Author: Aaron Tucker
Publisher: Springer
ISBN: 3319601989
Category : Performing Arts
Languages : en
Pages : 250
Book Description
This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.
Virtual Weaponry
Author: Aaron Tucker
Publisher: Springer
ISBN: 3319601989
Category : Performing Arts
Languages : en
Pages : 250
Book Description
This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.
Publisher: Springer
ISBN: 3319601989
Category : Performing Arts
Languages : en
Pages : 250
Book Description
This book examines the convergent paths of the Internet and the American military, interweaving a history of the militarized Internet with analysis of a number of popular Hollywood movies in order to track how the introduction of the Internet into the war film has changed the genre, and how the movies often function as one part of the larger Military-Industrial- Media-Entertainment Network and the Total War Machine. The book catalogues and analyzes representations of a militarized Internet in popular Hollywood cinema, arguing that such illustrations of digitally networked technologies promotes an unhealthy transhumanism that weaponizes the relationships between the biological and technological aspects of that audience, while also hierarchically placing the “human” components at the top. Such filmmaking and movie-watching should be replaced with a critical posthumanism that challenges the relationships between the audience and their technologies, in addition to providing critical tools that can be applied to understanding and potentially resist modern warfare.
The Virtual Combat Air Staff
Author: Arthur F. Huber
Publisher: RAND Corporation
ISBN:
Category : Computers
Languages : en
Pages : 144
Book Description
This study investigated the nature of the future combat air staff in the context of air war in the information age and how application of information-age technology could reduce deployment of personnel while maintaining, or improving, staff support to the air campaign through the use of virtuality. Within the confines of this study, "virtuality" refers to the concept that not all elements of a staff may be physically located in the same place, that communication technology may allow for the retrieval of information resources from diverse centers of responsibility, and that staff assets may be reabsorbed into host centers after the cessation of hostilities. The results of this research indicate that the rapid advances now progressing within the technological realm, as well as within organizational theory and practice, presage a different paradigm for the future combat air staff. This report should be of interest to the Air Force, other services, and commands that are seeking ways to reduce physical forward combat area presence while maintaining combat effectiveness.
Publisher: RAND Corporation
ISBN:
Category : Computers
Languages : en
Pages : 144
Book Description
This study investigated the nature of the future combat air staff in the context of air war in the information age and how application of information-age technology could reduce deployment of personnel while maintaining, or improving, staff support to the air campaign through the use of virtuality. Within the confines of this study, "virtuality" refers to the concept that not all elements of a staff may be physically located in the same place, that communication technology may allow for the retrieval of information resources from diverse centers of responsibility, and that staff assets may be reabsorbed into host centers after the cessation of hostilities. The results of this research indicate that the rapid advances now progressing within the technological realm, as well as within organizational theory and practice, presage a different paradigm for the future combat air staff. This report should be of interest to the Air Force, other services, and commands that are seeking ways to reduce physical forward combat area presence while maintaining combat effectiveness.
Virtual, Augmented and Mixed Reality: Designing and Developing Augmented and Virtual Environments
Author: Randall Shumaker
Publisher: Springer
ISBN: 3642394051
Category : Computers
Languages : en
Pages : 417
Book Description
Here is the first of a two-volume set (LNCS 8021 and 8022) that constitutes the refereed proceedings of the 5th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 88 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: developing augmented and virtual environments, interaction in augmented and virtual environments, human-robot interaction in virtual environments, and presence and tele-presence. ; healthcare and medical applications; virtual and augmented environments for learning and education; business, industrial and military applications; culture and entertainment applications.
Publisher: Springer
ISBN: 3642394051
Category : Computers
Languages : en
Pages : 417
Book Description
Here is the first of a two-volume set (LNCS 8021 and 8022) that constitutes the refereed proceedings of the 5th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 88 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The papers included in this volume are organized in the following topical sections: developing augmented and virtual environments, interaction in augmented and virtual environments, human-robot interaction in virtual environments, and presence and tele-presence. ; healthcare and medical applications; virtual and augmented environments for learning and education; business, industrial and military applications; culture and entertainment applications.
