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In 2003, Norman M. Klein's docufable »Bleeding Through« raised questions of urban aesthetics and memory as part of the multimedia documentary »Bleeding Through: Layers of Los Angeles, 1920–1986.« Now, 20 years later, this important text is reissued along with several essays addressing its central themes, such as the aesthetics and politics of urban memory, the development of Los Angeles since the 20th century, the role of urban imaginaries in US politics, or media evolution in the 21st century. The volume also features a long interview with Klein and two docufables from Klein's celebrated study »The History of Forgetting: Los Angeles and the Erasure of Memory«, one being the kernel of the novella, the other imagining Walter Benjamin in L.A. Finally, the book contains links to two films featuring much of the multimedia material contained in the first edition.
The text is accompanied by extensive illustrations, ranging from work by recognised practitioners in the field to current student work from undergraduate programmes. It also includes practical clear workshop diagrams designed to help students develop the confidence to work with the approaches covered in the book themselves.
Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of m...
Editors Marsha Kinder and Tara McPherson present an authoritative collection of essays on the continuing debates over medium specificity and the politics of the digital arts. Comparing the term “transmedia” with “transnational,” they show that the movement beyond specific media or nations does not invalidate those entities but makes us look more closely at the cultural specificity of each combination. In two parts, the book stages debates across essays, creating dialogues that give different narrative accounts of what is historically and ideologically at stake in medium specificity and digital politics. Each part includes a substantive introduction by one of the editors. Part 1 exami...
"This book presents scientific, theoretical, and practical insight on the software and technology of social networks and the factors that boost communicability, highlighting different disciplines in the computer and social sciences fields"--Provided by publisher.
Digital Currents explores the growing impact of digital technologies on aesthetic experience and examines the major changes taking place in the role of the artist as social communicator. Margot Lovejoy recounts the early histories of electronic media for art making - video, computer, the internet - in this richly illustrated book. She provides a context for the works of major artists in each media, describes their projects, and discusses the issues and theoretical implications of each to create a foundation for understanding this developing field. Digital Currents fills a major gap in our understanding of the relationship between art and technology, and the exciting new cultural conditions we are experiencing. It will be ideal reading for students taking courses in digital art, and also for anyone seeking to understand these new creative forms.
Have digital technologies transformed cinema into a new art, or do they simply replicate and mimic analogue, film-based cinema? Newly revised and expanded to take the latest developments into account, Cinema in the Digital Age examines the fate of cinema in the wake of the digital revolution. Nicholas Rombes considers Festen (1998), The Blair Witch Project (1999), Timecode (2000), Russian Ark (2002), and The Ring (2002), among others. Haunted by their analogue pasts, these films are interested not in digital purity but rather in imperfection and mistakes—blurry or pixilated images, shaky camera work, and other elements that remind viewers of the human behind the camera. With a new introduc...
How can various technologies, from the more conventional to the very new, be used to archive, share and understand dance movement? How can they become part of new ways of creating dance? What does this tell us about the ways in which technology is part of how we make sense and think? Well-known choreographers and dance collectives including William Forsythe, Siohban Davis, Merce Cunningham, Anne Teresa De Keersmaeker and BADco. have initiated projects to investigate these questions, and in so doing have inaugurated a new era for dance archives, education, research and creation. Their work draws attention to the intimate relationship between the technologies we use and the ways in which we th...
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
Cover -- Copyright page -- Contents -- Acknowledgments -- Introduction -- 1 Back to the Future: The Rise of CD-ROM -- 2 In the Realm of Digital Heterotopias: Exploring CD-ROM Space -- 3 A Sensuous Gaze: Interactive Chronophotography and Relation-Images -- 4 A Cinema of One's Own: The Mediumistic Performance of the Female Body -- 5 Spaces of Desire: Mapping and Translating Lesbian Reality -- 6 In Search of Lost Space: Photographic Memories and the Digital Punctum -- Conclusion -- Notes -- Bibliography -- Index