Tracing the evolution of the Italian avant-garde’s pioneering experiments with art and technology and their subversion of freedom and control
In postwar Italy, a group of visionary artists used emergent computer technologies as both tools of artistic production and a means to reconceptualize the dynamic interrelation between individual freedom and collectivity. Working contrary to assumptions that the rigid, structural nature of programming limits subjectivity, this book traces the multifaceted practices of these groundbreaking artists and their conviction that technology could provide the conditions for a liberated social life.
Situating their developments within the context of the Cold War and the ensuing crisis among the Italian left, Arte Programmata describes how Italy’s distinctive political climate fueled the group’s engagement with computers, cybernetics, and information theory. Creating a broad range of immersive environments, kinetic sculptures, domestic home goods, and other multimedia art and design works, artists such as Bruno Munari, Enzo Mari, and others looked to the conceptual frameworks provided by this new technology to envision a way out of the ideological impasses of the age.
Showcasing the ingenuity of Italy’s earliest computer-based art, this study highlights its distinguishing characteristics while also exploring concurrent developments across the globe. Centered on the relationships between art, technology, and politics, Arte Programmata considers an important antecedent to the digital age.
Database Aesthetics examines the database as cultural and aesthetic form, explaining how artists have participated in network culture by creating data art. The essays in this collection look at how an aesthetic emerges when artists use the vast amounts of available information as their medium. Here, the ways information is ordered and organized become artistic choices, and artists have an essential role in influencing and critiquing the digitization of daily life.
Contributors: Sharon Daniel, U of California, Santa Cruz; Steve Deitz, Carleton College; Lynn Hershman Leeson, U of California, Davis; George Legrady, U of California, Santa Barbara; Eduardo Kac, School of the Art Institute of Chicago; Norman Klein, California Institute of the Arts; John Klima; Lev Manovich, U of California, San Diego; Robert F. Nideffer, U of California, Irvine; Nancy Paterson, Ontario College of Art and Design; Christiane Paul, School of Visual Arts in New York; Marko Peljhan, U of California, Santa Barbara; Warren Sack, U of California, Santa Cruz; Bill Seaman, Rhode Island School of Design; Grahame Weinbren, School of Visual Arts, New York.
Victoria Vesna is a media artist, and professor and chair of the Department of Design and Media Arts at the University of California, Los Angeles.
Dialectic seeks to publish scholarship, analytical study and criticism that will enlighten and inform a diverse audience of design educators engaged not only in classroom teaching experiences but also in differing forms of research and professional practice. The journal's advisory and editorial boards recognize that design education, along with design research and professional practice, exist in relationships that are now broadly informed by theoretical frameworks and applications of knowledge derived from the social and applied sciences, the humanities, and other professions such as business, education, information technology and media studies. The outcomes of these synergies often result in the invention, discovery, understanding, and dissemination of new knowledge, innovation, and best practices.
A groundbreaking critique of the digital world that analyzes its universal technological foundations
Whence that nagging sense that something in the digital is amiss—that, as wonderful as our devices are, time spent on smartphones and computers leaves us sour, enervated, alienated? The Digital and Its Discontents uniquely explains that worry and points us toward a more satisfying relationship between our digital lives and our nondigital selves, one that requires a radical change in the way we incorporate technology into our lives.
Aden Evens analyzes universal technological principles—in particular, the binary logic—to show that they encourage certain ways of thinking while making others more challenging or impossible. What is out of reach for any digital machine is contingency, the ontological principle that refuses every rule. As humans engage ourselves and our world ever more through digital machines, we are losing touch with contingency and so banishing from our lives the accidental and unexpected that fuel our most creative and novel possibilities for living.
Taking cues from philosophy rather than cultural or media theory, Evens argues that the consequences of this erosion of contingency are significant yet often overlooked because the same values that make the digital seem so desirable also make contingency seem unimportant—without contingency the digital is confined to what has already been thought, and yet the digital’s ubiquity has allowed it to disguise this inherent sterility. Responsive only to desires that meet the demands of its narrow logic, the digital requires its users to practice those same ideological dictates, instituting a hegemony of thought and value sustained by the pervasive presence of digital mechanisms. Interweaving technical and philosophical concepts, The Digital and Its Discontents advances a powerful and urgent argument about the digital and its impact on our lives.
