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Author: David Joselit
Publisher: The MIT Press
ISBN:
Size: 80.20 MB
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In a world where politics is conducted through images, the tools of art history can be used to challenge the privatized antidemocratic sphere of American television.

Generation Digital

Author: Kathryn C. Montgomery
Publisher: MIT Press
ISBN: 0262263890
Size: 41.69 MB
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Children and teens today have integrated digital culture seamlessly into their lives. For most, using the Internet, playing videogames, downloading music onto an iPod, or multitasking with a cell phone is no more complicated than setting the toaster oven to "bake" or turning on the TV. In Generation Digital, media expert and activist Kathryn C. Montgomery examines the ways in which the new media landscape is changing the nature of childhood and adolescence and analyzes recent political debates that have shaped both policy and practice in digital culture.The media has pictured the so-called "digital generation" in contradictory ways: as bold trailblazers and innocent victims, as active creators of digital culture and passive targets of digital marketing. This, says Montgomery, reflects our ambivalent attitude toward both youth and technology. She charts a confluence of historical trends that made children and teens a particularly valuable target market during the early commercialization of the Internet and describes the consumer-group advocacy campaign that led to a law to protect children's privacy on the Internet. Montgomery recounts -- as a participant and as a media scholar -- the highly publicized battles over indecency and pornography on the Internet. She shows how digital marketing taps into teenagers' developmental needs and how three public service campaigns -- about sexuality, smoking, and political involvement -- borrowed their techniques from commercial digital marketers. Not all of today's techno-savvy youth are politically disaffected; Generation Digital chronicles the ways that many have used the Internet as a political tool, mobilizing young voters in 2004 and waging battles with the music and media industries over control of cultural expression online.Montgomery's unique perspective as both advocate and analyst will help parents, politicians, and corporations take the necessary steps to create an open, diverse, equitable, and safe digital media culture for young people.

Revolution Of The Eye

Author: Maurice Berger
Publisher: Yale University Press
ISBN: 030020793X
Size: 67.87 MB
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An engaging exploration of the relationship between avant-garde art and American network television from the 1940s through the 1970s The aesthetics and concepts of modern art have influenced American television ever since its inception in the 1930s. In return, early television introduced the public to the latest trends in art and design. This engaging catalogue comprehensively examines the way avant-garde art shaped the look and content of network television in its formative years, from the 1940s through the mid-1970s. It also addresses the larger cultural and social context of television. Artists, fascinated with the new medium and its technological possibilities, contributed to network programs and design campaigns, appeared on television to promote modern art, and explored, critiqued, or absorbed the new medium in their work. More than 150 illustrations reveal both sides of the dialogue between high art and television through a selection of graphic designs, ephemera, and stills from important television programs--from The Twilight Zone to Batman to Rowan & Martin's Laugh-In, and more--as well as works by artists including Salvador Dal�, Lee Friedlander, Agnes Martin, Man Ray, Andy Warhol, and many others. Revolution of the Eye uncovers the cultural history of a medium whose powerful influence on our lives remains pervasive.

Infinite Regress

Author: David Joselit
Publisher: MIT Press
ISBN: 9780262600385
Size: 53.25 MB
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An examination of the multiple identities and practices of Marcel Duchamp's life and art between 1910 and 1941 takes into account underacknowledged works and focuses on the conjunction of the machine and the commodity in the artist's art, and various forms of measurement, inscription, and quantification. Reprint.

Digital Media And Democracy

Author: Megan Boler
Publisher: MIT Press
ISBN: 0262514893
Size: 16.74 MB
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Media scholars, artists, activists, and journalists discuss how the uses of theemerging "Social Web" redefine the public sphere and influence mainstreamjournalism.

A Prehistory Of The Cloud

Author: Tung-Hui Hu
Publisher: MIT Press
ISBN: 0262330105
Size: 17.81 MB
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We may imagine the digital cloud as placeless, mute, ethereal, and unmediated. Yet the reality of the cloud is embodied in thousands of massive data centers, any one of which can use as much electricity as a midsized town. Even all these data centers are only one small part of the cloud. Behind that cloud-shaped icon on our screens is a whole universe of technologies and cultural norms, all working to keep us from noticing their existence. In this book, Tung-Hui Hu examines the gap between the real and the virtual in our understanding of the cloud. Hu shows that the cloud grew out of such older networks as railroad tracks, sewer lines, and television circuits. He describes key moments in the prehistory of the cloud, from the game "Spacewar" as exemplar of time-sharing computers to Cold War bunkers that were later reused as data centers. Countering the popular perception of a new "cloudlike" political power that is dispersed and immaterial, Hu argues that the cloud grafts digital technologies onto older ways of exerting power over a population. But because we invest the cloud with cultural fantasies about security and participation, we fail to recognize its militarized origins and ideology. Moving between the materiality of the technology itself and its cultural rhetoric, Hu's account offers a set of new tools for rethinking the contemporary digital environment.

The Marketplace Of Attention

Author: James G. Webster
Publisher: MIT Press
ISBN: 0262027860
Size: 77.14 MB
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Feature films, television shows, homemade videos, tweets, blogs, and breaking news: digital media offer an always-accessible, apparently inexhaustible supply of entertainment and information. Although choices seems endless, public attention is not. In The Marketplace of Attention, James Webster explains how audiences take shape in the digital age.

Evil Media

Author: Matthew Fuller
Publisher: MIT Press
ISBN: 0262304406
Size: 27.27 MB
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Evil Media develops a philosophy of media power that extends the concept of media beyond its tried and trusted use in the games of meaning, symbolism, and truth. It addresses the gray zones in which media exist as corporate work systems, algorithms and data structures, twenty-first century self-improvement manuals, and pharmaceutical techniques. Evil Media invites the reader to explore and understand the abstract infrastructure of the present day. From search engines to flirting strategies, from the value of institutional stupidity to the malicious minutiae of databases, this book shows how the devil is in the details. The title takes the imperative "Don't be evil" and asks, what would be done any differently in contemporary computational and networked media were that maxim reversed.Media here are about much more and much less than symbols, stories, information, or communication: media do things. They incite and provoke, twist and bend, leak and manage. In a series of provocative stratagems designed to be used, Evil Media sets its reader an ethical challenge: either remain a transparent intermediary in the networks and chains of communicative power or become oneself an active, transformative medium.

Persuasive Games

Author: Ian Bogost
Publisher: MIT Press
ISBN: 0262261944
Size: 56.40 MB
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Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

Screens

Author: Kate Mondloch
Publisher: U of Minnesota Press
ISBN: 0816665214
Size: 47.50 MB
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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 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.