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Moving beyond traditional cyberculture studies paradigms in several key ways, this comprehensive collection marks the increasing convergence of cyberculture with other forms of media, and with all aspects of our lives in a digitized world. Includes essential readings for both the student and scholar of a diverse range of fields, including new and digital media, internet studies, digital arts and culture studies, network culture studies, and the information society Incorporates essays by both new and established scholars of digital cultures, including Andy Miah, Eugene Thacker, Lisa Nakamura, Chris Hables Gray, Sonia Livingstone and Espen Aarseth Created explicitly for the undergraduate student, with comprehensive introductions to each section that outline the main ideas of each essay Explores the many facets of cyberculture, and includes sections on race, politics, gender, theory, gaming, and space The perfect companion to Nayar's Introduction to New Media and Cyberculture
Essential reading for biblical studies students and scholars interested in cutting-edge critical theory The current global ecological crisis has prompted a turn to the nonhuman in critical theory. This book breaks new ground in biblical studies as the first to bring nonhuman theory to bear on the gospels and Acts. Nonhuman theory, a confluence of several of the main theoretical streams that have issued forth since the heyday of high poststructuralism, includes affect theory, posthuman animality studies, critical plant studies, object-oriented new materialisms, and assemblage theory. Nonhuman theory dismantles and reassembles the Western concept of “the human” that coalesced during the En...
Remediating Sound studies the phenomena of remixing, mashup and recomposition: forms of reuse and sampling that have come to characterise much of YouTube's audiovisual content. Through collaborative composition, collage and cover songs to reaction videos and political activism , users from diverse backgrounds have embraced the democratised space of YouTube to open up new and innovative forms of sonic creativity and push the boundaries of audiovisual possibilities. Observing the reciprocal flow of influence that runs between various online platforms, 12 chapters position YouTube as a central hub for the exploration of digital sound, music and the moving image. With special focus on aspects of networked creativity that remain overlooked in contemporary scholarship, including library music, memetic media, artificial intelligence, the sonic arts and music fandom, this volume offers interdisciplinary insight into contemporary audiovisual culture.
Tackling digital effects such as colourisation, time-ramping, compositing and photo-realistic rendering, this monograph explores how the growing use of these post-photographic procedures shapes our relationship with the image and the world that the image represents. At stake is the ability to critically engage with the digital techniques that mediate perceptions of reality. Through a series of case-studies the book connects the dominant techniques of hybridisation with emergent ways of being in our increasingly hybrid physical-digital world. Pointing at the relationship between mainstream visual culture and the manifold imperatives of digital technology and digital culture, Hybrid Images and the Vanishing Point of Digital Visual Effects highlights how a handful of digital visual effects are coming to shape the way we live.
The 21st century has seen a resurgence of popular interest in the Middle Ages. Television in particular has presented a wide and diverse array of "medieval" offerings. Yet there exists little scholarship on television medievalism. This collection fills the gap with 10 new essays focusing on the depiction of the Middle Ages in popular culture and questioning the role of television in shaping our ideas about past and present. The contributors emphasize the need for scholars of medievalism to pay attention to its manifestations on the small screen. The essays cover quite a range of topics, including genre, gender and sexuality. The series covered are Game of Thrones, Merlin, Full Metal Jousting, Joan of Arcadia, Tudors, Camelot and Mists of Avalon. Instructors considering this book for use in a course may request an examination copy here.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an ...
本書展現了作者在媒體融合生態下對新聞傳播重塑和發展的認識,力圖揭示媒體融合新聞的融合本質、表現形式、業務特徵、經濟屬性和規制要求等,致力於構建媒體融合新聞研究的理論體系,從而優化融合媒體的報導手段和運營方式,促進傳統媒體新聞業務的轉型,滿足當代社會對融合新聞的需求。
In an era of heightened securitization, print, televisual and networked media have become obsessed with the 'pre-mediation' of future events. In response to the shock of 9/11, socially networked US and global media worked to pre-mediate collective affects of anticipation and connectivity, while also perpetuating low levels of apprehension or fear.
Americans have had an enduring yet ambivalent obsession with the West as both a place and a state of mind. Michael L. Johnson considers how that obsession originated, how it has determined attitudes toward and activities in the West, and how it has changed over the centuries.