Book picks similar to
Crash: Nostalgia For The Absence Of Cyberspace by Robert Reynolds
stories
technology
theory
art
Flatline Constructs: Gothic Materialism and Cybernetic Theory-Fiction
Mark Fisher - 2018
But what is in- teresting about Haraway's remark - its challenge to the oppositional think- ing that sets up free will against determinism, vitalism against mechanism - has seldom been processed by a mode of theorizing which has tended to reproduce exactly the same oppositions. These theoretical failings, it will be argued here, arise from a resistance to pursuing cybernetics to its limits (a failure evinced as much by cyberneticists as by cultural theorists, it must be added). Unraveling the implications of cybernetics, it will be claimed, takes us out to the Gothic flatline. The Gothic flatline designates a zone of radical immanence. And to theorize this flatline demands a new approach, one committed to the theorization of immanence. This thesis calls that approach Gothic Materialism.
"A Voyage on the North Sea": Art in the Age of the Post-Medium Condition
Rosalind E. Krauss - 2000
Based on the 1999 Walter Neurath Memorial Lecture, this book uses the work of the Belgian artist Marcel Broodthaers to argue that the specifity of mediums, even modernist ones, can never be simply collapsed into the physicality of their support.
Thank You and You're Welcome
Kanye West - 2008
Sakiya Sandifer to make his literary debut with Thank You And You're Welcome, an entertaining volume of 'Kanye-isms'--the creative, humorous, and insightful philosophies and anecdotes used in creating his path to success. It captures the same wit, playful irony, and piercing insight found abundant in his lyrics. In Thank You And You're Welcome, Kanye delivers his personal message uncensored, without any five-second delay or media distortion. 'My book is a guide to creating then celebrating your moment!' says Kanye.
Has Modernism Failed?
Suzi Gablik - 1984
In describing a world whose central aesthetic paradigm of modernism had lost its vitality, with an "avant-garde" that reflected the culture of consumerism, her book struck a chord in an audience that had once responded to the heroic idealism of modernism. Reprinted many times, Has Modernism Failed? became one of the most popular and influential works of contemporary art criticism. Now Gablik has revised and expanded her work to encompass developments over the last two decades. A new prologue looks at changes in the cultural context of art, especially at the radical split between artists who still proclaim the self-sufficiency of art, "in defiance of the social good," and artists who want art to have some worthy agenda outside of itself. In a new chapter, "Globalization," she looks at the ruthless cultural homogenization of a universal consumer society and how a number of artists and curators are challenging it. And in a passionate new chapter called "Transdisciplinarity" she offers a way forward for individuals to break free of the limiting ideologies of modernism and consumerism and shows how some artists are reflecting both spiritual and social concerns in their art.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
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 aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Insights From Beyond the Lens: Inside the Art & Craft of Landscape Photography
Robert Rodriguez Jr. - 2012
Based on real world experiences as a photographer as well as an instructor, speaker, and blogger, Robert distills his approach to capturing evocative images in a series of essays based on his popular Beyond the Lens blog.Beautifully illustrated with Robert's original photographs, you'll get an inside look at the mental process Robert uses when he's in the field scouting and making his images. While many books focus on the gear and technology, the aim here is to look inside the motivation, passion, and vision involved in successful landscape photography. Go behind the scenes as Robert explains how several images were made, how he draws inspiration from the Hudson River School of painters, and what resources he recommends for further exploration.
How to Do Things with Videogames
Ian Bogost - 2011
Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
Critical Path
R. Buckminster Fuller - 1981
Buckminster Fuller is regarded as one of the most important figures of the 20th century, renowned for his achievements as an inventor, designer, architect, philosopher, mathematician, and dogged individualist. Perhaps best remembered for the Geodesic Dome and the term "Spaceship Earth," his work and his writings have had a profound impact on modern life and thought.Critical Path is Fuller's master work--the summing up of a lifetime's thought and concern--as urgent and relevant as it was upon its first publication in 1981. Critical Path details how humanity found itself in its current situation--at the limits of the planet's natural resources and facing political, economic, environmental, and ethical crises.The crowning achievement of an extraordinary career, Critical Path offers the reader the excitement of understanding the essential dilemmas of our time and how responsible citizens can rise to meet this ultimate challenge to our future.
