Digital Bodies

Digital Bodies
Author: Susan Broadhurst
Publisher: Springer
Total Pages: 279
Release: 2017-10-12
Genre: Performing Arts
ISBN: 1349952419

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​This book explores technologies related to bodily interaction and creativity from a multi-disciplinary perspective. By taking such an approach, the collection offers a comprehensive view of digital technology research that both extends our notions of the body and creativity through a digital lens, and informs of the role of technology in practices central to the arts and humanities. Crucially, Digital Bodies foregrounds creativity, the interrogation of technologies and the notion of embodiment within the various disciplines of art, design, performance and social science. In doing so, it explores a potential or virtual new sense of the embodied self. This book will appeal to academics, practitioners and those with an interest in not only how digital technologies affect the body, but also how they can enhance human creativity.

Digital Bodies

Digital Bodies
Author: Daniels, Jessie
Publisher: Policy Press
Total Pages: 230
Release: 2016-11-18
Genre: Social Science
ISBN: 1447329074

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In the early days of the internet, we assumed that digital technologies would allow us to escape embodiment and its accompanying entanglements. Yet now our embodied selves are often targeted for abuse and harassment online. As we move into the Internet of Things, the digital is increasingly on and in our bodies. The pieces in this Byte raise important questions about what it means to bring our embodied selves into contact with digital media technologies. Read alongside one another, the selections here expand our understanding of what it means to live in and through bodies augmented by digital technologies within a deeply unequal social world.

Virtual Identities and Digital Culture

Virtual Identities and Digital Culture
Author: Victoria Kannen
Publisher: Taylor & Francis
Total Pages: 275
Release: 2023-02-28
Genre: Social Science
ISBN: 1000843084

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Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.

The Body Onscreen in the Digital Age

The Body Onscreen in the Digital Age
Author: Susan Flynn
Publisher: McFarland
Total Pages: 200
Release: 2021-02-12
Genre: Performing Arts
ISBN: 147668099X

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This collection examines the peculiarly modern phenomenon of voyeurism as it is experienced through the digital screen. Violence, voyeurism, and power populate film more than ever, and the centrality of the terrified body to many digital narratives suggests new forms of terror and angst, where bodies are subjected to an endless knowing look. The particular perils of the digital age can be seen on, by, and through screen bodies as they are made, remade, represented, and used. The essays in this book examine the machinations of voyeurism in the digital age and the realization of power through digital visual forms. They look at the uses of power over the female body, at the domination and repression of women through symbolic violence, at discourses of power as they are played out onscreen, and at how the digital realm might engage the active/passive dichotomy in new ways.

Avatar, Assembled

Avatar, Assembled
Author: Jaime Banks
Publisher: Digital Formations
Total Pages: 0
Release: 2018
Genre: Avatars (Virtual reality)
ISBN: 9781433138287

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Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars--not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar "components"--60 in total--altogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary society and in individual experience. The volume is a "crossover" piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.

Bodies in Code

Bodies in Code
Author: Mark B. N. Hansen
Publisher: Taylor & Francis
Total Pages: 330
Release: 2012-10-02
Genre: Social Science
ISBN: 1135878870

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Bodies in Code explores how our bodies experience and adapt to digital environments. Cyberculture theorists have tended to overlook biological reality when talking about virtual reality, and Mark B. N. Hansen's book shows what they've been missing. Cyberspace is anchored in the body, he argues, and it's the body--not high-tech computer graphics--that allows a person to feel like they are really "moving" through virtual reality. Of course these virtual experiences are also profoundly affecting our very understanding of what it means to live as embodied beings. Hansen draws upon recent work in visual culture, cognitive science, and new media studies, as well as examples of computer graphics, websites, and new media art, to show how our bodies are in some ways already becoming virtual.

Digital Performance

Digital Performance
Author: Steve Dixon
Publisher: MIT Press
Total Pages: 1027
Release: 2007-02-23
Genre: Performing Arts
ISBN: 0262303329

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The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.

Virtual Politics

Virtual Politics
Author: Dr David Holmes, Llb
Publisher: SAGE
Total Pages: 260
Release: 1997-12-08
Genre: Computers
ISBN: 9781446240069

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Virtual Politics is a critical overview of the new - digital - body politic, with new technologies framing the discussion of key themes in social theory. This book shows how these new technologies are altering the nature of identity and agency, the relation of self to other, and the structure of community and political representation.

Routledge Handbook of Digital Media and Communication

Routledge Handbook of Digital Media and Communication
Author: Leah A. Lievrouw
Publisher: Routledge
Total Pages: 386
Release: 2020-11-16
Genre: Social Science
ISBN: 1317205308

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What are we to make of our digital social lives and the forces that shape it? Should we feel fortunate to experience such networked connectivity? Are we privileged to have access to unimaginable amounts of information? Is it easier to work in a digital global economy? Or is our privacy and freedom under threat from digital surveillance? Our security and welfare being put at risk? Our politics undermined by hidden algorithms and misinformation? Written by a distinguished group of leading scholars from around the world, the Routledge Handbook of Digital Media and Communication provides a comprehensive, unique, and multidisciplinary exploration of this rapidly growing and vibrant field of study. The Handbook adopts a three-part structural framework for understanding the sociocultural impact of digital media: the artifacts or physical devices and systems that people use to communicate; the communicative practices in which they engage to use those devices, express themselves, and share meaning; and the organizational and institutional arrangements, structures, or formations that develop around those practices and artifacts. Comprising a series of essay-chapters on a wide range of topics, this volume crystallizes current knowledge, provides historical context, and critically articulates the challenges and implications of the emerging dominance of the network and normalization of digitally mediated relations. Issues explored include the power of algorithms, digital currency, gaming culture, surveillance, social networking, and connective mobilization. More than a reference work, this Handbook delivers a comprehensive, authoritative overview of the state of new media scholarship and its most important future directions that will shape and animate current debates.

Handling Digital Brains

Handling Digital Brains
Author: Morana Alač
Publisher: MIT Press
Total Pages: 215
Release: 2011
Genre: Biography & Autobiography
ISBN: 0262015684

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"FMRI tesearchers do not sit passively staring at computer screens but actively involve their bodies in laboratory practice. Discussing fMRI visuals with colleagues, scientists animate the scans with gestures and talk as they work with computers. Alač argues that to understand how digital scientific visuals take on meaning, we must consider their dynamic coordination with gestures, speech, and working hands. These multimodal interactions, she suggests, are an essential component of digital scientific works ... Scientific practices in the fMRI lab demonstrate thinking that engages the whole lived body and the world in which the body is situated. The turn toward the digital does not bring with it abstraction but a manual and embodied engagement. The practical and multimodal engagement with digital brains in the laboratory challenges certain assumptions behind fMRI technology; it suggests our hands are essential to learning and the making of meaning."--Jacket description.