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  • Photo Obscura

    The Photographic in Post-Photography

    by Natasha Chuk ...
    Series series Investigations of Lens and Screen Arts
    Photo Obscura: The Photographic in Post-Photography discusses the profound transformation of post-photography. It argues post-photography is not merely a trend but a significant movement that redefines photography by integrating it with emerging technologies and creative practices, resulting in works that may not even resemble photographs but still retain a photographic influence.It is structured ... Read more

    $80.99 USD

  • Vanishing Points

    Articulations of Death, Fragmentation, and the Unexperienced Experience of Created Objects

    by Natasha Chuk ...
    Deftly deploying Derrida’s notion of the ‘unexperienced experience’ and building on Paul Virilio’s ideas about the aesthetics of disappearance, Vanishing Points explores the aesthetic character of presence and absence as articulated in contemporary art, photography, film and emerging media. Addressing works ranging from Robert Rauschenberg to Six Feet Under, Natasha Chuk emphasizes the notion that ... Read more

    $68.99 USD

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  • The Language of New Media

    by Lev Manovich ...
    Series series Leonardo
    A stimulating, eclectic accountof new media that finds its origins in old media, particularly the cinema.In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera ... Read more

    $26.99 USD

  • An Introduction to Visual Communication

    From Cave Art to Second Life (2nd edition)

    Series Book 7 - Visual Communication
    Technological changes have radically altered the ways in which people use visual images. Since the invention of photography, imagery has increasingly been used for entertainment, journalism, information, medical diagnostics, instruction, branding and communication. These functions move the image beyond aesthetic issues associated with art and into the realm of communication studies.This ... Read more

    $55.99 USD

  • Analog

    by Robert Hassan ...
    Series series The MIT Press Essential Knowledge series
    Why, surrounded by screens and smart devices, we feel a deep connection to the analog—vinyl records, fountain pens, Kodak film, and other nondigital tools.We’re surrounded by screens; our music comes in the form of digital files; we tap words into a notes app. Why do we still crave the “realness” of analog, seeking out vinyl records, fountain pens, cameras with film? In this volume in the MIT ... Read more

    $13.99 USD

  • Half-Real

    Video Games between Real Rules and Fictional Worlds

    by Jesper Juul ...
    An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and moreA video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul ... Read more

    $18.99 USD

  • Glitch Art in Theory and Practice

    Critical Failures and Post-Digital Aesthetics

    Glitch Art in Theory and Practice: Critical Failures and Post-Digital Aesthetics explores the concept of "glitch" alongside contemporary digital political economy to develop a general theory of critical media using glitch as a case study and model, focusing specifically on examples of digital art and aesthetics. While prior literature on glitch practice in visual arts has been divided between ... Read more

    $34.99 USD

  • Metagaming

    Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames

    Series series Electronic Mediations
    The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, ... Read more

    $21.99 USD

  • Gaming

    Essays On Algorithmic Culture

    Series series Electronic Mediations
    Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to ... Read more

    $12.99 USD

  • The Emergence of the Digital Humanities

    The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world.In The ... Read more

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  • The Language of Graphic Design Revised and Updated

    An illustrated handbook for understanding fundamental design principles

    The Language of Graphic Design provides design students and practitioners with an in-depth understanding of the fundamental elements and principles of their language, graphic design: what they are, why they are important, and how to use them effectively.To communicate in a new language, you first have to gain a complete understanding of its fundamentals; the ABC’s of that language—definitions, ... Read more

    $28.99 USD

  • A Philosophy of Computer Art

    by Dominic Lopes ...
    What is computer art? Do the concepts we usually employ to talk about art, such as ‘meaning’, ‘form’ or ‘expression’ apply to computer art?A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place ... Read more

    $69.99 USD