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@ is for Activism
Dissent, Resistance and Rebellion in a Digital Culture
Joss Hands
Pluto Press, 2011

@ is For Activism examines the transformation of politics through digital media, including digital television, online social networking and mobile computing.

Joss Hands maps out how political relationships have been reconfigured and new modes of cooperation, deliberation and representation have emerged. This analysis is applied to the organisation and practice of alternative politics, showing how they have developed and embraced the new political and technological environment.

Hands offers a comprehensive critical survey of existing literature, as well as an original perspective on networks and political change. He includes many case studies including the anti-war and global justice movements, peer production, user created TV and 'Twitter' activism. @ is For Activism is essential for activists and students of politics and media.

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The Anthology in Digital Culture
Forms and Affordances
Giulia Taurino
Amsterdam University Press, 2023
As a cultural form, media practice and organizational model, the anthology has represented an important editorial framework in the development, preservation and retrieval of narratives, from paper-based media to machine-generated content, all throughout a series of discontinued analog and digital technologies. Over time, anthologies became part of the “metaphors we live by” (Lakoff and Johnson 2008), figurative lenses through which we read, navigate, interpret stories and organize human thoughts for better understanding. By providing an overview on the role of the anthology on streaming platform environments, this book examines how traditional editorial practices of anthologization intersect with data-driven content classification and sorting in the context of both pre- and post-digital culture. The author ultimately proposes to insert “anthology” in a vocabulary of digital culture that accounts for new curatorial and algorithmic processes of content filtering, in the attempt to expand the critical “keywords” (Williams 1983; Striphas 2015; Thylstrup et al. 2021) for the study of culture, society, data.
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Consumer Identities
Agency, Media and Digital Culture
Edited by Candice Roberts and Myles Ethan Lascity
Intellect Books, 2019
This edited collection explores the notion of agency by tracing the role and activities of consumers from the pre-internet age into the possible future. Using an overview of the historical creation of consumer identity, Consumer Identities demonstrates that active consumption is not merely a product of the digital age; it has always been a means by which a person can develop identity. Grounded in the acknowledgment that identity is a constructed and contested space, the authors analyze emerging dynamics in contemporary consumerism, ongoing tensions of structure and agency in consumer identities, and the ways in which identity construction could be influenced in the future. By exploring consumer identity through examples in pop culture, the authors have created a scholarly work that will appeal to industry professionals as well as academics.
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Digital Culture
Charlie Gere
Reaktion Books, 2008
From our bank accounts to supermarket checkouts to the movies we watch, strings of ones and zeroes suffuse our world. Digital technology has defined modern society in numerous ways, and the vibrant digital culture that has now resulted is the subject of Charlie Gere’s engaging volume.

In this revised and expanded second edition, taking account of new developments such as Facebook and the iPhone, Charlie Gere charts in detail the history of digital culture, as marked by responses to digital technology in art, music, design, film, literature and other areas. After tracing the historical development of digital culture, Gere argues that it is actually neither radically new nor technologically driven: digital culture has its roots in the eighteenth century and the digital mediascape we swim in today was originally inspired by informational needs arising from industrial capitalism, contemporary warfare and counter-cultural experimentation, among other social changes.

A timely and cutting-edge investigation of our contemporary social infrastructures, Digital Culture is essential reading for all those concerned about the ever-changing future of our Digital Age.
 
“This is an excellent book. It gives an almost complete overview of the main trends and view of what is generally called digital culture through the whole post-war period, as well as a thorough exposition of the history of the computer and its predecessors and the origins of the modern division of labor.”—Journal of Visual Culture
 
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The Iconic Page in Manuscript, Print, and Digital Culture
George Bornstein and Theresa Tinkle, Editors
University of Michigan Press, 1998
Most readers think of a written work as producing its meaning through the words it contains. But what is the significance of the detailed and beautiful illuminations on a medieval manuscript? Of the deliberately chosen typefaces in a book of poems by Yeats? Of the design and layout of text in an electronic format? How does the material form of a work shape its understanding in a particular historical moment, in a particular culture?
The material features of texts as physical artifacts--their "bibliographic codes" --have over the last decade excited increasing interest in a variety of disciplines. The Iconic Page in Manuscript, Print, and Digital Culture gathers essays by an extraordinarily distinguished group of scholars to offer the most comprehensive examination of these issues yet, drawing on examples from literature, history, the fine arts, and philosophy.
Fittingly, the volume contains over two dozen illustrations that display the iconic features of the works analyzed--from Alfred the Great's Boethius through medieval manuscripts to the philosophy of C. S. Peirce and the dustjackets on works by F. Scott Fitzgerald and William Styron.
The Iconic Page in Manuscript, Print, and Digital Culture will be groundbreaking reading for scholars in a wide range of fields.
George Bornstein is C. A. Patrides Professor of English, University of Michigan. Theresa Tinkle is Associate Professor of English, University of Michigan.
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Memory Bytes
History, Technology, and Digital Culture
Lauren Rabinovitz and Abraham Geil, eds.
Duke University Press, 2004
Digital culture is often characterized as radically breaking with past technologies, practices, and ideologies rather than as reflecting or incorporating them. Memory Bytes seeks to counter such ahistoricism, arguing for the need to understand digital culture—and its social, political, and ethical ramifications—in historical and philosophical context. Looking at a broad range of technologies, including photography, print and digital media, heat engines, stereographs, and medical imaging, the contributors present a number of different perspectives from which to reflect on the nature of media change. While foregrounding the challenges of drawing comparisons across varied media and eras, Memory Bytes explores how technologies have been integrated into society at different moments in time.

These essays from scholars in the social sciences and humanities cover topics related to science and medicine, politics and war, mass communication, philosophy, film, photography, and art. Whether describing how the cultural and legal conflicts over player piano rolls prefigured controversies over the intellectual property status of digital technologies such as mp3 files; comparing the experiences of watching QuickTime movies to Joseph Cornell’s “boxed relic” sculptures of the 1930s and 1940s; or calling for a critical history of electricity from the Enlightenment to the present, Memory Bytes investigates the interplay of technology and culture. It relates the Information Age to larger and older political and cultural phenomena, analyzes how sensory effects have been technologically produced over time, considers how human subjectivity has been shaped by machines, and emphasizes the dependence of particular technologies on the material circumstances within which they were developed and used.

Contributors. Judith Babbitts, Scott Curtis, Ronald E. Day, David Depew, Abraham Geil, Sharon Ghamari-Tabrizi, Lisa Gitelman, N. Katherine Hayles, John Durham Peters, Lauren Rabinovitz, Laura Rigal, Vivian Sobchack, Thomas Swiss

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Museums in a Digital Culture
How Art and Heritage Become Meaningful
Edited by Chiel van den Akker and Susan Legêne
Amsterdam University Press, 2017
The experience of engaging with art and history has been utterly transformed by information and communications technology in recent decades. We now have virtual, mediated access to countless heritage collections and assemblages of artworks, which we intuitively browse and navigate in a way that wasn't possible until very recently. This collection of essays takes up the question of the cultural meaning of the information and communications technology that makes these new engagements possible, asking questions like: How should we theorise the sensory experience of art and heritage? What does information technology mean for the authority and ownership of heritage?
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Noise Channels
Glitch and Error in Digital Culture
Peter Krapp
University of Minnesota Press, 2011

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.

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