"A history of "homebrew" gaming, focusing explicitly on the Australian and New Zealand contexts"--OCLC-licensed vendor bibliographic record.
"Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan exam…
"In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms -- blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms -- cognitive phenomena that include sense of self, m…
"Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media ali…
This volume offers systematic and interdisciplinary reflections on the new imagery world opened by the Internet and the digital world. It offers analytical approaches to the visual.OCLC-licensed vendor bibliographic record.
This work provides perspectives on the voice and technology from discussions of voice mail and podcasts to reflections on dance and sound poetry.OCLC-licensed vendor bibliographic record.