Book picks similar to
Critical Terms for Media Studies by Mark B.N. Hansen
media-studies
partly-read
digital-media
theory
Unnatural Talent: Creating, Printing and Selling Your Comic in the Digital Age
Jason Brubaker - 2013
While the publishing industry struggles to adapt to the rapidly changing digital world, independent artists now have the ability to build a successful and lucrative brand completely on their own with a little hard work and some Internet savvy. Now there's nothing stopping you from getting your book in front of thousands or even millions of people. Suddenly you can't blame anyone for not giving you a chance. You can only blame yourself for not trying. So roll up your sleeves, sharpen your pencils and fire up your Internet because we are about to make and sell comics! Jason Brubaker's graphic novel reMIND raised over $125,000 in pre-order sales on Kickstarter, won the Xeric Award and made ALA's Great Graphic Novels for Teens List. This book is a collection of his thoughts, strategies and practical lessons developed during his experience writing, drawing and self-publishing reMIND.
Thing Explainer: Complicated Stuff in Simple Words
Randall Munroe - 2015
Explore computer buildings (datacenters), the flat rocks we live on (tectonic plates), the things you use to steer a plane (airliner cockpit controls), and the little bags of water you're made of (cells).
Information Anxiety 2
Richard Saul Wurman - 2000
In this new book, Wurman examines how the Internet, desktop computing, and advances in digital technology have not simply enhanced access to information, but in fact have changed the way we live and work. In examining the sources of information anxiety, Wurman takes an in-depth look at how technological advances can hinder understanding and influence how business is conducted.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Consent of the Networked: The Worldwide Struggle for Internet Freedom
Rebecca MacKinnon - 2012
For every story about the web’s empowering role in events such as the Arab Spring, there are many more about the quiet corrosion of civil liberties by companies and governments using the same digital technologies we have come to depend upon. Sudden changes in Facebook’s features and privacy settings have exposed identities of protestors to police in Egypt and Iran. Apple removes politically controversial apps at the behest of governments as well as for its own commercial reasons. Dozens of Western companies sell surveillance technology to dictatorships around the world. Google struggles with censorship demands from governments in a range of countries — many of them democracies — as well as mounting public concern over the vast quantities of information it collects about its users.In Consent of the Networked, journalist and Internet policy specialist Rebecca MacKinnon argues that it is time to fight for our rights before they are sold, legislated, programmed, and engineered away. Every day, the corporate sovereigns of cyberspace make decisions that affect our physical freedom — but without our consent. Yet the traditional solution to unaccountable corporate behavior — government regulation — cannot stop the abuse of digital power on its own, and sometimes even contributes to it.A clarion call to action, Consent of the Networked shows that it is time to stop arguing over whether the Internet empowers people, and address the urgent question of how technology should be governed to support the rights and liberties of users around the world.
Shopping in Jail: Ideas, Essays and Stories for an Increasingly Real Twenty-First Century
Douglas Coupland - 2013
Nine short non-fiction pieces with a forward by Shumon Basar.
Over The Top: How The Internet Is (Slowly But Surely) Changing The Television Industry
Alan Wolk - 2015
Given the intricacies of the industry, it's also going to be the most resistant to change. Alan Wolk, an industry veteran and longtime analyst and observer, lays out how the television industry is adapting to the digital era, explaining what's really happening in a tone that will appeal to laypeople and insiders alike. In the first section, Wolk takes us through how the industry works today, focusing on how the various players actually make money and who pays who for what. The next section deals with the changes that are taking place in the industry today–everything from time shifting to binge viewing to cord cutting–and how those changes are starting to create some seismic shifts. In the final section, Wolk reveals his predictions for the future and what the industry will look like in ten years time. Andrew Wallenstein, co-editor-in-chief of Variety says "Alan Wolk is one of the most insightful observers writing about the media business today. There's no better expert to help you navigate the confusing, complicated nexus of TV and the Internet." David Zaslav, President and CEO of Discovery Communications says "Alan Wolk has a deep understanding of the complex nature of television today… this is a fantastic primer of the business and one of the most educated perspectives on the future of our rapidly evolving industry."
Complex TV: The Poetics of Contemporary Television Storytelling
Jason Mittell - 2015
One of the most notable impacts of these shifts is the emergence of highly complex and elaborate forms of serial narrative, resulting in a robust period of formal experimentation and risky programming rarely seen in a medium that is typically viewed as formulaic and convention bound.Complex TV offers a sustained analysis of the poetics of television narrative, focusing on how storytelling has changed in recent years and how viewers make sense of these innovations. Through close analyses of key programs, including The Wire, Lost, Breaking Bad, The Sopranos, Veronica Mars, Curb Your Enthusiasm, and Mad Men the book traces the emergence of this narrative mode, focusing on issues such as viewer comprehension, transmedia storytelling, serial authorship, character change, and cultural evaluation. Developing a television-specific set of narrative theories, Complex TV argues that television is the most vital and important storytelling medium of our time.
