Book picks similar to
Network Aesthetics by Patrick Jagoda
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media-studies
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Electrical Engineering 101: Everything You Should Have Learned in School...but Probably Didn't
Darren Ashby - 2005
Sections on tools and troubleshooting give ...Download Link : readbux.com/download?i=0123860016 0123860016Electrical Engineering 101: Everything You Should Have Learned in School...but Probably Didn't PDF by Darren AshbyRead Electrical Engineering 101: Everything You Should Have Learned in School...but Probably Didn't PDF from Newnes,Darren AshbyDownload Darren Ashby's PDF E-book Electrical Engineering 101: Everything You Should Have Learned in School...but Probably Didn't
Racing the Beam: The Atari Video Computer System
Nick Montfort - 2009
The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
A History of the Future in 100 Objects
Adrian Hon - 2013
Some of the objects are described by future historians; others through found materials, short stories, or dialogues. All come from a very real future.
The News: A User's Manual
Alain de Botton - 2014
We can’t stop constantly checking it on our computer screens, but what is this doing to our minds? We are never really taught how to make sense of the torrent of news we face every day, writes Alain de Botton (author of the best-selling The Architecture of Happiness), but this has a huge impact on our sense of what matters and of how we should lead our lives. In his dazzling new book, de Botton takes twenty-five archetypal news stories—including an airplane crash, a murder, a celebrity interview and a political scandal—and submits them to unusually intense analysis with a view to helping us navigate our news-soaked age. He raises such questions as Why are disaster stories often so uplifting? What makes the love lives of celebrities so interesting? Why do we enjoy watching politicians being brought down? Why are upheavals in far-off lands often so boring? In The News: A User’s Manual, de Botton has written the ultimate guide for our frenzied era, certain to bring calm, understanding and a measure of sanity to our daily (perhaps even hourly) interactions with the news machine.(With black-and-white illustrations throughout.)
Barcode Booty: How I found and sold $2 million of 'junk' on eBay and Amazon, And you can, too, using your phone
Steve Weber - 2011
Find out which apps are the best, and how to use them. Check prices instantly, and know your potential profits before risking a dime. Learn to resell on eBay and Amazon, and rake in the profits. Find bargain inventory virtually anywhere--yard sales, retail stores, outlet malls, warehouse clubs, wholesale dealers, bargain basements, and online bulk suppliers. Learn to specialize in books, videos, games, toys, electronics, grocery, fashion, health and beauty, auto parts, niche regional products--or take them all! Many books promise to teach you how to start an online business. Look closely, though, and you'll see that very few are written by someone who's really done it. Author Steve Weber has been a full-time, five-star seller on Amazon.com and eBay for 10 years! * Feed your e-commerce business with a continual stream of hot products. * Learn how to leverage the "Long Tail" of retail for low-risk, high-return profits. * Uncover niche products online shoppers want to buy. * Diversify your product line. * Learn to minimize sales taxes and write off the business use of your home office and car. * Find new and hard-to-find products from real wholesalers. * Know exactly how much potential inventory is worth, and how quickly it sells. * Get dirt-cheap warehouse space. * Get the best product research tools available for your phone. * Outsource your fulfillment and customer service tasks. * Benefit from advice from the most experienced, profitable online sellers. The Internet Gold Rush is just getting started. In this insider's guide to online selling, you'll learn the secrets to profitable trading. You can profit from price differences in local and global markets. This book teaches you how, every step of the way.
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.
Understanding Popular Culture
John Fiske - 1989
Fiske differentiates between mass culture - the cultural products put out by an industrialized, capitalist society, and popular culture - the ways in which people use, abuse, and subvert these products to create their own meanings and message. Companion volume to Reading the Popular, this book presents a radically different theory of what it means for culture to be popular: that is, literally, of the people.
Marvel Comics: The Untold Story
Sean Howe - 2012
Spider-Man, the Fantastic Four, Captain America, the Incredible Hulk, the Avengers, Iron Man, Thor, the X-Men, Daredevil—these superheroes quickly won children's hearts and sparked the imaginations of pop artists, public intellectuals, and campus radicals. Over the course of a half century, Marvel's epic universe would become the most elaborate fictional narrative in history and serve as a modern American mythology for millions of readers.Throughout this decades-long journey to becoming a multibillion-dollar enterprise, Marvel's identity has continually shifted, careening between scrappy underdog and corporate behemoth. As the company has weathered Wall Street machinations, Hollywood failures, and the collapse of the comic book market, its characters have been passed along among generations of editors, artists, and writers—also known as the celebrated Marvel "Bullpen." Entrusted to carry on tradition, Marvel's contributors—impoverished child prodigies, hallucinating peaceniks, and mercenary careerists among them—struggled with commercial mandates, a fickle audience, and, over matters of credit and control, one another.For the first time, Marvel Comics reveals the outsized personalities behind the scenes, including Martin Goodman, the self-made publisher who forayed into comics after a get-rich-quick tip in 1939; Stan Lee, the energetic editor who would shepherd the company through thick and thin for decades; and Jack Kirby, the World War II veteran who'd co-created Captain America in 1940 and, twenty years later, developed with Lee the bulk of the company's marquee characters in a three-year frenzy of creativity that would be the grounds for future legal battles and endless debates.Drawing on more than one hundred original interviews with Marvel insiders then and now, Marvel Comics is a story of fertile imaginations, lifelong friendships, action-packed fistfights, reformed criminals, unlikely alliances, and third-act betrayals— a narrative of one of the most extraordinary, beloved, and beleaguered pop cultural entities in America's history.