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Exploring the Roots of Digital and Media Literacy through Personal Narrative provides a wide-ranging look at the origins, concepts, theories, and practices of the field. This unique, exciting collection of essays by a range of distinguished scholars and practitioners offers insights into the scholars and thinkers who fertilized the minds of those who helped shape the theory and practice of digital and media literacy education.
Each chapter describes an individual whom the author considers to be a type of “grandparent.” By weaving together two sets of personal stories—that of the contributing author and that of the key ideas and life history of the historical figure under their scrutiny—major concepts of digital media and learning emerge.
Social media compile data on users, retailers mine information on consumers, Internet giants create dossiers of who we know and what we do, and intelligence agencies collect all this plus billions of communications daily. Exploiting our boundless desire to access everything all the time, digital technology is breaking down whatever boundaries still exist between the state, the market, and the private realm. Exposed offers a powerful critique of our new virtual transparence, revealing just how unfree we are becoming and how little we seem to care.
Bernard Harcourt guides us through our new digital landscape, one that makes it so easy for others to monitor, profile, and shape our every desire. We are building what he calls the expository society—a platform for unprecedented levels of exhibition, watching, and influence that is reconfiguring our political relations and reshaping our notions of what it means to be an individual.
We are not scandalized by this. To the contrary: we crave exposure and knowingly surrender our privacy and anonymity in order to tap into social networks and consumer convenience—or we give in ambivalently, despite our reservations. But we have arrived at a moment of reckoning. If we do not wish to be trapped in a steel mesh of wireless digits, we have a responsibility to do whatever we can to resist. Disobedience to a regime that relies on massive data mining can take many forms, from aggressively encrypting personal information to leaking government secrets, but all will require conviction and courage.
In The Future of Art in a Postdigital Age, artist and educator Mel Alexenberg offers a vision of a postdigital future that reveals a paradigm shift from the Hellenistic to the Hebraic roots of Western culture. He ventures beyond the digital to explore postdigital perspectives rising from creative encounters among art, science, technology, and human consciousness. The interrelationships between these perspectives demonstrate the confluence between postdigital art and the dynamic, Jewish structure of consciousness. Alexenberg’s pioneering artwork––a fusion of spiritual and technological realms––exemplifies the theoretical thesis of this investigation into interactive and collaborative forms that imaginatively envisages the vast potential of art in a postdigital future.
Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols.
This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis.
“Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design
“Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT
“[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats
“Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives
“For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University
“In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center
“Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology
“A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘lyric reading’ to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of ‘game poems.’”—Susana Ruiz, University of California, Santa Cruz
“This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology—to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between.”—Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU
“A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book.”—Chris Bateman, author of Imaginary Games and 21st Century Game Design
“I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames – throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide.”—Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of
“With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as ‘entertainment products’. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames.”—Soraya Murray, author of On Video Games
“Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames.”—Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light
“Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively.”—Gregory Avery-Weir, creator of The Majesty of Colors and Looming
“Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games.”—Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path
“So much has been written about what games are, and yet there’s always a new way of thinking about them. In Jordan Magnuson’s Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson’s book is a fascinating exploration of games as poetry, and the poetry of play.”—Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software
“In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!”—Adam Le Doux, creator of Bitsy
“As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games.”—Antonio César Moreno Cantano, University Complutense of Madrid
“Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to “go make some game poems!” After reading the book, I was keen to do exactly that. I urge you to do the same!”—Alex Mitchell, National University of Singapore
“To many, poetry is a dying – or dead – art form. Few people sit down at night to open their favorite poet’s chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson’s book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style – and brevity – of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful.”—Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University
Hong Kong Unraveled: Social Media and the 2019 Protest Movement
Anonymous
Unleashing the Sounds of Silence: Hong Kong’s Story in Troubled Times
Andrea Riemenschnitter
Tragedy of Errors at Warp Speed
Sam Ho
Imagining a City-Based Democracy: Review of The Appearing Demos: Hong Kong During and After the Umbrella Movement by Laikwan Pang, University of Michigan Press, 2020
Enoch Tam
China and the Film Festival
Richard Peña
Nationalism from Below: State Failures, Nollywood, and Nigerian Pidgin Jonathan Haynes Collective Memory and the Rhetorical Power of the Historical Fiction Film
Carl Plantinga
From Nations to Worlds: Chris Marker’s Si j’avais quatre dromadaires
Michael Walsh
American Factory and the Difficulties of Documenting Neoliberalism
Peter Hitchcock
R.I.P. Soft Power: China’s Story Meets the Reset Button: Review of Soft Power with Chinese Characteristics: China’s Campaign for Hearts and Minds edited by Kingsley Edney, Stanley Rosen, and Ying Zhu, Routledge, 2019
Robert A. Kapp
Review: On Epidemics, Epidemiology, and Global Storytelling
Carlos Rojas
When it comes to personal collections, we live in exciting times. Individuals are living their lives in ways that are increasingly mediated by digital technologies — digital photos and video footage, music, the social web, e-mail,and other day-to-day interactions. Although this mediation presents many technical challenges for long-term preservation, it also provides unprecedented opportunities for documenting the lives of individuals.
