
Category : Social Science
Languages : en
Pages : 245
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Book Description
How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.
Author: Professor Robert C Figueira
Publisher: Ashgate Publishing, Ltd.
ISBN: 1409479471
Category : History
Languages : en
Pages : 366
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Book Description
'I study power' – so Robert Louis Benson described his work as a scholar of medieval history. This volume unites papers by a number of his students dealing with matters central to Benson's historical interests – ecclesiastical institutions and administration, emperorship and papacy, canon law, political ideology, and historiography. The justification and exercise of political power is considered in two chapters that look at how the hagiography of a late Roman military saint, Maurice, was harnessed in the 11th century to the discussion of the power exercised by both emperor and pope, and how both pious purpose and political pretext animated the Hohenstaufen emperors' suppression of heresy. Three subsequent chapters focus on the Church: a study of the legal commentaries that taught that the 'authority to bind and loose' in a specific ecclesiastical matter could be determined by the opinions of 'the elders of the province'; an argument that Innocent III's administration of the Roman church represented a model for the ordering of all Christian society; and an inquiry into the doctrinal formation of the 'territorial principle' in the exercise of jurisdiction by papal legates. The late Middle Ages provides the focus for two additional studies, namely an exploration of the issues of power and authority in the charitable institutions of Cologne in the 13th–14th centuries, and the argument that the current desire for universal standards of governmental conduct in the area of basic human rights hearkens back to natural law theory as outlined in the 15th century by Nicholas of Cusa. Two historiographical studies round out the volume: an estimation of modern research regarding the political theology of late antiquity, and a reflection on Benson's own contribution to historical scholarship. Together, these papers both epitomize and further develop Benson's distinctive approach to the study of the Middle Ages, while themselves making their own important contribution.
Author: Jay David Bolter
Publisher: MIT Press (MA)
ISBN: 9780262268981
Category : Social Science
Languages : en
Pages : 295
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Book Description
A new framework for considering how all media constantly borrow from and refashion other media. Media critics remain captivated by the modernist myth of the new: they assume that digital technologies such as the World Wide Web, virtual reality, and computer graphics must divorce themselves from earlier media for a new set of aesthetic and cultural principles. In this richly illustrated study, Jay David Bolter and Richard Grusin offer a theory of mediation for our digital age that challenges this assumption. They argue that new visual media achieve their cultural significance precisely by paying homage to, rivaling, and refashioning such earlier media as perspective painting, photography, film, and television. They call this process of refashioning "remediation," and they note that earlier media have also refashioned one another: photography remediated painting, film remediated stage production and photography, and television remediated film, vaudeville, and radio.
Author: Todd Gitlin
Publisher: Macmillan
ISBN: 9780805072839
Category : Political Science
Languages : en
Pages : 280
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Book Description
Examines our media-dominated world through the vast array of manufactured images and sounds that define our civilization, from video games to elevator music, action movies to reality shows, and punditry to Internet exhibitionists.
Author: Marina Van Zuylen
Publisher: National Geographic Books
ISBN: 0997567449
Category : Literary Collections
Languages : en
Pages : 0
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Book Description
A second look at distraction, extracting untold pleasures from its alleged dangers, defending and celebrating the unfocused life for the small and great wonders it can deliver. This short book takes a second look at distraction, extracting untold pleasures from its alleged dangers, defending and celebrating the unfocused life for the small and great wonders it can deliver. It tracks the paths of writers that built their works around non-linear thinking. Bergson called on distraction to sharpen our perceptions; Proust's greatest epiphany came from stumbling, not walking in a straight line; Nietzsche never trusted a thought that didn't come from perambulation. The wanderings documented in these pages carry none of the stigma of attention deficit. Quite the opposite. In Montaigne's words, there is a marvelous grace in letting thoughts be carried away at the pleasure of the wind. It is time to side with some of the great propagandists of so-called wasted time and cultivate controlled mental mayhem. Come join the ranks of the great hedonists of meandering thought.
Author: Braxton Soderman
Publisher: MIT Press
ISBN: 0262045508
Category : Games & Activities
Languages : en
Pages : 329
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Book Description
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.
Author: Marsha Kinder
Publisher: Univ of California Press
ISBN: 0520383028
Category : Art
Languages : en
Pages : 416
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Book Description
Editors Marsha Kinder and Tara McPherson present an authoritative collection of essays on the continuing debates over medium specificity and the politics of the digital arts. Comparing the term “transmedia” with “transnational,” they show that the movement beyond specific media or nations does not invalidate those entities but makes us look more closely at the cultural specificity of each combination. In two parts, the book stages debates across essays, creating dialogues that give different narrative accounts of what is historically and ideologically at stake in medium specificity and digital politics. Each part includes a substantive introduction by one of the editors. Part 1 examines precursors, contemporary theorists, and artists who are protagonists in this discursive drama, focusing on how the transmedia frictions and continuities between old and new forms can be read most productively: N. Katherine Hayles and Lev Manovich redefine medium specificity, Edward Branigan and Yuri Tsivian explore nondigital precursors, Steve Anderson and Stephen Mamber assess contemporary archival histories, and Grahame Weinbren and Caroline Bassett defend the open-ended mobility of newly emergent media. In part 2, trios of essays address various ideologies of the digital: John Hess and Patricia R. Zimmerman, Herman Gray, and David Wade Crane redraw contours of race, space, and the margins; Eric Gordon, Cristina Venegas, and John T. Caldwell unearth database cities, portable homelands, and virtual fieldwork; and Mark B.N. Hansen, Holly Willis, and Rafael Lozano-Hemmer and Guillermo Gómez-Peña examine interactive bodies transformed by shock, gender, and color. An invaluable reference work in the field of visual media studies, Transmedia Frictions provides sound historical perspective on the social and political aspects of the interactive digital arts, demonstrating that they are never neutral or innocent.