The Space Beyond the Computer Screen
Author: Erika Paige Kindlund
Publisher:
Published: 1994
Total Pages: 222
ISBN-13:
DOWNLOAD EBOOKRead and Download eBook Full
Author: Erika Paige Kindlund
Publisher:
Published: 1994
Total Pages: 222
ISBN-13:
DOWNLOAD EBOOKAuthor: Hugh Y. Rayment
Publisher: Trafford Publishing
Published: 2010-01-28
Total Pages: 130
ISBN-13: 1426983875
DOWNLOAD EBOOKThis book tells an exciting series of adventures by a group of University studene who are convinced that there is another planet in our universe that will support life the same as Earth. The story takes place a thousand years from now where there have been huge advances in space travel The group of 10 take space travel training and embark upon a mission to find their planet. They suspect that it is on the opposite side of the sun and in the same orbit as Earth After a 300 day journey they do indeed discover the new planet, Dooma. It is populated with people very similar to ourselves. They are far advanced into a way of life that dispells all the troubles we have on Earth. The story is not without romance, adventure, and discover. There is no profanity in this book -- fit for all ages.
Author: Angela Ndalianis
Publisher: Bloomsbury Publishing USA
Published: 2002-03-30
Total Pages: 204
ISBN-13: 0313010854
DOWNLOAD EBOOKThe media star has become a powerful, almost unparalleled, cultural sign, even as the star system has undergone radical transformation since the era of the Hollywood studio system. Today's film industry continues to market and promote its products through actors in ways that seek to capture the often elusive quality that a star can embody. Using contemporary stars such as Robert De Niro, Keanu Reeves, Arnold Schwarzenegger, and Dennis Hopper, this anthology of essays applies a variety of theoretical tools in its attempt to understand how we interpret stars, and how we can begin to understand their cultural significance. Likewise, the study explores how the star system has become an increasingly complex phenomenon within society at large, extending its impact beyond the cinema into music, sports, and fashion. Many of the essays collected here consider this shift and examine how personae including the director (Sam Peckinpah), the royalty (Princess Diana) and even the digital star (Lara Croft) have captured the cultural imagination and have come to attain qualities as star-like as those of the silver screen.
Author: Daniel Schmitt
Publisher: John Wiley & Sons
Published: 2020-02-19
Total Pages: 194
ISBN-13: 1119706858
DOWNLOAD EBOOKVideomapping with its use of digital images is an audiovisual format that has gained traction with the creative industries. It consists of projecting images onto diverse surfaces, according to their geometric characteristics. It is also synonymous with spatial augmented reality, projection mapping and spatial correspondence. Image Beyond the Screen lays the foundations for a field of interdisciplinary study, encompassing the audiovisual, humanities, and digital creation and technologies. It brings together contributions from researchers, and testimonials from some of the creators, technicians and organizers who now make up the many-faceted community of videomapping. Live entertainment, museum, urban or event planning, cultural heritage, marketing, industry and the medical field are just a few examples of the applications of this media.
Author: Kate Mondloch
Publisher: U of Minnesota Press
Published: 2010
Total Pages: 155
ISBN-13: 0816665214
DOWNLOAD EBOOKMedia screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. Screens addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Snow, Kate Mondloch traces the construction of screen spectatorship in art from the seminal film and video installations of the 1960s and 1970s to the new media artworks of today's digital culture. Mondloch identifies a momentous shift in contemporary art that challenges key premises of spectatorship brought about by technological objects that literally and metaphorically filter the subject's field of vision. As a result she proposes that contemporary viewers are, quite literally, screen subjects and offers the unique critical leverage of art as an alternative way to understand media culture and contemporary visuality.
