The New Media and Technocultures Reader

The New Media and Technocultures Reader PDF Author: Seth Giddings
Publisher:
ISBN: 9780415469142
Category : Communication and culture
Languages : en
Pages : 0

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Book Description
The New Media & Technocultures Reader presents key texts which encapsulate and / or challenge and extend the issues, debates and theoretical positions that do the most work in mapping and critically addressing the cultural implications of new media.

The New Media and Technocultures Reader

The New Media and Technocultures Reader PDF Author: Seth Giddings
Publisher:
ISBN: 9780415469142
Category : Communication and culture
Languages : en
Pages : 0

Get Book Here

Book Description
The New Media & Technocultures Reader presents key texts which encapsulate and / or challenge and extend the issues, debates and theoretical positions that do the most work in mapping and critically addressing the cultural implications of new media.

The New Media Theory Reader

The New Media Theory Reader PDF Author: Hassan, Robert
Publisher: McGraw-Hill Education (UK)
ISBN: 0335217109
Category : Social Science
Languages : en
Pages : 358

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Book Description
The study of new media opens up some of the most fascinating issues in contemporary culture, bringing together key readings on new media, what it is, where it came from, how it affects our lives, and how it is managed. It encourages readers to pay attention to the 'new' in new media, as well as consider it as a historical phenomenon.

Representations of Technoculture in Don DeLillo’s Novels

Representations of Technoculture in Don DeLillo’s Novels PDF Author: Laila Sougri
Publisher: Taylor & Francis
ISBN: 1000928853
Category : Literary Criticism
Languages : en
Pages : 208

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Book Description
This book is the first to explore technoculture in all of Don DeLillo’s novels. From Americana (1971) to The Silence (2020), the American author anatomizes the constantly changing relationship between culture and technology in overt and layered aspects of the characters’ experiences. Through a tendency to discover and rediscover technocultural modes of appearance, DeLillo emphasizes settings wherein technological progress is implicated in cultural imperatives. This study brings forth representations of such implication/interaction through various themes, particularly perception, history, reality, space/architecture, information, and the posthuman. The chapters are based on a thematic structure that weaves DeLillo’s novels with the rich literary criticism produced on the author, and with the various theoretical frameworks of technoculture. This leads to the formulation and elaboration on numerous objects of research extracted from DeLillo's novels, namely: the theorization of DeLillo’s "radiance in dailiness," the investigation of various uses of technology as an extension, the role of image technologies in redefining history, the reconceptualization of the ethical and behavioral aspects of reality, the development of tele-visual and embodied perceptions in various technocultural spaces, and the involvement of information technologies in reconstructing the beliefs, behaviors, and activities of the posthuman. One of the main aims of the study is to show how DeLillo’s novels bring to light the constant transformation of technocultural everydayness. It is argued that though such transformation is confusing or resisted at times, it points to a transitional mode of being. This transitional state does not dehumanize DeLillo’s characters; it reveals their humanity in a continually changing world.

Gameworlds

Gameworlds PDF Author: Seth Giddings
Publisher: Bloomsbury Publishing USA
ISBN: 1501318292
Category : Social Science
Languages : en
Pages : 193

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Book Description
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.

The New Media Reader

The New Media Reader PDF Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 9780262232272
Category : Social Science
Languages : en
Pages : 872

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Book Description
A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs—many of them now almost impossible to find—that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II—when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared—and the emergence of the World Wide Web—when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

A Companion to Ancient Near Eastern Art

A Companion to Ancient Near Eastern Art PDF Author: Ann C. Gunter
Publisher: John Wiley & Sons
ISBN: 1118336755
Category : Literary Criticism
Languages : en
Pages : 703

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Book Description
Provides a broad view of the history and current state of scholarship on the art of the ancient Near East This book covers the aesthetic traditions of Mesopotamia, Iran, Anatolia, and the Levant, from Neolithic times to the end of the Achaemenid Persian Empire around 330 BCE. It describes and examines the field from a variety of critical perspectives: across approaches and interpretive frameworks, key explanatory concepts, materials and selected media and formats, and zones of interaction. This important work also addresses both traditional and emerging categories of material, intellectual perspectives, and research priorities. The book covers geography and chronology, context and setting, medium and scale, while acknowledging the diversity of regional and cultural traditions and the uneven survival of evidence. Part One of the book considers the methodologies and approaches that the field has drawn on and refined. Part Two addresses terms and concepts critical to understanding the subjects and formal characteristics of the Near Eastern material record, including the intellectual frameworks within which monuments have been approached and interpreted. Part Three surveys the field’s most distinctive and characteristic genres, with special reference to Mesopotamian art and architecture. Part Four considers involvement with artistic traditions across a broader reach, examining connections with Egypt, the Aegean, and the Mediterranean. And finally, Part Five addresses intersections with the closely allied discipline of archaeology and the institutional stewardship of cultural heritage in the modern Middle East. Told from multiple perspectives, A Companion to Ancient Near Eastern Art is an enlightening, must-have book for advanced undergraduate and graduate students of ancient Near East art and Near East history as well as those interested in history and art history.

