This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC’s Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos).
The continuing growth in the size and complexity of VLSI devices requires a parallel development of well-designed, efficient CAD tools. The majority of commercially available tools are based on an algorithmic approach to the problem and there is a continuing research effort aimed at improving these. The sheer complexity of the problem has, however, led to an interest in examining the applicability of expert systems and other knowledge based techniques to certain problems in the area and a number of results are becoming available. The aim of this book is to sample the present state-of-the-art in CAD for VLSI and it covers both newly developed algorithms and applications of techniques from the artificial intelligence community. The editors believe it will prove of interest to all engineers concerned with the design and testing of integrated circuits and systems.
Winner of the Elizabeth Agee Prize in American Literature
An audacious, interdisciplinary study that combines the burgeoning fields of digital aesthetics and eco-criticism
In Animal, Vegetable, Digital, Elizabeth Swanstrom makes a confident and spirited argument for the use of digital art in support of ameliorating human engagement with the environment and suggests a four-part framework for analyzing and discussing such applications.
Through close readings of a panoply of texts, artworks, and cultural artifacts, Swanstrom demonstrates that the division popular culture has for decades observed between nature and technology is artificial. Not only is digital technology not necessarily a brick in the road to a dystopian future of environmental disaster, but digital art forms can be a revivifying bridge that returns people to a more immediate relationship to nature as well as their own embodied selves.
To analyze and understand the intersection of digital art and nature, Animal, Vegetable, Digital explores four aesthetic techniques: coding, collapsing, corresponding, and conserving. “Coding” denotes the way artists use operational computer code to blur distinctions between the reader and text, and, hence, the world. Inviting a fluid conception of the boundary between human and technology, “collapsing” voids simplistic assumptions about the human body’s innate perimeter. The process of translation between natural and human-readable signs that enables communication is described as “corresponding.” “Conserving” is the application of digital art by artists to democratize large- and small-scale preservation efforts.
A fascinating synthesis of literary criticism, communications and journalism, science and technology, and rhetoric that draws on such disparate phenomena as simulated environments, video games, and popular culture, Animal, Vegetable, Digital posits that partnerships between digital aesthetics and environmental criticism are possible that reconnect humankind to nature and reaffirm its kinship with other living and nonliving things.
Snapchat. WhatsApp. Ashley Madison. Fitbit. Tinder. Periscope. How do we make sense of how apps like these-and thousands of others-have embedded themselves into our daily routines, permeating the background of ordinary life and standing at-the-ready to be used on our smartphones and tablets? When we look at any single app, it's hard to imagine how such a small piece of software could be particularly notable. But if we look at a collection of them, we see a bigger picture that reveals how the quotidian activities apps encompass are far from banal: connecting with friends (and strangers and enemies), sharing memories (and personally identifying information), making art (and trash), navigating spaces (and reshaping places in the process). While the sheer number of apps is overwhelming, as are the range of activities they address, each one offers an opportunity for us to seek out meaning in the mundane. Appified is the first scholarly volume to examine individual apps within the wider historical and cultural context of media and cultural studies scholarship, attuned to issues of politics and power, identity and the everyday.
To date, most criticism of print and digital technotexts—literary objects that foreground the role of their media of inscription—has emphasized the avant-garde contexts of a text’s production. The Baroque Technotexts opens new perspectives on this important and innovative literary canon, analyzing the role of baroque and neo-baroque aesthetics in the emergence and possible futures of technotexts. Combining the insights of poststructuralist theory of the baroque, postcolonial theory of the neobaroque, and insightful critique of the prevailing modernist approaches to technotexts, The Baroque Technotexts reframes critical debate of contemporary experiments in literary practice in the late age of print. Analyses of works from authors including Jonathan Safran Foer, Chris Ware, and David Clark are matched with reflections on other media texts—film, visual art, and interface design—that have adopted baroque aesthetic tropes.
