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35 matches in All Departments
Making Space is a pioneering work first published in 1984 which
challenges us to look at how the built environment impacts on
women's lives. It exposes the sexist assumptions on gender and
sexuality that have a fundamental impact on the way buildings are
designed and our cities are planned. Written collaboratively by the
feminist collective Matrix, tthe book provide a full blown critique
of the patriarchal built environment both in the home and in public
space, and outline alternative forms of practice that are still
relevant today. Making Space remains a path breaking book pointing
to possibilities of a feminist future. Some authors worked for the
London-based Matrix Feminist Architect's collective, an
architectural practice set up in 1980 seeking to establish a
feminist approach to design. They worked on design projects - such
as community, children and women's centres. Others were engaged in
building work, teaching and research. The new edition comes with a
new introduction examining the context, process and legacy of
Making Space written by leading feminists in architecture.
Cyberpop is an analysis of cyberculture and its popular cultural
productions. The study begins with a Foucaultian model of
cyberculture as a discursive formation, and explains how some key
concepts (such as 'virtuality, ' 'speed, ' and 'Connectivity')
operate as a conceptual architecture network linking technologies
to information and individual subjects. The chapters then each
focus on a particular cyberfiguration, including Hollywood films
(GATTACA, The Matrix), popular literature (William Gibson's
Neuromancer, Scott Westerfeld's Polymorph), advertising for digital
products and services (Apple Computer's '1984/McIntosh' campaign,
AT&T's 'mLife' campaign), digital artworks (including virtual
females such as Motorola's 'Mya' and Elite Modeling Agency's
'Webbie Tookay, ' and work by visual artist Daniel Lee for
Microsoft's 'Evolution' campaign), and video games (Tomb Raider).
Each close reading illustrates the ways in which representations of
digital lifestyles and identities - which typically fetishize
computers and celebrate a 'high tech' aesthetic encourage
participation in digital capitalism and commodity
cyberculture.Matrix argues that popular representations of
cyberculture often function as forms of social criticism that
creatively inspire audiences to 'think different' (in the words of
Mac advertising) about the consequences of the digitalization of
everyday li
In this, the first collection of essays to address the
development of fairy tale film as a genre, Pauline Greenhill and
Sidney Eve Matrix stress, "the mirror of fairy-tale film reflects
not so much what its audience members actually are but how they see
themselves and their potential to develop (or, likewise, to
regress)." As Jack Zipes says further in the foreword, "Folk and
fairy tales pervade our lives constantly through television soap
operas and commercials, in comic books and cartoons, in school
plays and storytelling performances, in our superstitions and
prayers for miracles, and in our dreams and daydreams. The artistic
re-creations of fairy-tale plots and characters in film--the
parodies, the aesthetic experimentation, and the mixing of genres
to engender new insights into art and life-- mirror possibilities
of estranging ourselves from designated roles, along with the
conventional patterns of the classical tales."
Here, scholars from film, folklore, and cultural studies move
discussion beyond the well-known Disney movies to the many other
filmic adaptations of fairy tales and to the widespread use of
fairy tale tropes, themes, and motifs in cinema.
"Cyberpop: Digital Lifestyles and Commodity Culture" is an analysis
of cyberculture and its popular cultural productions. The study
begins with a Foucaultian model of cyberculture as a discursive
formation, and explains how some key concepts (such as
"virtuality," "speed," and "Connectivity") operate as a conceptual
architecture network linking technologies to information and
individual subjects. The chapters then each focus on a particular
cyberfiguration, including Hollywood films ("GATTACA," "The
Matrix)," popular literature (William Gibson's "Neuromancer," Scott
Westerfeld's "Polymorph"), advertising for digital products and
services (Apple Computer's "1984/McIntosh" campaign, AT&T's
"mLife" campaign), digital artworks (including virtual females such
as Motorola's "Mya" and Elite Modeling Agency's "Webbie Tookay,"
and work by visual artist Daniel Lee for Microsoft's "Evolution"
campaign), and video games ("Tomb Raider"). Each close reading
illustrates the ways in which representations of digital lifestyles
and identities--which typically fetishize computers and celebrate a
"high tech" aesthetic encourage participation in digital capitalism
and commodity cyberculture. Matrix argues that popular
representations of cyberculture often function as forms of social
criticism that creatively inspire audiences to "think different"
(in the words of Mac advertising) about the consequences of the
digitalization of everyday life.
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Various Artists - Let Go (CD)
The Matrix, Cliff Wagness, Curt Fransca, Peter Zizzo; Performed by Avril Lavigne
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R230
Discovery Miles 2 300
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Ships in 15 - 30 working days
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