Sussex Studies in Culture and Communication – serie
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7 produkter
7 produkter
2 113 kr
Skickas inom 10-15 vardagar
Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture.Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.
618 kr
Skickas inom 10-15 vardagar
Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture.Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.
2 724 kr
Skickas inom 10-15 vardagar
This book examines the interrelationship between telecommunications and tourism in shaping the nature of space, place and the urban at the end of the twentieth century. They discuss how these agents are instrumental in the production of homogenous world-spaces, and how htese, in turn, presuppose new kinds of political and cultural identity.Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:* investigate how visions of cyberspace have been constructed* offer a critical assessment of the status of virtual environments and geographies* explore how virtual environments reshape the way we think and write about the world. This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.
847 kr
Skickas inom 10-15 vardagar
This book examines the interrelationship between telecommunications and tourism in shaping the nature of space, place and the urban at the end of the twentieth century. They discuss how these agents are instrumental in the production of homogenous world-spaces, and how htese, in turn, presuppose new kinds of political and cultural identity.Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literature:* investigate how visions of cyberspace have been constructed* offer a critical assessment of the status of virtual environments and geographies* explore how virtual environments reshape the way we think and write about the world. This book sets recent technological developments in a historical and geographical perspective to offer a clearer view of the new vistas ahead.
537 kr
Skickas inom 10-15 vardagar
Cultural Encounters examines how 'otherness' has been constituted, communicated and transformed in cultural representation. Covering a diverse range of media including film, TV, advertisements, video, photographs, painting, novels, poetry, newspapers and material objects, the contributors, who include Ludmilla Jordanova and Ivan Karp, explore the cultural politics of Europe's encounters with Brazil, India, Israel, Australia and Africa, examining the ways in which visual and textual art forms operate in their treatment of cultural difference.
2 113 kr
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Emphasising the contradictions of fandom, Matt Hills outlines how media fans have been conceptualised in cultural theory. Drawing on case studies of specific fan groups, from Elvis impersonators to X-Philes and Trekkers, Hills discusses a range of approaches to fandom, from the Frankfurt School to psychoanalytic readings, and asks whether the development of new media creates the possibility of new forms of fandom. Fan Cultures also explores the notion of "fan cults" or followings, considering how media fans perform the distinctions of 'cult' status.
564 kr
Skickas inom 10-15 vardagar
Emphasising the contradictions of fandom, Matt Hills outlines how media fans have been conceptualised in cultural theory. Drawing on case studies of specific fan groups, from Elvis impersonators to X-Philes and Trekkers, Hills discusses a range of approaches to fandom, from the Frankfurt School to psychoanalytic readings, and asks whether the development of new media creates the possibility of new forms of fandom. Fan Cultures also explores the notion of "fan cults" or followings, considering how media fans perform the distinctions of 'cult' status.