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  1. Between the tracks
    musicians on selected electronic music
    Autor*in:
    Erschienen: 2020
    Verlag:  The MIT Press, Cambridge

    "Between the Tracks will analyze works by composers and researchers who have been under-examined in standard electronic music history books"-- mehr

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    "Between the Tracks will analyze works by composers and researchers who have been under-examined in standard electronic music history books"--

     

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    Quelle: Verbundkataloge
    Beteiligt: Puckette, Miller (HerausgeberIn); Hagan, Kerry L. (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262359510; 9780262359511
    Schlagworte: Electronic music ; History and criticism; Computer music ; History and criticism; ARTS/Music & Sound Studies; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource.
  2. Numbered lives
    life and death in quantum media
    Erschienen: [2019]
    Verlag:  MIT Press, Cambridge, Massachusetts

    A feminist media history of quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Anglo-American culture has used media to measure and quantify lives for centuries.... mehr

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    A feminist media history of quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Anglo-American culture has used media to measure and quantify lives for centuries. Historical journal entries map the details of everyday life, while death registers put numbers to life's endings. Today we count our daily steps with fitness trackers and quantify births and deaths with digitized data. How are these present-day methods for measuring ourselves similar to those used in the past? In this book, Jacqueline Wernimont presents a new media history of western quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Numbered Lives is the first book of its kind, a feminist media history that maps connections not only between past and present-day "quantum media" but between media tracking and long-standing systemic inequalities. Wernimont explores the history of the pedometer, mortality statistics, and the census in England and the United States to illuminate the entanglement of Anglo-American quantification with religious, imperial, and patriarchal paradigms. In Anglo-American culture, Wernimont argues, counting life and counting death are sides of the same coin -- one that has always been used to render statistics of life and death more valuable to corporate and state organizations. Numbered Lives enumerates our shared media history, helping us understand our digital culture and inheritance.

     

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  3. Now the chips are down
    the BBC Micro
    Erschienen: [2016]
    Verlag:  MIT Press, Cambridge, MA

    The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. mehr

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    The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262334303; 0262334305; 9780262334310; 0262334313
    Schriftenreihe: Platform studies
    Schlagworte: BBC Microcomputer ; History; Computer literacy ; Great Britain ; History; DIGITAL HUMANITIES & NEW MEDIA/New Media History; COMPUTER SCIENCE/History of Computing; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xi, 206 pages), illustrations.
  4. A prehistory of the Cloud
    Autor*in: Hu, Tung-Hui
    Erschienen: 2015
    Verlag:  MIT Press Ltd, Cambridge

    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... mehr

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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.

     

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  5. Control
    digitality as cultural logic
    Autor*in: Franklin, Seb
    Erschienen: [2015]; ©2015
    Verlag:  MIT Press, Cambridge, MA

    An examination of digitality not simply as a technical substrate but also as the logical basis for reshaped concepts of labor, subjectivity, and collectivity. mehr

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    An examination of digitality not simply as a technical substrate but also as the logical basis for reshaped concepts of labor, subjectivity, and collectivity.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262331135; 0262331136
    Schriftenreihe: Leonardo
    Schlagworte: Information technology ; Social aspects; Cybernetics; DIGITAL HUMANITIES & NEW MEDIA/New Media History; SCIENCE, TECHNOLOGY & SOCIETY/History of Science; CULTURAL STUDIES/Critical Theory
    Umfang: 1 online resource (xxii, 211 pages).
  6. 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.
  7. Make it new
    the history of Silicon Valley design
    Autor*in: Kātz, Barry
    Erschienen: 2015
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. -- mehr

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    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. --

     

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  8. Game after
    a cultural study of video game afterlife
    Erschienen: [2014]; ©2014
    Verlag:  MIT Press, Cambridge, Massachusetts

    Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in... mehr

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    Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games-whether behind glass in display cases or recreated as an iPad app-offers a new way to explore the diverse topography of game history.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262320177; 0262320177
    Schlagworte: Video games ; Social aspects; GAME STUDIES/General; SOCIAL SCIENCES/Media Studies; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource (xiv, 355 pages), illustrations
  9. The practice of light
    a genealogy of visual technologies from prints to pixels
    Autor*in: Cubitt, Sean
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess. mehr

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    An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262326568; 0262326566; 9780262326575; 0262326574
    Schriftenreihe: Leonardo
    Schlagworte: Art and technology; Visual perception; ARTS/Art History/General; DIGITAL HUMANITIES & NEW MEDIA/New Media History; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiv, 354 pages, 8 unnumbered pages of plates), illustrations (some color).
  10. Garments of paradise
    wearable discourse in the digital age
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural... mehr

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    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables--on clothing, dress, and the histories and social relations they represent. She proposes that wearable technologies comprise a pragmatics of enhanced communication in a social landscape. "Garments of paradise" is a reference to wearable technology's promise of physical and mental enhancements. Ryan defines "dress acts"--Hybrid acts of communication in which the behavior of wearing is bound up with the materiality of garments and devices--and focuses on the use of digital technology as part of such systems of meaning. She connects the ideas of dress and technology historically, in terms of major discourses of art and culture, and in terms of mass media and media culture, citing such thinkers as Giorgio Agamben, Manuel De Landa, and Gilles Deleuze and Félix Guattari. She examines the early history of wearable technology as it emerged in research labs; the impact of ubiquitous and affective approaches to computing; interaction design and the idea of wearable technology as a language of embodied technology; and the influence of open source ideology. Finally, she considers the future, as wearing technologies becomes an increasingly naturalized aspect of our social behavior"--Publisher's description.

     

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  11. Carnal resonance
    affect and online pornography
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Here, Susanna Paasonen moves beyond the usual debates over the legal, political, and moral aspects of pornography to address online porn in a media historical framework, investigating its modalities, its affect, and its visceral and disturbing... mehr

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    Here, Susanna Paasonen moves beyond the usual debates over the legal, political, and moral aspects of pornography to address online porn in a media historical framework, investigating its modalities, its affect, and its visceral and disturbing qualities.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262298813; 9780262298810; 1283321769; 9781283321761
    Schlagworte: Internet pornography ; Research; Internet research; DIGITAL HUMANITIES & NEW MEDIA/New Media History; INFORMATION SCIENCE/Internet Studies; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (x, 321 pages), illustrations
  12. Identity games
    globalization and the transformation of media cultures in the new Europe
    Autor*in: Imre, Anikó.
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    This work is an examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism. mehr

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    This work is an examination of the unique, hybrid media practices generated by Eastern Europe's accelerated transition from late communism to late capitalism.

     

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  13. Theorizing digital cultural heritage
    a critical discourse
    Autor*in:
    Erschienen: 2007
    Verlag:  MIT Press, Cambridge, Mass.

    This is a collection of theoretical and practical perspectives from a range of disciplines on the challenges of using digital media in research, preservation, management, interpretation, and representation of cultural heritage. mehr

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    This is a collection of theoretical and practical perspectives from a range of disciplines on the challenges of using digital media in research, preservation, management, interpretation, and representation of cultural heritage.

     

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  14. Always already new
    media, history and the data of culture
    Erschienen: 2006
    Verlag:  MIT Press, Cambridge, Mass.

    An analysis of the ways that new media are experienced and studied as the subjects of history, using the examples of early recorded sound and digital networks. mehr

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    An analysis of the ways that new media are experienced and studied as the subjects of history, using the examples of early recorded sound and digital networks.

     

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  15. Re:skin
    Autor*in:
    Erschienen: 2006
    Verlag:  MIT Press, Cambridge, Mass.

    "In re:skin, scholars, essayists, and short stort writers offer their perspectives on skin--as boundary and surface, as metaphor and physical reality."--Dust jacket front flap. mehr

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    "In re:skin, scholars, essayists, and short stort writers offer their perspectives on skin--as boundary and surface, as metaphor and physical reality."--Dust jacket front flap.