MTIV Process, Inspiration and Practice for the New Media Designer
Hillman Curtis - 2002
Divided into three parts, this book offers a methodology for artistic and professional work and also offers technical advice for translating this to the web.
Fake: Forgery, Lies, & Ebay
Kenneth A. Walton - 2006
Optimistic bidders went online to the world's largest flea market in droves, ready to spend cash on everything from garden gnomes to Mercedes convertibles. Among them were art collectors willing to spend big money on unseen paintings, hoping to buy valuable pieces of art at below-market prices. EBay also attracted the occasional con artist unable to resist the temptation of abusing a system that prided itself on being "based on trust." Kenneth Walton -- once a lawyer bound by the ethics of his profession to uphold the law -- was seduced by just such a con artist and, eventually, became one himself. Ripped from the headlines of the "New York Times," the first newspaper to break the story, "Fake" describes Walton's innocent beginnings as an online art-trading hobbyist and details the downward spiral of greed that ultimately led to his federal felony conviction. What started out as a satisfying exercise in reselling thrift store paintings for a profit in order to pay back student loans and mounting credit card debt soon became a fierce addiction to the subtle deception of luring unsuspecting bidders into overpaying for paintings of questionable origins.In a landscape peopled with colorful eccentrics hoping to score museum-quality paintings at bargain prices, Walton entered into a partnership with Ken Fetterman, an unslick (yet somehow very effective) con man. Over the course of eighteen months they managed to take in hundreds of thousands of dollars by selling forged paintings and bidding on their own auctions to drive up the prices. When their deception was discovered and made international headlines, Walton found himself stalked by reporters and federal agents while Fetterman went on the lam, sparking a nationwide FBI manhunt. His elaborate game of cat and mouse lasted nearly three years, until the feds caught up with him after a routine traffic violation and brought him to justice.In this sensational story of the seductive power of greed, Kenneth Walton breaks his silence for the first time and, in his own words, details the international scandal that forever changed the way eBay does business.
Platform Capitalism
Nick Srnicek - 2016
Paradoxically, just as such demands seem as elusive as ever at a political level, they are becoming encoded into the very technological foundations of neoliberalism. Srnicek examines technologies such as automated logistics, cybernetic planning, and additive manufacturing in order to re-interpret older debates about worker control over the means of production, the 'fetters' of capitalist development, and situationist concepts of détournement. In so doing, the foundations and future of neoliberalism are brought under intense scrutiny.
Cybertext: Perspectives on Ergodic Literature
Espen J. Aarseth - 1997
Instead of insisting on the uniqueness and newness of electronic writing and interactive fiction, however, Aarseth situates these literary forms within the tradition of "ergodic" literature—a term borrowed from physics to describe open, dynamic texts such as the I Ching or Apollinaire's calligrams, with which the reader must perform specific actions to generate a literary sequence.Constructing a theoretical model that describes how new electronic forms build on this tradition, Aarseth bridges the widely assumed divide between paper texts and electronic texts. He then uses the perspective of ergodic aesthetics to reexamine literary theories of narrative, semiotics, and rhetoric and to explore the implications of applying these theories to materials for which they were not intended.
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.
Present Pasts: Urban Palimpsests and the Politics of Memory
Andreas Huyssen - 2003
This book analyzes the relation of public memory to history, forgetting, and selective memory in Berlin, Buenos Aires, and New York—three late-twentieth-century cities that have confronted major social or political traumas. Berlin experienced the fall of the Berlin Wall and the city’s reemergence as the German capital; Buenos Aires lived through the dictatorships of the 1970s and 1980s and their legacy of state terror and disappearances; and New York City faces a set of public memory issues concerning the symbolic value of Times Square as threatened public space and the daunting task of commemorating and rebuilding after the attack on the World Trade Center. Focusing on the issue of monumentalization in divergent artistic and media practices, the book demonstrates that the transformation of spatial and temporal experience by memory politics is a major cultural effect of globalization.
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.