The successful transmediation of books and documents through digitization requires the synergetic partnership of many professional figures, that have what may sometimes appear as contrasting goals at heart. On one side, there are those who look after the physical objects and strive to preserve them for future generations, and on the other those involved in the digitization of the objects, the information that they contain, and the management of the digital data. These complementary activities are generally considered as separate and when the current literature addresses both fields, it does so strictly within technical reports and guidelines, concentrating on procedures and optimal workflow, standards, and technical metadata. In particular, more often than not, conservation is presented as ancillary to digitization, with the role of the conservator restricted to the preparation of items for scanning, with no input into the digital product, leading to misunderstanding and clashes of interests. Surveying a variety of projects and approaches to the challenging conservation-digitization balance and fostering a dialogue amongst practitioners, this book aims at demonstrating that a dialogue between apparently contrasting fields not only is possible, but it is in fact desirable and fruitful. Only through the synergetic collaboration of all people involved in the digitization process, conservators included, can cultural digital objects that represent more fully the original objects and their materiality be generated, encouraging and enabling new research and widening the horizons of scholarship.
This guide to preparing manuscripts on computer offers authors and publishers practical assistance on how to use authors' disks or tapes for typesetting. When the thirteenth edition of The Chicago Manual of Style was published in 1982, the impact of personal computers on the publishing process had just begun to be felt. This new book supplements information in the Chicago Manual by covering the rapidly changing subject of electronic manuscripts. Since the early 1980s more and more authors have been producing manuscripts on computers and expecting their publishers to make use of the electronic version. For a number of reasons, including the proliferation of incompatible machines and software, however, publishers have not always found it easy to work with electronic manuscripts. The University of Chicago Press has been doing so since 1981, and in this book passes on the results of six years' experience with preparing such manuscripts and converting them to type.
One of the main fields of study in the control of dynamical systems has been the effective control of time-varying systems with uncertain parameters and external disturbances. In contrast to stochastic adaptive controllers with identification algorithms, the deterministic control of uncertain time-varying systems has a fixed nonlinear feedback controller, which operates effectively over a specified magnitude range of a class of system variations. If the variations satisfy certain matching conditions, complete insensitivity to system uncertainties can be achieved. The two main approaches are Variables Structure and Lyapunov control. The contents of this book reflect the research output of many authors. The chapters include material of an introductory nature as well as some of the latest research results. Attention has also been focussed upon some of the main areas of application, which include electric motor drives, robotics and flight control systems. The book should prove useful to control designers, theoreticians and graduate students.
Stephen Prince Rutgers University Press, 2019 Library of Congress TR860.P78 2018 | Dewey Decimal 777
Digital Cinema considers how new technologies have revolutionized the medium, while investigating the continuities that might remain from filmmaking’s analog era. In the process, it raises provocative questions about the status of realism in a pixel-generated digital medium whose scenes often defy the laws of physics. It also considers what these changes might bode for the future of cinema. How will digital works be preserved and shared? And will the emergence of virtual reality finally consign cinema to obsolescence?
Stephen Prince offers a clear, concise account of how digital cinema both extends longstanding traditions of filmmaking and challenges some fundamental assumptions about film. It is essential reading for anyone interested in understanding how movies are shot, produced, distributed, and consumed in the twenty-first century.
What is “digital rhetoric”? This book aims to answer that question by looking at a number of interrelated histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information sciences to determine what might constitute the work and the world of digital rhetoric. The advent of digital and networked communication technologies prompts renewed interest in basic questions such as What counts as a text? and Can traditional rhetoric operate in digital spheres or will it need to be revised? Or will we need to invent new rhetorical practices altogether?
Through examples and consideration of digital rhetoric theories, methods for both researching and making in digital rhetoric fields, and examples of digital rhetoric pedagogy, scholarship, and public performance, this book delivers a broad overview of digital rhetoric. In addition, Douglas Eyman provides historical context by investigating the histories and boundaries that arise from mapping this emerging field and by focusing on the theories that have been taken up and revised by digital rhetoric scholars and practitioners. Both traditional and new methods are examined for the tools they provide that can be used to both study digital rhetoric and to potentially make new forms that draw on digital rhetoric for their persuasive power.
The essays collected in this volume address the digital humanities’ core tensions: fast and slow; surficial and nuanced; quantitative and qualitative. Scholars design algorithms and projects to process, aggregate, encode, and regularize historical texts and artifacts in order to position them for new and further interpretations. Every essay in this book is concerned with the human-machine dynamic, as it bears on early modern research objects and methods. The interpretive work in these pages and in the online projects discussed orients us toward the extensible future of early modern scholarship after the digital turn.
