Alphabetic texts do not convey the bodily gestures of human speech: the hesitations, silences, and changes of pitch that infuse spoken language with affect. Rotman suggests that by removing the body from communication, alphabetic texts enable belief in singular, disembodied, authoritative forms of being such as God and the psyche. He argues that while disembodied agencies are credible and real to “lettered selves,” they are increasingly incompatible with selves and subjectivities formed in relation to new virtual technologies and networked media. Digital motion-capture technologies are restoring gesture and even touch to a prominent role in communication. Parallel computing is challenging the linear thought patterns and ideas of singularity facilitated by alphabetic language. Barriers between self and other are breaking down as the networked self is traversed by other selves to become multiple and distributed, formed through many actions and perceptions at once. The digital self is going plural, becoming beside itself.
An original exploration of the ways cyberspace affects human experience.
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.Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
Robert Gehl's timely critique, Reverse Engineering Social Media, rigorously analyzes the ideas of social media and software engineers, using these ideas to find contradictions and fissures beneath the surfaces of glossy sites such as Facebook, Google, and Twitter.
Gehl adeptly uses a mix of software studies, science and technology studies, and political economy to reveal the histories and contexts of these social media sites. Looking backward at divisions of labor and the process of user labor, he provides case studies that illustrate how binary "Like" consumer choices hide surveillance systems that rely on users to build content for site owners who make money selling user data, and that promote a culture of anxiety and immediacy over depth.
Reverse Engineering Social Media also presents ways out of this paradox, illustrating how activists, academics, and users change social media for the better by building alternatives to the dominant social media sites.
We live in a world of technical systems designed in accordance with technical disciplines and operated by personnel trained in those disciplines. This is a unique form of social organization that largely determines our way of life, but the actions of individuals and social protest still play a role in developing and purposing these rational systems. In Technosystem, Andrew Feenberg builds a theory of both the threats of technocratic modernity and the potential for democratic change.
Feenberg draws on the tradition of radical social criticism represented by Herbert Marcuse and the Frankfurt School, which recognized the social effects of instrumental rationality but did not advance a convincing alternative to the new forms of domination imposed by rational systems. That is where the fine-grained analyses of Science, Technology, and Society (STS) studies can contribute. Feenberg uses these approaches to reconcile the claims of rationality with the agency of a public increasingly mobilized to intervene in technically based decisions. The resulting social theory recognizes emerging forms of resistance, such as protests and hacking, as essential expressions of public life in the “rational society.”
Combining the most salient insights from critical theory with the empirical findings of STS, Technosystem advances the philosophical debate over the nature and practice of reason in modern society.
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