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Studying the life situations of trans persons reveals preceding and ongoing political, societal and cultural transformations. This ethnographic study concerns individuals in Andalusia, Southern Spain, who do not fit the sex and gender assigned to them at birth. Christoph Imhof thus investigates issues leading back to the repressive situation during the dictatorship of Franco and to contemporary endeavours and achievements regarding acceptance, citizenship and self-determination. He highlights the pioneering role that Andalusia has played within Spain regarding trans issues since the late 1990s and shows how trans persons in Southern Spain have experienced the growing social, medical and legal acceptance of their gender non-conformity.
Rapid application of new technologies and highly leveraged innovation processes are key for the success of companies and organizations in dynamic markets. Based on the experiences of one of the industry’s most modern innovation centers this book provides an insight into the tools and methods used to align customer requirements, competitive challenges and technological development. Both, scientists and practitioners, will benefit from the lessons learned and presented in this volume.
Scholars from science, art, and humanities explore the meaning of our new image worlds and offer new strategies for visual analysis. We are surrounded by images as never before: on Flickr, Facebook, and YouTube; on thousands of television channels; in digital games and virtual worlds; in media art and science. Without new efforts to visualize complex ideas, structures, and systems, today's information explosion would be unmanageable. The digital image represents endless options for manipulation; images seem capable of changing interactively or even autonomously. This volume offers systematic and interdisciplinary reflections on these new image worlds and new analytical approaches to the visu...
How design students learn sustainably How do I teach design? Why is listening so important? What can we learn from other disciplines and cultures and from each other? Answers to these and other questions are offered by Sven Ingmar Thies and his 24 interviewees, who are all united by a single wish: that their students should experiment, experience, and grow as designers. This book allows teachers of graphic design, design theory, game development, industrial design, and behavioral research from China, Germany, Great Britain, Japan, Austria, and the USA to each have their say. The in-depth conversations are complemented by a comprehensive reflection and sample assignments. This is a book for teachers and students alike that offers insights into the experiences of others, as well as inspiration for teaching, learning, and professional practice. New teaching methods & practical suggestions A comparison of the experiences of 24 design teachers from six countries Fritz Frenkler, Gesche Joost, Rathna Ramanathan, Stefan Sagmeister, Kashiwa Sato, Erik Spiekermann, and others in conversation
Against the background of the media commercialization reform since the 1990s in China and drawing on the case of »X-Change« (2006–2019), Wei Dong investigates the affective meaning-making mechanism in the multimodal text of Chinese reality TV. The focus lies on the ways in which emotions are appropriated and disciplined by regimes of power and identity, and the ways in which affect – in this case primarily kuqing (bitter emotions) communicated by the material and the body – have the potential to challenge or exceed existing relations of power in the mediascape. Wei Dong shows how Chinese reality TV provides a historical and theoretical opportunity for understanding the affective structures of contemporary China in the dynamic process of fracture and integration.
Die digitale Revolution ist mit dem Versprechen verknüpft, die Selbstständigkeit des einzelnen Nutzers zu stärken. Der Aufstieg von kommerziellen Plattformen zur Koordination von Crowdarbeit stellt die Gültigkeit dieses Narrativs jedoch in Frage. In Crowd-Design analysiert Florian Alexander Schmidt die Entstehungsgeschichte, Funktionsweise und Rhetorik solcher Plattformen. Der Vergleich von historischen Crowd-Diskursen und Visionen der Online-Kollaboration bildet den Ausgangspunkt für eine kritische Betrachtung aktueller Ausprägungen von Crowdarbeit: Der Fokus der Studie liegt auf der Auslagerung von Designaufgaben unter Verwendung dieser Crowdsourcing-Plattformen. Grundlegenden Mechanismen, welche den Plattformbetreibern zur Motivation und Kontrolle der Crowds dienen, werden offengelegt.
What does it mean to be called an ›Outsider‹? Marion Scherr investigates structural inequalities and the myth of the Other in Western art history, examining the role of ›Outsider Art‹ in contemporary art worlds in the UK. By shifting the focus from art world professionals to those labelled ›Outsider Artists‹, she counteracts one-sided representations of them being otherworldly, raw, and uninfluenced. Instead, the artists are introduced as multi-faceted individuals in constant exchange with their social environment, employing diverse strategies in dealing with their exclusion. The book reframes their voices and artworks as complex, serious and meaningful cultural contributions, and challenges their attested Otherness in favour of a more inclusive, all-encompassing understanding of art.
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.