Book picks similar to
Critical Terms for Media Studies by Mark B.N. Hansen
media-studies
partly-read
technology
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Culture as Weapon: Art and Marketing in the Age of Total Communication
Nato Thompson - 2017
The production of culture was once the domain of artists, but beginning in the early 1900s, the emerging fields of public relations, advertising and marketing transformed the way the powerful communicate with the rest of us. A century later, the tools are more sophisticated than ever, the onslaught more relentless. In "Culture as Weapon," acclaimed curator and critic Nato Thompson reveals how institutions use art and culture to ensure profits and constrain dissent--and shows us that there are alternatives. An eye-opening account of the way advertising, media, and politics work today, " Culture as Weapon "offers a radically new way of looking at our world.
The Brain Electric: The Dramatic High-Tech Race to Merge Minds and Machines
Malcolm Gay - 2015
On the cusp of decoding brain signals that govern motor skills, they are developing miraculous technologies to enable paraplegics and wounded soldiers to move prosthetic limbs, and the rest of us to manipulate computers and other objects through thought alone. These fiercely competitive scientists are vying for Defense Department and venture capital funding, prestige, and great wealth. Part life-altering cure, part science fiction, part military dream, these cutting-edge brain-computer interfaces promise to improve lives—but also hold the potential to augment soldiers' combat capabilities. In The Brain Electric, Malcolm Gay follows the dramatic emergence of these technologies, taking us behind the scenes into the operating rooms, start-ups, and research labs where the future is unfolding. With access to many of the field's top scientists, Gay illuminates this extraordinary race—where science, medicine, profit, and war converge—for the first time. But this isn't just a story about technology. At the heart of this research is a group of brave, vulnerable patient-volunteers whose lives are given new meaning through participating in these experiments. The Brain Electric asks us to rethink our relationship to technology, our bodies, even consciousness itself—challenging our assumptions about what it means to be human.
Rabelais and His World
Mikhail Bakhtin - 1965
In Bakhtin's view, the spirit of laughter and irreverence prevailing at carnival time is the dominant quality of Rabelais's art. The work of both Rabelais and Bakhtin springs from an age of revolution, and each reflects a particularly open sense of the literary text. For both, carnival, with its emphasis on the earthly and the grotesque, signified the symbolic destruction of authority and official culture and the assertion of popular renewal. Bakhtin evokes carnival as a special, creative life form, with its own space and time.Written in the Soviet Union in the 1930s at the height of the Stalin era but published there for the first time only in 1965, Bakhtin's book is both a major contribution to the poetics of the novel and a subtle condemnation of the degeneration of the Russian revolution into Stalinist orthodoxy. One of the essential texts of a theorist who is rapidly becoming a major reference in contemporary thought, Rabelais and His World is essential reading for anyone interested in problems of language and text and in cultural interpretation.
Television: Technology and Cultural Form
Raymond Williams - 1974
Yet Williams' analysis of television's history, its institutions, programmes and practices, and its future prospects, remains remarkably prescient.Williams stresses the importance of technology in shaping the cultural form of television, while always resisting the determinism of McLuhan's dictum that 'the medium is the message'. If the medium really is the message, Williams asks, what is left for us to do or say? Williams argues that, on the contrary, we as viewers have the power to disturb, disrupt and to distract the otherwise cold logic of history and technology - not just because television is part of the fabric of our daily lives, but because new technologies continue to offer opportunities, momentarily outside the sway of transnational corporations or the grasp of media moguls, for new forms of self and political expression.