Virtual Ascendance
Author: Devin C. Griffiths
Publisher: Rowman & Littlefield
ISBN: 1442216964
Category : Games & Activities
Languages : en
Pages : 236
Book Description
Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.
Publisher: Rowman & Littlefield
ISBN: 1442216964
Category : Games & Activities
Languages : en
Pages : 236
Book Description
Video gaming is wildly popular and getting even more so as interfaces and devices improve. This popular account of the rise of gaming offers insight into its popularity and place in our culture as well as the impact it has on our daily lives – from the doctor’s office to the family room sofa.
Serious Games
Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Virtual Lives
Author: James D. Ivory Ph.D.
Publisher: Bloomsbury Publishing USA
ISBN: 1598845861
Category : Computers
Languages : en
Pages : 286
Book Description
This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.
Publisher: Bloomsbury Publishing USA
ISBN: 1598845861
Category : Computers
Languages : en
Pages : 286
Book Description
This book is the THE source for information on virtual worlds, covering every aspect of this intriguing and fast-changing social practice and the technologies upon which it rests. Virtual Lives: A Reference Handbook describes the history, development, and role of virtual worlds, also known as virtual environments and immersive virtual environments. It provides detailed background about virtual worlds and their societal impact, from early precursors and inspirations to the latest trends and developments. Specifics on user demographics are included, as are descriptions of virtual worlds' functions, discussion of societal concerns and opportunities, and information about relevant research data and key persons and organizations. Although virtual worlds in their current form are a relatively new phenomenon, other online social environments have served as precursors for decades and literary inspirations go back even further. This handbook therefore covers some early developments dating back to the mid-20th century. Its primary focus, however, is on developments since the mid-1990s and especially on the current state and social impact of virtual worlds, including their impact both in the United States and around the world.
A New Virtual Ethics
Author: René Reinhold Schallegger
Publisher: McFarland
ISBN: 1476654441
Category : Games & Activities
Languages : en
Pages : 239
Book Description
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
Publisher: McFarland
ISBN: 1476654441
Category : Games & Activities
Languages : en
Pages : 239
Book Description
We are witnessing the collapse of the postwar consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads. Many popular videogames follow a logic of consumerist self-gratification and self-empowerment. Deeply political, videogames contribute to the transformation of players, causing a need for change in what game designers do and how and why they do it. Awareness of the socio-political and cultural contexts can be promoted by the mainstream videogame market for critical active participation. This book focuses on the need for individual self-realization in Western societies and how it manifests in the various dimensions of videogames. Videogames remind us that we can never be isolated in a world defined by complexity and interlaced systems. Connecting videogames and new Neo-Kantian virtual ethics builds upon notions of agency, mutual respect, and obligation. This addresses humans in their entirety as thinking, acting, and feeling agents through engagement, immersion, and involvement.
The Virtual Ninja Manifesto
Author: Chris Goto-Jones
Publisher: Rowman & Littlefield
ISBN: 1783489839
Category : Philosophy
Languages : en
Pages : 173
Book Description
Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.
Publisher: Rowman & Littlefield
ISBN: 1783489839
Category : Philosophy
Languages : en
Pages : 173
Book Description
Navigating between society’s moral panics about the influence of violent videogames and philosophical texts about self-cultivation in the martial arts, The Virtual Ninja Manifesto asks whether the figure of the ‘virtual ninja’ can emerge as an aspirational figure in the twenty-first century. Engaging with the literature around embodied cognition, Zen philosophy and techno-Orientalism it argues that virtual martial arts can be reconstructed as vehicles for moral cultivation and self-transformation. It argues that the kind of training required to master videogames approximates the kind of training described in Zen literature on the martial arts. Arguing that shift from the actual dōjō to a digital dōjō represents only a change in the technological means of practice, it offers a new manifesto for gamers to signify their gaming practice. Moving beyond perennial debates about the role of violence in videogames and the manipulation of moral choices in gamic environments it explores the possibility that games promote and assess spiritual development.