Ten authors — Robert Capra, Adrian Cunningham, Tom Hyry, Leslie Johnston, Christopher (Cal) Lee, Sue McKemmish, Cathy Marshall, Rachel Onuf, Kristina Spurgin, and Susan Thomas — share their expertise on the various aspects of the management of digital information in I, Digital: Personal Collections in the Digital Era.
The volume is divided in three parts:
Chapters explore issues,challenges, and opportunities in the management of personal digital collections, focusing primarily on born-digital materials generated and kept by individuals.
Contributions to I, Digital represent the depth in thinking about how cultural institutions can grapple with new forms of documentation, and how individuals manage--and could better manage--digital information that is part of contemporary life.
In Necromedia, media activist Marcel O’Gorman takes aim at “the collusion of death and technology,” drawing on a broad arsenal that ranges from posthumanist philosophy and social psychology to digital art and handmade “objects-to-think-with.” Throughout, O’Gorman mixes philosophical speculation with artistic creation, personal memoir, and existential dread. He is not so much arguing against technoculture as documenting a struggle to embrace the technical essence of human being without permitting technology worshippers to have the last word on what it means to be human.
Inspired in part by the work of cultural anthropologist Ernest Becker, O’Gorman begins by suggesting that technology provides human beings with a cultural hero system built on the denial of death and a false promise of immortality. This theory adds an existential zest to the book, allowing the author not only to devise a creative diagnosis of what Bernard Stiegler has called the malaise of contemporary technoculture but also to contribute a potential therapy—one that requires embracing human finitude, infusing care into the process of technological production, and recognizing the vulnerability of all things, human and nonhuman. With this goal in mind, Necromedia prescribes new research practices in the humanities that involve both written work and the creation of objects-to-think-with that are designed to infiltrate and shape the technoculture that surrounds us.
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency; in doing so, he shows how creativity is stirred within the networks of digital culture.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace—rather than overcome—the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human–computer interface.
Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.
An in-depth look into the transformation of visual culture and digital aesthetics
First introduced by the German filmmaker Harun Farocki, the term operational images defines the expanding field of machine vision. In this study, media theorist Jussi Parikka develops Farocki’s initial concept by considering the extent to which operational images have pervaded today’s visual culture, outlining how data technologies continue to develop and disrupt our understanding of images beyond representation.
Charting the ways that operational images have been employed throughout a variety of fields and historical epochs, Parikka details their many roles as technologies of analysis, capture, measurement, diagramming, laboring, (machine) learning, identification, tracking, and destruction. He demonstrates how, though inextricable from issues of power and control, operational images extend their reach far beyond militaristic and colonial violence and into the realms of artificial intelligence, data, and numerous aspects of art, media, and everyday visual culture.
Serving as an extensive guide to a key concept in contemporary art, design, and media theory, Operational Images explores the implications of machine vision and the limits of human agency. Through a wealth of case studies highlighting the areas where imagery and data intersect, this book gives us unprecedented insight into the ever-evolving world of posthuman visuality.
Cover alt text: Satellite photo on which white title words appear in yellow boxes. Yellow lines connect the boxes.
A necessary, rich new examination of how the wired world affects our humanity
Our tech-fueled economy is often touted as a boon for the development of our fullest human potential. But as our interactions are increasingly turned into mountains of data sifted by algorithms, what impact does this infinite accumulation and circulation of information really have on us? What are the hidden mechanisms that drive our continuous engagement with the digital?
