Virtualpolitik
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Author | : Elizabeth Mathews Losh |
Publisher | : MIT Press |
Total Pages | : 427 |
Release | : 2009 |
Genre | : Computers |
ISBN | : 0262123045 |
Government media-making, from official websites to whistleblowers' e-mail, and its sometimes unintended consequences. Today government agencies not only have official Web sites but also sponsor moderated chats, blogs, digital video clips, online tutorials, videogames, and virtual tours of national landmarks. Sophisticated online marketing campaigns target citizens with messages from the government--even as officials make news with digital gaffes involving embarrassing e-mails, instant messages, and videos. In Virtualpolitik, Elizabeth Losh closely examines the government's digital rhetoric in such cases and its dual role as mediamaker and regulator. Looking beyond the usual focus on interfaces, operations, and procedures, Losh analyzes the ideologies revealed in government's digital discourse, its anxieties about new online practices, and what happens when officially sanctioned material is parodied, remixed, or recontextualized by users. Losh reports on a video game that panicked the House Intelligence Committee, pedagogic and therapeutic digital products aimed at American soldiers, government Web sites in the weeks and months following 9/11, PowerPoint presentations by government officials and gadflies, e-mail as a channel for whistleblowing, digital satire of surveillance practices, national digital libraries, and computer-based training for health professionals. Losh concludes that the government's "virtualpolitik"--its digital realpolitik aimed at preserving its own power--is focused on regulation, casting as criminal such common online activities as file sharing, video-game play, and social networking. This policy approach, she warns, indefinitely postpones building effective institutions for electronic governance, ignores constituents' need to shape electronic identities to suit their personal politics, and misses an opportunity to learn how citizens can have meaningful interaction with the virtual manifestations of the state.
Author | : Amit Pinchevski |
Publisher | : Oxford University Press, USA |
Total Pages | : 201 |
Release | : 2019 |
Genre | : Collective memory |
ISBN | : 0190625589 |
In Transmitted Wounds, Amit Pinchevski explores the ways media technology and logic shape the social life of trauma both clinically and culturally. Bringing media theory to bear on trauma theory, Pinchevski reveals the technical operations that inform the conception and experience of traumatic impact and memory. He offers a bold thesis about the deep association of media and trauma: media bear witness to the human failure to bear witness, making the traumatic technologically transmissible and reproducible. Taking up a number of case studies--the radio broadcasts of the Eichmann trial; the videotaping of Holocaust testimonies; recent psychiatric debates about trauma through media following the 9/11 attacks; current controversy surrounding drone operators' post-trauma; and digital platforms of algorithmic-holographic witnessing and virtual reality exposure therapy for PTSD--Pinchevski demonstrates how the technological mediation of trauma feeds into the traumatic condition itself. The result is a novel understanding of media as constituting the material conditions for trauma to appear as something that cannot be fully approached and yet somehow must be. While drawing on contemporary materialist media theory, especially the work of Friedrich Kittler and his followers, Pinchevski goes beyond the anti-humanistic tendency characterizing the materialist approach, discovering media as bearing out the human vulnerability epitomized in trauma, and finding therein a basis for moral concern in the face of violence and atrocity. Transmitted Wounds unfolds the ethical and political stakes involved in the technological transmission of mental wounds across clinical, literary, and cultural contexts.
Author | : Elizabeth Losh |
Publisher | : MIT Press |
Total Pages | : 315 |
Release | : 2024-02-06 |
Genre | : Education |
ISBN | : 0262551241 |
An examination of technology-based education initiatives—from MOOCs to virtual worlds—that argues against treating education as a product rather than a process. Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on learning itself. In this book, Elizabeth Losh examines current efforts to “reform” higher education by applying technological solutions to problems in teaching and learning. She finds that many of these initiatives fail because they treat education as a product rather than a process. Highly touted schemes—video games for the classroom, for example, or the distribution of iPads—let students down because they promote consumption rather than intellectual development. Losh analyzes recent trends in postsecondary education and the rhetoric around them, often drawing on first-person accounts. In an effort to identify educational technologies that might actually work, she looks at strategies including MOOCs (massive open online courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to “the Baked Professor”), and educational virtual worlds. Finally, Losh outlines six basic principles of digital learning and describes several successful university-based initiatives. Her book will be essential reading for campus decision makers—and for anyone who cares about education and technology.