Electronic Literature as a Model of Creativity and Innovation in Practice maps electronic literature in Europe and is an essential read for scholars and students in the field. ELMCIP is a three-year (2013) collaborative research project funded by Humanities in the European Research Area (HERA) JRP for Creativity and Innovation.
ELMCIP involved seven European partners investigating how creative communities of practitioners form within a transnational and transcultural context in a globalized and distributed communication environment. Focusing on the electronic literature community in Europe as a model of networked creativity and innovation in practice, ELMCIP studies the formation and interactions of that community and furthers electronic literature research and practice in Europe.
This book includes reflective reports by all of the principal investigators of the project. It details the development of a major digital humanities research database and the publication of the first trans-European anthology of electronic literature, and includes a report on electronic literature publishing venues across Europe and consideration of different forms of creative communities develop around genres of digital practice.
This is a diverse collection on the role and function of community in the contemporary practice of electronic literature, with ten essays by thirteen leading authors, providing wide-ranging perspectives and approaches. The collection offers historical narratives of institutions in the field, examples of how particular platforms or genres can inspire community, and stories of how ad hoc communities can form around specific creative projects. These case studies are histories of creative affiliations in electronic literature—snapshots of consensus-based communities in their process of formation—and offer a starting point for broader theoretical analyses of network-based creative community.
ESC is a work of experimental audio-based scholarship combining sound studies, radio history, and environmental criticism. This unique project is a fully open access, fully digital suite of audiographic essays, presented as a ten-part podcast series, combining spoken commentary, clips from classic radio dramas, excerpts from films and television shows, news reports, and the work of contemporary sound artists. A brief written essay on the ESC website provides a helpful introduction and context for this project.
ESC takes as its point of departure the CBS Radio adventure series Escape (1947–54). The postwar years saw both a decline in popularity for American radio drama, and the dawn of the Anthropocene era, with human beings emerging as the primary force affecting the earth’s systems.
Jacob Smith considers Escape’s adventure stories from an ecocritical perspective, analyzing the geographic, sociopolitical, and ecological details of the stories to reveal how they are steeped in social and environmental history.
The work of contemporary sound artists and field recordists underscores the relevance of sound in these narratives and demonstrates audio’s potential as a key medium for scholarship. ESC features recordings by some of the most prominent sound artists working in this area, including Daniel Blinkhorn, Peter Cusak, David Dunn, JLIAT, Christina Kubisch, Francisco López, Sally Ann McIntyre, Chris Watson, and Jana Winderen.
ESC makes the urgency of our critical ecological moment audible in a new way. The audio essays articulate what it means to live in an Anthropocene era and posit alternative ways of conceptualizing our historical moment. ESC sharpens our ability to listen and respond to our world with greater ecological awareness.
All publication resources for ESC, including the introductory essay, audio materials, and backmatter, are available on Fulcrum. The audio materials are also available on Apple Podcasts.
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life.
Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.
"Flame Wars," the verbal firefights that take place between disembodied combatants on electronic bulletin boards, remind us that our interaction with the world is increasingly mediated by computers. Bit by digital bit we are being "Borged," as devotees of Star Trek: The Next Generation would have it—transformed into cyborgian hybrids of technology and biology through our ever more frequent interaction with machines, or with one another through technological interfaces. The subcultural practices of the "incurably informed," to borrow the cyberpunk novelist Pat Cadigan’s coinage, offer a precognitive glimpse of mainstream culture in the near future, when many of us will be part-time residents in virtual communities. Yet, as the essays in this expanded edition of a special issue of the South Atlantic Quarterly confirm, there is more to fringe computer culture than cyberspace. Within these pages, readers will encounter flame warriors; new age mutant ninja hackers; technopagans for whom the computer is an occult engine; and William Gibson’s "Agrippa," a short story on software that can only be read once because it gobbles itself up as soon as the last page is reached. Here, too, is Lady El, an African American cleaning woman reincarnated as an all-powerful cyborg; devotees of on-line swinging, or "compu-sex"; the teleoperated weaponry and amok robots of the mechanical performance art group, Survival Research Laboratories; an interview with Samuel Delany, and more. Rallying around Fredric Jameson’s call for a cognitive cartography that "seeks to endow the individual subject with some new heightened sense of place in the global system," the contributors to Flame Wars have sketched a corner of that map, an outline for a wiring diagram of a terminally wired world.
