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  1. Aesthetics of interaction in digital art
    Erschienen: [2013]; ©2013
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek... mehr

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    "Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork with discussions of processual strategies of twentieth-century art and theories of aesthetic experience, process aesthetics, play, and performance. She then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance - with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory."--Pub. desc.

     

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  2. Scripting reading motions
    the codex and the computer as self-reflexive machines
    Erschienen: [2013]; ©2013
    Verlag:  The MIT Press, Cambridge, Massachusetts

    An exploration of what experimental literature in both print and programmable media tells us about the act of reading.In Scripting Reading Motions, Manuel Portela explores the expressive use of book forms and programmable media in experimental works... mehr

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    An exploration of what experimental literature in both print and programmable media tells us about the act of reading.In Scripting Reading Motions, Manuel Portela explores the expressive use of book forms and programmable media in experimental works of both print and electronic literature and finds a self-conscious play with the dynamics of reading and writing. Portela examines a series of print and digital works by Johanna Drucker, Mark Z. Danielewski, Rui Torres, Jim Andrews, and others, for the insights they yield about the semiotic and interpretive actions through which readers produce meaning when interacting with codes. Analyzing these works as embodiments and simulations of the motions of reading, Portela pays particular attention to the ways in which awareness of eye movements and haptic interactions in both print and electronic media feeds back onto the material and semantic layers of the works. These feedbacks, he argues, sustain self-reflexive loops that link the body of the reader to the embodied work. Readers' haptic actions and eye movements coinstantiate the object that they are reading.Portela discusses typographic and graphic marks as choreographic notations for reading movements; examines digital recreations of experimental print literary artifacts; considers reading motions in kinetic and generated texts; analyzes the relationship of bibliographic, linguistic, and narrative coding in Danielewski's novel-poem, Only Revolutions; and describes emergent meanings in interactive textual instruments. The expressive use of print and programmable media, Portela shows, offers a powerful model of the semiotic, interpretive, and affective operations embodied in reading processes.Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

     

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  3. Illusions in motion
    media archaeology of the moving panorama and related spectacles
    Erschienen: 2013
    Verlag:  Massachusetts Institute of Technology, Cambridge, Mass.

    Tracing the cultural, material, and discursive history of an early manifestation of media culture in the making.Beginning in the late eighteenth century, huge circular panoramas presented their audiences with resplendent representations that ranged... mehr

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    Tracing the cultural, material, and discursive history of an early manifestation of media culture in the making.Beginning in the late eighteenth century, huge circular panoramas presented their audiences with resplendent representations that ranged from historic battles to exotic locations. Such panoramas were immersive but static. There were other panoramas that moved--hundreds, and probably thousands of them. Their history has been largely forgotten. In Illusions in Motion, Erkki Huhtamo excavates this neglected early manifestation of media culture in the making. The moving panorama was a long painting that unscrolled behind a "window" by means of a mechanical cranking system, accompanied by a lecture, music, and sometimes sound and light effects. Showmen exhibited such panoramas in venues that ranged from opera houses to church halls, creating a market for mediated realities in both city and country. In the first history of this phenomenon, Huhtamo analyzes the moving panorama in all its complexity, investigating its relationship to other media and its role in the culture of its time. In his telling, the panorama becomes a window for observing media in operation. Huhtamo explores such topics as cultural forms that anticipated the moving panorama; theatrical panoramas; the diorama; the "panoramania" of the 1850s and the career of Albert Smith, the most successful showman of that era; competition with magic lantern shows; the final flowering of the panorama in the late nineteenth century; and the panorama's afterlife as a topos, traced through its evocation in literature, journalism, science, philosophy, and propaganda.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262313094; 026231309X
    Schriftenreihe: Leonardo book series
    Schlagworte: Panoramas; Panoramas ; Psychological aspects; Mass media and culture; Popular culture; DIGITAL HUMANITIES & NEW MEDIA/General; ARTS/Photography & Film/History, Theory & Criticism; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource, illustrations.
  4. An aesthesia of networks
    conjunctive experience in art and technology
    Autor*in: Munster, Anna
    Erschienen: 2013
    Verlag:  MIT Press, Cambridge, Mass.

