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A social history of AI that finally reveals its roots in the spatial computation of industrial factories and the surveillance of collective behaviour. What is AI? A dominant view describes it as the quest "to solve intelligence," a solution supposedly to be found in the secret logic of the mind or in the deep physiology of the brain, such as in its complex neural networks. The Eye of the Master argues, to the contrary, that the inner code of AI is shaped not by the imitation of biological intelligence, but the intelligence of labour and social relations, as it is found in Babbage's "calculating engines" of the industrial age as well as in the recent algorithms for image recognition and surve...
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medie...
Following France’s defeat, the Nazis moved forward with plans to reorganize a European continent now largely under Hitler’s heel. Some Nazi elites argued for a pan-European cultural empire to crown Hitler’s conquests. Benjamin Martin charts the rise and fall of Nazi-fascist soft power and brings into focus a neglected aspect of Axis geopolitics.
Decentring the Avant-Garde presents a collection of articles dealing with the topography of the avant-garde. The focus is on different responses to avant-garde aesthetics in regions traditionally depicted as cultural, geographical and linguistic peripheries. Avant-garde activities in the periphery have to date mostly been described in terms of a passive reception of new artistic trends and currents originating in cultural centres such as Paris or Berlin. Contesting this traditional view, Decentring the Avant-Garde highlights the importance of analysing the avant-garde in the periphery in terms of an active appropriation of avant-garde aesthetics within different cultural, ideological and historical settings. A broad collection of case studies discusses the activities of movements and artists in various regions in Europe and beyond. The result is a new topographical model of the international avant-garde and its cultural practices.
While Hollywood’s success – its persistence – has remained constant for almost one hundred years, the study of its success has undergone significant expansion and transformation. Since the 1960s, Thomas Elsaesser’s research has spearheaded the study of Hollywood, beginning with his classic essays on auteurism and cinephilia, focused around a director’s themes and style, up to his analysis of the "corporate authorship" of contemporary director James Cameron. In between, he has helped to transform film studies by incorporating questions of narrative, genre, desire, ideology and, more recently, Hollywood’s economic-technological infrastructure and its place within global capitalism....
Introduction : the cultural biography of a film -- Listening to Casablanca : radio adaptations and sonic Hollywood -- Back in theaters : postwar repertory houses and cult cinema -- Everyday films : broadcast television, reruns, and canonizing old Hollywood -- Movie valentines : holiday cult and the romantic canon in VHS video culture -- Happy anniversaries : classic cinema on DVD/Blu-ray in the conglomerate age -- Epilogue : streaming Casablanca and afterthoughts -- Appendix one : Casablanca's first appearances on US platforms/formats -- Appendix two : Casablanca's physical format video rereleases.
Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.
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This volume offers transdisciplinary perspectives on the study of acting and performance in moving image forms. It assembles 26 international scholars from dance, theatre, film, media and cultural studies, art history and philosophy to investigate the art of acting and the presence of the human body in analog and digital film, animation and video art. The volume includes classical case studies and essays devoted to acting history and acting and genres, but its particular emphasis is on introducing a wide range of groundbreaking theoretical approaches - from continental and analytic philosophy to new media theory and cognitivist research - all of which interrogate the fundamental conceptions of »act« and »actor« that underwrite both popular and academic notions of performance in moving image culture.
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.