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In the popular imagination, archives are remote, largely obsolete institutions: either antiquated, inevitably dusty libraries or sinister repositories of personal secrets maintained by police states. Yet the archive is now a ubiquitous feature of digital life. Rather than being deleted, e-mails and other computer files are archived. Media software and cloud storage allow for the instantaneous cataloging and preservation of data, from music, photographs, and videos to personal information gathered by social media sites. In this digital landscape, the archival-oriented media theories of Wolfgang Ernst are particularly relevant. Digital Memory and the Archive, the first English-language collect...
In the sciences, the merits and ramifications of open accessa the electronic publishing model that gives readers free, irrevocable, worldwide, and perpetual access to researcha have been vigorously debated. Open access is now increasingly proposed as a valid means of both disseminating knowledge and career advancement. In Digitize This Book! Gary Hall presents a timely and ambitious polemic on the potential that open access publishing has to transform both a papercentrica humanities scholarship and the institution of the university itself.
How to interpret and critique digital arts, in theory and in practice.
Media screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. Screens addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Sno...
A prescient exploration of the fate of the book in the digital age.
While corporations, governmental groups, and public relations firms debated the best way to memorialize the event of 9/11, sites of commemoration could be seen across the country and especially on the Internet. Greg Ulmer suggests that this reality points us to a new sense of monumentality, one that is collaborative in nature rather than iconic. From a do-it-yourself Mount Rushmore to an automated tribute to the devastating annual toll of traffic deaths in the United States, Electronic Monuments describes commemoration as a fundamental experience, joining individual and collective identity, and adapting both to the emerging apparatus of “electracy,” or digital literacy. Concerns about th...
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability...
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmenta...
New technologies suggest new ideas about embodiment - our 'reach' extends to global sites through the Internet; we enter cyberspace through the engines of virtual reality. In this book, a leading philosopher of technology explores the meaning of bodies in technology—how the sense of our bodies and of our orientation in the world is affected by the various information technologies. 'Bodies in Technology' begins with an analysis of embodiment in cyberspace, then moves on to consider ways in which social theorists have interpreted or overlooked these conditions. An astute and sensible judge of these theories, Don Ihde is a uniquely provocative and helpful guide through contemporary thinking about technology and embodiment, drawing on sources and examples as various as video games, popular films, the workings of e-mail, and virtual reality techniques. Charting the historical, philosophical, and practical territory between virtual reality and real life, this work is an important contribution to the national conversation on the impact technology-and information technology in particular-has on our lives in a wired, global age.
Database Aesthetics examines the database as cultural and aesthetic form, explaining how artists have participated in network culture by creating data art. The essays in this collection look at how an aesthetic emerges when artists use the vast amounts of available information as their medium. Here, the ways information is ordered and organized become artistic choices, and artists have an essential role in influencing and critiquing the digitization of daily life. Contributors: Sharon Daniel, U of California, Santa Cruz; Steve Deitz, Carleton College; Lynn Hershman Leeson, U of California, Davis; George Legrady, U of California, Santa Barbara; Eduardo Kac, School of the Art Institute of Chic...