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Books > Arts & Architecture > History of art / art & design styles > From 1900 > Art styles, 1960 - > Electronic & video art
The relationship between economy, finance and society has become
opaque. Quantum leaps in complexity and scale have turned this
deeply interdependent web of relations into an area of
incomprehensible abstraction. And while the economization of life
has come under widespread critique, inquiry into the political
potential of representational praxis is more crucial than ever.
This volume explores ethical, aesthetic and ideological dimensions
of economic representation, redressing essential questions: What
are the roles of mass and new media? How do the arts contribute to
critical discourse on the global techno-economic complex?
Collectively, the contributions bring theoretical debate and
artistic intervention into a rich exchange that includes but also
exceeds the conventions of academic scholarship.
An in-depth look into the transformation of visual culture and
digital aesthetics  First introduced by the German filmmaker
Harun Farocki, the term operational images defines the expanding
field of machine vision. In this study, media theorist Jussi
Parikka develops Farocki’s initial concept by considering the
extent to which operational images have pervaded today’s visual
culture, outlining how data technologies continue to develop and
disrupt our understanding of images beyond representation. Charting
the ways that operational images have been employed throughout a
variety of fields and historical epochs, Parikka details their many
roles as technologies of analysis, capture, measurement,
diagramming, laboring, (machine) learning, identification,
tracking, and destruction. He demonstrates how, though inextricable
from issues of power and control, operational images extend their
reach far beyond militaristic and colonial violence and into the
realms of artificial intelligence, data, and numerous aspects of
art, media, and everyday visual culture. Serving as an extensive
guide to a key concept in contemporary art, design, and media
theory, Operational Images explores the implications of machine
vision and the limits of human agency. Through a wealth of case
studies highlighting the areas where imagery and data intersect,
this book gives us unprecedented insight into the ever-evolving
world of posthuman visuality. Cover alt text: Satellite photo on
which white title words appear in yellow boxes. Yellow lines
connect the boxes.
This volume presents an original framework for the study of video
games that use visual materials and narrative conventions from
ancient Greece and Rome. It focuses on the culturally rich
continuum of ancient Greek and Roman games, treating them not just
as representations, but as functional interactive products that
require the player to interpret, communicate with and alter them.
Tracking the movement of such concepts across different media, the
study builds an interconnected picture of antiquity in video games
within a wider transmedial environment. Ancient Greece and Rome in
Videogames presents a wide array of games from several different
genres, ranging from the blood-spilling violence of god-killing and
gladiatorial combat to meticulous strategizing over virtual Roman
Empires and often bizarre adventures in pseudo-ancient places.
Readers encounter instances in which players become intimately
engaged with the "epic mode" of spectacle in God of War, moments of
negotiation with colonised lands in Rome: Total War and Imperium
Romanum, and multi-layered narratives rich with ancient traditions
in games such as Eleusis and Salammbo. The case study approach
draws on close analysis of outstanding examples of the genre to
uncover how both representation and gameplay function in such
"ancient games".
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