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This book is the first comparative study of media technologies in Japan and the two Koreas which illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies, drawing from political economy, cultural studies, and technology studies.
Mass media and culture --- Mass media and technology --- Technology and mass media --- Technology --- Culture and mass media --- Culture
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A collection of articles which analyze the technological, economic, and political trends sweeping Europe. It also assesses the effectiveness of models used to explain the changing media environment.
Information society. --- Mass media and culture. --- Mass media and technology. --- Technology and mass media --- Technology --- Culture and mass media --- Culture --- Sociology --- Information superhighway
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Media brings us many things. But of all the things that media exposes us to, by far the most prevalent is other people. The vast majority of media content revolves around the human world, human experience, and human behaviour. Whether these humans that we are invited to examine via the media are real or fictional doesn’t often matter. We watch, we judge, and we learn by witnessing through media the actions of people who we never have met personally, and most likely never will. This volume examines two important aspects of this media personascape, which at first glance may appear far removed from one another: celebrities and war films. Both these areas nonetheless share a focus on how humans behave in extreme situations, and how media consumers judge them and learn from them. Readers will attain a new appreciation of the importance of the persona across multiple media formats.
Mass media and technology. --- Journalism. --- Journalists. --- Columnists --- Commentators --- Authors --- Writing (Authorship) --- Literature --- Publicity --- Fake news --- Technology and mass media --- Technology --- Mass media --- Social aspects.
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Mass media and technology. --- Discourse analysis. --- Interactive multimedia. --- Mass media --- Hypermedia systems --- Interactive media --- Computer software --- Discourse grammar --- Text grammar --- Semantics --- Semiotics --- Technology and mass media --- Technology --- Philosophy.
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La route des savoirs positifs est-elle en s ? Après le tournant sémiologique des années soixante, le tournant médiologique amorcé par une nouvelle génération de chercheurs repart en sens inverse. Hier, dissiper l'illusion du naturel à l'aide des systèmes de relations logiques nous a libérés de l'empirisme et de l'incantation psychologique. Il s'agirait à présent de dissiper l'illusion du signifiant, en s'évadant des scolastiques du code, afin de retrouver le monde, ses matériaux, ses vecteurs et ses techniques. Et ce sera de nouveau une libération.Non seulement déconstruire, mais reconstruire. C'est dans cette perspective que Régis Debray a placé ces deux mémoires de soutenance en Sorbonne (thèse d'Université, 1993, et habilitation à diriger des recherches, 1994).
Mass communications --- Political sociology --- Mass media --- Philosophy, French --- Mass media and technology. --- Philosophy. --- Semiotics. --- Mass media and technology --- Philosophy --- Semiotics --- CDL --- 14 --- Technology and mass media --- Technology --- 19th century --- Mass media - Philosophy --- Mass media - Semiotics --- Philosophy, French - 19th century
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This text offers an introduction to communication theory that is appropriate to our post-broadcast, interactive, media environment. The author contrasts the 'first media age' of broadcast with the 'second media age' of interactivity.
Mass media and technology --- Mass média et technologie --- Massamedia en technologie --- Mass media and technology. --- Mass media --- Social aspects. --- Technology and mass media --- Technology --- Social aspects --- Mass communications --- Mass media. --- Mass communication --- Media, Mass --- Media, The --- Communication
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A new book by Dave Morley, one of the leading authors on the media list. This new book aims to intervene in some of the key debates in the field of media and cultural studies. It is structured into thematic sections addressing questions of postmodernity and postcoloniality; issues for, and the future of, media and cultural studies; theory and methodology; and television as an object of study, and technology. It is quite a wide-ranging collection but the main attraction is the author who is widely published. 8 of the 15 chapters have been published before and 7 will be completely new to this book.
690 Media, mediarecht --- 600 Cultuur --- Mass media and technology. --- Mass media and culture --- Mass media and technology --- Mass media --- Technology and mass media --- Technology --- Culture and mass media --- Culture --- Technological innovations --- Mass media and culture. --- Technological innovations.
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Chiefly concerned with MMRPGs (Massively Multiplayer Role-Playing Games) and the communities that they give rise to. In today's complex digital world, we must understand new media expressions and digital experiences not simply as more technologically advanced forms of "writing" that can be understood and analyzed as "texts" but as artifacts in their own right that require a unique skill set. Just as agents seeking to express themselves in alphabetic writing need to be literate, "egents" who seek to express themselves in digital media need to be--to use a term coined by cybertheorist Gregory Ulmer--electrate. In Inter/vention, Jan Holmevik helps to invent electracy. He does so by tracing its path across the digital and rhetorical landscape--informatics, hacker heuretics, ethics, pedagogy, virtual space, and monumentality--and by introducing play as a new genre of electracy. Play, he argues, is the electrate ludic transversal. Holmevik contributes to the repertoire of electrate practices in order to understand and demonstrate how play invents electracy. Holmevik's argument straddles two divergences: in rhetoric, between how we study rhetoric as play and how we play rhetorically and in game studies, between ludology and narratology. Game studies has forged ludology practice by distinguishing it from literate practice (and often allying itself with the scientific tradition). Holmevik is able to link ludology and rhetoric through electracy. Play can and does facilitate invention: Play invented the field of ludology, Holmevik proposes a new heuretic in which play acts as a conductor for the invention of electracy. Play is a meta behavior that touches on every aspect of Ulmer's concept of electracy.
Mass media --- Digital media --- Mass media and technology. --- Philosophy. --- Technological innovations. --- Technology and mass media --- Electronic media --- New media (Digital media) --- Technology --- Digital communications --- Online journalism --- GAME STUDIES/General --- SOCIAL SCIENCES/Media Studies
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A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and aesthetically" (p. 201).
Mass media and technology --- Digital media --- Social media. --- Social aspects. --- User-generated media --- Technology and mass media --- Communication --- User-generated content --- Technology --- DIGITAL HUMANITIES & NEW MEDIA/New Media Theory --- SOCIAL SCIENCES/Media Studies --- CULTURAL STUDIES/Critical Theory
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"Media always involve technologies. Understanding media means understanding their technologies. But little can be learned from just looking at redundant pieces of equipment. The rapidly developing approach of hands on history can open our minds to new perceptions of how media technologies work and how we work with them. Hands On Media History explores the whole range of hands on history techniques for the first time. It offers both practical guides and general perspectives. It covers both analogue and digital media; film, television, video, gaming, photography and recorded sound. Essays in the collection explore the difficult questions of reconstruction and historical memory, and the issues of equipment degradation and loss. Hands on Media History is concerned with both the professional and the amateur, the producers and the users. Essays outline the wide variety of approaches to understanding media history through its technologies, including the issue of fresh uses for old equipment and artefacts. Hands on media history offers a new perspective on one of the modern era's most urgent questions: what is the relationship between people and the technologies they use every day?"--
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