Author: Bruce Block
Publisher: Taylor & Francis
Published: 2013-04-02
Total Pages: 303
ISBN-13: 1136043454
DOWNLOAD EBOOKIf you can't make it to one of Bruce Block's legendary visual storytelling seminars, then you need his book! Now in full color for the first time, this best-seller offers a clear view of the relationship between the story/script structure and the visual structure of a film, video, animated piece, or video game. You'll learn how to structure your visuals as carefully as a writer structures a story or a composer structures music. Understanding visual structure allows you to communicate moods and emotions, and most importantly, reveals the critical relationship between story structure and visual structure. The concepts in this book will benefit writers, directors, photographers, production designers, art directors, and editors who are always confronted by the same visual problems that have faced every picture maker in the past, present, and future.
Author: Kathryn Sutherland
Publisher: Oxford University Press
Published: 1997
Total Pages: 264
ISBN-13: 9780198236634
DOWNLOAD EBOOKThe electronic presentation of text has revolutionized the understanding and use of literary evidence. Formerly, readers and editors were obliged to choose one edition of a text in book form to work with and to treat other versions as ancillary. Now electronic editions of a text can incorporate all the various versions and revisions. This allows unconstrained access to a much greater range of information. This collection considers the role of computerized technology in contributing to the interpretation and editing of texts, from both practical and theoretical perspectives. The contributors investigate the ways in which the treatment of texts and the idea of a "text" are affected by current and prospective advances in electronic production and reproduction.
Author: Stephen J Cowley
Publisher: Springer Science & Business Media
Published: 2013-06-13
Total Pages: 292
ISBN-13: 1447151259
DOWNLOAD EBOOKCognition Beyond the Brain challenges neurocentrism by advocating a systemic view of cognition based on investigating how action shapes the experience of thinking. The systemic view steers between extended functionalism and enactivism by stressing how living beings connect bodies, technologies, language and culture. Since human thinking depends on a cultural ecology, people connect biologically-based powers with extended systems and, by so doing, they constitute cognitive systems that reach across the skin. Biological interpretation exploits extended functional systems. Illustrating distributed cognition, one set of chapters focus on computer mediated trust, work at a construction site, judgement aggregation and crime scene investigation. Turning to how bodies manufacture skills, the remaining chapters focus on interactivity or sense-saturated coordination. The feeling of doing is crucial to solving maths problems, learning about X rays, finding an invoice number, or launching a warhead in a film. People both participate in extended systems and exert individual responsibility. Brains manufacture a now to which selves are anchored: people can act automatically or, at times, vary habits and choose to author actions. In ontogenesis, a systemic view permits rationality to be seen as gaining mastery over world-side resources. Much evidence and argument thus speaks for reconnecting the study of computation, interactivity and human artifice. Taken together, this can drive a networks revolution that gives due cognitive importance to the perceivable world that lies beyond the brain. Cognition Beyond the Brain is a valuable reference for researchers, practitioners and graduate students within the fields of Computer Science, Psychology, Linguistics and Cognitive Science.
Author: Robyn Longhurst
Publisher: Routledge
Published: 2016-09-13
Total Pages: 176
ISBN-13: 1317054458
DOWNLOAD EBOOKDespite the popularity of Skype with video many of us are still figuring out how to ‘do’ it. Interviews reveal that we can now run the programme but we are less certain about how to ‘perform’ in front of the webcam. Seeing ourselves in the box on the side can feel strange. We are not quite sure which bits of our bodies to display on the screen, how much to move around the room, or move the device around the room. Is it acceptable to use Skype with video at a funeral, in crowded spaces or while in bed? This book addresses how people are emotionally and affectually connecting with others audio-synchronously on the screen in a variety of different spatial contexts. Topics include Skype with video being used by grandparents to connect with grandchildren, friends and family using it for special occasions, and partners using it for romance and sex. Theories addressing bodies, gender, queerness, phenomenology and orientation inform the research. It concludes that while Skype does not offer some kind of utopian future, it does open up possibilities for existing power relations to be filtered through new lines of sight/site which are shaping what bodies can do and where.
Author: Ergin Bulut
Publisher: Cornell University Press
Published: 2020-03-15
Total Pages: 220
ISBN-13: 1501746545
DOWNLOAD EBOOKA Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.