Contributors. Anne Balsamo, Gareth Branwyn, Scott Bukatman, Pat Cadigan, Gary Chapman, Erik Davis, Manuel De Landa, Mark Dery, Julian Dibbell, Marc Laidlaw, Mark Pauline, Peter Schwenger, Vivian Sobchack, Claudia Springer
Digital media histories are part of a global network, and South Asia is a key nexus in shaping the trajectory of digital media in the twenty-first century. Digital platforms like Facebook, WhatsApp, and others are deeply embedded in the daily lives of millions of people around the world, shaping how people engage with others as kin, as citizens, and as consumers. Moving away from Anglo-American and strictly national frameworks, the essays in this book explore the intersections of local, national, regional, and global forces that shape contemporary digital culture(s) in regions like South Asia: the rise of digital and mobile media technologies, the ongoing transformation of established media industries, and emergent forms of digital media practice and use that are reconfiguring sociocultural, political, and economic terrains across the Indian subcontinent. From massive state-driven digital identity projects and YouTube censorship to Tinder and dating culture, from Twitter and primetime television to Facebook and political rumors, Global Digital Cultures focuses on enduring concerns of representation, identity, and power while grappling with algorithmic curation and data-driven processes of production, circulation, and consumption.
Indie Cinema Online
Sarah E.S. Sinwell Rutgers University Press, 2020 Library of Congress PN1995.9.D57S56 2020 | Dewey Decimal 384.83
Indie Cinema Online investigates the changing nature of contemporary American independent cinema in an era of media convergence. Focusing on the ways in which modes of production, distribution, and exhibition are shifting with the advent of online streaming, simultaneous release strategies, and web series, this book analyzes sites such as SundanceTV, YouTube, Netflix, Hulu, and other online spaces as a means of redefining independent cinema in a digital era. Analyzing the intersections among cinema studies, cultural studies, and new media studies within contemporary convergence culture, author Sarah E.S. Sinwell looks at sites of media convergence that are often ignored within most studies of digital media. Emphasizing the ways in which the forms and technologies of media culture have changed during the age of convergence, this book analyzes contemporary production, distribution, and exhibition practices as a means of examining the changing meanings of independent cinema within digital culture.
We live in an age of lists, from magazine features to online clickbait. This book situates the list in a long tradition, asking key questions about the list as a cultural and communicative form. What, Liam Cole Young asks, can this seemingly innocuous form tell us about historical and contemporary media environments and logistical networks? Connecting German theories of cultural techniques to Anglo-American approaches that address similar issues, List Cultures makes a major contribution to debates about New Materialism and the post-human turn.
In the past twenty years, we have seen the rise of digital effects cinema in which the human performer is entangled with animation, collaged with other performers, or inserted into perilous or fantastic situations and scenery. Making Believe sheds new light on these developments by historicizing screen performance within the context of visual and special effects cinema and technological change in Hollywood filmmaking, through the silent, early sound, and current digital eras.
Making Believe incorporates North American film reviews and editorials, actor and crew interviews, trade and fan magazine commentary, actor training manuals, and film production publicity materials to discuss the shifts in screen acting practice and philosophy around transfiguring makeup, doubles, motion capture, and acting to absent places or characters. Along the way it considers how performers and visual and special effects crew work together, and struggle with the industry, critics, and each other to define the aesthetic value of their work, in an industrial system of technological reproduction. Bode opens our eyes to the performing illusions we love and the tensions we experience in wanting to believe in spite of our knowledge that it is all make believe in the end.
