Author: James Clarke
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
The Media Lab
Author: Stewart Brand
Publisher: Penguin Group
ISBN: 9780140097016
Category : Computers
Languages : en
Pages : 332
Book Description
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
Publisher: Penguin Group
ISBN: 9780140097016
Category : Computers
Languages : en
Pages : 332
Book Description
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
The Sorcerers and Their Apprentices
Author: Frank Moss
Publisher: Broadway Business
ISBN: 0307589102
Category : Technology & Engineering
Languages : en
Pages : 274
Book Description
"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--
Publisher: Broadway Business
ISBN: 0307589102
Category : Technology & Engineering
Languages : en
Pages : 274
Book Description
"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--
Lifelong Kindergarten
Author: Mitchel Resnick
Publisher: MIT Press
ISBN: 0262536137
Category : Education
Languages : en
Pages : 203
Book Description
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.
Publisher: MIT Press
ISBN: 0262536137
Category : Education
Languages : en
Pages : 203
Book Description
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.
Media Labs
Author: James Clarke
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
Dot-Com Design
Author: Megan Sapnar Ankerson
Publisher: NYU Press
ISBN: 1479872725
Category : Business & Economics
Languages : en
Pages : 261
Book Description
From dial-up to wi-fi, an engaging cultural history of the commercial web industry In the 1990s, the World Wide Web helped transform the Internet from the domain of computer scientists to a playground for mass audiences. As URLs leapt off computer screens and onto cereal boxes, billboards, and film trailers, the web changed the way many Americans experienced media, socialized, and interacted with brands. Businesses rushed online to set up corporate “home pages” and as a result, a new cultural industry was born: web design. For today’s internet users who are more familiar sharing social media posts than collecting hotlists of cool sites, the early web may seem primitive, clunky, and graphically inferior. After the dot-com bubble burst in 2000, this pre-crash era was dubbed “Web 1.0,” a retronym meant to distinguish the early web from the social, user-centered, and participatory values that were embodied in the internet industry’s resurgence as “Web 2.0” in the 21st century. Tracking shifts in the rules of “good web design,” Ankerson reimagines speculation and design as a series of contests and collaborations to conceive the boundaries of a new digitally networked future. What was it like to go online and “surf the Web” in the 1990s? How and why did the look and feel of the web change over time? How do new design paradigms like user-experience design (UX) gain traction? Bringing together media studies, internet studies, and design theory, Dot-com Design traces the shifts in, and struggles over, the web’s production, aesthetics, and design to provide a comprehensive look at the evolution of the web industry and into the vast internet we browse today.
Publisher: NYU Press
ISBN: 1479872725
Category : Business & Economics
Languages : en
Pages : 261
Book Description
From dial-up to wi-fi, an engaging cultural history of the commercial web industry In the 1990s, the World Wide Web helped transform the Internet from the domain of computer scientists to a playground for mass audiences. As URLs leapt off computer screens and onto cereal boxes, billboards, and film trailers, the web changed the way many Americans experienced media, socialized, and interacted with brands. Businesses rushed online to set up corporate “home pages” and as a result, a new cultural industry was born: web design. For today’s internet users who are more familiar sharing social media posts than collecting hotlists of cool sites, the early web may seem primitive, clunky, and graphically inferior. After the dot-com bubble burst in 2000, this pre-crash era was dubbed “Web 1.0,” a retronym meant to distinguish the early web from the social, user-centered, and participatory values that were embodied in the internet industry’s resurgence as “Web 2.0” in the 21st century. Tracking shifts in the rules of “good web design,” Ankerson reimagines speculation and design as a series of contests and collaborations to conceive the boundaries of a new digitally networked future. What was it like to go online and “surf the Web” in the 1990s? How and why did the look and feel of the web change over time? How do new design paradigms like user-experience design (UX) gain traction? Bringing together media studies, internet studies, and design theory, Dot-com Design traces the shifts in, and struggles over, the web’s production, aesthetics, and design to provide a comprehensive look at the evolution of the web industry and into the vast internet we browse today.
Encyclopedia of New Media
Author: Steve Jones
Publisher: SAGE Publications
ISBN: 1452265283
Category : Language Arts & Disciplines
Languages : en
Pages : 545
Book Description
"Scholars and students finally have a reference work documenting the foundations of the digital revolution. Were it not the only reference book to cover this emergent field, Jones′s encyclopedia would still likely be the best." --CHOICE "The articles are interesting, entertaining, well written, and reasonably long. . . . Highly recommended as a worthwhile and valuable addition to both science and technology and social science reference collections." --REFERENCE & USER SERVICES QUARTERLY, AMERICAN LIBRARY ASSOCIATION From Amazon.com to virtual communities, this single-volume encyclopedia presents more than 250 entries that explain communication technology, multimedia, entertainment, and e-commerce within their social context. Edited by Steve Jones, one of the leading scholars and founders of this emerging field, and with contributions from an international group of scholars as well as science and technology writers and editors, the Encyclopedia of New Media widens the boundaries of today′s information society through interdisciplinary, historical, and international coverage. With such topics as broadband, content filtering, cyberculture, cyberethics, digital divide, freenet, MP3, privacy, telemedicine, viruses, and wireless networks, the Encyclopedia will be an indispensable resource for anyone interested or working in this field. Unlike many encyclopedias that provide short, fragmented entries, the Encyclopedia of New Media examines each subject in depth in a single, coherent article. Many articles span several pages and are presented in a large, double-column format for easy reading. Each article also includes the following: A bibliography Suggestions for further reading Links to related topics in the Encyclopedia Selected works, where applicable Entries include: Pioneers, such as Marc Andreesen, Marshall McLuhan, and Steve Jobs Terms, from "Access" to "Netiquette" to "Web-cam" Technologies, including Bluetooth, MP3, and Linux Businesses, such as Amazon.com Key labs, research centers, and foundations Associations Laws, and much more The Encyclopedia of New Media includes a comprehensive index as well as a reader′s guide that facilitates browsing and easy access to information. Recommended Libraries Public, academic, government, special, and private/corporate
Publisher: SAGE Publications
ISBN: 1452265283
Category : Language Arts & Disciplines
Languages : en
Pages : 545
Book Description
"Scholars and students finally have a reference work documenting the foundations of the digital revolution. Were it not the only reference book to cover this emergent field, Jones′s encyclopedia would still likely be the best." --CHOICE "The articles are interesting, entertaining, well written, and reasonably long. . . . Highly recommended as a worthwhile and valuable addition to both science and technology and social science reference collections." --REFERENCE & USER SERVICES QUARTERLY, AMERICAN LIBRARY ASSOCIATION From Amazon.com to virtual communities, this single-volume encyclopedia presents more than 250 entries that explain communication technology, multimedia, entertainment, and e-commerce within their social context. Edited by Steve Jones, one of the leading scholars and founders of this emerging field, and with contributions from an international group of scholars as well as science and technology writers and editors, the Encyclopedia of New Media widens the boundaries of today′s information society through interdisciplinary, historical, and international coverage. With such topics as broadband, content filtering, cyberculture, cyberethics, digital divide, freenet, MP3, privacy, telemedicine, viruses, and wireless networks, the Encyclopedia will be an indispensable resource for anyone interested or working in this field. Unlike many encyclopedias that provide short, fragmented entries, the Encyclopedia of New Media examines each subject in depth in a single, coherent article. Many articles span several pages and are presented in a large, double-column format for easy reading. Each article also includes the following: A bibliography Suggestions for further reading Links to related topics in the Encyclopedia Selected works, where applicable Entries include: Pioneers, such as Marc Andreesen, Marshall McLuhan, and Steve Jobs Terms, from "Access" to "Netiquette" to "Web-cam" Technologies, including Bluetooth, MP3, and Linux Businesses, such as Amazon.com Key labs, research centers, and foundations Associations Laws, and much more The Encyclopedia of New Media includes a comprehensive index as well as a reader′s guide that facilitates browsing and easy access to information. Recommended Libraries Public, academic, government, special, and private/corporate
Media, Politics And The Network Society
Author: Hassan, Robert
Publisher: McGraw-Hill Education (UK)
ISBN: 0335213154
Category : Social Science
Languages : en
Pages : 174
Book Description
What is the network society? What effects does it have upon media, culture and politics? What are the competing forces in the network society, and how are they reshaping the world? The rise of the network society - the suffusion of much of the economy, culture and society with digital interconnectivity - is a development of immense significance. In this innovative book, Robert Hassan unpacks the dynamics of this new information order and shows how they have affected both the way media and politics are 'played', and how these are set to reshape and reorder our world. Using many of the current ideas in media theory, cultural studies and the politics of the newly evolving 'networked civil society', Hassan argues that the network society is steeped with contradictions and in a state of deep flux. This is a key text for undergraduate students in media studies, politics, cultural studies and sociology, and will be of interest to anyone who wishes to understand the network society and play a part in shaping it.