New Media, Old Media

New Media, Old Media PDF Author: Wendy Hui Kyong Chun
Publisher:
ISBN: 9781138021105
Category : Konferenzschrift
Languages : en
Pages : 0

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Book Description
This much-expanded and updated second edition of New Media, Old Media brings together original and classic essays that explore the tensions of old and new in digital culture. Touching on topics including media archaeology, archives, software studies, surveillance, big data, social media, organized networks, digital art, and the Internet of Things, this newly revised critical anthology is essential reading for anyone studying the cultural impact of new and digital media.

Electronic Media and Technoculture

Electronic Media and Technoculture PDF Author: John Thornton Caldwell
Publisher: Rutgers University Press
ISBN: 9780813527345
Category : Computers
Languages : en
Pages : 348

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Book Description
Never before has the future been so systematically envisioned, aggressively analyzed, and grandly theorized as in the present rush to cyberspace and digitalization. In the mid-twentieth century, questions about media technologies and society first emerged as scholarly hand-wringing about the deleterious sweep of electronic media and information technologies in mass culture. Now, questions about new technologies and their social and cultural impact are no longer limited to intellectual soothsayers in the academy but are pervasive parts of day-to-day discourses in newspapers, magazines, television, and film. Electronic Media and Technoculture anchors contemporary discussion of the digital future within a critical tradition about the media arts, society, and culture. The collection examines a range of phenomena, from boutique cyber-practices to the growing ubiquity of e-commerce and the internet. The essays chart a critical field in media studies, providing a historical perspective on theories of new media. The contributors place discussions of producing technologies in dialogue with consuming technologies, new media in relation to old media, and argue that digital media should not be restricted to the constraining public discourses of either the computer, broadcast, motion-picture, or internet industries. The collection charts a range of theoretical positions to assist readers interested in new media and to enable them to weather the cycles of hardware obsolescence and theoretical volatility that characterize the present rush toward digital technologies. Contributors include Ien Ang, John Caldwell, Cynthia Cockburn, Helen Cunningham, Hans Magnus Enzensberger, Guillermo G=mez-Pe±a, Arthur Kroker, Bill Nichols, Andrew Ross, Ellen Seiter, Vivian Sobchack, AllucquFre Rosanne Stone, Ravi Sundaram, Michael A. Weinstein, Raymond Williams, and Brian Winston. John Thornton Caldwell is chair of the film and television department at the University of California at Los Angeles. He is a filmmaker and media artist and author of Televisuality: Style, Crisis, and Authority in American Television (also from Rutgers University Press).

Understanding New Media

Understanding New Media PDF Author: Eugenia Siapera
Publisher: SAGE
ISBN: 1446254283
Category : Social Science
Languages : en
Pages : 290

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Book Description
"An admirably clear-sighted and engaging analysis of contemporary forms of mediation, illuminating the dynamics of new media across social, political and cultural spheres... Eugenia Siapera provokes her reader to think afresh about familiar phenomena, to synthesise diverse theoretical positions, and to stretch their imaginations to anticipate what is coming." - Sonia Livingstone, London School of Economics and Political Science "An excellent introduction to the past, present and future of the electronic, networked media world. By carefully examining the complex interactions between society and media, Siapera insightfully illuminates the social, political, economic and cultural consequences of our increasingly electronically networked and mediated world... a highly useful teaching tool and an engaging read for students, teachers and scholars." - Steve Jones, University of Illinois, Chicago New media are everywhere, yet with so many technological developments and theoretical perspectives understanding them has never been more difficult. Eugenia Siapera explains the key concepts and approaches to the impact of new media on the economy, society, identity, politics, friendship, citizenship and everyday life. Putting the student first, this book: Engages the reader with integrated, up-to-date case studies Brings it all together with chapter summary charts Challenges students to apply concepts with e-tivities Provides key further online readings here This book is both starting point and map for any student of new media and digital culture.

New Media

New Media PDF Author: Leah A. Lievrouw
Publisher: Taylor & Francis
ISBN: 0415431603
Category : Digital media
Languages : en
Pages : 463

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Book Description