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Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.
From his triumphant debut with Snow Crash to the stunning success of his latest novel, Quicksilver, Neal Stephenson has quickly become the voice of a generation. In this now-classic thriller, he and fellow author J. Frederick George tell a shocking tale with an all-too plausible premise. There's no way William A. Cozzano can lose the upcoming presidential election. He's a likable midwestern governor with one insidious advantage—an advantage provided by a shadowy group of backers. A biochip implanted in his head hardwires him to a computerized polling system. The mood of the electorate is channeled directly into his brain. Forget issues. Forget policy. Cozzano is more than the perfect candidate. He's a special effect. “Complex, entertaining, frequently funny."—Publishers Weekly “Qualifies as the sleeper of the year, the rare kind of science-fiction thriller that evokes genuine laughter while simultaneously keeping the level of suspense cranked to the max."— San Diego Union-Tribune “A Manchurian Candidate for the computer age.” —Seattle Weekly
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.
“An awe-inspiring, helter-skelter journey through mind-blowing SF, western dime novel, noir mystery, and near-future dystopian horror” (Publishers Weekly, starred review). The debut novel from Zack Parsons, editor of the Something Awful website and author of My Tank Is Fight!, is a mind-bending journey through time and genres. Beginning in 1874, with a blood-soaked western story of revenge, Liminal States follows a trio of characters through a 1950s noir detective story and twenty-first-century sci-fi horror. Their paths are tragically intertwined—and their choices have far-reaching consequences for the course of American history. It’s a remarkable mashup that “somehow manages to become a cohesive, thought-provoking whole . . . There’s no way a novel with this many moving parts should hold together, but it does, and even readers initially daunted by the jumble will soon be glad to go wherever Parsons takes them” (Publishers Weekly, starred review). “Parsons’s debut is a tour-de-force, a justifiably showy demonstration of the author’s chameleon-like ability to write in several genres all at once, and it emerges as one of the scariest and bleakest tales I can remember.” —Cory Doctorow
In this book, Seung-hoon Jeong introduces the cinematic interface as a contact surface that mediates between image and subject, proposing that this mediation be understood not simply as transparent and efficient but rather as asymmetrical, ambivalent, immanent, and multidirectional. Jeong enlists the new media term "interface" to bring to film theory a synthetic notion of interfaciality as underlying the multifaceted nature of both the image and subjectivity. Drawing on a range of films, Jeong examines cinematic interfaces seen on screen and the spectator’s experience of them, including: the direct appearance of a camera/filmstrip/screen, the character’s bodily contact with such a medium-interface, the object’s surface and the subject’s face as "quasi-interface," and the image itself. Each of these case studies serves as a platform for remapping and revamping major concepts in film studies such as suture, embodiment, illusion, signification, and indexicality. Looking to such theories as the ontology of the image and the phenomenology of the body, this original theorization of the cinematic interface not only offers a conceptual framework for rethinking and re-linking film and media studies, but also suggests a general theory of the interface.
In this BIT, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual.
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
At last, Jasmine Becket-Griffith's most loved paintings are now available as a coloring book!Jasmine has selected 55 of her favorite characters to create this fantasy art adventure for you to enjoy. Designed for coloring book fanatics both young and old, there are detailed intricacies for those who love to lose themselves in meditative detail, and there are broad patches and fun characters for those who like to take a simpler approach.Each coloring pattern features an enlightening description about the original painting it is based on, and the individual character depicted, to satisfy the curiosity of the artist's many fans.
The Great Han is an ethnographic study of the Han Clothing Movement, a neotraditionalist and racial nationalist movement that has emerged in China since 2001. Participants come together both online and in person in cities across China to revitalize their utopian vision of the authentic “Great Han” and corresponding “real China” through pseudotraditional ethnic dress, reinvented Confucian ritual, and anti-foreign sentiment. Analyzing the movement’s ideas and practices, this book argues that the vision of a pure, perfectly ordered, ethnically homogeneous, and secure society is in fact a fantasy constructed in response to the challenging realities of the present. Yet this national imaginary is reproduced precisely through its own perpetual elusiveness. The Great Han is a pioneering analysis of Han identity, nationalism, and social movements in a rapidly changing China.