This is the first major collection of essays specifically to address the impact of visual technologies on the production of literature in the twentieth-century. Literature and Visual Technologies investigates the manifold effects which a visual century has wrought upon literary conventions. From the influence of Mutoscope parlours on Joyce's fiction, to the interrelation between Peter Greenaway's A TV Dante , the collection consists of an integrated series of high-level intellectual engagements with a hundred years of cultural revolution, and covers the whole twentieth-century, from silent to digital film.
Beyond the Image Machine: A History of Visual Technologies is an eloquent and stimulating argument for an alternative history of scientific and technological imaging systems. It explores the ways in which the technological medium through which a piece of visual art is rendered contributes significantly to the experience of the human looking at it. Through a series of studies of individual art works, David Tomas gives a fascinating and wholly original account of the relationship between visual technology and human sensory perception. Illustrated throughout, the book draws on a range of hitherto marginalised examples from the world of visual representation. In examining these art works and, it draws upon the work of such key theorists as Latour, de Certeau, Mc Luhan and Barthes. Beyond the Image Machine is an original and contribution to the study of visual culture and the technologies that mediate it. It is a book that changes the terms of the debate and redefines the discipline. Anyone studying, teaching or researching in this area will find it a rich source of ideas and inspiration.
An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess. Light is the condition of all vision, and the visual media are our most important explorations of this condition. The history of visual technologies reveals a centuries-long project aimed at controlling light. In this book, Sean Cubitt traces a genealogy of the dominant visual media of the twenty-first century—digital video, film, and photography—through a history of materials and practices that begins with the inventions of intaglio printing and oil painting. Attending to the specificities of inks and pigments, cathode ray tubes, color film, lenses, screens, and chips, Cubitt argues that we have moved from a hierarchical visual culture focused on semantic values to a more democratic but value-free numerical commodity. Cubitt begins with the invisibility of black, then builds from line to surface to volume and space. He describes Rembrandt's attempts to achieve pure black by tricking the viewer and the rise of geometry as a governing principle in visual technology, seen in Dürer, Hogarth, and Disney, among others. He finds the origins of central features of digital imaging in nineteenth-century printmaking; examines the clash between the physics and psychology of color; explores the representation of space in shadows, layers, and projection; discusses modes of temporal order in still photography, cinema, television, and digital video; and considers the implications of a political aesthetics of visual technology.
This book interrogates how new digital-visual techniques and technologies are being used in emergent configurations of research and intervention. It discusses technological change and technological possibility; theoretical shifts toward processual paradigms; and a respectful ethics of responsibility. The contributors explore how new and evolving digital-visual technologies and techniques have been utilized in the development of research, and reflect on how such theory and practice might advance what is “knowable” in a world of smartphones, drones, and 360-degree cameras.
This book aims to provide a synthesis of the history, generation, use, and transfer of images in scientific practice. It delves into the rich reservoir of case studies on visual representations in scientific and technological practice that have accumulated over the past couple of decades by historians, sociologists, and philosophers of science. The main aim is thus located on the meta-level. It adopts an integrative view of recurrently noted general features of visual cultures in science and technology, something hitherto unachieved and believed by many to be a mission impossible. By systematic comparison of numerous case studies, the purview broadens away from myopic microanalysis in search of overriding patterns. The many different disciplines and research areas involved encompass mathematics, technology, natural history, medicine, the geosciences, astronomy, chemistry, and physics. The chosen examples span the period from the Renaissance to the late 20th century. The broad range of visual representations in scientific practice is treated, as well as schooling in pattern recognition, design and implementation of visual devices, and a narrowing in on the special role of illustrators and image specialists.
The phrase “cinematic fiction” generally has been accepted into critical discourse, but usually only in the context of postwar novels. This volume examines the influence of a particular medium, film, on another, the novel, in the first half of twentieth-century American literature. Offering new insights into classics such as The Great Gatsby and The Grapes of Wrath, as well as discussing critical writings on film and active participation in filmmaking by major writers such as William Faulkner, Cinematic Fictions will be compulsory reading for scholars of American film and literature alike.
The role of representation in the production of technoscientific knowledge has become a subject of great interest in recent years. In this book, sociologist and art critic Kathryn Henderson offers a new perspective on this topic by exploring the impact of computer graphic systems on the visual culture of engineering design. Henderson shows how designers use drawings both to organize work and knowledge and to recruit and organize resources, political support, and power. Henderson's analysis of the collective nature of knowledge in technical design work is based on her participant observation of practices in two industrial settings. In one she follows the evolution of a turbine engine package from design to production, and in the other she examines the development of an innovative surgical tool. In both cases she describes the messy realities of design practice, including the mixed use of the worlds of paper and computer graphics. One of the goals of the book is to lay a practice-informed groundwork for the creation of more usable computer tools. Henderson also explores the relationship between the historical development of engineering as a profession and the standardization of engineering knowledge, and then addresses the question: Just what is high technology, and how does its affect the extent to which people will allow their working habits to be disrupted and restructured? Finally, to help explain why visual representations are so powerful, Henderson develops the concept of "metaindexicality"—the ability of a visual representation, used interactively, to combine many diverse levels of knowledge and thus to serve as a meeting ground (and sometimes battleground) for many types of workers.
How can emerging technologies display, reveal and negotiate difficult, dissonant, negative or undesirable heritage? Emerging technologies in museums have the potential to reveal unheard or silenced stories, challenge preconceptions, encourage emotional responses, introduce the unexpected, and overall provide alternative experiences. By examining varied theoretical approaches and case studies, authors demonstrate how “awkward”, contested, and rarely discussed subjects and stories are treated – or can be potentially treated - in a museum setting with the use of the latest technology.