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  1. 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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  2. The social machine
    designs for living online
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively... mehr

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    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively that for social media to become truly sociable media, we must design interfaces that reflect how we understand and respond to the social world. People and their actions are still harder to perceive online than face to face: interfaces are clunky, and we have less sense of other people's character and intentions, where they congregate, and what they do. Donath presents new approaches to creating interfaces for social interaction. She addresses such topics as visualizing social landscapes, conversations, and networks; depicting identity with knowledge markers and interaction history; delineating public and private space; and bringing the online world's open sociability into the physical world. Donath asks fundamental questions about how we want to live online and offers thought-provoking designs that explore radically new ways of interacting and communicating.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262323482; 0262323486
    Schlagworte: Online social networks; Social media; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiv, 418 pages), color illustrations
  3. Re-collection
    art, new media, and social memory
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The first book on the philosophy and aesthetics of digital preservation examines the challenge posed by new media to our long-term social memory. mehr

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    The first book on the philosophy and aesthetics of digital preservation examines the challenge posed by new media to our long-term social memory.

     

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    Quelle: Verbundkataloge
    Beteiligt: Ippolito, Jon (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262324083; 0262324083; 9781306876223; 1306876222; 9780262324090; 0262324091
    Schriftenreihe: Leonardo
    Schlagworte: New media art ; Conservation and restoration; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies; ARTS/Art History/Contemporary Art
    Umfang: 1 online resource (xii, 297 pages), illustrations.
  4. 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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  5. 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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  6. 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.
  7. 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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  8. 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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  9. 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
  10. 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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  11. 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).
  12. The more we know
    NBC news, educational innovation, and learning from failure
    Autor*in: Klopfer, Eric
    Erschienen: 2012
    Verlag:  MIT Press, Cambridge, Mass.

    "In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So... mehr

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    "In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world. But iCue was a failure: it never developed an audience and was canceled as if it were a sitcom with bad ratings. In The More We Know, Eric Klopfer and Jason Haas, both part of the MIT development team, describe the rise and fall of iCue and what it can teach us about new media, old media, education, and the challenges of innovating in educational media. Klopfer and Haas show that iCue was hampered by, among other things, an educational establishment focused on "teaching to the test," television producers uncomfortable with participatory media, and confusion about the market. But this is not just a cautionary tale; sometimes more can be learned from an interesting failure than a string of successes. Today's educational technology visionaries (iPads for everyone!) might keep this lesson in mind."

     

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  13. Life after new media
    mediation as a vital process
    Autor*in: Kember, Sarah
    Erschienen: 2012
    Verlag:  MIT Press, Cambridge, Mass.

    A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and... mehr

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    A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and aesthetically" (p. 201).

     

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    Quelle: Verbundkataloge
    Beteiligt: Zylinska, Joanna (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262305358; 0262305356
    Schlagworte: Mass media and technology ; Social aspects; Digital media ; Social aspects; Social media; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; SOCIAL SCIENCES/Media Studies; CULTURAL STUDIES/Critical Theory
    Umfang: 1 online resource (268 pages)
  14. Evil media
    Erschienen: 2012
    Verlag:  The MIT Press, Cambridge, Massachusetts

    A philosophical manual of media power for the network age. "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... mehr

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    A philosophical manual of media power for the network age. "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."--Publisher.

     

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    Quelle: Verbundkataloge
    Beteiligt: Goffey, Andrew (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262305327; 0262305321
    Schlagworte: Information society; Social media; Social networks; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; SOCIAL SCIENCES/Media Studies; PHILOSOPHY/Ethics & Bioethics
    Umfang: 1 online resource (viii, 235 pages)
  15. Taken for grantedness
    the embedding of mobile communication into society
    Erschienen: 2012
    Verlag:  MIT Press, Cambridge, Mass.

    "Why do we feel insulted or exasperated when our friends and family don't answer their mobile phones? If the Internet has allowed us to broaden our social world into a virtual friend-net, the mobile phone is an instrument of a more intimate social... mehr

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    "Why do we feel insulted or exasperated when our friends and family don't answer their mobile phones? If the Internet has allowed us to broaden our social world into a virtual friend-net, the mobile phone is an instrument of a more intimate social sphere. The mobile phone provides a taken-for-granted link to the people to whom we are closest; when we are without it, social and domestic disarray may result. In just a few years, the mobile phone has become central to the functioning of society. In this book, Rich Ling explores the process by which the mobile phone has become embedded in society, comparing it to earlier technologies that changed the character of our social interaction and, along the way, became taken for granted. Ling, drawing on research, interviews, and quantitative material, shows how the mobile phone (and the clock and the automobile before it) can be regarded as a social mediation technology, with a critical mass of users, a supporting ideology, changes in the social ecology, and a web of mutual expectations regarding use. By examining the similarities and synergies among these three technologies, Ling sheds a more general light on how technical systems become embedded in society and how they support social interaction within the closest sphere of friends and family."