This book argues for a theory of mobile mapping, a situated and spatial approach towards researching how everyday digital mobile media practices are bound up in global systems of knowledge and power. Drawing from literature in media studies and geography - and the work of Michel Foucault and Doreen Massey - it examines how geographical and historical material, social, and cultural conditions are embedded in the way in which contemporary (digital) cartographies are read, deployed, and engaged. This is explored through seventeen walking interviews in Hong Kong and Sydney, as potent discourses like cartographic reason continue to transform and weave through the world in ways that haunt mobile mapping and bring old conflicts into new media. In doing so, Mobile Mapping offers an interdisciplinary rethinking about how multiple translations of spatial knowledges between rational digital epistemologies and tacit ways of understanding space and experience might be conceptualized and researched.
The experience of engaging with art and history has been utterly transformed by information and communications technology in recent decades. We now have virtual, mediated access to countless heritage collections and assemblages of artworks, which we intuitively browse and navigate in a way that wasn't possible until very recently. This collection of essays takes up the question of the cultural meaning of the information and communications technology that makes these new engagements possible, asking questions like: How should we theorise the sensory experience of art and heritage? What does information technology mean for the authority and ownership of heritage?
These essays explore problems with digital approaches to analog objects and offer digital methods to study networks of production, dissemination, and collection. Further, they reflect on the limitations of those methods and speak to a central truth of digital projects: unlike traditional scholarship, digital scholarship is often the result of collective networks of not only disciplinary scholars but also of library professionals and other technical and professional staff as well as students.
Social media platforms have been pivotal in redefining the conduct of contemporary society. Amid the proliferation of a range of new and ubiquitous online platforms, YouTube, a video-based platform, remains a key driver in the democratisation of creative, playful, vernacular, intimate, as well as political expressions. As a critical node of contemporary communication and digital cultures, its steady uptake and appropriation in a social media-savvy nation such as the Philippines requires a critical examination of its role in the continued reconstruction of identities, communities, and broader social institutions. This book closely analyses the diverse content and practices of amateur Filipino YouTubers, exposing and problematising the dynamics of brokering the contested aspirational logics of beauty and selfhood, interracial relationships, world-class labour, and progressive governance in a digital sphere. Ultimately, Philippine Digital Cultures: Brokerage Dynamics on YouTube offers a fresh, compelling, and nuanced account of YouTube as an important site for the mediation of culture, economy, and politics in Philippine postcolonial modernity amid rapid economic globalisation and digitalisation.
A new theoretical perspective on place in photography.
Drawing on theoretical insights from geography and philosophy, Ali Shobeiri examines how six fundamentals of photography—the photographer, camera, photograph, image, spectator, and genre—manifest unique, contingent notions of “place.” The geophilosophy that emerges offers a new language for understanding how “place” encapsulates everything that invites and resists location, identity, story, function, and meaning.
Po.Ex: Essays from Portugal on Cyberliterature and Intermedia is a crucial addition to the bookshelf for scholars and students of new media, digital literature, and experimental writing. Available for the first time outside of Portuguese, these essays are crucial primary texts of experimental literature. Po.Ex shows a long history of procedural composition and expressive intermedial writing, leading directly to the latest computer and network-based artworks. Collecting essays by Pedro Barbosa, Ana Hatherly, and E. M. de Melo e Castro, along with framing essays by the editors and extensive bibliographical materials,this book situates today’s digital and online texts in a rich tradition of European literature. New forms of writing appear in the encounter of literature and digital media, just as old forms are renewed. Po.Ex is an archive of the past, present, and future of cyberliterature and intermedia writing.
Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen.
Besides familiar and now-commonplace tasks that computers do all the time, what else are they capable of? Stephen Ramsay's intriguing study of computational text analysis examines how computers can be used as "reading machines" to open up entirely new possibilities for literary critics. Computer-based text analysis has been employed for the past several decades as a way of searching, collating, and indexing texts. Despite this, the digital revolution has not penetrated the core activity of literary studies: interpretive analysis of written texts.
Computers can handle vast amounts of data, allowing for the comparison of texts in ways that were previously too overwhelming for individuals, but they may also assist in enhancing the entirely necessary role of subjectivity in critical interpretation. Reading Machines discusses the importance of this new form of text analysis conducted with the assistance of computers. Ramsay suggests that the rigidity of computation can be enlisted in the project of intuition, subjectivity, and play.