     

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    Quelle: Verbundkataloge
    Beteiligt: Flanagan, Mary (MitwirkendeR); Booth, Austin (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262272773; 0262272776
    Schlagworte: Skin ; Fiction; American fiction ; 21st century; Canadian fiction ; 21st century; Skin ; Psychological aspects; DIGITAL HUMANITIES & NEW MEDIA/New Media History; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiii, 356 pages), illustrations
  16. The cinema effect
    Autor*in: Cubitt, Sean
    Erschienen: 2004
    Verlag:  MIT Press, Cambridge, Mass.

    A history of images in motion that explores the "special effect" of cinema.It has been said that all cinema is a special effect. In this highly original examination of time in film Sean Cubitt tries to get at the root of the uncanny effect produced... mehr

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    A history of images in motion that explores the "special effect" of cinema.It has been said that all cinema is a special effect. In this highly original examination of time in film Sean Cubitt tries to get at the root of the uncanny effect produced by images and sounds that don't quite align with reality. What is it that cinema does? Cubitt proposes a history of images in motion from a digital perspective, for a digital audience.From the viewpoint of art history, an image is discrete, still. How can a moving image--constructed from countless constituent images--even be considered an image? And where in time is an image in motion located? Cubitt traces the complementary histories of two forms of the image/motion relationship--the stillness of the image combined with the motion of the body (exemplified by what Cubitt calls the "protocinema of railway travel") and the movement of the image combined with the stillness of the body (exemplified by melodrama and the magic lantern). He argues that the magic of cinema arises from the intertwining relations between different kinds of movement, different kinds of time, and different kinds of space.He begins with a discussion of "pioneer cinema," focusing on the contributions of French cinematic pioneers in the late nineteenth and early twentieth centuries. He then examines the sound cinema of the 1930s, examining film effects in works by Eisenstein, Jean Renoir, and Hollywood's RKO studio. Finally he considers what he calls "post cinema," examining the postwar development of the "spatialization" of time through slow motion, freeze-frame, and steadi-cam techniques. Students of film will find Cubitt's analyses of noncanonical films like Sam Peckinpah's Pat Garrett and Billy the Kid as enlightening as his fresh takes on such classics as Renoir's Rules of the Game.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262270991; 0262270994; 1417560363; 9781417560363
    Schlagworte: Motion pictures ; Philosophy; Cinematography ; Special effects; ARTS/Photography & Film/History, Theory & Criticism; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource (ix, 456 pages), illustrations
  17. Neo-Baroque aesthetics and contemporary entertainment
    Erschienen: 2004
    Verlag:  MIT Press, Cambridge, Mass.

    Tracing the logic of media history, from the baroque to the neo-baroque, from magic lanterns and automata to film and computer games.The artists of the seventeenth-century baroque period used spectacle to delight and astonish; contemporary... mehr

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    Tracing the logic of media history, from the baroque to the neo-baroque, from magic lanterns and automata to film and computer games.The artists of the seventeenth-century baroque period used spectacle to delight and astonish; contemporary entertainment media, according to Angela Ndalianis, are imbued with a neo-baroque aesthetic that is similarly spectacular. In Neo-Baroque Aesthetics and Contemporary Entertainment, she situates today's film, computer games, comic books, and theme-park attractions within an aesthetic-historical context and uses the baroque as a framework to enrich our understanding of contemporary entertainment media.The neo-baroque aesthetics that Ndalianis analyzes are not, she argues, a case of art history repeating or imitating itself; these forms have emerged as a result of recent technological and economic transformations. The neo-baroque forms combine sight and sound and text in ways that parallel such seventeenth-century baroque forms as magic lanterns, automata, painting, sculpture, and theater but use new technology to express the concerns of the late twentieth and early twenty-first century. Moving smoothly from century to century, comparing ceiling paintings to the computer game Doom, a Spiderman theme park adventure to the baroque version of multimedia known as the Bel Composto, and a Medici wedding to Terminator 2:3D, the book demonstrates the logic of media histories. Ndalianis focuses on the complex interrelationships among entertainment media and presents a rigorous cross-genre, cross-historical analysis of media aesthetics.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262280471; 0262280477; 141756069X; 9781417560691
    Schriftenreihe: Media in transition
    Schlagworte: Motion pictures; Mass media; Mass media ; Technological innovations; Cinematography ; Special effects; Civilization, Baroque; Video games; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; ARTS/Art History/General; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource (xiv, 323 pages), illustrations, maps.
  18. New media, 1740-1915
    Autor*in:
    Erschienen: 2003
    Verlag:  MIT Press, Cambridge, Mass.

