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Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.
Digitalization and computerization are now pervasive in science. This has deep consequences for our understanding of scientific knowledge and of the scientific process, and challenges longstanding assumptions and traditional frameworks of thinking of scientific knowledge. Digital media and computational processes challenge our conception of the way in which perception and cognition work in science, of the objectivity of science, and the nature of scientific objects. They bring about new relationships between science, art and other visual media, and new ways of practicing science and organizing scientific work, especially as new visual media are being adopted by science studies scholars in their own practice. This volume reflects on how scientists use images in the computerization age, and how digital technologies are affecting the study of science.
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—...
"During the postwar period, experiments on prison populations were standard practice among many universities, public health agencies, and major pharmaceutical manufacturers across the United States. Thus, the operative question in Skin Theory is: What was it about the US prison that made it so amenable to medical science research? A visual study for critically understanding entwined sites of imprisonment and scientific knowledge production, Skin Theory speaks directly to the crucial moments immediately before two large American industries, one carceral and the other pharmaceutical, saw their fantastic rise and dominance, honing in on when their interests and operations came together in expli...
Referring to the focus of the biosciences on molecular "particles" of the human biology, such as stem cells, genes, and neurons, this account examines the relationships between culture, society, and bioscientific research. Showing that the atomized body is indeed socially and culturally embedded, in plural and complex ways, it argues that biomedicine and biotechnology do not only intersect with the human body, but also reshape our perceptions of selfhood and life. From a multidisciplinary perspective, this volume explores the biosciences and the atomized body in their social, cultural, and philosophical contexts.
This edited volume expands on what Aoyagi Hiroshi intended in the first decade of the new millennium to establish as a subfield of symbolic anthropology called “idology.” It brings together case studies of popular idolatry in Japan, but goes further to provide a transcultural perspective to guide anthropological investigations in different places and times. In proposing an integrated paradigm for the growing body of literature on idols, the volume redirects recurrent questions to more fundamental points of sociocultural inquiry. Contributions from scholars conducting ethnographic fieldwork, as well as those engaged in theoretical and historical analyses, facilitate comparative reading and critical thought. Exceeding a narrow focus on human idols, the chapters shed new light on virtual idols and YouTubers, cartoon characters and voices, robot idols and cybernetic systems. Science and technology studies thus comes together with theories of animation and anthropological work on life in more-than-human worlds.
Essays, photo-essays, interviews, manifestos, diagrams, and a play explore the varied legacies, influences, and futures of the Bauhaus. What would keep the Bauhaus up at night if it were practicing today? A century after its founding by Walter Gropius in Weimar, Germany, as an “experimental laboratory of the future,” who are the pioneering experimentalists who reinscribe or resist Bauhaus traditions? This book explores the varied legacies, influences, and futures of the Bauhaus. Many of the animating issues of the Bauhaus—its integration of research, teaching, and practice; its experimentation with materials; its democratization of design; its open-minded, heterogeneous approach to ide...
Archaeology has always been marked by its particular care, obligation, and loyalty to things. While archaeologists may not share similar perspectives or practices, they find common ground in their concern for objects monumental and mundane. This book considers the myriad ways that archaeologists engage with things in order to craft stories, both big and small, concerning our relations with materials and the nature of the past. Literally the "science of old things," archaeology does not discover the past as it was but must work with what remains. Such work involves the tangible mediation of past and present, of people and their cultural fabric, for things cannot be separated from society. Things are us. This book does not set forth a sweeping new theory. It does not seek to transform the discipline of archaeology. Rather, it aims to understand precisely what archaeologists do and to urge practitioners toward a renewed focus on and care for things.
"Brings together historians, philosophers, critics, postcolonial theorists, and curators to ask how images, pictures, and paintings are conceptualized. Issues discussed include concepts such as "image" and "picture" in and outside the West; semiotics; whether images are products of discourse; religious meanings; and the ethics of viewing"--Provided by publisher.
In Shame, Fame, and the Technological Mentality, Dustin Peone interrogates the modern human condition. Peone argues that shame and fear are constitutive of social order, but that these affects have been undermined by contemporary ideology. This subversion has created a novel breed of shameless and fearless human beings, with myriad social consequences. Peone next demonstrates an associated change in the role of fame in society: where once the desire for fame was tied to immortality through civic virtue, this connection has eroded, and fame is no longer connected to excellence. Finally, Peone analyzes the hegemonic role of technological thinking and its responsibility in accelerating these processes, cautioning against the deification of technology. In response to the technological mentality for navigating the modern world, Peone argues instead for an ethics of prudence and a doctrine of humor.