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Digitizing Race

Author: Lisa Nakamura
Publisher: U of Minnesota Press
ISBN: 9780816646128
Size: 75.66 MB
Format: PDF
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Lisa Nakamura refers to case studies of popular yet rarely evaluated uses of the Internet, such as pregnancy websites, instant messaging, and online petitions and quizzes, to look at the emergence of race-, ethnic-, and gender-identified visual cultures.

Net Work

Author: H. Kennedy
Publisher: Springer
ISBN: 0230356109
Size: 17.53 MB
Format: PDF, Docs
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A detailed study of the work of web designers, drawing on empirical research carried out from the birth of web design as an area of work in the 1990s to its professionalisation in the twenty-first century.

The Theory And Craft Of Digital Preservation

Author: Trevor Owens
Publisher: Johns Hopkins University Press
ISBN: 1421426978
Size: 63.58 MB
Format: PDF
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Based on extensive reading, research, and writing on digital preservation, Owens's work will prove an invaluable reference for archivists, librarians, and museum professionals, as well as scholars and researchers in the digital humanities.

Deep Stories

Author: Mariela Nuñez-Janes
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110539357
Size: 28.69 MB
Format: PDF, ePub, Docs
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Have you ever wondered what makes storytelling and digital media a powerful combination? This edited volume examines the opportunities to think, do, and/or create jointly afforded by digital storytelling. The editors of this volume contend that digital storytelling and digital media can create spaces of empowerment and transformation by facilitating multiple kinds of border crossings and convergences involving groups of peoples, places, knowledge, methodologies, and teaching pedagogies. The book is unique in its inclusion of anthropologists and education practitioners and its emphasis on multiple subfields in anthropology. The contributors discuss digital storytelling in the context of educational programs, teaching anthropology, and ethnographic research involving a variety of populations and subjects that will appeal to researchers and practitioners engaged with qualitative methods and pedagogies that rely on media technology.

On Video Games

Author: Soraya Murray
Publisher: I.B.Tauris
ISBN: 178672250X
Size: 46.21 MB
Format: PDF
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Video games are a defining part of mass visual culture. Today over half of all American households own a dedicated game console and gaming industry profits trump those of the film industry worldwide. In this book, Soraya Murray moves past the technical discussions of games and offers a fresh and incisive look at their cultural dimensions. She critically explores blockbusters likeThe Last of Us, Metal Gear Solid, Spec Ops: The Line, Tomb Raider and Assassin’s Creed to show how they are deeply entangled with American ideological positions and contemporary political, cultural and economic conflicts. As quintessential forms of visual material in the twenty-first century, mainstream games both mirror and spur larger societal fears, hopes and dreams, and even address complex struggles for recognition. This book examines both their elaborately constructed characters and densely layered worlds, whose social and environmental landscapes reflect ideas about gender, race, globalisation and urban life. In this emerging field of study, Murray provides novel theoretical approaches to discussing games and playable media as culture. Demonstrating that games are at the frontline of power relations, she reimagines how we see them – and more importantly how we understand them.

Gaming

Author: Alexander R. Galloway
Publisher: U of Minnesota Press
ISBN: 1452908680
Size: 36.93 MB
Format: PDF, ePub
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Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

The Souls Of Cyberfolk

Author: Thomas Foster
Publisher: Choice Publishing Co., Ltd.
ISBN: 9780816634064
Size: 69.31 MB
Format: PDF, ePub, Mobi
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Considers the construction of race, gender, and sexuality in virtual reality.

Reading The Figural Or Philosophy After The New Media

Author: David Rodowick
Publisher: Duke University Press
ISBN: 9780822327226
Size: 47.92 MB
Format: PDF, ePub, Mobi
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DIVTheorizes the concept of the figural as a way to get beyond the long held aesthetic distinction between plastic and linguistic arts, a distinction that will not work for film and new media./div

German Open

Author: Gerard Hadders
Publisher: Hatje Cantz Pub
ISBN:
Size: 63.93 MB
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In the last two years the German art scene has experienced a tremendous growth unlike anything since the early 1980s -- owing to a revitalized Berlin and an ever-expanding cultural diversity. German Open captures this energy by giving an overview of more than 30 of the best young artists working in Germany today. The artists documented represent the entire spectrum of visual art, from installation to painting to video, and their work can no longer be viewed as a matter of scattered individual gestures, but must be examined in a group context. Among the artists included here are Franz Ackerman, Kai Althoff, Simone Bohm, Coisma von Bonin, Matti Braun, Olafur Eliasson, Stefan Hoderlein, Stefan Kern, Michel Majerus, Tobias Rehberger, Daniel Richter, Heidi Specker, Johannes Wohnseifer, and Joseph Zehrer.