Gamer Theory
McKenzie Wark - 2007
Gamespace is where and how we live today. It is everywhere and nowhere; the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field; where we get ahead on our strengths or not at all.Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Digital Art
Christiane Paul - 2003
Not only have traditional forms of art such as printing, painting, photography and sculpture been transformed by digital techniques and media, but entirely new forms such as net art, software art, digital installation and virtual reality have emerged as recognized artistic practices, collected by major museums, institutions and private collectors the world over. Here Christiane Paul surveys the developments in digital art from its appearance in the early 1990s right up to the present day, and looks ahead to what the future may hold. Drawing a distinction between work that uses digital technology as a tool to produce traditional forms and work that uses it as a medium to create new types of art, she discusses all the key artists and works. The book explores themes addressed and raised by the art, such as viewer interaction, artificial life and intelligence, political and social activism, networks and telepresence, as well as issues such as the collection, presentation and preservation of digital art, the virtual museum, and ownership and copyright.
A Detroit Anthology
Anna Clark - 2014
In this, we are rich. We begin with abundance. But while much is written about our city these hard days, it is typically meant to explain Detroit to those who live elsewhere. Much of this writing is brilliant, but our anthology, this anthology, is different: it is a collection of Detroit stories for Detroiters. Through essays, photographs, poetry, and art, this anthology collects the stories we tell each other over late nights at the pub and long afternoons on the porch. We share them in coffee shops, at church social hours, in living rooms, and while waiting for the bus. These are stories addressed to the rhetorical “you”—with the ratcheted up language that comes with it—and these are stories that took real legwork to investigate. We may be lifelong residents, newcomers, or former Detroiters; we may be activists, workers, teachers, artists, healers, or students. But a common undercurrent alights our work that is collected here: we are a city moving through the fire of transformation. We are afire.Featuring essays, photographs, poetry, and art by Terry Blackhawk, Grace Lee Boggs, John Carlisle, Desiree Cooper, dream hampton, francine j. harris, Steve Hughes, Jamaal May, Tracie McMillan, Ken Mikolowski, Marsha Music, Shaka Senghor, Thomas J. Sugrue, and many others.
The Science of Growth: Facebook vs. Friendster, or Why Some Startups Skyrocket - and Others Don’t
Sean Ammirati - 2016
Getting Started with Arduino
Massimo Banzi - 2008
Getting Started with Arduino gives you lots of ideas for Arduino projects and helps you get going on them right away. From getting organized to putting the final touches on your prototype, all the information you need is right in the book. Inside, you'll learn about:Interaction design and physical computing The Arduino hardware and software development environment Basics of electricity and electronics Prototyping on a solderless breadboard Drawing a schematic diagram And more. With inexpensive hardware and open-source software components that you can download free, getting started with Arduino is a snap. To use the introductory examples in this book, all you need is a USB Arduino, USB A-B cable, and an LED. Join the tens of thousands of hobbyists who have discovered this incredible (and educational) platform. Written by the co-founder of the Arduino project, with illustrations by Elisa Canducci, Getting Started with Arduino gets you in on the fun! This 128-page book is a greatly expanded follow-up to the author's original short PDF that's available on the Arduino website.
The Poetics of Space
Gaston Bachelard - 1957
Bachelard takes us on a journey, from cellar to attic, to show how our perceptions of houses and other shelters shape our thoughts, memories, and dreams."A magical book. . . . The Poetics of Space is a prism through which all worlds from literary creation to housework to aesthetics to carpentry take on enhanced-and enchanted-significances. Every reader of it will never see ordinary spaces in ordinary ways. Instead the reader will see with the soul of the eye, the glint of Gaston Bachelard." -from the new foreword by John R. Stilgoe
Zona: A Book About a Film About a Journey to a Room
Geoff Dyer - 2012
(“Every single frame,” declared Cate Blanchett, “is burned into my retina.”) As Dyer guides us into the zone of Tarkovsky’s imagination, we realize that the film is only the entry point for a radically original investigation of the enduring questions of life, faith, and how to live. In a narrative that gives free rein to the brilliance of Dyer’s distinctive voice—acute observation, melancholy, comedy, lyricism, and occasional ill-temper—Zona takes us on a wonderfully unpredictable journey in which we try to fathom, and realize, our deepest wishes.Zona is one of the most unusual books ever written about film, and about how art—whether a film by a Russian director or a book by one of our most gifted contemporary writers—can shape the way we see the world and how we make our way through it.