Search results for: the-digital-uncanny

The Digital Uncanny

Author : Kriss Ravetto-Biagioli
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We are now confronted with a new type of uncanny experience, an uncanny evoked by parallel processing, aggregate data, and cloud-computing. The digital uncanny does not erase the uncanny feeling we experience as déjà vu or when confronted with robots that are too lifelike. Today's uncanny refers to how non-human devices (surveillance technologies, algorithms, feedback, and data flows) anticipate human gestures, emotions, actions, and interactions, thus intimating that we are but machines and that our behavior is predicable precisely because we are machinic. It adds another dimension to those feelings in which we question whether our responses are subjective or automated - automated as in reducing one's subjectivity to patterns of data and using those patterns to present objects or ideas that would then elicit one's genuinely subjective-yet effectively preset-response. In fact, this anticipation of our responses is a feedback loop that we humans have produced by designing software that can study our traces, inputs, and moves. In this sense one could say that the digital uncanny is a trick we play on ourselves, a trick that we would not be able to play had we not developed sophisticated digital technologies. Digital Uncanny explores how digital technologies, particularly software systems working through massive amounts of data, are transforming the meaning of the uncanny that Freud tied to a return of repressed memories, desires, and experiences to their anticipation. Through a close reading of interactive and experimental art works of Rafael Lozano-Hemmer, Bill Viola, Simon Biggs, Sue Hawksley, and Garth Paine, this book is designed to explore how the digital uncanny unsettles and estranges concepts of "self," "affect," "feedback" and "aesthetic experience," forcing us to reflect on our relationship with computational media and by extension our relationship to each other and our experience of the world.

The Digital Uncanny

Author : Kriss Ravetto-Biagioli
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The Tuning of Place

Author : Richard Coyne
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How pervasive digital devices—smartphones, iPods, GPS navigation systems, and their networks—us formulate a sense of place and refine social relationships How do pervasive digital devices—smartphones, iPods, GPS navigation systems, and cameras, among others—influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces—of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration. Places are inhabited spaces, populated by people, their concerns, memories, stories, conversations, encounters, and artifacts. The tuning of place—whereby people use their devices in their interactions with one another—is also a tuning of social relations. The range of ubiquity is vast—from the familiar phones and hand-held devices through RFID tags, smart badges, dynamic signage, microprocessors in cars and kitchen appliances, wearable computing, and prosthetics, to devices still in development. Rather than catalog achievements and predictions, Coyne offers a theoretical framework for discussing pervasive media that can inform developers, designers, and users as they contemplate interventions into the environment. Processes of tuning can lead to consideration of themes highly relevant to pervasive computing: intervention, calibration, wedges, habits, rhythm, tags, taps, tactics, thresholds, aggregation, noise, and interference.

The Routledge Research Companion to Digital Medieval Literature

Author : Jennifer E. Boyle
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Working across literature, history, theory and practice, this volume offers insight into the specific digital tools and interfaces, as well as the modalities, theories and forms, central to some of the most exciting new research and critical, scholarly and artistic production in medieval and pre-modern studies. Addressing more general themes and topics, such as digitzation, media studies, digital humanities and "big data," the new essays in this companion also focus on more than twenty-five keywords, such as "access," "code," "virtual," "interactivity" and "network." A useful website hosts examples, links and materials relevant to the book.

The Uncanny Valley in Games and Animation

Author : Angela Tinwell
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Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human

Digital Echoes

Author : Sarah Whatley
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This book explores the interplay between performing arts, intangible cultural heritage and digital environments through a compendium of essays on emerging practices and case studies, as well as critical, historical and theoretical perspectives. It features essays that engage with varied forms of intangible cultural heritage, from music and storytelling to dance, theatre and martial arts. Cases of digital technology interventions are provided from different geographical and cultural settings, from Europe to Asia and the Americas. Together, the collection reflects on the implications that digital interventions have on intangible cultural heritage engagements, its curation and transmission in diverse localities. The volume is a valuable resource for discovering the multiple ways in which cultural heritage is mediated through digital technologies, and engages with audiences, artists, users and researchers.

In a Shaded Place

Author : Jane Brettle
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Cinemas Dark and Slow in Digital India

Author : Lalitha Gopalan
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This book provides a sustained engagement with contemporary Indian feature films from outside the mainstream, including Aaranaya Kaandam, I.D., Kaul, Chauthi Koot, Cosmic Sex, and Gaali Beeja, to undercut the dominance of Bollywood focused film studies. Gopalan assembles films from Bangalore, Chennai, Delhi, Kolkata, and Trivandrum, in addition to independent productions in Bombay cinema, as a way of privileging understudied works that deserve critical attention. The book uses close readings of films and a deep investigation of film style to draw attention to the advent of digital technologies while remaining fully cognizant of ‘the digital’ as a cryptic formulation for considering the sea change in the global circulation of film and finance. This dual focus on both the techno-material conditions of Indian cinema and the film narrative offers a fulsome picture of changing narratives and shifting genres and styles.