In The Other Side of the Digital, Andrea Righi argues that the Other of the digital acts as a new secular God, exerting its power through endless accountability that forces us to sacrifice ourselves for the digital. Righi deconstructs the contradictions inherent in our digital world, examining how ideas of knowledge, desire, writing, temporality, and the woman are being reconfigured by our sacrificial economy. His analyses include how both our self-image and our perception of reality are skewed by technologies like fitness bands, matchmaking apps, and search engines, among others.
The Other Side of the Digital provides a necessary, in-depth cultural analysis of how the political theology of the new media functions under neoliberalism. Drawing on the work of well-known thinkers like Jacques Derrida, Jacques Lacan, and Ludwig Wittgenstein, as well as Carla Lonzi, Luisa Muraro, and Luciano Parinetto, Righi creates novel appraisals of popular digital tools that we now use routinely to process life experiences. Asking why we must sign up for this sort of regime, The Other Side of the Digital is an important wake-up call to a world deeply entangled with the digital.
An illuminating volume of critical essays charting the diverse territory of digital humanities scholarship
The digital humanities have traditionally been considered to be the domain of only a small number of prominent and well-funded institutions. However, through a diverse range of critical essays, this volume serves to challenge and enlarge existing notions of how digital humanities research is being undertaken while also serving as a kind of alternative guide for how it can thrive within a wide variety of institutional spaces.
Focusing on the complex infrastructure that undergirds the field of digital humanities, People, Practice, Power examines the various economic, social, and political factors that shape such academic endeavors. The multitude of perspectives comprising this collection offers both a much-needed critique of the existing structures for digital scholarship and the means to generate broader representation within the field.
This collection provides a vital contribution to the realm of digital scholarly research and pedagogy in acknowledging the role that small liberal arts colleges, community colleges, historically black colleges and universities, and other underresourced institutions play in its advancement. Gathering together a range of voices both established and emergent, People, Practice, Power offers practitioners a self-reflexive examination of the current conditions under which the digital humanities are evolving, while helping to open up new sustainable pathways for its future.
Contributors: Matthew Applegate, Molloy College; Taylor Arnold, U of Richmond; Eduard Arriaga, U of Indianapolis; Lydia Bello, Seattle U; Kathi Inman Berens, Portland State U; Christina Boyles, Michigan State U; Laura R. Braunstein, Dartmouth College; Abby R. Broughton; Maria Sachiko Cecire, Bard College; Brennan Collins, Georgia State U; Kelsey Corlett-Rivera, U of Maryland; Brittany de Gail, U of Maryland; Madelynn Dickerson, UC Irvine Libraries; Nathan H. Dize, Vanderbilt U; Quinn Dombrowski, Stanford U; Ashley Sanders Garcia, UCLA; Laura Gerlitz; Erin Rose Glass; Kaitlyn Grant; Margaret Hogarth, Claremont Colleges; Maryse Ndilu Kiese, U of Alberta; Pamella R. Lach, San Diego State U; James Malazita, Rensselaer Polytechnic Institute; Susan Merriam, Bard College; Chelsea Miya, U of Alberta; Jamila Moore Pewu, California State U, Fullerton; Urszula Pawlicka-Deger, Aalto U, Finland; Jessica Pressman, San Diego State U; Jana Remy, Chapman U; Roopika Risam, Salem State U; Elizabeth Rodrigues, Grinnell College; Dylan Ruediger, American Historical Association; Rachel Schnepper, Wesleyan U; Anelise Hanson Shrout, Bates College; Margaret Simon, North Carolina State U; Mengchi Sun, U of Alberta; Lauren Tilton, U of Richmond; Michelle R. Warren, Dartmouth College.
An original journey through political history, Photographic Presidents reveals the intertwined evolution of an American institution and a medium that continues to define it.
Has society ceded its self-governance to technogovernance?
The Prison House of the Circuit presents a history of digital media using circuits and circuitry to understand how power operates in the contemporary era. Through the conceptual vocabulary of the circuit, it offers a provocative model for thinking about governance and media.
The authors, writing as a collective, provide a model for collective research and a genealogical framework that interrogates the rise of digital society through the lens of Foucault’s ideas of governance, circulation, and power. The book includes five in-depth case studies investigating the transition from analog media to electronic and digital forms: military telegraphy and human–machine incorporation, the establishment of national electronic biopolitical governance in World War I, media as the means of extending spatial and temporal policing, automobility as the mechanism uniting mobility and media, and visual augmentation from Middle Ages spectacles to digital heads-up displays. The Prison House of the Circuit ultimately demonstrates how contemporary media came to create frictionless circulation to maximize control, efficacy, and state power.