    "Today almost every aspect of life for which data exists can be rendered as a network. Financial data, social networks, biological ecologies: all are visualized in links and nodes, lines connecting dots. A network visualization of a corporate... mehr

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    "Today almost every aspect of life for which data exists can be rendered as a network. Financial data, social networks, biological ecologies: all are visualized in links and nodes, lines connecting dots. A network visualization of a corporate infrastructure could look remarkably similar to that of a terrorist organization. In An Aesthesia of Networks, Anna Munster argues that this uniformity has flattened our experience of networks as active and relational processes and assemblages. She counters the "network anaesthesia" that results from this pervasive mimesis by reinserting the question of experience, or aesthesia, into networked culture and aesthetics. Rather than asking how humans experience computers and networks, Munster asks how networks experience -- what operations they perform and undergo to change and produce new forms of experience. Drawing on William James's radical empiricism, she asserts that networked experience is assembled first and foremost through relations, which make up its most immediately sensed and perceived aspect. Munster critically considers a range of contemporary artistic and cultural practices that engage with network technologies and techniques, including databases and data mining, the domination of search in online activity, and the proliferation of viral media through YouTube. These practices -- from artists who "undermine" data to musicians and VJs who use intranetworked audio and video software environments -- are concerned with the relationality at the core of today's network experience."

     

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  5. Ambient commons
    attention in the age of embodied information
    Erschienen: [2013]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented.... mehr

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    The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented. Sensors, processors, and memory are not found only in chic smart phones but also built into everyday objects. Amid this flood, your attention practices matter more than ever. You might not be able to tune this world out. So it is worth remembering that underneath all these augmentations and data flows, fixed forms persist, and that to notice them can improve other sensibilities. In Ambient Commons, Malcolm McCullough explores the workings of attention though a rediscovery of surroundings. Not all that informs has been written and sent; not all attention involves deliberate thought. The intrinsic structure of space -- the layout of a studio, for example, or a plaza -- becomes part of any mental engagement with it. McCullough describes what he calls the Ambient: an increasing tendency to perceive information superabundance whole, where individual signals matter less and at least some mediation assumes inhabitable form. He explores how the fixed forms of architecture and the city play a cognitive role in the flow of ambient information. As a persistently inhabited world, can the Ambient be understood as a shared cultural resource, to be socially curated, voluntarily limited, and self-governed as if a commons? Ambient Commons invites you to look past current obsessions with smart phones to rethink attention itself, to care for more situated, often inescapable forms of information.

     

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  6. Poiesis and enchantment in topological matter
    Autor*in: Sha, Xin Wei
    Erschienen: [2013]; ©2013
    Verlag:  MIT Press, Cambridge, Massachusetts

    Movement and gesture are arguably essential aspects of engendering human experience. But rather than taking 'the body' or 'cognition' for granted as conceptual starting points, we attend to the substrate matter in which gesture takes shape and place.... mehr

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    Movement and gesture are arguably essential aspects of engendering human experience. But rather than taking 'the body' or 'cognition' for granted as conceptual starting points, we attend to the substrate matter in which gesture takes shape and place. An experimental approach to such questions motivates the exploration of responsive, and in particular, computational media created for sustaining experientially rich, improvisational activity. This book explores rehearsed as well as unrehearsed activity in distributed, continuous fields of responsive media-topological matter.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262318914; 0262318911
    Schlagworte: Art ; Mathematics; New media art; Topology; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; CULTURAL STUDIES/Critical Theory; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xix, 363 pages), illustrations
  7. Phantasmal media
    an approach to imagination, computation, and expression
    Erschienen: [2013]; ©2013
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms --... mehr

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    "In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms -- blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms -- cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking -- influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine."

     

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  8. Throughout
    art and culture emerging with ubiquitous computing
    Autor*in:
    Erschienen: 2013
    Verlag:  The MIT Press, Cambridge

    Leading media scholars consider the social and cultural changes that come with the contemporary development of ubiquitous computing. Ubiquitous computing and our cultural life promise to become completely interwoven: technical currents feed into our... mehr

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    Leading media scholars consider the social and cultural changes that come with the contemporary development of ubiquitous computing. Ubiquitous computing and our cultural life promise to become completely interwoven: technical currents feed into our screen culture of digital television, video, home computers, movies, and high-resolution advertising displays. Technology has become at once larger and smaller, mobile and ambient. In Throughout , leading writers on new media -- including Jay David Bolter, Mark Hansen, N. Katherine Hayles, and Lev Manovich -- take on the crucial challenges that ubiquitous and pervasive computing pose for cultural theory and criticism. The thirty-four contributing researchers consider the visual sense and sensations of living with a ubicomp culture; electronic sounds from the uncanny to the unremarkable; the effects of ubicomp on communication, including mobility, transmateriality, and infinite availability; general trends and concrete specificities of interaction designs; the affectivity in ubicomp experiences, including performances; context awareness; and claims on the real in the use of such terms as augmented reality and mixed reality.

     

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    Quelle: Verbundkataloge
    Beteiligt: Ekman, Ulrik (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262305259; 0262305259
    Schriftenreihe: The MIT Press
    Schlagworte: Technology and the arts; Ubiquitous computing ; Social aspects; Information technology ; Social aspects; Computers and civilization; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (664 pages).