Book picks similar to
Critical Terms for Media Studies by Mark B.N. Hansen
media-studies
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The Sense of an Ending: Studies in the Theory of Fiction
Frank Kermode - 1967
Here, he contributes a new epilogue to his collection of classic lectures on the relationship of fiction to age-old concepts of apocalyptic chaos and crisis. Prompted by the approach of the millennium, he revisits the book which brings his highly concentrated insights to bear on some of the most unyielding philosophical and aesthetic enigmas. Examining the works of writers from Plato to William Burrows, Kermode shows how they have persistently imposed their "fictions" upon the face of eternity and how these have reflected the apocalyptic spirit. Kermode then discusses literature at a time when new fictive explanations, as used by Spenser and Shakespeare, were being devised to fit a world of uncertain beginning and end. He goes on to deal perceptively with modern literaturewith "traditionalists" such as Yeats, Eliot, and Joyce, as well as contemporary "schismatics," the French "new novelists," and such seminal figures as Jean-Paul Sartre and Samuel Beckett. Whether weighing the difference between modern and earlier modes of apocalyptic thought, considering the degeneration of fiction into myth, or commenting on the vogue of the Absurd, Kermode is distinctly lucid, persuasive, witty, and prodigal of ideas.
Ethics And Technology: Ethical Issues In An Age Of Information And Communication Technology
Herman T. Tavani - 2003
. . . We need a good book in cyberethics to deal with the present and prepare us for an uncertain future. Tavani's Ethics and Technology is such a book." --from the foreword by James Moor, Dartmouth College Is there privacy in a world of camera phones and wireless networking? Does technology threaten your civil liberties? How will bioinformatics and nanotechnology affect us? Should you worry about equity and access in a globalized economy? From privacy and security to free speech and intellectual property to globalization and outsourcing, the issues and controversies of the information age are serious, complex, and pervasive. In this new edition of his groundbreaking book, Herman Tavani introduces computer professionals to the emerging field of Cyberethics, the interdisciplinary field of study that addresses these new ethical issues from all perspectives: technical, social, and philosophical. Using fascinating real-world examples--including the latest court decisions in such cases as Verizon v. RIAA, MGM v. Grokster, Google versus the Bush Administration, and the Children's Online Pornography Act (CIPA) --as well as hypothetical scenarios, he shows you how to understand and analyze the practical, moral, and legal issues that impact your work and your life. Tavani discusses such cutting-edge areas as: * Globalization and outsourcing * Property rights and open source software * HIPAA (privacy laws) and surveillance * The Patriot Act and civil liberties * Bioinformatics and genomics research * Converging technologies--pervasive computing and nanocomputing * Children's online pornography laws Updating and expanding upon the previous edition, Ethics and Technology, Second Edition provides a much-needed ethical compass to help computer and non-computer professionals alike navigate the challenging waters of cyberspace. About the Author Herman T. Tavani is Professor of Philosophy at Rivier College and Co-Director of the International Society for Ethics and Information Technology (INSEIT). He is the author, editor, or co-editor of five books on ethical aspects of information technology. www.wiley.com/college/tavani
The Presentation of Self in Everyday Life
Erving Goffman - 1959
This book explores the realm of human behavior in social situations and the way that we appear to others. Dr. Goffman uses the metaphor of theatrical performance as a framework. Each person in everyday social intercourse presents himself and his activity to others, attempts to guide and control the impressions they form of him, and employs certain techniques in order to sustain his performance, just as an actor presents a character to an audience. The discussions of these social techniques offered here are based upon detailed research and observation of social customs in many regions.
All Consuming Images: The Politics Of Style In Contemporary Culture
Stuart Ewen - 1988
A provocative, compelling, and entertaining look at how the power of images dominates every aspect of our lives.
The Foucault Reader
Michel Foucault - 1984
But of his many books, not one offers a satisfactory introduction to the entire complex body of his work. The Foucault Reader was commissioned precisely to serve that purpose.The Reader contains selections from each area of Foucault's work as well as a wealth of previously unpublished writings, including important material written especially for this volume, the preface to the long-awaited second volume of The History of Sexuality, and interviews with Foucault himself, in the course of which he discussed his philosophy at first hand and with unprecedented candor.This philosophy comprises an astonishing intellectual enterprise: a minute and ongoing investigation of the nature of power in society. Foucault's analyses of this power as it manifests itself in society, schools, hospitals, factories, homes, families, and other forms of organized society are brought together in The Foucault Reader to create an overview of this theme and of the broad social and political vision that underlies it.
House of Psychotic Women: An Autobiographical Topography of Female Neurosis in Horror and Exploitation Films
Kier-la Janisse - 2012
Cinema is full of neurotic personalities, but few things are more transfixing than a woman losing her mind onscreen. Horror as a genre provides the most welcoming platform for these histrionics: crippling paranoia, desperate loneliness, masochistic death-wishes, dangerous obsessiveness, apocalyptic hysteria. Unlike her male counterpart - 'the eccentric' - the female neurotic lives a shamed existence, making these films those rare places where her destructive emotions get to play. Named after the U.S.-retitling of Carlos Aured's The Blue Eyes of the Broken Doll, House of Psychotic Women is an examination of these characters through a daringly personal autobiographical lens. Anecdotes and memories interweave with film history, criticism, trivia and confrontational imagery to create a reflective personal history and an examination of female madness, both onscreen and off. This sharply-designed book with a 32-page full-colour section is packed with rare stills, posters, pressbooks and artwork that combine with family photos and artifacts to form a titillating sensory overload, with a filmography that traverses the acclaimed and the obscure in equal measure. Films covered include The Entity, The Corruption of Chris Miller, Singapore Sling, 3 Women, Toys Are Not for Children, Repulsion, Let's Scare Jessica to Death, The Haunting of Julia, Secret Ceremony, Cutting Moments, Out of the Blue, Mademoiselle, The Piano Teacher, Possession, Antichrist and hundreds more!
