Digital Prohibition

Digital Prohibition PDF Author: Carolyn Guertin
Publisher: Bloomsbury Publishing USA
ISBN: 1441150587
Category : Social Science
Languages : en
Pages : 305

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Book Description
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition explores the concept of authorship as a capitalist institution and posits the Marxist idea of the multitude (à la Antonio Negri and Michael Hardt, and Paulo Virno) as a new collaborative model for creation in the digital age. Looking at how digital culture has transformed unitary authorship from its book-bound parameters into a collective and dispersed endeavor, Dr. Guertin examines process-based forms as diverse as blogs, Facebook, Twitter, performance art, immersive environments, smart mobs, hacktivism, tactical media, machinima, generative computer games (like Spore and The Sims) and augmented reality.

Digital Prohibition

Digital Prohibition PDF Author: Carolyn Guertin
Publisher: Bloomsbury Publishing USA
ISBN: 1441150587
Category : Social Science
Languages : en
Pages : 305

Get Book Here

Book Description
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition explores the concept of authorship as a capitalist institution and posits the Marxist idea of the multitude (à la Antonio Negri and Michael Hardt, and Paulo Virno) as a new collaborative model for creation in the digital age. Looking at how digital culture has transformed unitary authorship from its book-bound parameters into a collective and dispersed endeavor, Dr. Guertin examines process-based forms as diverse as blogs, Facebook, Twitter, performance art, immersive environments, smart mobs, hacktivism, tactical media, machinima, generative computer games (like Spore and The Sims) and augmented reality.

Video Theory

Video Theory PDF Author: Andreas Treske
Publisher: transcript Verlag
ISBN: 3839430585
Category : Social Science
Languages : en
Pages : 209

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Book Description
Video is a part of everyday life, comparable to driving a car or taking a shower. It is nearly omnipresent, available on demand and attached to nearby anything, anywhere. Online Video became something vital and independent. With all the video created by the cameras around us, constantly uploading, sharing, linking, and relating, a blue ocean is covering our planet, an ocean of video. What might look as bluish noise and dust from the far outside, might embed beautiful and fascinating living scapes of moving images, objects constantly changing, re-arranging, assembling, evolving, collapsing, but never disappearing, a real cinema. Andreas Treske describes and theorizes these objects formerly named video, their forms, behaviours and properties.

Video Game Art Reader

Video Game Art Reader PDF Author: Tiffany Funk
Publisher: Amherst College Press
ISBN: 1943208433
Category : Art
Languages : en
Pages : 91

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Book Description
The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.

Video Vortex Reader II

Video Vortex Reader II PDF Author: Geert Lovink
Publisher:
ISBN: 9789078146124
Category : Information society
Languages : en
Pages : 378

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Book Description


Between Film, Video, and the Digital

Between Film, Video, and the Digital PDF Author: Jihoon Kim
Publisher: Bloomsbury Publishing USA
ISBN: 1628922915
Category : Art
Languages : en
Pages : 408

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Book Description
Encompassing experimental film and video, essay film, gallery-based installation art, and digital art, Jihoon Kim establishes the concept of hybrid moving images as an array of impure images shaped by the encounters and negotiations between different media, while also using it to explore various theoretical issues, such as stillness and movement, indexicality, abstraction, materiality, afterlives of the celluloid cinema, archive, memory, apparatus, and the concept of medium as such. Grounding its study in interdisciplinary framework of film studies, media studies, and contemporary art criticism, Between Film, Video, and the Digital offers a fresh insight on the post-media conditions of film and video under the pervasive influences of digital technologies, as well as on the crucial roles of media hybridity in the creative processes of giving birth to the emerging forms of the moving image. Incorporating in-depth readings of recent works by more than thirty artists and filmmakers, including Jim Campbell, Bill Viola, Sam Taylor-Johnson, David Claerbout, Fiona Tan, Takeshi Murata, Jennifer West, Ken Jacobs, Christoph Girardet and Matthias Müller, Hito Steyerl, Lynne Sachs, Harun Farocki, Doug Aitken, Douglas Gordon, Stan Douglas, Candice Breitz, among others, the book is the essential scholarly monograph for understanding how digital technologies simultaneously depend on and differ film previous time-based media, and how this juncture of similarities and differences signals a new regime of the art of the moving image.

