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Krisenkino
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ISBN: 3839411351 9783839411353 9783837611359 Year: 2010 Publisher: Bielefeld

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Der Spielfilm - Leitmedium des 20. Jahrhunderts - hat sich in den vergangenen 100 Jahren immer wieder als Seismograph, Katalysator und Reflexionsmedium von als krisenhaft erlebten Ausnahmezuständen und Zuspitzungen erwiesen. Als audiovisuelles Massenmedium nimmt er eine Mittlerfunktion zwischen gesellschaftlichen Ereignissen einerseits und ihren symbolischen Ausdeutungen andererseits wahr, so dass seine Analyse im Sinne Michel Foucaults auch als Sichtbarmachung der »Positivität des Diskurses« verstanden werden kann. Fokussiert auf Ausnahmezustände und Dynamiken der deutschen Geschichte, betreiben die Beiträge dieses Bandes in produktiver Weise Filmanalyse als Kulturanalyse. »Viele Beiträge des Bandes bestechen als spannend zu lesende Einzelanalysen.« Jochen Strobel, literaturkritik.de, 11 (2011) »Das Buch bietet eine Fülle von Anregungen und Hinweisen, die für eine Sozialgeschichte des deutschen Films ebenso relevant sind, wie sie der Film- und Mediensoziologie wertvolles Anschauungsmaterial zur Verfügung stellen.« Prof. Dr. Michael Wedel, tv diskurs, 58 (2011) Besprochen in: Germanistik, 53/1-2 (2012)


Book
Freedom of the Press : On Censorship, Self-censorship, and Press Ethics
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ISBN: 3845224703 3832951849 Year: 2010 Publisher: [s.l.] : Nomos Verlagsgesellschaft mbH & Co. KG,

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Since antiquity it has been known that without the freedom to speak, and later to publish, the road to fanaticism and totalitarianism lies wide open. This book focuses on how the 'press' reacted, when press freedom was under strain in number of cases in the 20th century and the beginning of the 21st century. Contemporary literature on the freedom of the press has its focus on the role of the press in relation to democracy; how media influences democracy, how the political and the ethical aspects are managed etc. This book is on the one hand part of this central discourse. On the other hand, it attempts to broaden views by focusing on the historical and contemporary experiences, when press freedom was under strain in significant periods since the 1930s. Also, its geographical scope is broader than most books, and it brings together experienced journalists and known academics adding to the dynamism of the discussion and challenging the reader to find his own position concerning censorship, self-censorship and press ethics.


Book
New digital media and learning as an emerging area and "worked examples" as one way forward
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ISBN: 0262288257 0262513692 0262266504 9780262288255 9780262513692 Year: 2010 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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A proposal to move the academic area of digital media and learning toward more coherence.

Scenografija rata – Nova putovanja u Bosnu i Srbiju
Authors: --- --- --- ---
Year: 2010 Publisher: Belgrade [Serbia] : Helsinški odbor za ljudska prava u Srbiji

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Ova knjiga je nastala tokom dramatičnih godina za srpsku politiku. U martu 2003. ubijen je premijer Đinđić – sve ukazuje na to da je ubica poticao iz „Crvenih beretki“ pod komandom Ministarstva unutrašnjih poslova, uključujući njihove kontaktie u beogradskoj mafiji – pri čemu su možda bili uključeni i veći delovi državnog aparata. Posle više predsedničkih izbora bez rezultata, zbog premalog odziva birača, parlamentarni izbori od 28. decembra 2003. bili su iznenađenje za one koji su mislili da je Srbija na putu normalizacije. Pobednici su bile stranke koje su podržavale ranijeg predsednika Miloševića i još radikalnijeg Vojislava Šešelja – iako su obojica sedeli na optuženičkoj klupi u Hagu. Šešeljeva radikalna stranka postala je najjača, sa 28% glasova – i jedino ju je koalicija četnika, monarhista, liberalnih reformskih ekonomista i prethodnog predsednika, levičarskog nacionaliste Koštunice, sprečila da preuzme vlast; Koštunica se, pak, isključivo zahvaljujući goroj alternativi, predstavljao kao umeren.


Book
The future of thinking : learning institutions in a digital age
Authors: ---
ISBN: 0262266520 0262513749 9780262266529 9780262513746 Year: 2010 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of "institution" as a "mobilizing network"--emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change--and explore the implications for higher education. The Future of Thinking reports on innovative, virtual institutions. It also uses the idea of a virtual institution both as part of its subject matter and as part of its process: the first draft of the book was hosted on a Web site for collaborative feedback and writing. The authors use this experiment in participatory writing as a test case for virtual institutions, learning institutions, and a new form of collaborative authorship. The finished version is still posted and open for comment. This book is the full-length report of the project, which was summarized in an earlier MacArthur volume, The Future of Learning Institutions in a Digital Age.


Book
Korea's online gaming empire
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ISBN: 0262014769 9786612899225 0262289512 1282899228 9780262289511 9780262014762 0262288966 9781282899223 9780262288965 6612899220 Year: 2010 Publisher: Cambridge, Mass. : MIT Press,

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Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.


Book
A History of Horror
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ISBN: 1283383268 9786613383266 0813550394 9780813550398 9780813547954 0813547954 9780813547961 0813547962 9781283383264 6613383260 Year: 2010 Publisher: New Brunswick, NJ

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"Ever since horror leapt from popular fiction to the silver screen in the late 1890's, viewers have experienced fear and pleasure in exquisite combination. Wheeler Winston Dixon's A History of Horror is the only book to offer a comprehensive survey of this ever-popular film genre. Arranged by decades, with outliers and franchise films overlapping some years, this one-stop sourcebook unearths the historical origins of characters such as Dracula, Frankenstein, and the Wolfman and their various incarnations in film from the silent era to comedic sequels. A History of Horror explores how the horror film fits into the Hollywood studio system and how its enormous success in American and European culture expanded globally over time. Dixon examines key periods in the horror film-in which the basic precepts of the genre were established, then banished into conveniently reliable and malleable forms, and then, after collapsing into parody, rose again and again to create new levels of intensity and menace. A History of Horror, supported by rare stills from classic films, brings over fifty timeless horror films into frightfully clear focus, zooms in on today's top horror Web sites, and champions the stars, directors, and subgenres that make the horror film so exciting and popular with contemporary audiences." -- Publisher's description.


Book
The tuning of place : sociable spaces and pervasive digital media
Author:
ISBN: 128263822X 9786612638220 0262265923 9780262265928 9780262266284 0262266288 9780262013918 0262013916 0262265621 Year: 2010 Publisher: Cambridge, Mass. : MIT Press,

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Review: "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 handheld 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."--Jacket.


Book
Hanging out, messing around, and geeking out : kids living and learning with new media
Authors: ---
ISBN: 9780262013369 0262013363 0262518546 0262258927 129945769X 9780262258920 9781299457690 0262258269 9780262518543 Year: 2010 Volume: *1 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings--at home, in after-school programs, and in online spaces. Integrating twenty-three case studies--which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups--in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.


Book
Newsgames : journalism at play
Authors: --- ---
ISBN: 1282978373 9786612978371 0262289229 9780262289221 9780262289085 0262289083 9781282978379 9780262014878 0262014874 6612978376 Year: 2010 Publisher: Cambridge, Mass. : MIT Press,

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Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; re-create a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robot's game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism--not just an occasional treat for online readers--newsgames can make a valuable contribution.

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