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Human life is increasingly mediated by digital interfaces.
Computers, laptops, tablet PCs, mobile phones, video games and many
other devices operate as the medium through which a variety of
activity is undertaken. While a range of work has investigated the
symbolic and representational logics of interfaces, little work has
explored or theorised the material and affective nature of
interfaces.Drawing upon trends in contemporary video game design,
James Ash argues that interfaces produce envelopes of space / time
that serve to focus users' perception on the present moment. In
turn, he argues that these fields are deployed by video game
companies in order to generate sensory-motor skill that are the
basis of new forms of affective value. While these processes are
currently limited to video game design, the conclusion points to
how the generation of these narrow phenomenal envelopes is
expanding into other settings. "The Interface Envelope "develops
this argument through a theoretical engagement with a variety of
thinkers such as Callois, Heidegger, Stiegler, Harman and Nancy to
emphasize how a phenomenological encounter with technology shapes
the temporal structure of action, cognition and the comportment of
the body. This theoretical development allows a critical
re-election between the concrete phenomenology of lived experience
in gaming and a number of pressing concerns around problematics of
attention, affect and the commodification of perception.
In Phase Media, James Ash theorizes how smart objects, understood
as Internet-connected and sensor-enabled devices, are altering
users' experience of their environment. Rather than networks
connected by lines of transmission, smart objects generate phases,
understood as space-times that modulate the spatio-temporal
intelligibility of both humans and non-humans. Examining a range of
objects and services from the Apple Watch to Nest Cam to Uber, Ash
suggests that the modulation of spatio-temporal intelligibility is
partly shaped by the commercial logics of the industries that
design and manufacture smart objects, but can also exceed them.
Drawing upon the work of Martin Heidegger, Gilbert Simondon and
Bruno Latour, Ash argues that smart objects have their own phase
politics, which offer opportunities for new forms of public to
emerge. Phase Media develops a conceptual vocabulary to contend
that smart objects do more than just enabling a world of increased
corporate control and surveillance, as they also provide the tools
to expose and re-order the very logics and procedures that created
them.
As digital technologies have become part of everyday life,
mediating tasks such as work, travel, consumption, production, and
leisure, they are having increasingly profound effects on phenomena
that are of immediate concern to geographers. These include: the
production of space, spatiality and mobilities; the processes,
practices, and forms of mapping; the contours of spatial knowledge
and imaginaries; and, the formation and enactment of spatial
knowledge politics Similarly, there are distinct geographies of
digital media such as those of the internet, games, and social
media that have become indispensable to geographic practice and
scholarship across sub-disciplines, regardless of conceptual
approach. This textbook presents a fully up-to-date, synoptic and
critical overview of how digital devices, logics, methods, etc are
transforming geography. It is divided into six inter-related
sections introduction to digital geographies digital spaces digital
methods digital cultures digital economies digital politics With
illustrious instructors and researchers contributing to every
chapter, Digital Geographies is the ideal textbook for courses
concerning digital geographies, digital and new media and Internet
communications, and the spatial knowledge of politics.
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Demon Wars (Paperback)
James Ash, E. Christopher Reyes
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R587
Discovery Miles 5 870
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Ships in 10 - 15 working days
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In The Interface Envelope, James Ash develops a series of concepts
to understand how digital interfaces work to shape the spatial and
temporal perception of players. Drawing upon examples from
videogame design and work from post-phenomenology, speculative
realism, new materialism and media theory, Ash argues that
interfaces create envelopes, or localised foldings of space time,
around which bodily and perceptual capacities are organised for the
explicit production of economic profit. Modifying and developing
Bernard Stiegler's account of psychopower and Warren Neidich's
account of neuropower, Ash argues the aim of interface designers
and publishers is the production of envelope power. Envelope power
refers to the ways that interfaces in games are designed to
increase users perceptual and habitual capacities to sense
difference. Examining a range of examples from specific videogames,
Ash identities a series of logics that are key to producing
envelope power and shows how these logics have intensified over the
last thirty years. In turn, Ash suggests that the logics of
interface envelopes in videogames are spreading to other types of
interface. In doing so life becomes enveloped as the environments
people inhabit becoming increasingly loaded with digital
interfaces. Rather than simply negative, Ash develops a series of
responses to the potential problematics of interface envelopes and
envelope power and emphasizes their pharmacological nature.
This scarce antiquarian book is a selection from Kessinger
Publishing's Legacy Reprint Series. Due to its age, it may contain
imperfections such as marks, notations, marginalia and flawed
pages. Because we believe this work is culturally important, we
have made it available as part of our commitment to protecting,
preserving, and promoting the world's literature. Kessinger
Publishing is the place to find hundreds of thousands of rare and
hard-to-find books with something of interest for everyone
As digital technologies have become part of everyday life,
mediating tasks such as work, travel, consumption, production, and
leisure, they are having increasingly profound effects on phenomena
that are of immediate concern to geographers. These include: the
production of space, spatiality and mobilities; the processes,
practices, and forms of mapping; the contours of spatial knowledge
and imaginaries; and, the formation and enactment of spatial
knowledge politics Similarly, there are distinct geographies of
digital media such as those of the internet, games, and social
media that have become indispensable to geographic practice and
scholarship across sub-disciplines, regardless of conceptual
approach. This textbook presents a fully up-to-date, synoptic and
critical overview of how digital devices, logics, methods, etc are
transforming geography. It is divided into six inter-related
sections introduction to digital geographies digital spaces digital
methods digital cultures digital economies digital politics With
illustrious instructors and researchers contributing to every
chapter, Digital Geographies is the ideal textbook for courses
concerning digital geographies, digital and new media and Internet
communications, and the spatial knowledge of politics.
|
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