What happens to literature in an age of digital technology? Regards Croisés: Perspectives on Digital Literature provides an answer, with a collection of cutting-edge critical essays on literature gone digital. Regards Croisés is an important addition to existing research on digital literature, and will appeal to scholars of electronic writing, digital art,humanities computing, media and communication, and others interested in the field. It offers a significant advance in the field through its wide-angle perspective that globalizes digital literature and diversifies the current critical paradigms. Regards Croisés shows how digital literature connects with traditions and future directions of reading and writing communities all over the world. With contributions by authors from eight countries and three continents, the collection presents points of view on a transcontinental practice of digital literature. Regards Croisés also opens dialogues with expanded critical paradigms of digital literature, beyond earlier critical concern with the aesthetics of the screen as a space of hypertext links. Many of the essays recognize a rich history and ongoing literary practice engaged with the basic fact of the computer as a programmable device. Other essays explore the latest developments in social media and Web 2.0 as venues for digital literature. Regards Croisés shows the vibrant engagement of writers and readers with literary practice in a digital world.
Against the grain of the growing literature on screens, *Screen Genealogies* argues that the present excess of screens cannot be understood as an expansion and multiplication of the movie screen nor of the video display. Rather, screens continually exceed the optical histories in which they are most commonly inscribed. As contemporary screens become increasingly decomposed into a distributed field of technologically interconnected surfaces and interfaces, we more readily recognize the deeper spatial and environmental interventions that have long been a property of screens. For most of its history, a screen was a filter, a divide, a shelter, or a camouflage. A genealogy stressing transformation and descent rather than origins and roots emphasizes a deeper set of intersecting and competing definitions of the screen, enabling new thinking about what the screen might yet become.
Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye.
Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality.
This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
Winner of the 2016 Sweetland Digital Rhetoric Collaborative Book Prize
Sites of Translation illustrates the intricate rhetorical work that multilingual communicators engage in as they translate information for their communities. Blending ethnographic and empirical methods from multiple disciplines, Laura Gonzales provides methodological examples of how linguistic diversity can be studied in practice, both in and outside the classroom, and provides insights into the rhetorical labor that is often unacknowledged and made invisible in multilingual communication. Sites of Translation is relevant to researchers and teachers of writing as well as technology designers interested in creating systems, pedagogies, and platforms that will be more accessible and useful to multilingual audiences. Gonzales presents multilingual communication as intellectual labor that should be further valued in both academic and professional spaces, and supported by multilingual technologies and pedagogies that center the expertise of linguistically diverse communicators.
Tempest: Geometries of Play
Judd Ethan Ruggill and Ken S. McAllister University of Michigan Press, 2015 Library of Congress GV1469.35.T46R + | Dewey Decimal 794.8
Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.
Text as Ride re-situates our understanding of new media in the social contexts of mobile apps, thrill rides, walking in the city, 3D cinema, video games, and DJ culture. Rather than a continuation of print-based literature by other means, this book considers electronic literature as a practice that foregrounds new media’s specificity. Janez Strehovec deals with post-hypertext eLiterature that has become conceptual: Moving beyond hyperlinked storytelling, it deals with digital materiality and boundaries of language; with code, textual ecology, and the limits of the sayable. This book will appeal to scholars of electronic literature, gaming, urban studies, cinema, and digital culture.
A book lover today might sometimes feel like the fictional medieval friar William of Baskerville in Eco’s The Name of the Rose, watching the written word become lost to time. In This Is Not the End of the Book, that book’s author, Umberto Eco, and his fellow raconteur Jean-Claude Carriere sit down for a dazzling dialogue about memory and the pitfalls, blanks, omissions, and irredeemable losses of which it is made. Both men collect rare and precious books, and they joyously hold up books as hardy survivors, engaging in a critical, impassioned, and rollicking journey through book history, from papyrus scrolls to the e-book. Along the way, they touch upon science and subjectivity, dialectics and anecdotes, and they wear their immense learning lightly. A smiling tribute to what Marshall McLuhan called the Gutenberg Galaxy, this dialogue will be a delight for all readers and book lovers.
Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker’s Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for nothing less than a new philosophy of time in digital encounters, aesthetics, and interactivity. Of interest to scholars in the fields of art and media theory and philosophy of technology, as well as new media artists, this study contributes to an understanding of the new temporal experiences emergent in our interactions with digital technologies.
