Bodies In Code
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Author | : Mark B. N. Hansen |
Publisher | : Taylor & Francis |
Total Pages | : 330 |
Release | : 2012-10-02 |
Genre | : Social Science |
ISBN | : 1135878870 |
Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.
Author | : Mark B. N. Hansen |
Publisher | : Routledge |
Total Pages | : 331 |
Release | : 2012-10-02 |
Genre | : Social Science |
ISBN | : 1135878862 |
Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.
Author | : Jay Cooper |
Publisher | : Simon and Schuster |
Total Pages | : 264 |
Release | : 2001-02-26 |
Genre | : Health & Fitness |
ISBN | : 0671026208 |
Presents four customized diet solutions based on four different genetic types, in a guide that features self-tests, food plans, and personality profiles.
Author | : William C. Strack |
Publisher | : |
Total Pages | : 118 |
Release | : 1963 |
Genre | : Space mechanics |
ISBN | : |
Author | : William C. Strack |
Publisher | : |
Total Pages | : 104 |
Release | : 1963 |
Genre | : Astronautics |
ISBN | : |
Author | : Dr. Bradley Nelson |
Publisher | : St. Martin's Essentials |
Total Pages | : 398 |
Release | : 2023-02-21 |
Genre | : Body, Mind & Spirit |
ISBN | : 1250773830 |
A powerful new approach to natural, intuitive whole-body healing. The Body Code is a truly revolutionary method of holistic healing. Dr. Bradley Nelson, a globally renowned expert in bioenergetic medicine, has spent decades teaching his powerful self-healing method and training practitioners around the globe, but this is the first time his system of healing will be available to the general public in the form of The Body Code. The Body Code is based on the simple premise that the body is self-healing and knows what it needs in order to thrive and flourish. The Body Code method allows readers to tap into this inner knowing, and find imbalances in 6 key areas—Energies, Circuits and Systems, Toxicity, Nutrition and Lifestyle, Misalignments, and Pathogens—that are the root causes of our physical, mental and emotional issues. By identifying and releasing these imbalances, readers become empowered to activate their body's innate healing power. Featuring a foreword from George Noory, host of Coast to Coast AM, and filled with powerful first-hand accounts of healing, hundreds of color illustrations, and concrete, actionable steps, The Body Code is a road map to healing based in deep study of the human body, time-proven ancient practices, and the unlimited power of the subconscious mind.
Author | : Don Ihde |
Publisher | : U of Minnesota Press |
Total Pages | : 208 |
Release | : 2002 |
Genre | : Technology & Engineering |
ISBN | : 9780816638468 |
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.
Author | : Susan Broadhurst |
Publisher | : Springer |
Total Pages | : 279 |
Release | : 2017-10-12 |
Genre | : Performing Arts |
ISBN | : 1349952419 |
This book explores technologies related to bodily interaction and creativity from a multi-disciplinary perspective. By taking such an approach, the collection offers a comprehensive view of digital technology research that both extends our notions of the body and creativity through a digital lens, and informs of the role of technology in practices central to the arts and humanities. Crucially, Digital Bodies foregrounds creativity, the interrogation of technologies and the notion of embodiment within the various disciplines of art, design, performance and social science. In doing so, it explores a potential or virtual new sense of the embodied self. This book will appeal to academics, practitioners and those with an interest in not only how digital technologies affect the body, but also how they can enhance human creativity.
Author | : Shana Minkin |
Publisher | : Stanford University Press |
Total Pages | : 283 |
Release | : 2019-11-19 |
Genre | : History |
ISBN | : 1503610500 |
At the turn of the twentieth century, Alexandria, Egypt, was a bustling transimperial port city, under nominal Ottoman and unofficial British imperial rule. Thousands of European subjects lived, worked, and died there. And when they died, the machinery of empire had to negotiate for space, resources, and control with the nascent national state. Imperial Bodies shows how the mechanisms of death became a tool for exerting both imperial and national governance. Shana Minkin investigates how French and British power asserted itself in Egypt through local consular claims of belonging manifested within the mundane caring for dead bodies. European communities corralled imperial bodies through the bureaucracies and rituals of death—from hospitals, funerals, and cemeteries to autopsies and death registrations. As they did so, imperial consulates pushed against the workings of both the Egyptian state and each other, expanding their governments' material and performative power. Ultimately, this book reveals how European imperial powers did not so much claim Alexandria as their own, as they maneuvered, manipulated, and cajoled their empires into Egypt.
Author | : Brendan Keogh |
Publisher | : MIT Press |
Total Pages | : 249 |
Release | : 2018-04-06 |
Genre | : Games & Activities |
ISBN | : 0262345447 |
An investigation of the embodied engagement between the playing body and the videogame: how player and game incorporate each other. Our bodies engage with videogames in complex and fascinating ways. Through an entanglement of eyes-on-screens, ears-at-speakers, and muscles-against-interfaces, we experience games with our senses. But, as Brendan Keogh argues in A Play of Bodies, this corporal engagement goes both ways; as we touch the videogame, it touches back, augmenting the very senses with which we perceive. Keogh investigates this merging of actual and virtual bodies and worlds, asking how our embodied sense of perception constitutes, and becomes constituted by, the phenomenon of videogame play. In short, how do we perceive videogames? Keogh works toward formulating a phenomenology of videogame experience, focusing on what happens in the embodied engagement between the playing body and the videogame, and anchoring his analysis in an eclectic series of games that range from mainstream to niche titles. Considering smartphone videogames, he proposes a notion of co-attentiveness to understand how players can feel present in a virtual world without forgetting that they are touching a screen in the actual world. He discusses the somatic basis of videogame play, whether games involve vigorous physical movement or quietly sitting on a couch with a controller; the sometimes overlooked visual and audible pleasures of videogame experience; and modes of temporality represented by character death, failure, and repetition. Finally, he considers two metaphorical characters: the “hacker,” representing the hegemonic, masculine gamers concerned with control and configuration; and the “cyborg,” less concerned with control than with embodiment and incorporation.