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Interdisciplinary essays on the relationship between practice and theory in new media. Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspectives on both media and culture. Drawing on insights from literary theory, semiotics, philosophy, aesthetics, ethics, media studies, sociology, and education, the contributors construct new positions from which to observe digital media in fresh and meaningful ways. Throughout they explore to what extent i...
Images, Ethics, Technology explores the changing ethical implications of images and the ways they are communicated and understood. It emphasises how images change not only through their modes of representation, but through our relationship to them. In order to understand images, we must understand how they are produced, communicated, and displayed. Each of the 14 essays chart the relationship to technology as part of a larger complex social and cultural matrix, highlighting how these relations constrain and enable notions of responsibility with respect to images and what they represent. They demonstrate that as technology develops and changes, the images themselves change, not just with respect to content, but in the very meanings and indices they produce. This is a collection that not only asks: who speaks for the art? But also: who speaks for the witnesses, the cameras, the documented, the landscape, the institutional platforms, the taboos, those wishing to be forgotten, those being seen and the experience of viewing itself? Images, Ethics, Technology is ideal for advanced level students and researchers in media and communications, visual culture and cultural studies.
"This book uses a narrative style; simplifying jargon for the non-technical reader. It is a techno-journey commencing with the background history of computing to contrast with HCI in today's techno-world; filling the gap in the literature that only sparsely covers the vast number of human-dimensions (or social context) of computer usage. The target audience includes: IT professionals, postgraduate information systems' students, corporate trainers, general computer users, educational technology researchers, academics at universities and other types of community-based learning Institutions."--BOOK JACKET.
Rindu - Mr. Rahsia! Pening kepala Hanani apabila terfikir nama yang sering mengganggu hidupnya melalui SMS. Dalam keterpaksaan melayan kerenah lelaki yang dikenali sebagai Mr. Rahsia itu, Hanani mula jadi rindu! Dia tersenyum bila lelaki tersebut mengatur bait-bait indah tetapi mula bengang bila asyik sahaja disakat. Kasih - Kehadiran Iskandar membuatkan Hanani diulit bahagia. Namun, ada sahaja yang menjadi penghalang. Kacau daun sungguh! Hanani geram dengan keadaan itu, tetapi hatinya nekad untuk mempertahankan kasih sucinya. Cinta - Hanani keliru. Cintanya sudah mekar, tetapi untuk siapa sebenarnya? Antara Mr. Rahsia dan Iskandar, mungkinkah kata hati mereka turut merasakannya? Siapakah yang menjadi pilihan Hanani? 3 KATA HATI milik siapa? Iskandar yang membuatkan dia panasaran atau Mr. Rahsia yang mencuit hatinya melalui kiriman SMS?
The first book to test the claim that the emerging field of Digital Humanities is interdisciplinary and also examines the boundary work of establishing and sustaining a new field of study
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.
Writing and Editing for Digital Media teaches students how to write effectively for digital spaces—whether writing for an app, crafting a story for a website, blogging, or using social media to expand the conversation. The lessons and exercises in each chapter help students build a solid understanding of the ways that digital communication has introduced opportunities for dynamic storytelling and multi-directional communication. With this accessible guide and accompanying website, students learn not only to create content, but also to become careful, creative managers of that content. Updated with contemporary examples and pedagogy, including examples from the 2016 presidential election, a...
How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities. Fresh from a party, a teen posts a photo on Facebook of a friend drinking a beer. A college student repurposes an article from Wikipedia for a paper. A group of players in a multiplayer online game routinely cheat new players by selling them worthless virtual accessories for high prices. In Disconnected, Carrie James examines how young people and the adults in their lives think about these sorts of online dilemmas, describing ethical blind spots and disconnects. Drawing on extensive interviews with young people between the ages of 10 and 25,...
The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social ...
Inhaltsangabe:Abstract: Building on approaches that have succeeded in applying semiotic principles and methodology to computer science, such as computer semiotics, computational semiotics, and semiotic interface engineering, this dissertation establishes a systematic account for those researchers who are ready to look at hypertext from a semiotic point of view. Rather than a new hypertext model, this work presents the prolegomena of a theory of hypertext semiotics, interlacing the existing models with the findings of semiotic research, on all levels of the textual, aural, visual, tactile and olfactory channels. A short history of hypertext, from its prehistory to today's state of the art sys...