Showing results for "ryan lizardi"
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2022
EN
This book explores contemporary existential science fiction media, including film, television, and video games, and their influence on society’s conceptions of memory, identity, and humanity. Most poignantly, Ryan Lizardi argues, are the ways in which a recent cluster of science fiction media, including Gravity (2013), Interstellar (2014), Legion (2017-2019), Westworld (2016-present), SOMA (2015), and Death Stranding (2019), among others, present a vision of the future that is inextricably...
PHP1,719.89
2019
EN
From explorations of video game series to Netflix shows to Facebook timelines, Subjective Experiences of Interactive Nostalgia helps readers understand what it is actually like to be nostalgic in a world that increasingly asks us to interact with our past. Interdisciplinary authors tackle the subject from historical, philosophical, rhetorical, sociological, and economic perspectives, all the while asking big questions about what it means to be asked to be active participants in ou...
PHP2,667.79
Remake Television
Reboot, Re-use, Recycle
2014
EN
Remakes are pervasive in today’s popular culture, whether they take the form of reboots, “re-imaginings,” or overly familiar sequels. Television remakes have proven popular with producers and networks interested in building on the nostalgic capital of past successes (or giving a second chance to underused properties). Some TV remakes have been critical and commercial hits, and others haven’t made it past the pilot stage; all have provided valuable material ripe for academic analysis.
PHP2,915.19
Nostalgic Generations and Media
Perception of Time and Available Meaning
2017
EN
Nostalgic Generations and Media: Perception of Time and Available Meaning argues that the cultural rise in nostalgic media has the multi-generational impact of making the subjective experience of time speed up for those who are nostalgic, as well as create a surrogate nostalgic identity for younger generations by continually feeding them the content of their elders. This book is recommended for scholars interested in communication, media studies, and memory/nostalgia studies.
PHP5,777.69
Mediated Nostalgia
Individual Memory and Contemporary Mass Media
2014
EN
Considering the current rash of film remakes, vintage video game downloads, and box sets of bygone television shows, media today is obsessed with nostalgia. Instead of presenting a past that functions as an adaptive mirror with which we can compare our contemporary situation, the past is instead presented as an individualized version that transfixes us as uncritical citizens of our own culture. Mediated Nostalgia: Individual Memory and Contemporary Mass Media argues that the cultural impli...
PHP2,809.29
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Readings from the Field
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Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid- to late twentieth century and considers the International Style, modernism, and postmodernism; and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social...
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Coming of Age in Second Life
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Millions of people around the world today spend portions of their lives in online virtual worlds. Second Life is one of the largest of these virtual worlds. The residents of Second Life create communities, buy property and build homes, go to concerts, meet in bars, attend weddings and religious services, buy and sell virtual goods and services, find friendship, fall in love--the possibilities are endless, and all encountered through a computer screen. At the time of its initial publication...
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How the future has been imagined and made, through the work of writers, artists, inventors, and designers.The future is like an unwritten book. It is not something we see in a crystal ball, or can only hope to predict, like the weather. In this volume of the MIT Press's Essential Knowledge series, Nick Montfort argues that the future is something to be made, not predicted. Montfort offers what he considers essential knowledge about the future, as seen in the work o...
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Making Media Matter
Critical Literacy, Popular Culture, and Creative Production
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EN
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This book is an essential resource for media educators working to promote critical thinking, creativity, and civic engagement through their teaching. Connecting theory and research with creative projects and analyses of pop culture, it models an integrated and practical approach to media education.In order to prepare learners to successfully navigate rapid shifts in digital technology and popular culture, media educators in both secondary and university settings need to develop fre...
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EN
What is computer art? Do the concepts we usually employ to talk about art, such as ‘meaning’, ‘form’ or ‘expression’ apply to computer art?A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as ‘interactivity’ and ‘user’.Drawing on...
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Sad by Design
On Platform Nihilism
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- Digital Barricades
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EN
Sadness is now a design problem. The highs and lows of melancholy are coded into social media platforms. After all the clicking, browsing, swiping and liking, all we are left with is the flat and empty aftermath of time lost to the app.Sad by Design offers a critical analysis of the growing social media controversies such as fake news, toxic viral memes and online addiction. The failed search for a grand design has resulted in depoliticised internet studies unable to generate eithe...
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Vocal Aesthetics in Digital Arts and Media
- Series -
- Leonardo
2010
EN
Perspectives on the voice and technology, from discussions of voice mail and podcasts to reflections on dance and sound poetry.Voice has returned to both theoretical and artistic agendas. In the digital era, techniques and technologies of voice have provoked insistent questioning of the distinction between the human voice and the voice of the machine, between genuine and synthetic affect, between the uniqueness of an individual voice and the social and cultural for...
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