     

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  16. The cosmetic gaze
    body modification and the construction of beauty
    Erschienen: [2012]; ©2012
    Verlag:  The MIT Press, Cambridge, Massachusetts

    If the gaze can be understood to mark the disjuncture between how we see ourselves and how we want to be seen by others, the cosmetic gaze--in Bernadette Wegenstein's groundbreaking formulation--is one through which the act of looking at our bodies... mehr

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    If the gaze can be understood to mark the disjuncture between how we see ourselves and how we want to be seen by others, the cosmetic gaze--in Bernadette Wegenstein's groundbreaking formulation--is one through which the act of looking at our bodies and those of others is already informed by the techniques, expectations, and strategies (often surgical) of bodily modification. It is, Wegenstein says, also a moralizing gaze, a way of looking at bodies as awaiting both physical and spiritual improvement. In The Cosmetic Gaze, Wegenstein charts this synthesis of outer and inner transformation. Wegenstein shows how the cosmetic gaze underlies the "rebirth" celebrated in today's makeover culture and how it builds upon a body concept that has collapsed into its mediality. In today's beauty discourse--on reality TV and Web sites that collect "bad plastic surgery"--We yearn to experience a bettered self that has been reborn from its own flesh and is now itself, like a digitally remastered character in a classic Hollywood movie, immortal. Wegenstein traces the cosmetic gaze from eighteenth-century ideas about physiognomy through television makeover shows and facial-recognition software to cinema--which, like our other screens, never ceases to show us our bodies as they could be, drawing life from the very cosmetic gaze it transmits.

     

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  17. 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
  18. Building successful online communities
    evidence-based social design
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Uses insights from social science, psychology, and economics to offer advice on planning and managing an online community. mehr

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    Uses insights from social science, psychology, and economics to offer advice on planning and managing an online community.

     

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    Quelle: Verbundkataloge
    Beteiligt: Resnick, Paul (VerfasserIn); Kiesler, Sara (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262298315; 0262298317
    Schlagworte: Online social networks ; Planning; Computer networks ; Social aspects ; Planning; Internet ; Social aspects; Social psychology; DESIGN/Interactive Design; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xi, 309 pages), illustrations
  19. Semblance and event
    activist philosophy and the occurrent arts
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    An investigation of the "occurrent arts" through the concepts of the "semblance" and "lived abstraction." mehr

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    An investigation of the "occurrent arts" through the concepts of the "semblance" and "lived abstraction."

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262298193; 0262298198; 9780262297257; 0262297256; 1283302713; 9781283302715; 9786613302717; 6613302716
    Schriftenreihe: Technologies of lived abstraction
    Schlagworte: Experience; Events (Philosophy); Time in art; SOCIAL SCIENCES/Media Studies; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; ARTS/Art History/Contemporary Art
    Umfang: 1 online resource (xii, 220 pages), illustrations.
  20. Programmed visions
    software and memory
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor... mehr

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    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor itself.

     

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  21. The future of thinking
    learning institutions in a digital age
    Erschienen: 2010
    Verlag:  MIT Press, Cambridge, Mass.

    How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new... mehr

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    How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of "institution" as a "mobilizing network"--emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change--and explore the implications for higher education. The Future of Thinking reports on innovative, virtual institutions. It also uses the idea of a virtual institution both as part of its subject matter and as part of its process: the first draft of the book was hosted on a Web site for collaborative feedback and writing. The authors use this experiment in participatory writing as a test case for virtual institutions, learning institutions, and a new form of collaborative authorship. The finished version is still posted and open for comment. This book is the full-length report of the project, which was summarized in an earlier MacArthur volume, The Future of Learning Institutions in a Digital Age.

     

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    Quelle: Verbundkataloge
    Beteiligt: Goldberg, David Theo (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262266529; 0262266520; 0262513749; 9780262513746
    Schriftenreihe: John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
    Schlagworte: Educational technology; Internet in education; Education ; Effect of technological innovations on; Educational change; Organizational change; EDUCATION/Digital Media & Learning; SOCIAL SCIENCES/Media Studies; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking
    Umfang: 1 online resource (xxv, 288 pages), illustrations.
  22. Hanging out, messing around, and geeking out
    kids living and learning with new media
    Autor*in:
    Erschienen: 2010
    Verlag:  MIT Press, Cambridge, Mass.

    An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational... mehr

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    An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings--at home, in after-school programs, and in online spaces. Integrating twenty-three case studies--which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups--in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

     

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    Quelle: Verbundkataloge
    Beteiligt: Itō, Mizuko (MitwirkendeR); Antin, Judd (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262258920; 0262258927; 129945769X; 9781299457690
    Schriftenreihe: The John D. and Catherine T. MacArthur Foundation series on digital media and learning
    Schlagworte: Mass media and youth ; United States; Digital media ; Social aspects ; United States; Technology and youth ; United States; Learning ; Social aspects; EDUCATION/Digital Media & Learning; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xix, 419 pages), illustrations.
  23. The tuning of place
    sociable spaces and pervasive digital media
    Erschienen: 2010
    Verlag:  MIT Press, Cambridge, Mass.

    Review: "How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that... mehr

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    Review: "How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces - of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration. Places are inhabited spaces, populated by people, their concerns, memories, stories, conversations, encounters, and artifacts. The tuning of place - whereby people use their devices in their interactions with one another - is also a tuning of social relations." "The range of ubiquity is vast - from the familiar phones and handheld devices through RFID tags, smart badges, dynamic signage, microprocessors in cars and kitchen appliances, wearable computing, and prosthetics, to devices still in development. Rather than catalog achievements and predictions, Coyne offers a theoretical framework for discussing pervasive media that can inform developers, designers, and users as they contemplate interventions into the environment. Processes of tuning can lead to consideration of themes highly relevant to pervasive computing: intervention, calibration, wedges, habits, rhythm, tags, taps, tactics, thresholds, aggregation, noise, and interference."--Jacket.

     

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  24. Communities of play
    emergent cultures in multiplayer games and virtual worlds
    Autor*in: Pearce, Celia
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. mehr

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    The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.

     

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  25. Virtualpolitik
    an electronic history of government media-making in a time of war, scandal, disaster, miscommunication, and mistakes
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    Government media making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences. mehr

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    Government media making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences.

     

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