The essays in Small Tech investigate the cultural impact of digital tools and provide fresh perspectives on mobile technologies such as iPods, digital cameras, and PDAs and software functions like cut, copy, and paste and WYSIWYG. Together they advance new thinking about digital environments.
Contributors: Wendy Warren Austin, Edinboro U; Jim Bizzocchi, Simon Fraser U; Collin Gifford Brooke, Syracuse U; Paul Cesarini, Bowling Green State U; Veronique Chance, U of London; Johanna Drucker, U of Virginia; Jenny Edbauer, Penn State U; Robert A. Emmons Jr., Rutgers U; Johndan Johnson-Eilola, Clarkson U; Richard Kahn, UCLA; Douglas Kellner, UCLA; Karla Saari Kitalong, U of Central Florida; Steve Mann, U of Toronto; Lev Manovich, U of California, San Diego; Adrian Miles, RMIT U; Jason Nolan, Ryerson U; Julian Oliver; Mark Paterson, U of the West of England, Bristol; Isabel Pedersen, Ryerson U; Michael Pennell, U of Rhode Island; Joanna Castner Post, U of Central Arkansas; Teri Rueb, Rhode Island School of Design; James J. Sosnoski; Lance State, Fordham U; Jason Swarts, North Carolina State U; Barry Wellman, U of Toronto; Sean D. Williams, Clemson U; Jeremy Yuille, RMIT U.
Byron Hawk is assistant professor of English at George Mason University.
David M. Rieder is assistant professor of English at North Carolina State University.
Ollie Oviedo is associate professor of English at Eastern New Mexico University.
The first book to focus exclusively on the tactics and goals of new media art activists
Tactical media describes interventionist media art practices that engage and critique the dominant political and economic order. Rather than taking to the streets and staging spectacular protests, the practitioners of tactical media engage in an aesthetic politics of disruption, intervention, and education. From They Rule, an interactive map of the myriad connections between the world’s corporate and political elite created by Josh On and Futurefarmers, to Black Shoals, a financial market visualization that is intended to be both aesthetically and politically disruptive, they embrace a broad range of oppositional practices.
In Tactical Media, Rita Raley provides a critical exploration of the new media art activism that has emerged out of, and in direct response to, postindustrialism and neoliberal globalization. Through close readings of projects by the DoEAT group, the Critical Art Ensemble, Electronic Civil Disobedience, and other tactical media groups, she articulates their divergent methods and goals and locates a virtuosity that is also boldly political. Contemporary models of resistance and dissent, she finds, mimic the decentralized and virtual operations of global capital and the post-9/11 security state to exploit and undermine the system from within. Emphasizing the profound shift from strategy to tactics that informs new media art-activism, Raley assesses the efficacy of its symbolic performances, gamings, visualizations, and hacks. With its cogent analyses of new media art and its social impact, Tactical Media makes a timely and much needed contribution to wider debates about political activism, contemporary art, and digital technology.Seeing new media art as an entry point for better understanding of technology and worldmaking futures
In this challenging work, a leading authority on new media art examines that curatorial and aesthetic landscape to explore how art resists and rewires the political and economic structures that govern technology. How do inventive combinations of artistic and theoretical improvisation counter the extent to which media art remains at risk, not just from the quarantines of a global pandemic but also from the very viral and material conditions of technology? How does global media art speak back to the corporate closures of digital euphoria as clothed in strategies of digital surveillance, ecological deprivation, and planned obsolescence? In Technics Improvised, Timothy Murray asks these questions and more.
At the intersection of global media art, curatorial practice, tactical media, and philosophy, Murray reads a wide range of creative performances and critical texts that envelop artistic and digital materials in unstable, political relations of touch, body, archive, exhibition, and technology. From video to net art and interactive performance, he considers both canonical and unheralded examples of activist technics that disturb the hegemony of biopolitical/digital networks by staging the very touch of the unsettling discourse erupting from within. In the process, critical dialogues emerge between a wide range of artists and theorists, from Hito Steyerl, Ricardo Dominguez, Joan Jonas, Isaac Julien, Ryoji Ikeda, and Shadi Nazarian to Gilles Deleuze, Jean-Luc Nancy, Elizabeth Povinelli, Jean-François Lyotard, Erin Manning, Achille Mbembe, and Samuel Weber.