Top 300 Free Apps for the Kindle Fire: The complete guide to the best free Kindle apps
Edward C. Jones - 2012
As far as apps go, what do you put on your new Fire? With tens of thousands of apps out there and more appearing on a daily basis, how do you choose what's useful, as opposed to what may be a waste of your download time? Here is the answer, newly updated with over 300 of the best FREE apps for your Fire. Top 300 Free Apps for the Kindle Fire is your guide to 300 of the top rated apps that you'll find useful for your Kindle Fire. Jones has taken the time to research and compile this extensive list of apps for your Kindle Fire, and best of all, each of these apps are FREE. You'll find apps for the home office, for entertainment, for news, weather, and sports, for your health, for managing your finances, for playing games, and more. A new local news apps section provides news, weather, and traffic apps for over 50 major US cities, and a new travel section gives you an insight to the best apps that will help you find great deals on flights, hotel rooms, cruises, dining, and even the best gas prices around your hometown or when on the road.We’ve also taken the time to create each listing beginning with a clickable link back to the Amazon catalog. So as you read this book on your Kindle, if any particular app sounds like what you’ve been looking for, just tap the image or heading name. You’ll be taken directly to the Amazon page for the app, where you can click the button to install that app. (Active wi-fi connection required.)And this isn't just a list of names with little helpful information, like some guides out there that we'd prefer not to mention. In this book, you'll find detailed write-ups for each app, with specifics as to what the app can (and cannot) do for you. Let Top 300 Free Apps for the Kindle Fire be your guide to the best free apps for your new tablet!Top 300 Free Apps for the Kindle Fire comes from the pen of Edward Jones, the principal technology writer behind the "Get-it-Done" series of computer books. Jones is an experienced computer and technology writer, database applications development analyst, consultant, and trainer who understands the issues faced by people dealing with technology, day in and day out. His career spans years of technology training, database development, and consulting services for major law firms and government agencies in the Washington, DC area, and he currently resides in Charlotte, NC where he is concentrating on providing publications to the rapidly growing digital marketplace. Jones is also a best-selling author whose printed titles have sold over one million copies, and he has served as a technical editor on numerous computer books.
The Book: A Cover-to-Cover Exploration of the Most Powerful Object of Our Time
Keith Houston - 2016
And everybody who has read it will agree that reports of the book’s death have been greatly exaggerated.”―Erik Spiekermann, typographerWe may love books, but do we know what lies behind them? In The Book, Keith Houston reveals that the paper, ink, thread, glue, and board from which a book is made tell as rich a story as the words on its pages―of civilizations, empires, human ingenuity, and madness. In an invitingly tactile history of this 2,000-year-old medium, Houston follows the development of writing, printing, the art of illustrations, and binding to show how we have moved from cuneiform tablets and papyrus scrolls to the hardcovers and paperbacks of today. Sure to delight book lovers of all stripes with its lush, full-color illustrations, The Book gives us the momentous and surprising history behind humanity’s most important―and universal―information technology.71 color illustrations
Vibrant Matter: A Political Ecology of Things
Jane Bennett - 2010
Bennett argues that political theory needs to do a better job of recognizing the active participation of nonhuman forces in events. Toward that end, she theorizes a “vital materiality” that runs through and across bodies, both human and nonhuman. Bennett explores how political analyses of public events might change were we to acknowledge that agency always emerges as the effect of ad hoc configurations of human and nonhuman forces. She suggests that recognizing that agency is distributed this way, and is not solely the province of humans, might spur the cultivation of a more responsible, ecologically sound politics: a politics less devoted to blaming and condemning individuals than to discerning the web of forces affecting situations and events.Bennett examines the political and theoretical implications of vital materialism through extended discussions of commonplace things and physical phenomena including stem cells, fish oils, electricity, metal, and trash. She reflects on the vital power of material formations such as landfills, which generate lively streams of chemicals, and omega-3 fatty acids, which can transform brain chemistry and mood. Along the way, she engages with the concepts and claims of Spinoza, Nietzsche, Thoreau, Darwin, Adorno, and Deleuze, disclosing a long history of thinking about vibrant matter in Western philosophy, including attempts by Kant, Bergson, and the embryologist Hans Driesch to name the “vital force” inherent in material forms. Bennett concludes by sketching the contours of a “green materialist” ecophilosophy.
Babbling Corpse: Vaporwave and the Commodification of Ghosts
Grafton Tanner - 2016
Vaporwave is an infant musical micro-genre that foregrounds the horror of electronic media's ability to appear - as media theorist Jeffrey Sconce terms it - "haunted."Experimental musicians such as INTERNET CLUB and MACINTOSH PLUS manipulate Muzak and commercial music to undermine the commodification of nostalgia in the age of global capitalism while accentuating the uncanny properties of electronic music production.Babbling Corpse reveals vaporwave's many intersections with politics, media theory, and our present fascination with uncanny, co(s)mic horror. The book is aimed at those interested in global capitalism's effect on art, musical raids on mainstream "indie" and popular music, and anyone intrigued by the changing relationship between art and commerce.
A Prehistory of the Cloud
Tung-Hui Hu - 2015
Yet the reality of the cloud is embodied in thousands of massive data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual in our understanding of the cloud. Hu shows that the cloud grew out of such older networks as railroad tracks, sewer lines, and television circuits. He describes key moments in the prehistory of the cloud, from the game "Spacewar" as exemplar of time-sharing computers to Cold War bunkers that were later reused as data centers. Countering the popular perception of a new "cloudlike" political power that is dispersed and immaterial, Hu argues that the cloud grafts digital technologies onto older ways of exerting power over a population. But because we invest the cloud with cultural fantasies about security and participation, we fail to recognize its militarized origins and ideology. Moving between the materiality of the technology itself and its cultural rhetoric, Hu's account offers a set of new tools for rethinking the contemporary digital environment.