Psychology of the Digital Age

Author : John Suler
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Drawing on years of online research, this book presents key principles of life and wellbeing in the digital realm.

The German Cinema Book

Author : Tim Bergfelder
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This comprehensively revised, updated and significantly extended edition introduces German film history from its beginnings to the present day, covering key periods and movements including early and silent cinema, Weimar cinema, Nazi cinema, the New German Cinema, the Berlin School, the cinema of migration, and moving images in the digital era. Contributions by leading international scholars are grouped into sections that focus on genre; stars; authorship; film production, distribution and exhibition; theory and politics, including women's and queer cinema; and transnational connections. Spotlight articles within each section offer key case studies, including of individual films that illuminate larger histories (Heimat, Downfall, The Lives of Others, The Edge of Heaven and many more); stars from Ossi Oswalda and Hans Albers, to Hanna Schygulla and Nina Hoss; directors including F.W. Murnau, Walter Ruttmann, Wim Wenders and Helke Sander; and film theorists including Siegfried Kracauer and Béla Balázs. The volume provides a methodological template for the study of a national cinema in a transnational horizon.

Tactics of Interfacing

Author : Ksenia Fedorova
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How digital technologies affect the way we conceive of the self and its relation to the world, considered through the lens of media art practices. In Tactics of Interfacing, Ksenia Fedorova explores how digital technologies affect the way we conceive of the self and its relation to the world. With the advent of ubiquitous computing, the self becomes an object of technological application, increasingly defined by data received from tracking technologies. Subtly, these technologies encourage versions of ourselves that are easier to interpret computationally. Fedorova views these shifts in self-perception through the lens of contemporary media art practices, examining a range of artistic tactics that enable embodied and intimate experiences of machinic operations on our lives.

No Matter Theories and Practices of the Ephemeral in Architecture

Author : Anastasia Karandinou
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How do digital media (mobile phones, GPS, iPods, portable computers, internet, virtual realities, etc.) affect the way we perceive, inhabit and design space? Why do architects traditionally design, draw and map the visual, as opposed to other types of sensations of space (the sound, the smell, the texture, etc.)? Architecture is not only about the solid, material elements of space; it is also about the invisible, immaterial, intangible elements of space. This book examines the design, representation and reception of the ephemeral in architecture. It discusses how architects map and examine the spatial qualities that these elements create and questions whether - and if so, how - they take them into account in the designing process. Karandinou argues that current interest in the ephemeral in contemporary culture and architecture is related to the evolution of digital media; and that it is related to the new ways of thinking about space and everyday situations that new media enables. With sound and video recording devices now being embedded in everyday gadgets and mobile phones, capturing sounds or ephemeral situations and events has become an everyday habit. New animation techniques allow designers to think about space through time, as they are able to design dynamic and responsive spaces, as well as static spaces explored by someone over time. Contemporary video games are no longer based on a simple visual input and a keyboard; they now involve other senses, movement, and the response of the whole body in space. This book therefore argues that the traditional binary opposition between the sensuous and the digital is currently being reversed. Subsequently, new media can also function as a new tool-to-think-with about space. Designers are now able to think through time, and design spaces accordingly. Time, temporality, ephemerality, become central issues in the designing process. The notion first claimed by Marshall McLuhan in the 1960s, that the emergence of new di

The Vampire in Contemporary Popular Literature

Author : Lorna Piatti-Farnell
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Prominent examples from contemporary vampire literature expose a desire to re-evaluate and re-work the long-standing, folkloristic interpretation of the vampire as the immortal undead. This book explores the "new vampire" as a literary trope, offering a comprehensive critical analysis of vampires in contemporary popular literature and demonstrating how they engage with essential cultural preoccupations, anxieties, and desires. Drawing from cultural materialism, anthropology, psychoanalysis, literary criticism, gender studies, and postmodern thought, Piatti-Farnell re-frames the concept of the vampire in relation to a distinctly twenty-first century brand of Gothic imagination, highlighting important aesthetic, conceptual, and cultural changes that have affected the literary genre in the post-2000 era. She places the contemporary literary vampire within the wider popular culture scope, also building critical connections with issues of fandom and readership. In reworking the formulaic elements of the vampiric tradition — and experimenting with genre-bending techniques — this book shows how authors such as J.R. Ward, Stephanie Meyers, Charlaine Harris, and Anne Rice have allowed vampires to be moulded into enigmatic figures who sustain a vivid conceptual debt to contemporary consumer and popular culture. This book highlights the changes — conceptual, political and aesthetic — that vampires have undergone in the past decade, simultaneously addressing how these changes in "vampire identity" impact on the definition of the Gothic as a whole.

