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Digital Culture & Society (DCS) - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback): Karin Wenz, Mathias Fuchs Digital Culture & Society (DCS) - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback)
Karin Wenz, Mathias Fuchs
R875 Discovery Miles 8 750 Ships in 12 - 17 working days

Do models of a ground-breaking art of the information age, an "algorithmic revolution", or of a democratization of art production still have any mileage? How do contemporary art practitioners cope with the political situation and with the attempts of the Silicon Valley giants to appropriate algorithmic generation of art-like artefacts? This issue aims to discuss how computer art from the pioneering days is now being reframed as digital, post-digital or algorithmic art under the prevailing conditions of big data, smart AI, an almost all-encompassing surveillance technology and a political state of neo-liberalism.

Digital Culture & Society (DCS) – Vol. 6, Issue 2/2020 – Laborious Play and Playful Work II (Paperback): Karin Wenz,... Digital Culture & Society (DCS) – Vol. 6, Issue 2/2020 – Laborious Play and Playful Work II (Paperback)
Karin Wenz, Mathias Fuchs, Pablo Abend, Sonia Fizek
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

The design and use of metadata is always culturally, socially, and ideologically inflected. The actors, whether these are institutions (museums, archives, libraries, corporate image suppliers) or individuals (image producers, social media agents, researchers), as well as their agendas and interests, affect the character of metadata. There is a politics of metadata. This issue of Digital Culture & Society addresses the ideological and political aspects of metadata practices within image collections from an interdisciplinary perspective. The overall aim is to consider the implications, tensions, and challenges involved in the creation of metadata in terms of content, structure, searchability, and diversity.

Digital Culture & Society (DCS) Vol. 6, Issue 2 - Laborious Play and Playful Work II (Paperback): Pablo Abend, Sonia Fizek,... Digital Culture & Society (DCS) Vol. 6, Issue 2 - Laborious Play and Playful Work II (Paperback)
Pablo Abend, Sonia Fizek, Mathias Fuchs, Karin Wenz
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

As DIY digital maker culture proliferates globally, research on these practices is also maturing. Still, particular terminologies dominate beyond their Western contexts, and technocultural histories of making are often rendered as over-simplified technomyths that render invisible diverse local practices. This special issue brings together contributions that highlight how historicising plays a role in mythmaking and the creation of social imaginaries. The peer-reviewed articles present cultural-historical perspectives, technology and design histories and historiographies, and alternative histories related to postcolonial resistance. The contributions illustrate the relevance of craft to making as a reparative practice after the Salvadoran Civil War and as a leisure activity to spark "innovation" in mid-century corporate culture; the political-economic background to the diffusion and differentiation of community workshops in contemporary Spain and post-war Germany; and the various aesthetics and politics of technology culture manifestos over the years.The issue features an interview with Peter Harper of the Alternative Technology movement by Simon Sadler, as well as an interview with Felix Holm and Sune Stassen on the antecedents of making and design in South Africa. The special issue is rounded off with six short alternative (hi)stories of DIY making including multiple practices, geographies and temporalities.

Digital Culture & Society (DCS) – Vol. 7, Issue 1/2021 – Laborious Play and Playful Work II (Paperback): Karin Wenz,... Digital Culture & Society (DCS) – Vol. 7, Issue 1/2021 – Laborious Play and Playful Work II (Paperback)
Karin Wenz, Mathias Fuchs, Pablo Abend, Sonia Fizek
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

This double issue of Digital Culture & Society addresses the dialectics of play and labour, taking a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives. After the first issue explored the notion of laborious play, this second one studies the concept of playful work. The contributions feature critical inquiries into various phenomena of playful work - ranging from interfaces of play and work in the BDSM subculture over labour in digital gaming to high frequency trading. Alongside the articles, the issue features an interview with Fred Turner, Chair of the Department of Communication at Stanford University. He talks about the Bauhaus in the US, countercultural cybernetics, technology and consciousness, and work in the Silicon Valley.

Digital Culture & Society (DCS) Vol. 5, Issue 2 - Laborious Play and Playful Work I (Paperback): Pablo Abend, Sonia Fizek,... Digital Culture & Society (DCS) Vol. 5, Issue 2 - Laborious Play and Playful Work I (Paperback)
Pablo Abend, Sonia Fizek, Mathias Fuchs, Karin Wenz
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

This double issue of Digital Culture & Society addresses the complex thematic field of the dialectics of play and labour. We will take a closer look at the problem of play and work from two overlapping, albeit not mutually exclusive, perspectives: laborious play and playful work. The term laborious play points to practices and processes that turn playful activities into hard work. Laborious play happens whenever playfulness turns into work, and may be observed in such activities such as e-sports, excessive play, "goldfarming", and Twitch gameplay broadcasting, amongst many others. A complementary phenomenon to that of laborious play is the practice and concept of playful work. The promises of a joyful and rewarding working experience have been promoted as "gamification" while critical voices denounce such attempts as ideology, exploitation or simply "bullshit".