Publisher: McGraw-Hill Education (UK)
ISBN: 0335213154
Category : Social Science
Languages : en
Pages : 174
Book Description
What is the network society? What effects does it have upon media, culture and politics? What are the competing forces in the network society, and how are they reshaping the world? The rise of the network society - the suffusion of much of the economy, culture and society with digital interconnectivity - is a development of immense significance. In this innovative book, Robert Hassan unpacks the dynamics of this new information order and shows how they have affected both the way media and politics are 'played', and how these are set to reshape and reorder our world. Using many of the current ideas in media theory, cultural studies and the politics of the newly evolving 'networked civil society', Hassan argues that the network society is steeped with contradictions and in a state of deep flux. This is a key text for undergraduate students in media studies, politics, cultural studies and sociology, and will be of interest to anyone who wishes to understand the network society and play a part in shaping it.
Coolfarming
Author: Peter Gloor
Publisher: AMACOM
ISBN: 0814413870
Category : Self-Help
Languages : en
Pages : 240
Book Description
Beekeepers understand the importance of a fertile nurturing ground and cross pollination. Likewise, author Peter Gloor teaches readers that those who want to gain a business advantage shouldn’t spend their time chasing ideas, but instead should nurture the cool ideas all around them to foster exciting new trends. In Coolfarming, he reveals the proven, four-step process for farming cool new ideas and unleashing a swarm of creative output. Featuring real-life examples from companies like Linux, Twilight, Procter & Gamble, and Apple, this invaluable and insightful book explains: how to provide a fertile nurturing ground for developing original ideas; how to determine what “cool” means for one's target group; what makes something worthy of being the next big thing; how to turn creative dreams into real products by enlisting the help of a dedicated and passionate Collaborative Innovation Network (CIN); and how to carry new ideas over the tipping point and turn them into widespread phenomena. Those who want to stay ahead of the curve and ride a wave of profit need to learn how to find, develop, and popularize the trends of tomorrow. Coolfarming moves individuals and organizations to crosspollinate creative ideas and resources that yield highly sought-after results.
Publisher: AMACOM
ISBN: 0814413870
Category : Self-Help
Languages : en
Pages : 240
Book Description
Beekeepers understand the importance of a fertile nurturing ground and cross pollination. Likewise, author Peter Gloor teaches readers that those who want to gain a business advantage shouldn’t spend their time chasing ideas, but instead should nurture the cool ideas all around them to foster exciting new trends. In Coolfarming, he reveals the proven, four-step process for farming cool new ideas and unleashing a swarm of creative output. Featuring real-life examples from companies like Linux, Twilight, Procter & Gamble, and Apple, this invaluable and insightful book explains: how to provide a fertile nurturing ground for developing original ideas; how to determine what “cool” means for one's target group; what makes something worthy of being the next big thing; how to turn creative dreams into real products by enlisting the help of a dedicated and passionate Collaborative Innovation Network (CIN); and how to carry new ideas over the tipping point and turn them into widespread phenomena. Those who want to stay ahead of the curve and ride a wave of profit need to learn how to find, develop, and popularize the trends of tomorrow. Coolfarming moves individuals and organizations to crosspollinate creative ideas and resources that yield highly sought-after results.