Press Reset: Ruin and Recovery in the Video Game Industry
Jason Schreier - 2021
In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games -- Bioshock Infinite, Epic Mickey, Dead Space, and more -- on to the shocking closures of the studios that made them, PRESS RESET tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games -- and whether the business of making games can change before it's too late.
Practices of Looking: An Introduction to Visual Culture
Marita Sturken - 2001
It looks at painting, photography, film, television, and new media across the realms of art, advertising, news, science, and law. Authors Marita Sturken and Lisa Cartwright present the diverse ranges of approaches to visual analysis that have emerged in the last few decades, and lead the reader through the key theories of visual culture in an accessible and highly readable approach. Including over 180 images, this truly interdisciplinary and beautifully designed book aims to be a comprehensive introduction for anyone interested in images, and the key text for courses across a range of disciplines including media and film studies, art history, photography, and communication.
The Most Human Human: What Talking with Computers Teaches Us About What It Means to Be Alive
Brian Christian - 2011
Its starting point is the annual Turing Test, which pits artificial intelligence programs against people to determine if computers can “think.”Named for computer pioneer Alan Turing, the Turing Test convenes a panel of judges who pose questions—ranging anywhere from celebrity gossip to moral conundrums—to hidden contestants in an attempt to discern which is human and which is a computer. The machine that most often fools the panel wins the Most Human Computer Award. But there is also a prize, bizarre and intriguing, for the Most Human Human.In 2008, the top AI program came short of passing the Turing Test by just one astonishing vote. In 2009, Brian Christian was chosen to participate, and he set out to make sure Homo sapiens would prevail.The author’s quest to be deemed more human than a computer opens a window onto our own nature. Interweaving modern phenomena like customer service “chatbots” and men using programmed dialogue to pick up women in bars with insights from fields as diverse as chess, psychiatry, and the law, Brian Christian examines the philosophical, biological, and moral issues raised by the Turing Test.One central definition of human has been “a being that could reason.” If computers can reason, what does that mean for the special place we reserve for humanity?
Video Green: Los Angeles Art and the Triumph of Nothingness
Chris Kraus - 2004
Probing the surface of art-critical buzzwords, Chris Kraus brilliantly chronicles how the City of Angels has suddenly become the epicenter of the international art world and a microcosm of the larger culture. Why is Los Angeles so completely divorced from other realities of the city? Shrewd, analytic and witty, Video Green is to the Los Angeles art world what Roland Barthes' Mythologies were to the society of the spectacle: the live autopsy of a ghost city.
Mind Change: How Digital Technologies Are Leaving Their Mark on Our Brains
Susan A. Greenfield - 2014
Our brave new technologies offer incredible opportunities for work and play. But at what price? Now renowned neuroscientist Susan Greenfield—known in the United Kingdom for challenging entrenched conventional views—brings together a range of scientific studies, news events, and cultural criticism to create an incisive snapshot of “the global now.” Disputing the assumption that our technologies are harmless tools, Greenfield explores whether incessant exposure to social media sites, search engines, and videogames is capable of rewiring our brains, and whether the minds of people born before and after the advent of the Internet differ. Stressing the impact on Digital Natives—those who’ve never known a world without the Internet—Greenfield exposes how neuronal networking may be affected by unprecedented bombardments of audiovisual stimuli, how gaming can shape a chemical landscape in the brain similar to that in gambling addicts, how surfing the Net risks placing a premium on information rather than on deep knowledge and understanding, and how excessive use of social networking sites limits the maturation of empathy and identity. But Mind Change also delves into the potential benefits of our digital lifestyle. Sifting through the cocktail of not only threat but opportunity these technologies afford, Greenfield explores how gaming enhances vision and motor control, how touch tablets aid students with developmental disabilities, and how political “clicktivism” foments positive change. In a world where adults spend ten hours a day online, and where tablets are the common means by which children learn and play, Mind Change reveals as never before the complex physiological, social, and cultural ramifications of living in the digital age. A book that will be to the Internet what An Inconvenient Truth was to global warming, Mind Change is provocative, alarming, and a call to action to ensure a future in which technology fosters—not frustrates—deep thinking, creativity, and true fulfillment.
Designing Interactions
Bill Moggridge - 2006
Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright