The Interface Envelope

Author: James Ash
Publisher: Bloomsbury Publishing USA
ISBN: 1623569753
Format: PDF
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In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.

Literacy Media Technology

Author: Becky Parry
Publisher: Bloomsbury Publishing
ISBN: 147425800X
Format: PDF, ePub, Mobi
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Literacy, Media, Technology considers the continued significance of popular culture forms such as postcards, film, television, games, virtual worlds and social media for educators. Following multiple pathways through technological innovation, the contributors reflect on the way in which digital and portable devices lead to new and emerging forms of reading, participating and creating. Rejecting linear conceptualisations of progression, they explore how time is not linear as technological advances are experienced in multiple ways linked to different personal, social, political and economic trajectories. The contributors describe a range of practices from formal and informal education spaces and interrogate some of the continuities and discontinuities associated with literacy, media and technology at a time when rapidly evolving communicative practices often meet intransigence in educational systems. The chapters adopt diverse forms: historical perspectives, personal story and reflection, project reports, document analysis, critical reviews of resources, ethnographic accounts, and analyses of meaning-making within and beyond educational institutions. Together, they provide multiple insights into the diverse and fluid relationships between literacy, media, technology, and everyday life, and the many ways in which these relationships are significant to educational research and practice.

Location Based Gaming

Author: Dale Leorke
Publisher: Springer
ISBN: 9811306834
Format: PDF, ePub, Docs
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Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Digital Geographies

Author: James Ash
Publisher:
ISBN: 9781526447289
Format: PDF
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As digital technologies have become part of everyday life, mediating tasks such as work, travel, consumption, production, and leisure, they are having increasingly profound effects on phenomena that are of immediate concern to geographers. These include: the production of space, spatiality and mobilities; the processes, practices, and forms of mapping; the contours of spatial knowledge and imaginaries; and, the formation and enactment of spatial knowledge politics Similarly, there are distinct geographies of digital media such as those of the internet, games, and social media that have become indispensable to geographic practice and scholarship across sub-disciplines, regardless of conceptual approach. This textbook presents a fully up-to-date, synoptic and critical overview of how digital devices, logics, methods, etc are transforming geography. It is divided into six inter-related sections introduction to digital geographies digital spaces digital methods digital cultures digital economies digital politics With illustrious instructors and researchers contributing to every chapter, Digital Geographies is the ideal textbook for courses concerning digital geographies, digital and new media and Internet communications, and the spatial knowledge of politics.

The Business and Culture of Digital Games

Author: Aphra Kerr
Publisher: SAGE
ISBN: 9781412900478
Format: PDF, Docs
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

CryENGINE 3 Cookbook

Author: Dan Tracy
Publisher: Packt Publishing Ltd
ISBN: 184969107X
Format: PDF, ePub, Docs
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Over 90 recipes written by Crytek developers for creating third-generation real-time games.

Pro Windows PowerShell

Author: Hristo Deshev
Publisher: Apress
ISBN: 9781430205463
Format: PDF, Mobi
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Here is your best companion to the capabilities and power that PowerShell offers. Inside this book, you’ll discover the object-oriented features of the shell and how they help in extracting and manipulating data. You’ll then learn how to use those features to solve real-world problems: manipulating files, working with text, monitoring systems, and performing operations over the network. In addition, you’ll find freely available tools and extensions that help you get results with Windows PowerShell fast.

Csound Power

Author: Jim Aikin
Publisher: Nelson Education
ISBN: 1435460057
Format: PDF, ePub, Mobi
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Looks at the features and functions of the sound synthesis and music production software, covering such topics as using the CsoundQt interface, building instruments and effects, wriring a Csound score, and using Csound with MIDI.

Forces of Production

Author: David Noble
Publisher: Routledge
ISBN: 1351519603
Format: PDF, ePub, Docs
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Focusing on the design and implementation of computer-based automatic machine tools, David F. Noble challenges the idea that technology has a life of its own. Technology has been both a convenient scapegoat and a universal solution, serving to disarm critics, divert attention, depoliticize debate, and dismiss discussion of the fundamental antagonisms and inequalities that continue to beset America. This provocative study of the postwar automation of the American metal-working industry—the heart of a modern industrial economy—explains how dominant institutions like the great corporations, the universities, and the military, along with the ideology of modern engineering shape, the development of technology. Noble shows how the system of "numerical control," perfected at the Massachusetts Institute of Technology (MIT) and put into general industrial use, was chosen over competing systems for reasons other than the technical and economic superiority typically advanced by its promoters. Numerical control took shape at an MIT laboratory rather than in a manufacturing setting, and a market for the new technology was created, not by cost-minded producers, but instead by the U. S. Air Force. Competing methods, equally promising, were rejected because they left control of production in the hands of skilled workers, rather than in those of management or programmers. Noble demonstrates that engineering design is influenced by political, economic, managerial, and sociological considerations, while the deployment of equipment—illustrated by a detailed case history of a large General Electric plant in Massachusetts—can become entangled with such matters as labor classification, shop organization, managerial responsibility, and patterns of authority. In its examination of technology as a human, social process, Forces of Production is a path-breaking contribution to the understanding of this phenomenon in American society.

Trigger Happy

Author: Steven Poole
Publisher: Skyhorse Publishing, Inc.
ISBN: 162872224X
Format: PDF, ePub, Mobi
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The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.