The Burden of Choice
Author: Jonathan Cohn
Publisher: Rutgers University Press
ISBN: 0813597838
Category : Social Science
Languages : en
Pages : 241
Book Description
The Burden of Choice examines how recommendations for products, media, news, romantic partners, and even cosmetic surgery operations are produced and experienced online. Fundamentally concerned with how the recommendation has come to serve as a form of control that frames a contemporary American as heteronormative, white, and well off, this book asserts that the industries that use these automated recommendations tend to ignore and obscure all other identities in the service of making the type of affluence they are selling appear commonplace. Focusing on the period from the mid-1990s to approximately 2010 (while this technology was still novel), Jonathan Cohn argues that automated recommendations and algorithms are far from natural, neutral, or benevolent. Instead, they shape and are shaped by changing conceptions of gender, sexuality, race, and class. With its cultural studies and humanities-driven methodologies focused on close readings, historical research, and qualitative analysis, The Burden of Choice models a promising avenue for the study of algorithms and culture.
Publisher: Rutgers University Press
ISBN: 0813597838
Category : Social Science
Languages : en
Pages : 241
Book Description
The Burden of Choice examines how recommendations for products, media, news, romantic partners, and even cosmetic surgery operations are produced and experienced online. Fundamentally concerned with how the recommendation has come to serve as a form of control that frames a contemporary American as heteronormative, white, and well off, this book asserts that the industries that use these automated recommendations tend to ignore and obscure all other identities in the service of making the type of affluence they are selling appear commonplace. Focusing on the period from the mid-1990s to approximately 2010 (while this technology was still novel), Jonathan Cohn argues that automated recommendations and algorithms are far from natural, neutral, or benevolent. Instead, they shape and are shaped by changing conceptions of gender, sexuality, race, and class. With its cultural studies and humanities-driven methodologies focused on close readings, historical research, and qualitative analysis, The Burden of Choice models a promising avenue for the study of algorithms and culture.
From Counterculture to Cyberculture
Author: Fred Turner
Publisher: University of Chicago Press
ISBN: 0226817431
Category : History
Languages : en
Pages : 340
Book Description
In the early 1960s, computers haunted the American popular imagination. Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s—and the dawn of the Internet—computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. Fred Turner here traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book Award–winning Whole Earth Catalog, the computer conferencing system known as WELL, and, ultimately, the launch of the wildly successful Wired magazine, Brand and his colleagues brokered a long-running collaboration between San Francisco flower power and the emerging technological hub of Silicon Valley. Thanks to their vision, counterculturalists and technologists alike joined together to reimagine computers as tools for personal liberation, the building of virtual and decidedly alternative communities, and the exploration of bold new social frontiers. Shedding new light on how our networked culture came to be, this fascinating book reminds us that the distance between the Grateful Dead and Google, between Ken Kesey and the computer itself, is not as great as we might think.
Publisher: University of Chicago Press
ISBN: 0226817431
Category : History
Languages : en
Pages : 340
Book Description
In the early 1960s, computers haunted the American popular imagination. Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s—and the dawn of the Internet—computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. Fred Turner here traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book Award–winning Whole Earth Catalog, the computer conferencing system known as WELL, and, ultimately, the launch of the wildly successful Wired magazine, Brand and his colleagues brokered a long-running collaboration between San Francisco flower power and the emerging technological hub of Silicon Valley. Thanks to their vision, counterculturalists and technologists alike joined together to reimagine computers as tools for personal liberation, the building of virtual and decidedly alternative communities, and the exploration of bold new social frontiers. Shedding new light on how our networked culture came to be, this fascinating book reminds us that the distance between the Grateful Dead and Google, between Ken Kesey and the computer itself, is not as great as we might think.