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Fractured Scenes
  • Language: en
  • Pages: 274

Fractured Scenes

Fractured Scenes is the first extensive academic account of music and sound art practices that fall outside of the scope of ‘mainstream music’ in Hong Kong. It combines academic essays with original interviews conducted with prominent Hong Kong underground/independent musicians and sound artists as well as first hand-accounts by key local scene actors in order to survey genres such as experimental/noise music, deconstructed electronic music, indie-pop, punk, garage rock, sound art and DIY ‘computer’ music (among others). It examines these Hong Kong underground music practices in relief with specific case studies in Mainland China and Japan to begin re-defining the notion of a ‘musical underground’ in the context of contemporary Hong Kong.

Electronic Cities
  • Language: en
  • Pages: 303

Electronic Cities

This book examines Electronic Dance Music (EDM) scenes in 18 cities across Africa, the Middle East, Europe, Asia, North America and Australia. It focuses on the historical development of these scenes, with an emphasis on the post-2000 context, including the COVID-19 pandemic and its far-reaching effects. Expert contributors highlight the influence of geographical contexts, as well as cultural and political histories, in the development of mainstream EDM scenes and underground Electronic Dance Music Cultures. This expansive work offers additional insights on cultural and creative policies, planning interventions and regulations associated with nightlife management, and provides a detailed analysis of current challenges inherent to the governance of EDM scenes in contemporary cities.

Real Life in Real Time
  • Language: en
  • Pages: 353

Real Life in Real Time

  • Type: Book
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  • Published: 2023-08-22
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  • Publisher: MIT Press

The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from di...

MP3
  • Language: en
  • Pages: 359

MP3

Jonathan Sterne shows that understanding the historical meaning of the MP3, the world's most common format for recorded audio, involves rethinking the place of digital technologies in the broader universe of twentieth-century communication history.

Race on Display in 20th- and 21st Century France
  • Language: en
  • Pages: 239

Race on Display in 20th- and 21st Century France

Race on Display in 20th- and 21st-Century France argues that the way France displayed its colonized peoples in the twentieth century continues to inform how minority authors and artists make immigrants and racial and ethnic minority populations visible in contemporary France.

Softimage
  • Language: en
  • Pages: 160

Softimage

With today’s digital technology, the image is no longer a stable representation of the world, but a programmable view of a database that is updated in real time. It no longer functions as a political and iconic representation, but plays a vital role in synchronic data-to-data relationships. It is not only part of a program, but it contains its own operating code: the image is a program in itself. Softimage aims to account for that new reality, taking readers on a journey that gradually undoes our unthinking reliance on the apparent solidity of the photographic image and building in its place an original and timely theorization of the digital image in all its complexity, one that promises to spark debate within the evolving fields of image studies and software studies.

Online Film Production in China Using Blockchain and Smart Contracts
  • Language: en
  • Pages: 460

Online Film Production in China Using Blockchain and Smart Contracts

  • Type: Book
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  • Published: 2019-03-04
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  • Publisher: Springer

This book explores the use of Blockchain and smart contract technologies to develop new ways to finance independent films and digital media worldwide. Using case studies of Alibaba and in-depth, on-set observation of a Sino-US coproduction, as well as research collected from urban China, Hong Kong, Europe, and the USA, Online Film Production in China Using Blockchain and Smart Contracts explores new digital platforms and what this means for the international production of creative works. This research assesses the change in media consciousness from young urban audiences, their emergence as a potential participative and creative community within dis-intermediated, decentralised and distribute...

The Routledge Handbook of Popular Music and Politics of the Balkans
  • Language: en
  • Pages: 857

The Routledge Handbook of Popular Music and Politics of the Balkans

The Routledge Handbook of Popular Music and Politics of the Balkans is a comprehensive overview of major topics, established debates and new directions in the study of popular music and politics in this region. The vibrant growth of this subject area since the 1990s has been intertwined with the region’s political and socio-economic transformations, including the collapse of state socialism in much of the region, the break-up of Yugoslavia, the advent of neoliberal capitalism, the rise of Romani activism, the complex politics of ‘Europeanization’ before and after the global financial crisis, and the region’s relationship to the European Union border regime. The handbook illustrates t...

Action and Agency in Dialogue
  • Language: en
  • Pages: 225

Action and Agency in Dialogue

"Elegantly written and compellingly argued, Cooren offers up some of the most original theorizing on agency in the communication sciences that we have seen to date. Nonhuman agency does not just "make a difference" in this book. It is a difference that connects, communicates, and brings to life the impossible."-Gail T. Fairhurst, Professor, University of Cincinnati, USA --

Digital Zombies, Undead Stories
  • Language: en
  • Pages: 254

Digital Zombies, Undead Stories

Through analysis of three case study videogames – Left 4 Dead 2, DayZ and Minecraft – and their online player communities, Digital Zombies, Undead Stories develops a framework for understanding how collective gameplay generates experiences of narrative, as well as the narrative dimensions of players' creative activity on social media platforms. Narrative emergence is addressed as a powerful form of player experience in multiplayer games, one which makes individual games' boundaries and meanings fluid and negotiable by players. The phenomenon is also shown to be recursive in nature, shaping individual and collective understandings of videogame texts over time. Digital Zombies, Undead Stories focuses on games featuring zombies as central antagonists. The recurrent figure of the videogame zombie, which mediates between chaos and rule-driven predictability, serves as both metaphor and mascot for narrative emergence. This book argues that in the zombie genre, emergent experiences are at the heart of narrative experiences for players, and more broadly demonstrates the potential for the phenomenon to be understood as a fundamental part of everyday play experiences across genres.