Digital Culture & Society (DCS) Vol. 5, Issue 1/ – Inequalities and Divides in Digital Cultures (Paperback): Annika... Digital Culture & Society (DCS) Vol. 5, Issue 1/ – Inequalities and Divides in Digital Cultures (Paperback)
Annika Richterich, Karin Wenz, Mathias Fuchs, Pablo Abend, Ramón Reichert
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue presents empirical studies as well as theoretical and methodological reflections on inequalities and divides in digital cultures. From various (inter-)disciplinary perspectives, the authors examine three main themes - inequality of access, inequality by design and discursive divides, and inequality by algorithms - while suggesting ways for research to move beyond these.

Migration, Alter, Identitat - Zur Selbstbeschreibung alterer Menschen mit Einwanderungsgeschichte (German, Paperback, 2015... Migration, Alter, Identitat - Zur Selbstbeschreibung alterer Menschen mit Einwanderungsgeschichte (German, Paperback, 2015 ed.)
Mathias Fuchs
R1,302 Discovery Miles 13 020 Ships in 10 - 15 working days

Wie beschreiben altere Menschen mit Migrationserfahrung ihre Persoenlichkeit? Mathias Fuchs stellt individuelle Stimmen vor, um exemplarisch die Vielfalt an Persoenlichkeitsentwurfen unter Seniorinnen und Senioren aufzuzeigen, die im Laufe ihres Lebens nach Deutschland eingewandert sind. In drei Fallanalysen lasst er Menschen uber sich selbst erzahlen, ohne sie dabei von vornherein auf die Themen Alter und Migration zu reduzieren. Vielmehr wird den Interviewten es selbst uberlassen, die Erzahlkontexte zur Beschreibung ihrer Persoenlichkeit zu wahlen. Auf diese Weise entsteht ein differenziertes Bild dieser Personengruppe, die keineswegs homogen ist und in der eine breite Palette personaler Identitaten zu finden ist.

Digital Culture & Society (DCS) - Vol. 3, Issue 1/2017 - Making and Hacking (Paperback): Annika Richterich, Karin Wenz, Pablo... Digital Culture & Society (DCS) - Vol. 3, Issue 1/2017 - Making and Hacking (Paperback)
Annika Richterich, Karin Wenz, Pablo Abend, Mathias Fuchs, Ramon Reichert
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. The fourth issue "Making and Hacking" sheds light on the communities and spaces of hackers, makers, DIY enthusiasts, and 'fabbers'. Academics, artists, and hackerspace members examine the meanings and entanglements of maker and hacker cultures - from conceptual, methodological as well as empirical perspectives. With contributions by Sabine Hielscher, Jeremy Hunsinger, Kat Braybrooke, Tim Jordan, among others, and an interview with Sebastian Kubitschko.

Diversity of Play (Paperback): Mathias Fuchs Diversity of Play (Paperback)
Mathias Fuchs
R753 Discovery Miles 7 530 Ships in 10 - 15 working days
Diversity of Play (Hardcover): Mathias Fuchs Diversity of Play (Hardcover)
Mathias Fuchs
R1,083 Discovery Miles 10 830 Ships in 10 - 15 working days
Diversity of Play (Paperback): Mathias Fuchs Diversity of Play (Paperback)
Mathias Fuchs
R353 Discovery Miles 3 530 Ships in 10 - 15 working days
Rethinking Gamification (Paperback): Mathias Fuchs, Sonia Fizek, Paolo Ruffino Rethinking Gamification (Paperback)
Mathias Fuchs, Sonia Fizek, Paolo Ruffino
R597 Discovery Miles 5 970 Ships in 10 - 15 working days
Phantasmal Spaces - Archetypical Venues in Computer Games (Hardcover): Mathias Fuchs Phantasmal Spaces - Archetypical Venues in Computer Games (Hardcover)
Mathias Fuchs
R4,391 Discovery Miles 43 910 Ships in 10 - 15 working days

Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric "attunement," in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Digital Culture & Society (DCS) - Vol. 4, Issue 1/2018 - Rethinking AI: Neural Networks, Biometrics and the New Artificial... Digital Culture & Society (DCS) - Vol. 4, Issue 1/2018 - Rethinking AI: Neural Networks, Biometrics and the New Artificial Intelligence (Paperback)
Annika Richterich, Karin Wenz, Mathias Fuchs, Pablo Abend, Ramon Reichert
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for inquiries into digital media theory, methodologies, and socio-technological developments. This issue shows: The meaning of AI has undergone drastic changes during the last 60 years of AI discourse(s). What we talk about when saying AI is not what it meant in 1958, when John McCarthy, Marvin Minsky and their colleagues started using the term. Biological information processing is now firmly embedded in commercial applications like the intelligent personal Google Assistant, Facebook's facial recognition algorithm, Deep Face, Amazon's device Alexa or Apple's software feature Siri to mention just a few.

