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This book explores the history of hypertext, an influential concept that forms the underlying structure of the World Wide Web and innumerable software applications. Barnet tells both the human and the technological story by weaving together contemporary literature and her exclusive interviews with those at the forefront of hypertext innovation, tracing its evolutionary roots back to the analogue machine imagined by Vannevar Bush in 1945.
From email to video and text messaging, so much of our present social life depends on media technologies. Today it is clearer than ever that these not only play an active part in our everyday lives, but constitute our increasingly global realities. Caught in the Web argues for a new approach to media theory that allows technomedia to be studied on its own terms. Engaging in sociology, social theory, philosophy, and media studies, it provides an analysis of contemporary media technologies through the lens of various themes, including the modernity/postmodernity debate, the state of knowledge, space/time, and cultural politics in our contemporary information age. At once an introduction to concepts in media studies and a critical work, Caught in the Web attempts to situate high theory in everyday life.
The rich, untold origin story of the ubiquitous web cookie—what’s wrong with it, why it’s being retired, and how we can do better. Consent pop-ups continually ask us to download cookies to our computers, but is this all-too-familiar form of privacy protection effective? No, Meg Leta Jones explains in The Character of Consent, rather than promote functionality, privacy, and decentralization, cookie technology has instead made the internet invasive, limited, and clunky. Good thing, then, that the cookie is set for retirement in 2024. In this eye-opening book, Jones tells the little-known story of this broken consent arrangement, tracing it back to the major transnational conflicts around...
Part of the Sport in the Global Society series, this innovative and creative text explores collective history, memory, and sport culture, tracking the passage of sports away from England. The author investigates why ‘elite’ English sports – such as rugby and cricket – became national sports in New Zealand and Australia, and asks why ‘working class’ English sports – such as football – have travelled less well to these areas. Focusing on these sports, the author tracks narratives and myths, tracing the passage of colonial truths, behaviours and practices. Clearly defined sections in the book focus on: * sport and tourism * sport and history * sport and memory. Using a refreshingly broad range of sources to analyze differences between popular culture and sporting memory, this book offers new perspectives on sport and makes an interesting reference for masters and postgraduate readers in sport and cultural studies.
Digital Humanities is rapidly evolving as a significant approach to/method of teaching, learning and research across the humanities. This is a first-stop book for people interested in getting to grips with digital humanities whether as a student or a professor. The book offers a practical guide to the area as well as offering reflection on the main objectives and processes, including: Accessible introductions of the basics of Digital Humanities through to more complex ideas A wide range of topics from feminist Digital Humanities, digital journal publishing, gaming, text encoding, project management and pedagogy Contextualised case studies Resources for starting Digital Humanities such as links, training materials and exercises Doing Digital Humanities looks at the practicalities of how digital research and creation can enhance both learning and research and offers an approachable way into this complex, yet essential topic.
This Companion offers an extensive examination of how new technologies are changing the nature of literary studies, from scholarly editing and literary criticism, to interactive fiction and immersive environments. A complete overview exploring the application of computing in literary studies Includes the seminal writings from the field Focuses on methods and perspectives, new genres, formatting issues, and best practices for digital preservation Explores the new genres of hypertext literature, installations, gaming, and web blogs The Appendix serves as an annotated bibliography
‘The Internet is broken and Paolo Bory knows how we got here. In a powerful book based on original research, Bory carefully documents the myths, imaginaries, and ideologies that shaped the material and cultural history of the Internet. As important as this book is to understand our shattered digital world, it is essential for those who would fix it.’ — Vincent Mosco, author of The Smart City in a Digital World The Internet Myth retraces and challenges the myth laying at the foundations of the network ideologies – the idea that networks, by themselves, are the main agents of social, economic, political and cultural change. By comparing and integrating different sources related to netw...
This book provides an overview of the growing field of screenwriting research and is essential reading for both those new to the field and established screenwriting scholars. It covers topics and concepts central to the study of screenwriting and the screenplay in relation to film, television, web series, animation, games and other interactive media, and includes a range of approaches, from theoretical perspectives to in-depth case studies. 44 scholars from around the globe demonstrate the range and depths of this new and expanding area of study. As the chapters of this Handbook demonstrate, shifting the focus from the finished film to the process of screenwriting and the text of the screenplay facilitates valuable new insights. This Handbook is the first of its kind, an indispensable compendium for both academics and practitioners.
A media history of simulation that contextualizes our digital heritage and the history of computing. In Computing Legacies, Peter Krapp explores a media history of simulation to excavate three salient aspects of digital culture. Firstly, he profiles simulation as cultural technique, enabling symbolic work and foregrounding hypothetical literacy. Secondly, he positions simulation as crucial for the preservation of cultural memory, where modeling, emulation, and serious play are constitutive in how we relate to our mediated history. And lastly, despite suggestions that we may already live in a simulation, he interrogates how simulation can serve as critique of the computer age. In tracing our ...
This engaging volume celebrates the life and work of Theodor Holm “Ted” Nelson, a pioneer and legendary figure from the history of early computing. Presenting contributions from world-renowned computer scientists and figures from the media industry, the book delves into hypertext, the docuverse, Xanadu and other products of Ted Nelson’s unique mind. Features: includes a cartoon and a sequence of poems created in Nelson’s honor, reflecting his wide-ranging and interdisciplinary intellect; presents peer histories, providing a sense of the milieu that resulted from Nelson’s ideas; contains personal accounts revealing what it is like to collaborate directly with Nelson; describes Nelson’s legacy from the perspective of his contemporaries from the computing world; provides a contribution from Ted Nelson himself. With a broad appeal spanning computer scientists, science historians and the general reader, this inspiring collection reveals the continuing influence of the original visionary of the World Wide Web.