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Beschreibung
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency; in doing so, he shows how creativity is stirred within the networks of digital culture.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace-rather than overcome-the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human-computer interface.
Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace-rather than overcome-the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human-computer interface.
Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.
To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency; in doing so, he shows how creativity is stirred within the networks of digital culture.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace-rather than overcome-the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human-computer interface.
Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.
Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace-rather than overcome-the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human-computer interface.
Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.
Über den Autor
Peter Krapp is professor of film and media and visual studies at the University of California, Irvine.
Inhaltsverzeichnis
Contents
Acknowledgments
Introduction
1. Hypertext and Its Anachronisms
2. Terror and Play, or What Was Hacktivism?
3. Noise Floor: Between Tinnitus and Raw Data
4. Gaming the Glitch: Room for Error
5. Machinima and the Suspensions of Animation
Notes
Index
Details
| Erscheinungsjahr: | 2011 |
|---|---|
| Fachbereich: | Geisteswissenschaften allgemein |
| Genre: | Importe |
| Rubrik: | Geisteswissenschaften |
| Medium: | Taschenbuch |
| Inhalt: | Einband - flex.(Paperback) |
| ISBN-13: | 9780816676255 |
| ISBN-10: | 0816676259 |
| Sprache: | Englisch |
| Einband: | Kartoniert / Broschiert |
| Autor: | Krapp, Peter |
| Hersteller: | University of Minnesota Press |
| Verantwortliche Person für die EU: | Mare Nostrum Group B.V., Doelen 72, ?-4831 GR Breda, gpsr@mare-nostrum.co.uk |
| Maße: | 216 x 140 x 11 mm |
| Von/Mit: | Peter Krapp |
| Erscheinungsdatum: | 28.10.2011 |
| Gewicht: | 0,245 kg |