Digital Culture & Society - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback): Pablo Abend, Mathias Fuchs, Ramon... Digital Culture & Society - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback)
Pablo Abend, Mathias Fuchs, Ramon Reichert, Annika Richterich, Karin Wenz
R913 Discovery Miles 9 130 Ships in 12 - 17 working days

Digital Culture & Society is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiries into digital media theory and provides a publication environment for interdisciplinary research approaches, contemporary theory developments and methodological innovation. The second issue "Quantified Selves | Statistical Bodies" provides methodological and theoretical reflections on technologically generated knowledge about the body and socio-cultural practices that are subsumed, discussed, and criticized using the key concept "Quantified Self".

Digital Culture & Society (DCS) Vol. 3, Issue 2/ - Mobile Digital Practices (Paperback): Annika Richterich, Karin Wenz, Mathias... Digital Culture & Society (DCS) Vol. 3, Issue 2/ - Mobile Digital Practices (Paperback)
Annika Richterich, Karin Wenz, Mathias Fuchs, Pablo Abend, Ramon Reichert
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

"Digital Culture & Society" is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiries into digital media theory and provides a publication environment for interdisciplinary research approaches, contemporary theory developments and methodological innovation. This issue, edited by Anna Lisa Ramella, Asko Lehmuskallio, Tristan Thielmann and Pablo Abend, discusses the mobility of people, data and devices from the perspective of digital mobile practices. As the authors of various empirical case studies show, these need to be studied both situationally, and on the move. With contributions by Marion Schulze, Jamie Coates, Geoffrey Hobbis, Samuel Gerald Collins, among others, and an interview with Heather Horst, David Morley, and Noel B. Salazar.

Digital Culture & Society - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback): Pablo Abend, Mathias Fuchs, Ramon... Digital Culture & Society - Vol. 2, Issue 2/2016 - Politics of Big Data (Paperback)
Pablo Abend, Mathias Fuchs, Ramon Reichert, Annika Richterich, Karin Wenz
R913 Discovery Miles 9 130 Ships in 12 - 17 working days

"Digital Culture & Society" is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiries into digital media theory and provides a publication environment for interdisciplinary research approaches, contemporary theory developments and methodological innovation.The third issue "Politics of Big Data" edited by Mark Cote, Paolo Gerbaudo, and Jennifer Pybus, critically examines the political and economic dimensions of Big Data and thus details its contestation. The contributions focus on the materialities and processes which manifest Big Data and explore forms of value beyond the state and capital. These range from open data initiatives, social media metrics, machine learning algorithms, data visualisation to data dashboards, critical data analysis, and new modes of data action research and practice.

Phantasmal Spaces - Archetypical Venues in Computer Games (Paperback): Mathias Fuchs Phantasmal Spaces - Archetypical Venues in Computer Games (Paperback)
Mathias Fuchs
R1,328 Discovery Miles 13 280 Ships in 10 - 15 working days

Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric “attunement,” in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design.

Digital Culture & Society (DCS) - Vol. 4, Issue 2/2018 - Digital Citizens (Paperback): Annika Richterich, Karin Wenz, Mathias... Digital Culture & Society (DCS) - Vol. 4, Issue 2/2018 - Digital Citizens (Paperback)
Annika Richterich, Karin Wenz, Mathias Fuchs, Pablo Abend, Ramon Reichert
R912 Discovery Miles 9 120 Ships in 12 - 17 working days

"Digital Culture & Society" is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiries into digital media theory and provides a publication environment for interdisciplinary research approaches, contemporary theory developments and methodological innovation. This special issue discusses theoretical and artistic investigations on citizen engagement, digital citizenship and grassroots information politics. The articles reflect on the role of the digital citizen from the perspectives of (digital) sociology, science, technology and society (STS), (digital) media studies, cultural studies, political sciences, and philosophy.

Digital Culture and Society - Vol. 1, Issue 1 - Digital Material/ism (Paperback): Ramon Reichert, Annika Richterich, Pablo... Digital Culture and Society - Vol. 1, Issue 1 - Digital Material/ism (Paperback)
Ramon Reichert, Annika Richterich, Pablo Abend, Mathias Fuchs, Karin Wenz
R1,003 R938 Discovery Miles 9 380 Save R65 (6%) Ships in 12 - 17 working days

"Digital Culture & Society" is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiry into digital media theory. The journal provides a venue for publication for interdisciplinary research approaches, contemporary theory developments and methodological innovation in digital media studies. It invites reflection on how culture unfolds through the use of digital technology, and how it conversely influences the development of digital technology itself. The inaugural issue "Digital Material/ism" presents methodological and theoretical insights into digital materiality and materialism.

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