The Interface Envelope

Author: James Ash
Publisher: Bloomsbury Publishing USA
ISBN: 1623569753
Format: PDF, Mobi
Download Now
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, Docs
Download Now
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, Kindle
Download Now
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: SAGE Publications Limited
ISBN: 1526455366
Format: PDF, Docs
Download Now
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, ePub
Download Now
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, Kindle
Download Now
Over 90 recipes written by Crytek developers for creating third-generation real-time games.

Forces of Production

Author: David Noble
Publisher: Routledge
ISBN: 1351519603
Format: PDF, ePub, Docs
Download Now
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.

Csound Power

Author: Jim Aikin
Publisher: Nelson Education
ISBN: 1435460057
Format: PDF, Mobi
Download Now
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.

Beyond Fun

Author: Drew Davidson
Publisher: Lulu.com
ISBN: 055700750X
Format: PDF
Download Now
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.

The Interface Effect

Author: Alexander R. Galloway
Publisher: John Wiley & Sons
ISBN: 0745662927
Format: PDF, ePub, Docs
Download Now
Interfaces are back, or perhaps they never left. The familiar Socratic conceit from the Phaedrus, of communication as the process of writing directly on the soul of the other, has returned to center stage in today's discussions of culture and media. Indeed Western thought has long construed media as a grand choice between two kinds of interfaces. Following the optimistic path, media seamlessly interface self and other in a transparent and immediate connection. But, following the pessimistic path, media are the obstacles to direct communion, disintegrating self and other into misunderstanding and contradiction. In other words, media interfaces are either clear or complicated, either beautiful or deceptive, either already known or endlessly interpretable. Recognizing the limits of either path, Galloway charts an alternative course by considering the interface as an autonomous zone of aesthetic activity, guided by its own logic and its own ends: the interface effect. Rather than praising user-friendly interfaces that work well, or castigating those that work poorly, this book considers the unworkable nature of all interfaces, from windows and doors to screens and keyboards. Considered allegorically, such thresholds do not so much tell the story of their own operations but beckon outward into the realm of social and political life, and in so doing ask a question to which the political interpretation of interfaces is the only coherent answer. Grounded in philosophy and cultural theory and driven by close readings of video games, software, television, painting, and other images, Galloway seeks to explain the logic of digital culture through an analysis of its most emblematic and ubiquitous manifestation – the interface.