Windows 8.1 For Dummies
Andy Rathbone - 2013
Parts cover: Windows 8.1 Stuff Everybody Thinks You Already Know - an introduction to the dual interfaces, basic mechanics, file storage, and instruction on how to get the free upgrade to Windows 8.1.Working with Programs, Apps and Files - the basics of finding and launching apps, getting help, and printingGetting Things Done on the Internet - instructions for connecting a Windows 8.1 device, using web and social apps, and maintaining privacyCustomizing and Upgrading Windows 8.1 - Windows 8.1 offers big changes to what a user can customize on the OS. This section shows how to manipulate app tiles, give Windows the look you in, set up boot-to-desktop capabilities, connect to a network, and create user accounts.Music, Photos and Movies - Windows 8.1 offers new apps and capabilities for working with onboard and online media, all covered in this chapterHelp! - includes guidance on how to fix common problems, interpret strange messages, move files to a new PC, and use the built-in help systemThe Part of Tens - quick tips for avoiding common annoyances and working with Windows 8.1 on a touch device
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Twenty Ads That Shook the World: The Century's Most Groundbreaking Advertising and How It Changed Us All
James B. Twitchell - 2000
P. T. Barnum s creation of buzz, Pepsodent and the magic of the preemptive claim, Listerine introducing America to the scourge of halitosis, Nike s Just Do It, Clairol s Does She or Doesn t She?, Leo Burnett s invention of the Marlboro Man, Revlon s Charlie Girl, Coke s re-creation of Santa Claus, Absolut and the art world these campaigns are the signposts of a century of consumerism, our modern canon understood, accepted, beloved, and hated the world over."
Gardenista: The Definitive Guide to Stylish Outdoor Spaces
Michelle Slatalla - 2016
The team behind the inspirational design sites Gardenista.com and Remodelista.com presents an all-in-one manual for making your outdoor space as welcoming as your living room. Tour personality-filled gardens around the world and re-create the looks with no-fail planting palettes. Find hundreds of design tips and easy DIYs, editors’ picks of 100 classic (and stylish) objects, a landscaping primer with tips from pros, over 200 resources, and so much more.
Rogue Leaders: The Story of LucasArts
Rob Smith - 2008
Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.
The Uncanny
Sigmund Freud - 1919
The groundbreaking works that comprise The Uncanny present some of his most influential explorations of the mind. In these pieces Freud investigates the vivid but seemingly trivial childhood memories that often "screen" deeply uncomfortable desires; the links between literature and daydreaming; and our intensely mixed feelings about things we experience as "uncanny." Also included is Freud's celebrated study of Leonardo Da Vinci-his first exercise in psychobiography.For more than seventy years, Penguin has been the leading publisher of classic literature in the English-speaking world. With more than 1,700 titles, Penguin Classics represents a global bookshelf of the best works throughout history and across genres and disciplines. Readers trust the series to provide authoritative texts enhanced by introductions and notes by distinguished scholars and contemporary authors, as well as up-to-date translations by award-winning translators.
Distinction: A Social Critique of the Judgement of Taste
Pierre Bourdieu - 1979
Bourdieu's subject is the study of culture, and his objective is most ambitious: to provide an answer to the problems raised by Kant's Critique of Judgment by showing why no judgment of taste is innocent."A complex, rich, intelligent book. It will provide the historian of the future with priceless materials and it will bring an essential contribution to sociological theory."— Fernand Braudel "One of the more distinguished contributions to social theory and research in recent years . . . There is in this book an account of culture, and a methodology of its study, rich in implication for a diversity of fields of social research. The work in some ways redefines the whole scope of cultural studies."— Anthony Giddens, Partisan Review"A book of extraordinary intelligence." — Irving Louis Horowitz, Commonweal“Bourdieu’s analysis transcends the usual analysis of conspicuous consumption in two ways: by showing that specific judgments and choices matter less than an esthetic outlook in general and by showing, moreover, that the acquisition of an esthetic outlook not only advertises upper-class prestige but helps to keep the lower orders in line. In other words, the esthetic world view serves as an instrument of domination. It serves the interests not merely of status but of power. It does this, according to Bourdieu, by emphasizing individuality, rivalry, and ‘distinction’ and by devaluing the well-being of society as a whole.”— Christopher Lasch, Vogue
A Casual Revolution: Reinventing Video Games and Their Players
Jesper Juul - 2009
These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In "A Casual Revolution," Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed " Pac-Man, Tetris," and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
Art as Experience
John Dewey - 1934
Based on John Dewey's lectures on esthetics, delivered as the first William James Lecturer at Harvard in 1932, Art as Experience has grown to be considered internationally as the most distinguished work ever written by an American on the formal structure and characteristic effects of all the arts: architecture, sculpture, painting, music, and literature.