Materiality of Cooperation

Materiality of Cooperation PDF Author: Sebastian Gießmann
Publisher: Springer Nature
ISBN: 3658394684
Category : Performing Arts
Languages : en
Pages : 323

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Book Description
The volume investigates the socio-material dimension and media practices of cooperation – before, during and beyond situations. Cooperation is understood as reciprocal interplay operating with or without consensus, in co-presence or absence of the involved actors in distributed situations. Artefacts, bodies, texts and infrastructures are the media that make cooperation possible. They enable and configure reciprocal accomplishments – and are themselves created through media practices in cooperative situations.

Digital Vision and the Ecological Aesthetic (1968 - 2018)

Digital Vision and the Ecological Aesthetic (1968 - 2018) PDF Author: Lisa FitzGerald
Publisher: Bloomsbury Publishing
ISBN: 1350051845
Category : Philosophy
Languages : en
Pages : 176

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Book Description
Digital technology has transformed the way that we visualise the natural world, the art we create and the stories we tell about our environments. Exploring contemporary digital art and literature through an ecocritical lens, Digital Vision and the Ecological Aesthetic (1968 - 2018) demonstrates the many ways in which critical ideas of the sublime, the pastoral and the picturesque have been renewed and shaped in digital media, from electronic literature to music and the visual arts. The book goes on to explore the ecological implications of these new forms of cultural representation in the digital age and in so doing makes a profound contribution to our understanding of digital art practice in the 21st century.

Unstable Aesthetics

Unstable Aesthetics PDF Author: Eddie Lohmeyer
Publisher: Bloomsbury Publishing USA
ISBN: 1501364898
Category : Games & Activities
Languages : en
Pages : 218

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Book Description
Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.

The Oxford Handbook of Adaptation Studies

The Oxford Handbook of Adaptation Studies PDF Author: Thomas M. Leitch
Publisher: Oxford University Press
ISBN: 0199331006
Category : Film adaptations
Languages : en
Pages : 785

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Book Description
This collection of forty new essays, written by the leading scholars in adaptation studies and distinguished contributors from outside the field, is the most comprehensive volume on adaptation ever published. Written to appeal alike to specialists in adaptation, scholars in allied fields, and general readers, it hearkens back to the foundations of adaptation studies a century and more ago, surveys its ferment of activity over the past twenty years, and looks forward to the future. It considers the very different problems in adapting the classics, from the Bible to Frankenstein to Philip Roth, and the commons, from online mashups and remixes to adult movies. It surveys a dizzying range of adaptations around the world, from Latin American telenovelas to Czech cinema, from Hong Kong comics to Classics Illustrated, from Bollywood to zombies, and explores the ways media as different as radio, opera, popular song, and videogames have handled adaptation. Going still further, it examines the relations between adaptation and such intertextual practices as translation, illustration, prequels, sequels, remakes, intermediality, and transmediality. The volume's contributors consider the similarities and differences between adaptation and history, adaptation and performance, adaptation and revision, and textual and biological adaptation, casting an appreciative but critical eye on the theory and practice of adaptation scholars--and, occasionally, each other. The Oxford Handbook of Adaptation Studies offers specific suggestions for how to read, teach, create, and write about adaptations in order to prepare for a world in which adaptation, already ubiquitous, is likely to become ever more important.

Media After Kittler

Media After Kittler PDF Author: Eleni Ikoniadou
Publisher: Rowman & Littlefield
ISBN: 1783481234
Category : Philosophy
Languages : en
Pages : 205

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Book Description
Is it possible to incite a turn towards Media Philosophy, a field that accounts for the autonomy of media, for machine agency and for the new modalities of thought and subjectivity that these enable, rather than dwelling on representations, audiences and extensions of the self? In the wake of the field-defining work done by Friedrich Kittler, this important collection of essays takes a philosophical approach to the end of the media era in the traditional sense and outlines the implications of a turn that sees media become concepts of the middle, of connection, and of multitude—across diverse disciplines and theoretical perspectives. An expert panel of contributors, working at the cutting edge of media theory, analyze the German thinker's legacy and the possibilities his thought can unfold for media theory. This book examines the present and future condition of mediation, within the wider context of media studies in a digital age.