The Man Who Had No Idea
Thomas M. Disch - 1982
The Man Who Had No Idea (1978)The Black Cat (1976)The Santa Claus Compromise (1974)The Vengeance of Hera or, Monogamy Triumphant (1980)Concepts (1978)The Apartment Next to the War (1975)The Foetus (1980)The Fire Began to Burn the Stick, the Stick Began to Beat the Dog (1976)At the Pleasure Centre (1974)The Grown-Up (1981)How to Fly (1977)Planet of the Rapes (1977)The Revelation (1980)Pyramids for Minnesota (1974)Josie and the Elevator: A Cautionary Tale (1980)An Italian Lesson (1982)Understanding Human Behavior (1982)
The Impossible David Lynch
Todd McGowan - 2007
He studies Lynch's talent for blending the bizarre and the normal to emphasize the odd nature of normality itself. Hollywood is often criticized for distorting reality and providing escapist fantasies, but in Lynch's movies, fantasy becomes a means through which the viewer is encouraged to build a revolutionary relationship with the world.Considering the filmmaker's entire career, McGowan examines Lynch's play with fantasy and traces the political, cultural, and existential impact of his unique style. Each chapter discusses the idea of impossibility in one of Lynch's films, including the critically acclaimed Blue Velvet and The Elephant Man; the densely plotted Lost Highway and Mulholland Drive; the cult favorite Eraserhead; and the commercially unsuccessful Dune. McGowan engages with theorists from the "golden age" of film studies (Christian Metz, Laura Mulvey, and Jean-Louis Baudry) and with the thought of Sigmund Freud, Jacques Lacan, and Hegel. By using Lynch's weirdness as a point of departure, McGowan adds a new dimension to the field of auteur studies and reveals Lynch to be the source of a new and radical conception of fantasy.
Etsy Empire: Proven Tactics for Your Etsy Business Success, Including Etsy SEO, Etsy Shop Building, Social Media for Etsy and Etsy Pricing Tips
Eric Michael - 2014
Etsy Empire is the first book to provide instruction on all aspects of building a successful Etsy business selling crafts and vintage collectibles.Complete primers on internet selling often cost in excess of $50. After all, why would a successful Etsy shop owner give other competitors instructions on exactly how to build the most profitable shop in their own niches? They wouldn't, right?Well, I was a successful Etsy seller for years, but I moved on to providing help for aspiring online business owners, so I have no reservations about telling you exactly how to sell more items on Etsy and build an Etsy shop that will provide you consistent paychecks and grow over time. Etsy Empire offers a unique combination of the most important Etsy tips for building your business:1. Build your brand. This is the most important task for Etsy sellers.2. Determine demand for your potential business for free.3. Learn how to double or triple traffic to your shop and sales items with Etsy SEO and Google SEO4. Use Pinterest, Facebook and Twitter to sell more items and engage your shop's fans - Social Media for Etsy5. Learn how to sell crafts and vintage collectibles on Etsy6. Etsy tips for packaging and shipping7. Learn valuable tips for improving Etsy photography and how to make your item descriptions convert into sales8. Etsy 101 - learn how to start your business from scratch and build into a successful online business9. Learn how to network with other successful Etsy shop owners10. How to design a great Etsy shop - create a professional shop banner, shop name and avatar
The Truth about the Truth: De-confusing and Re-constructing the Postmodern World
Walter Truett Anderson - 1995
Includes essays and excerpts from the works of prominent modern thinkers such as Umberto Eco, Jacques Derrida, and Isaiah Berlin among others.
Citizens of No Place: An Architectural Graphic Novel
Jimenez Lai - 2012