The Interface Envelope

Author: James Ash
Publisher: Bloomsbury Publishing USA
ISBN: 1623569753
Format: PDF, ePub, Docs
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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
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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.

Digital Geographies

Author: James Ash
Publisher: SAGE
ISBN: 1526455382
Format: PDF, Docs
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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.

Video Game Spaces

Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Format: PDF, ePub
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

Csound Power

Author: Jim Aikin
Publisher: Cengage Learning
ISBN: 9781435460041
Format: PDF, Docs
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A thorough overview of the uniquely powerful (and free) Csound system for music synthesis, CSOUND POWER offers new and existing users a clear, step-by-step guide to making music, designing sounds, and developing complete pieces. Throughout each chapter, author Jim Aikin offers user-friendly tutorials, code examples, diagrams, and tips designed to take Csound users from the essentials of sound synthesis, compositional techniques, and programming to advanced features that unleash amazing new musical possibilities.

Forces of Production

Author: David Noble
Publisher: Routledge
ISBN: 1351519603
Format: PDF
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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.

CryENGINE 3 Cookbook

Author: Dan Tracy
Publisher: Packt Publishing Ltd
ISBN: 184969107X
Format: PDF
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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, Docs
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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.