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Image-Making-India explores the evolving meaning of images in a digital landscape from the vantage point of contemporary India. Building upon long-term ethnographic research among image-makers in Delhi, Mumbai and other Indian cities, the author interrogates the dialogue between visual culture, technology and changing notions of political participation. The book explores selected artistic experiences in documentary and fiction film, photography, contemporary art and digital curation that have in common a desire to engage with images as tools for social intervention. These experiences reveal images’ capacity not only to narrate and represent but also to perform, do and affect. Particular attention is devoted to the 'digital', a critical landscape that offers an opportunity to re-examine the significance of images and visual culture in a rapidly changing India. This volume will be of particular interest to scholars of visual and digital anthropology and cultures as well as South Asian studies.
The Culture of Technology examines our often conflicting attitudes toward nuclear weapons, biological technologies, pollution, Third World development, automation, social medicine, and industrial decline. It disputes the common idea that technology is "value-free" and shows that its development and use are conditioned by many factors-political and cultural as well as economic and scientific. Many examples from a variety of cultures are presented. These range from the impact of snowmobiles in North America to the use of water pumps in rural India, and from homemade toys in Africa to electricity generation in Britain-all showing how the complex interaction of many influences in every community affects technological practice. Arnold Pacey, who lives near Oxford, England, has a degree in physics and has lectured on both the history of technology and technology policy, with a particular focus on the development of technologies appropriate to Third World needs. He is the author of The Maze of Ingenuity (MIT Press paperback).
We are facing unprecedented challenges today. For many of us, innovation would be our last hope. But how can it be done? Is it enough to bet on the scientific culture? How can technical culture contribute to innovation? How is technical culture situated with regards to what we name collectively the culture of innovation? It is these questions that this book intends to address.
Engages with the impact of modern technology on experimental physicists. This study reveals how the increasing scale and complexity of apparatus has distanced physicists from the very science which drew them into experimenting, and has fragmented microphysics into different technical traditions.
Technology, Literature and Culture provides a detailed and accessible exploration of the ways in which literature across the twentieth century has represented the inescapable presence and progress of technology. As this study argues, from the Fordist revolution in manufacturing to computers and the internet, technology has reconfigured our relationship to ourselves, each other, and to the tools and material we use. The book considers such key topics as the legacy of late-nineteenth century technology, the literary engagement with cinema and radio, the place of typewriters and computers in formal and thematic literary innovations, the representations of technology in spy fiction and the figures of the robot and the cyborg. It considers the importance of broadcast technology and the internet in literature and covers major literary movements including modernism, cold war writing, postmodernism and the emergence of new textualities at the end of the century. An insightful and wide-ranging study, Technology, Literature and Culture offers close readings of writers such as Virginia Woolf, Samuel Beckett, Ian Fleming, Kurt Vonnegut, Don DeLillo, Jeanette Winterson and Shelley Jackson. It is an invaluable resource for students and scholars alike in literary and cultural studies, and also introduces the topic to a general reader interested in the role of technology in the twentieth century.
The cultural theorist and media designer Anne Balsamo calls for transforming learning practices to inspire culturally attuned technological imaginations.
-This catalogue accompanies the exhibition Technologies of the Image: Art in 19th-Century Iran, on view at the Harvard Art Museums, Cambridge, Massachusetts, from August 26, 2017 through January 7, 2018.-
Digital culture is often characterized as radically breaking with past technologies, practices, and ideologies rather than as reflecting or incorporating them. Memory Bytes seeks to counter such ahistoricism, arguing for the need to understand digital culture—and its social, political, and ethical ramifications—in historical and philosophical context. Looking at a broad range of technologies, including photography, print and digital media, heat engines, stereographs, and medical imaging, the contributors present a number of different perspectives from which to reflect on the nature of media change. While foregrounding the challenges of drawing comparisons across varied media and eras, Memory Bytes explores how technologies have been integrated into society at different moments in time. These essays from scholars in the social sciences and humanities cover topics related to science and medicine, politics and war, mass communication, philosophy, film, photography, and art. Whether describing how the cultural and legal conflicts over player piano rolls prefigured controversies over the intellectual property status of digital technologies such as mp3 files; comparing the experiences of watching QuickTime movies to Joseph Cornell’s “boxed relic” sculptures of the 1930s and 1940s; or calling for a critical history of electricity from the Enlightenment to the present, Memory Bytes investigates the interplay of technology and culture. It relates the Information Age to larger and older political and cultural phenomena, analyzes how sensory effects have been technologically produced over time, considers how human subjectivity has been shaped by machines, and emphasizes the dependence of particular technologies on the material circumstances within which they were developed and used. Contributors. Judith Babbitts, Scott Curtis, Ronald E. Day, David Depew, Abraham Geil, Sharon Ghamari-Tabrizi, Lisa Gitelman, N. Katherine Hayles, John Durham Peters, Lauren Rabinovitz, Laura Rigal, Vivian Sobchack, Thomas Swiss
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.