Welcome to the Suck
Author: Stacey Peebles
Publisher: Cornell University Press
ISBN: 0801461421
Category : Literary Criticism
Languages : en
Pages : 201
Book Description
Our collective memories of World War II and Vietnam have been shaped as much by memoirs, novels, and films as they have been by history books. In Welcome to the Suck, Stacey Peebles examines the growing body of contemporary war stories in prose, poetry, and film that speak to the American soldier’s experience in the Persian Gulf War and the Iraq War. Stories about war always encompass ideas about initiation, masculinity, cross-cultural encounters, and trauma. Peebles shows us how these timeless themes find new expression among a generation of soldiers who have grown up in a time when it has been more acceptable than ever before to challenge cultural and societal norms, and who now have unprecedented and immediate access to the world away from the battlefield through new media and technology. Two Gulf War memoirs by Anthony Swofford (Jarhead) and Joel Turnipseed (Baghdad Express) provide a portrait of soldiers living and fighting on the cusp of the major political and technological changes that would begin in earnest just a few years later. The Iraq War, a much longer conflict, has given rise to more and various representations. Peebles covers a blog by Colby Buzzell ("My War"), memoirs by Nathaniel Fick (One Bullet Away) and Kayla Williams (Love My Rifle More Than You); a collection of stories by John Crawford (The Last True Story I’ll Ever Tell); poetry by Brian Turner (Here, Bullet); the documentary Alive Day Memories; and the feature films In the Valley of Elah and the winner of the 2010 Oscar for Best Picture, The Hurt Locker, both written by the war correspondent Mark Boal. Books and other media emerging from the conflicts in the Gulf have yet to receive the kind of serious attention that Vietnam War texts received during the 1980s and 1990s. With its thoughtful and timely analysis, Welcome to the Suck will provoke much discussion among those who wish to understand today’s war literature and films and their place in the tradition of war representation more generally.
Publisher: Cornell University Press
ISBN: 0801461421
Category : Literary Criticism
Languages : en
Pages : 201
Book Description
Our collective memories of World War II and Vietnam have been shaped as much by memoirs, novels, and films as they have been by history books. In Welcome to the Suck, Stacey Peebles examines the growing body of contemporary war stories in prose, poetry, and film that speak to the American soldier’s experience in the Persian Gulf War and the Iraq War. Stories about war always encompass ideas about initiation, masculinity, cross-cultural encounters, and trauma. Peebles shows us how these timeless themes find new expression among a generation of soldiers who have grown up in a time when it has been more acceptable than ever before to challenge cultural and societal norms, and who now have unprecedented and immediate access to the world away from the battlefield through new media and technology. Two Gulf War memoirs by Anthony Swofford (Jarhead) and Joel Turnipseed (Baghdad Express) provide a portrait of soldiers living and fighting on the cusp of the major political and technological changes that would begin in earnest just a few years later. The Iraq War, a much longer conflict, has given rise to more and various representations. Peebles covers a blog by Colby Buzzell ("My War"), memoirs by Nathaniel Fick (One Bullet Away) and Kayla Williams (Love My Rifle More Than You); a collection of stories by John Crawford (The Last True Story I’ll Ever Tell); poetry by Brian Turner (Here, Bullet); the documentary Alive Day Memories; and the feature films In the Valley of Elah and the winner of the 2010 Oscar for Best Picture, The Hurt Locker, both written by the war correspondent Mark Boal. Books and other media emerging from the conflicts in the Gulf have yet to receive the kind of serious attention that Vietnam War texts received during the 1980s and 1990s. With its thoughtful and timely analysis, Welcome to the Suck will provoke much discussion among those who wish to understand today’s war literature and films and their place in the tradition of war representation more generally.
Signal
Author:
Publisher:
ISBN:
Category : Armed Forces
Languages : en
Pages : 678
Book Description
Publisher:
ISBN:
Category : Armed Forces
Languages : en
Pages : 678
Book Description