Author | : Adam L. Brackin |
Publisher | : BRILL |
Total Pages | : 230 |
Release | : 2019-01-04 |
Genre | : Social Science |
ISBN | : 1848882718 |
This inter-disciplinary volume represents the collective visions of post-humanist cyberculture scholars.
Author | : Julian Stallabrass |
Publisher | : Rowman & Littlefield |
Total Pages | : 353 |
Release | : 2020-10-30 |
Genre | : Photography |
ISBN | : 1538141817 |
See firsthand how war photography is used to sway public opinion. In the autumn of 2014, the Royal Air Force released blurry video of a missile blowing up a pick-up truck which may have had a weapon attached to its flatbed. This was a lethal form of gesture politics: to send a £9-million bomber from Cyprus to Iraq and back, burning £35,000 an hour in fuel, to launch a smart missile costing £100,000 to destroy a truck or, rather, to create a video that shows it being destroyed. Some lives are ended—it is impossible to tell whose—so that the government can pretend that it taking effective action by creating a high-budget snuff movie. This is killing for show. Since the Vietnam War the way we see conflict—through film, photographs, and pixels—has had a powerful impact on the political fortunes of the campaign, and the way that war has been conducted. In this fully illustrated and passionately argued account of war imagery, Julian Stallabrass tells the story of post-war conflict, how it was recorded and remembered through its iconic photography. The relationship between war and photograph is constantly in transition, forming new perspectives, provoking new challenges: what is allowed to be seen? Does an image have the power to change political opinion? How are images used to wage war? Stallabrass shows how photographs have become a vital weapon in the modern war: as propaganda—from close-quarters fighting to the drone’s electronic vision—as well as a witness to the barbarity of events such as the My Lai massacre, the violent suppression of insurgent Fallujah or the atrocities in Abu Ghraib. Through these accounts Stallabrass maps a comprehensive theoretical re-evaluation of the relationship between war, politics and visual culture. Killing for Show offers: 190 photographs encompassing photojournalism, artists’ images, photographs by soldiers and amateurs and drones A comprehensive comparison of the role of photography in the Vietnam and Iraq Wars An explanation of the waning power of iconic images in collective memory An analysis of the failure of military PR and the public display of killing A focus on what can and cannot be seen, photographed and published An exploration of the power and limits of amateur photography Arguments about how violent images act on democracy This full-color book is an essential volume in the history of warfare and photography
Author | : Ellen Lupton |
Publisher | : Macmillan |
Total Pages | : 194 |
Release | : 2009-05-12 |
Genre | : Design |
ISBN | : 0312532733 |
Examining such topics as housekeeping, entertaining, parenthood, time management, D.I.Y, and more, shows you how to evaluate the things you use and how to recognize the forms of order that inhabit the messes of everyday life.
Author | : Celia Pearce |
Publisher | : MIT Press |
Total Pages | : 343 |
Release | : 2011-09-30 |
Genre | : Computers |
ISBN | : 026251673X |
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game’s designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Author | : Douglas Eyman |
Publisher | : University of Michigan Press |
Total Pages | : 173 |
Release | : 2015-06-01 |
Genre | : Computers |
ISBN | : 0472900110 |
What is “digital rhetoric”? This book aims to answer that question by looking at a number of interrelated histories, as well as evaluating a wide range of methods and practices from fields in the humanities, social sciences, and information sciences to determine what might constitute the work and the world of digital rhetoric. The advent of digital and networked communication technologies prompts renewed interest in basic questions such as What counts as a text? and Can traditional rhetoric operate in digital spheres or will it need to be revised? Or will we need to invent new rhetorical practices altogether? Through examples and consideration of digital rhetoric theories, methods for both researching and making in digital rhetoric fields, and examples of digital rhetoric pedagogy, scholarship, and public performance, this book delivers a broad overview of digital rhetoric. In addition, Douglas Eyman provides historical context by investigating the histories and boundaries that arise from mapping this emerging field and by focusing on the theories that have been taken up and revised by digital rhetoric scholars and practitioners. Both traditional and new methods are examined for the tools they provide that can be used to both study digital rhetoric and to potentially make new forms that draw on digital rhetoric for their persuasive power.
Author | : Nina B. Huntemann |
Publisher | : Routledge |
Total Pages | : 507 |
Release | : 2009-09-10 |
Genre | : Games & Activities |
ISBN | : 1135842817 |
Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool. This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.
Author | : Colin Milburn |
Publisher | : Duke University Press |
Total Pages | : 264 |
Release | : 2015-04-24 |
Genre | : Computers |
ISBN | : 0822376334 |
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.