Significantly advancing our notion of what constitutes a network, Philip Armstrong proposes a rethinking of political public space that specifically separates networks from the current popular discussion of globalization and information technology.
Significantly advancing our notion of what constitutes a network, Philip Armstrong proposes a rethinking of political public space that specifically s...
Media 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...
Media screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the natur...
In Hypertext and the Female Imaginary, Jaishree K. Odin reveals how media that use hypertextual strategies of narrative fragmentation provocatively engage questions of gender or cultural difference. Odin addresses hypertext on two levels: as an artistic technique in electronic or film narratives and as a metaphor for describing the complexity of postmodernism in which different cultures, discourses, and media are in continual interaction with one another. Investigating the work of Trinh T. Minh-ha, Judy Malloy, Shelley Jackson, Stephanie Strickland, and M. D. Coverly, Odin...
In Hypertext and the Female Imaginary, Jaishree K. Odin reveals how media that use hypertextual strategies of narrative fragmentation provocati...
In a world increasingly dominated by the digital, the critical response to digital art generally ranges from hype to counterhype. Popular writing about specific artworks seldom goes beyond promoting a given piece and explaining how it operates, while scholars and critics remain unsure about how to interpret and evaluate them. This is where Roberto Simanowski intervenes, demonstrating how such critical work can be done. Digital Art and Meaning offers close readings of varied examples from genres of digital art such as kinetic concrete poetry, computer-generated text, interactive...
In a world increasingly dominated by the digital, the critical response to digital art generally ranges from hype to counterhype. Popular writing abou...
Vilem Flusser (1920-1991) has long been known and celebrated in Europe and Brazil primarily as a media theorist. Only recently have other facets of his accomplishments come to light, clearly establishing Flusser as a key thinker. An accessible and thorough introduction to Flusser's thought, this book reveals his engagement with a wide array of disciplines, from communication studies, posthuman philosophy, media studies, and history to art and art history, migrant studies, anthropology, and film studies. The first to connect Flusser's entire oeuvre, this volume shows how his works on media...
Vilem Flusser (1920-1991) has long been known and celebrated in Europe and Brazil primarily as a media theorist. Only recently have other facets of hi...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World...
From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their developm...
In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositories of personal secrets maintained by police states. Yet the archive is now a ubiquitous feature of digital life. Rather than being deleted, e-mails and other computer files are archived. Media software and cloud storage allow for the instantaneous cataloging and preservation of data, from music, photographs, and videos to personal information gathered by social media sites.
In this digital landscape, the archival-oriented media theories...
In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositor...
The Polish writer Stanislaw Lem is best known to English-speaking readers as the author of the 1961 science fiction novel Solaris, adapted into a meditative film by Andrei Tarkovsky in 1972 and remade in 2002 by Steven Soderbergh. Throughout his writings, comprising dozens of science fiction novels and short stories, Lem offered deeply philosophical and bitingly satirical reflections on the limitations of both science and humanity.
In Summa Technologiae--his major work of nonfiction, first published in 1964 and now available in English for the first time--Lem...
The Polish writer Stanislaw Lem is best known to English-speaking readers as the author of the 1961 science fiction novel Solaris, adapt...
The digital world profoundly shapes how we work and consume and also how we play, socialize, create identities, and engage in politics and civic life. Indeed, we are so enmeshed in digital networks--from social media to cell phones--that it is hard to conceive of them from the outside or to imagine an alternative, let alone defy their seemingly inescapable power and logic. Yes, it is (sort of) possible to quit Facebook. But is it possible to disconnect from the digital network--and why might we want to?
Off the Network is a fresh and authoritative examination of how...
The digital world profoundly shapes how we work and consume and also how we play, socialize, create identities, and engage in politics and civi...