In this probing study, Eric Freedman focuses on what images from photography, mobile communications, and the Internet reveal about looking. Exploring subjectivity by critically examining the look, he elaborates on the nature of the photographic frame and its relation to interpretive practices. Freedman scrutinizes what he calls "technobiography"—a life written through technology, and considers the movement of personal images into public spaces. He also considers authorship that situates the self as inherently engaged with and inscribed by information technology.
All of the chapters in Transient Images explore Freedman's interest in examining how media technologies activate particular notions of self and community. He provides examples that address trauma—pictures of missing children on milk cartons and episodes of the reality series Intervention—as well as the strategies behind creating and distributing personal advertisements on the Internet. Transient Images draws out the tensions that exist in images circulating in the digital era.
Virtual reality (VR) refers to technologies that use headsets to generate realistic images, sounds and other sensations that replicate a real-world environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. In virtual reality, six degrees of freedom allows users to not only look around, but also to move around the virtual world and look from above, below or behind objects. To have a true VR experience, the hardware must provide six degrees of freedom, using both orientation tracking (rotational) and positional tracking (translation).
Jonna Eagle Rutgers University Press, 2020 Library of Congress U310.E24 2019 | Dewey Decimal 793.92
The word “wargames” might seem like a contradiction in terms. After all, the declaration “This is war” is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war?
This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare?
Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.
This book of electronic literature (e-lit) brings together pioneering and emerging women whose work has earned international impact and scholarly recognition. It extends a historical critical overview of the state of the field from the diverse perspectives of twenty-eight worldwide contributors. It illustrates the authors’ scholarly interests through discussion of creative practice as research, historical accounts documenting collections of women’s new media art and literary works, and art collectives. It also covers theoretical approaches and critical overviews, from feminist discourses to close readings and “close-distant-located readings” of pertinent works in the field. #WomenTechLit includes authors from Latin America, Russia, Austria, Ireland, Spain, France, Italy, Portugal, Slovakia, Czech Republic, Poland, United Kingdom, Australia, Canada, and the US.
This volume will be a useful reference for educators, practice-based researchers, and scholars, not only of electronic literature but also in the adjacent areas of language art, new media art practices, digital humanities, and feminist studies.
Word Space, Multiplicities, Openings, Andings will change your understanding of digital writing. The book offers the first comprehensive collection of Jim Rosenberg’s essays, gathering what may be the most significant and overarching single exploration of hypertext. It includes historically significant texts such as “The Interactive Diagram Sentence” as well as Rosenberg’s most recent essays. This book is required reading for digital humanists, electronic writers, and new media scholars.
During the 19th century, throughout the Anglophone world, most fiction was first published in periodicals. In Australia, newspapers were not only the main source of periodical fiction, but the main source of fiction in general. Because of their importance as fiction publishers, and because they provided Australian readers with access to stories from around the world—from Britain, America and Australia, as well as Austria, Canada, France, Germany, New Zealand, Russia, South Africa, and beyond—Australian newspapers represent an important record of the transnational circulation and reception of fiction in this period.
Investigating almost 10,000 works of fiction in the world’s largest collection of mass-digitized historical newspapers (the National Library of Australia’s Trove database), A World of Fiction reconceptualizes how fiction traveled globally, and was received and understood locally, in the 19th century. Katherine Bode’s innovative approach to the new digital collections that are transforming research in the humanities are a model of how digital tools can transform how we understand digital collections and interpret literatures in the past.
Alan Sondheim’s Writing Under explores and examines what happens to writing as it takes place on and through the networked computer. Sondheim began experimenting with artistic and philosophical writing using computers in the early 1970s. Since 1994, he has explored the possibilities of writing on the Internet, whether using blogs, web pages, e–mails, virtual worlds, or other tools. The sum total of Sondheim’s writing online is entitled “The Internet Text.” Writing Under selects from this work to provide insight into how writing takes place today and into the unique practices of a writer. The selections range from philosophical musings, to technical explorations of writing practice, to poetic meditations on the writer online. This work expands our understanding of writing today and charts a path for writing’s future.