    "Reminding us that all media were once new, this book challenges the notion that to study new media is to study exclusively today's new media. Examining a variety of media in their historic contexts, it explores those moments of transition when new... mehr

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    "Reminding us that all media were once new, this book challenges the notion that to study new media is to study exclusively today's new media. Examining a variety of media in their historic contexts, it explores those moments of transition when new media were not yet fully defined and their significance was still in flux. Examples range from familiar devices such as the telephone and phonograph to unfamiliar curiosities such as the physiognotrace and the zograscope. Moving beyond the story of technological innovation, the book considers emergent media as sites of ongoing cultural exchange. It considers how habits and structures of communication can frame a collective sense of public and private and how they inform our apprehensions of the "real.""--Jacket.

     

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    Quelle: Verbundkataloge
    Beteiligt: Gitelman, Lisa (MitwirkendeR); Pingree, Geoffrey B. (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262273909; 026227390X; 0585481059; 9780585481050
    Schriftenreihe: Media in transition
    Schlagworte: Mass media ; History; DIGITAL HUMANITIES & NEW MEDIA/New Media History; SCIENCE, TECHNOLOGY & SOCIETY/History of Science
    Umfang: 1 online resource (xxxiii, 271 pages), illustrations.
  19. Rethinking media change
    the aesthetics of transition
    Autor*in:
    Erschienen: 2003
    Verlag:  MIT Press, Cambridge, Mass.

    The essays in Rethinking Media Change center on a variety of media forms at moments of disruption and cultural transformation. The editors' introduction sketches an aesthetics of media transition--patterns of development and social dispersion that... mehr

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    The essays in Rethinking Media Change center on a variety of media forms at moments of disruption and cultural transformation. The editors' introduction sketches an aesthetics of media transition--patterns of development and social dispersion that operate across eras, media forms, and cultures. The book includes case studies of such earlier media as the book, the phonograph, early cinema, and television. It also examines contemporary digital forms, exploring their promise and strangeness. A final section probes aspects of visual culture in such environments as the evolving museum, movie spectaculars, and "the virtual window." The contributors reject apocalyptic scenarios of media revolution, demonstrating instead that media transition is always a mix of tradition and innovation, an accretive process in which emerging and established systems interact, shift, and collude with one another.

     

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    Quelle: Verbundkataloge
    Beteiligt: Thorburn, David (MitwirkendeR); Jenkins, Henry (MitwirkendeR); Seawell, Brad (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262284943; 0262284944; 0585480257; 9780585480251
    Schriftenreihe: Media in transition
    Schlagworte: Mass media ; History; DIGITAL HUMANITIES & NEW MEDIA/New Media History; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory
    Umfang: 1 online resource (x, 404 pages), illustrations.
  20. Virtual art
    from illusion to immersion
    Autor*in: Grau, Oliver
    Erschienen: 2003
    Verlag:  MIT Press, Cambridge, Mass.

    An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized... mehr

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    An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype.Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262274265; 0262274264; 0585446792; 9780585446790
    Schriftenreihe: Leonardo
    Schlagworte: Panoramas; Virtual reality in art; Computer art; Art and electronics; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource (xiv, 416 pages), illustrations.