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  1. Sound as popular culture
    a research companion
    Autor*in:
    Erschienen: [2016]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The wide-ranging texts in this book take as their premise the idea that sound is a subject through which popular culture can be analyzed in an innovative way. From an infant's gurgles over a baby monitor to the roar of the crowd in a stadium to the... mehr

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    Resolving-System (Lizenzpflichtig)
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    Universitätsbibliothek der Eberhard Karls Universität
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    The wide-ranging texts in this book take as their premise the idea that sound is a subject through which popular culture can be analyzed in an innovative way. From an infant's gurgles over a baby monitor to the roar of the crowd in a stadium to the sub-bass frequencies produced by sound systems in the disco era, sound - no necessarily aestheticized as music - is inextricably part of the many domains of popular culture. Expanding the view taken by many scholars of cultural studies, the contributors consider cultural practices concerning sound not merely as semiotic or signifying processes but as material, physical, perceptual, and sensory processes that integrate a multitude or cultural traditions and forms of knowledge. The chapters discuss conceptual issues as well as terminologies and research methods; analyze historical and contemporary practices of sound generation are applied in the diverse fields in which sounds are produced, mastered, distorted, processed, and enhanced. The chapters are not only about sound; they offer a study through sound - echoes from the past, resonances of the present, and the contradictions and discontinuities that suggest the future. -- from dust jacket.

     

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    Quelle: Verbundkataloge
    Beteiligt: Papenburg, Jens Gerrit (HerausgeberIn); Schulze, Holger (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262334275; 9780262334273
    Schlagworte: Sound in mass media; Sound ; Social aspects; DIGITAL HUMANITIES & NEW MEDIA/General; ARTS/Music & Sound Studies; CULTURAL STUDIES/Popular Culture
    Umfang: 1 online resource (xiii, 432 pages), illustrations
  2. I am error
    the Nintendo family computer/entertainment system platform
    Erschienen: [2015]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English... mehr

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    In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262328399; 9780262328395
    Schriftenreihe: Platform studies
    Schlagworte: Nintendo of America Inc; Nintendo video games; Video games ; Design; Culture ; Study and teaching; GAME STUDIES/Game History; DIGITAL HUMANITIES & NEW MEDIA/New Media History; CULTURAL STUDIES/Popular Culture
    Umfang: 1 online resource (xii, 426 pages), illustrations.
  3. Imagery in the 21st century
    Autor*in:
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    This volume offers systematic and interdisciplinary reflections on the new imagery world opened by the Internet and the digital world. It offers analytical approaches to the visual. mehr

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    Universitätsbibliothek der Eberhard Karls Universität
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    This volume offers systematic and interdisciplinary reflections on the new imagery world opened by the Internet and the digital world. It offers analytical approaches to the visual.

     

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    Quelle: Verbundkataloge
    Beteiligt: Grau, Oliver (MitwirkendeR); Veigl, Thomas (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781461944409; 1461944406; 0262315157; 9780262315159; 1299863353; 9781299863354
    Schlagworte: New media art; Visual sociology; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; ARTS/General; CULTURAL STUDIES/Popular Culture
    Umfang: 1 online resource (vi, 410 pages, 16 unnumbered pages of plates), illustrations (some color)