The Visible Human Project

Author : Catherine Waldby
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The Visible Human Project is a critical investigation of the spectacular, three-dimensional recordings of real human bodies - dissected, photographed and converted into visual data files - made by the US National Library of Medicine in Baltimore. Catherine Waldby uses new ideas from cultural studies, science studies and social studies of the computer to situate the Visible Human Project in its historical and cultural context, and to consider the meanings such an object has within a computerised culture. In this fascinating and important book, Catherine Waldby explores how advances in medical technologies have changed the way we view and study the human body, and places the VHP within the history of technologies such as the X-ray and CT-scan, which allow us to view the human interior. Bringing together medical conceptions of the human body with theories of visual culture from Foucault to Donna Haraway, Waldby links the VHP to a range of other biomedical projects, such as the Human Genome Project and cloning, which approach living bodies as data sources. She argues that the VHP is an example of the increasingly blurred distinction between `living' and 'dead' human bodies, as the bodies it uses are digitally preserved as a resource for living bodies, and considers how computer-based biotechnologies affect both medical and non-medical meanings of the body's life and death, its location and its limits.

Videogames and the Gothic

Author : Ewan Kirkland
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This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

The Body Onscreen in the Digital Age

Author : Susan Flynn
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This collection examines the peculiarly modern phenomenon of voyeurism as it is experienced through the digital screen. Violence, voyeurism, and power populate film more than ever, and the centrality of the terrified body to many digital narratives suggests new forms of terror and angst, where bodies are subjected to an endless knowing look. The particular perils of the digital age can be seen on, by, and through screen bodies as they are made, remade, represented, and used. The essays in this book examine the machinations of voyeurism in the digital age and the realization of power through digital visual forms. They look at the uses of power over the female body, at the domination and repression of women through symbolic violence, at discourses of power as they are played out onscreen, and at how the digital realm might engage the active/passive dichotomy in new ways.

The Uncanny Valley in Games and Animation

Author : Angela Tinwell
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Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.

Visualizing Law in the Age of the Digital Baroque

Author : Richard K Sherwin
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Visualizing Law in the Age of the Digital Baroque explores the profound impact that visual digital technologies are having on the practice and theory of law. Today, lawyers, judges, and lay jurors face a vast array of visual evidence and visual argument. From videos documenting crimes and accidents to computer displays of their digital simulation, increasingly, the search for fact-based justice inside the courtroom is becoming an offshoot of visual meaning making. But when law migrates to the screen it lives there as other images do, motivating belief and judgment on the basis of visual delight and unconscious fantasies and desires as well as actualities. Law as image also shares broader cultural anxieties concerning not only the truth of the image but also the mimetic capacity itself, the human ability to represent reality. What is real, and what is simulation? This is the hallmark of the baroque, when dreams fold into dreams, like immersion in a seemingly endless matrix of digital appearances. When fact-based justice recedes, laws proliferate within a field of uncertainty. Left unchecked, this condition of ontological and ethical uneasiness threatens the legitimacy of law’s claim to power. Visualizing Law in the Age of the Digital Baroque offers a jurisprudential paradigm that is equal to the challenge that current cultural conditions present.

The Future of Humanity

Author : Pavlina Radia
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This volume offers an interdisciplinary conversation about several possible futures for the human species. The contributors elaborate on the issues that trouble our very understanding of what it means to be human in the 21st century, expanding on recent scholarly discussions about the posthuman and nonhuman turn.

Digital Information and Communication Technology and Its Applications

Author : Hocine Cherifi
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This two-volume set CCIS 166 and CCIS 167 constitutes the refereed proceedings of the International Conference on Digital Information and Communication Technology and its Applications, DICTAP 2011, held in Dijon, France, in June 2010. The 128 revised full papers presented in both volumes were carefully reviewed and selected from 330 submissions. The papers are organized in topical sections on Web applications; image processing; visual interfaces and user experience; network security; ad hoc network; cloud computing; Data Compression; Software Engineering; Networking and Mobiles; Distributed and Parallel processing; social networks; ontology; algorithms; multimedia; e-learning; interactive environments and emergent technologies for e-learning; signal processing; information and data management.