Brilliantly conceived and argued and eloquently written, Technics Improvised points the way to how artistic and theoretical practice can seize on the improvisational accidents of technics to activate creativity, thought, and politics anew.
Proposes a revolutionary approach to the interpretation of art, film, and the digital.
In Touch, Laura U. Marks develops a critical approach more tactile than visual, an intensely physical and sensuous engagement with works of media art that enriches our understanding and experience of these works and of art itself.
These critical, theoretical, and personal essays serve as a guide to developments in nonmainstream media art during the past ten years—sexual representation debates, documentary ethics, the shift from analog to digital media, a new social obsession with smell. Marks takes up well-known artists like experimental filmmaker Ken Jacobs and mysterious animators the Brothers Quay, and introduces groundbreaking, lesser-known film, video, and digital artists. From this emerges a materialist theory—an embodied, erotic relationship to art and to the world. Marks’s approach leads to an appreciation of the works’ mortal bodies: film’s volatile emulsion, video’s fragile magnetic base, crash-prone Net art; it also offers a productive alternative to the popular understanding of digital media as "virtual" and immaterial. Weaving a continuous fabric from philosophy, fiction, science, dreams, and intimate experience, Touch opens a new world of art media to readers.Webtoons—a form of comic that are typically published digitally in chapter form—are the latest manifestation of the Korean Wave of popular culture that has increasingly caught on across the globe, especially among youth. Originally distributed via the Internet, they are now increasingly distributed through smartphones to ravenous readers in Korea and around the world.
The rise of webtoons has fundamentally altered the Korean cultural market due to the growth of transmedia storytelling—the flow of a story from the original text to various other media platforms, such as films, television, and digital games—and the convergence of cultural content and digital technologies. Fans can enjoy this content anytime and anywhere, either purely as webtoons or as webtoon-based big-screen culture.
Understanding Korean Webtoon Culture analyzes webtoons through the lens of emerging digital cultures and discusses relevant cultural perspectives by combining two different, yet connected approaches, political economy and cultural studies. The book demonstrates the dynamics between structural forces and textual engagement in global media flows, and it illuminates snack-culture and binge-reading as two new forms of digital culture that webtoon platforms capitalize on to capture people’s shifting media consumption.
Webtoons—a form of comic that are typically published digitally in chapter form—are the latest manifestation of the Korean Wave of popular culture that has increasingly caught on across the globe, especially among youth. Originally distributed via the Internet, they are now increasingly distributed through smartphones to ravenous readers in Korea and around the world.
The rise of webtoons has fundamentally altered the Korean cultural market due to the growth of transmedia storytelling—the flow of a story from the original text to various other media platforms, such as films, television, and digital games—and the convergence of cultural content and digital technologies. Fans can enjoy this content anytime and anywhere, either purely as webtoons or as webtoon-based big-screen culture.
Understanding Korean Webtoon Culture analyzes webtoons through the lens of emerging digital cultures and discusses relevant cultural perspectives by combining two different, yet connected approaches, political economy and cultural studies. The book demonstrates the dynamics between structural forces and textual engagement in global media flows, and it illuminates snack-culture and binge-reading as two new forms of digital culture that webtoon platforms capitalize on to capture people’s shifting media consumption.
Who’s worse, the Young-Girl or the Man-Child?
Tiqqun’s Preliminary Materials for a Theory of the Young-Girl is a controversial work of anticapitalist philosophy that has attracted musicians, playwrights, feminist theorists, and men's-rights activists since its publication in 1999. More than twenty years after its publication the international reverberation of Young-Girls shows no signs of weakening.
Young-Girls in Echoland: #Theorizing Tiqqun is a guide to this ongoing postdigital conversation, engaging with artworks and textual criticism provoked by Tiqqun’s audacious, arguably misogynistic textual voice. Heather Warren-Crow and Andrea Jonsson show how Tiqqun’s polarizing figure has grown and matured but also stayed unapologetically girly in the works of artists and scholars discussed here. Rethinking the myth of Echo and Narcissus by performing a different kind of listening, they take us on a journey from VSCO girls to basic bitches to vampires.
With an ear for the sound of Tiqqun’s polemic and its ensemble of Anglophone and Francophone rejoinders, Young-Girls in Echoland offers a model for analyzing the call-and-response of pop philosophy and for hearing the affective rhythms of communicative capitalism.
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