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A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs—many of them now almost impossible to find—that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II—when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared—and the emergence of the World Wide Web—when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.
From the publisher. For more than 60 years, instructors and their students have looked to Penguin trade paperbacks for state-of-the-art scholarship, accessibility, and fair prices. Allyn & Bacon, Penguin's sister company, aims to meet those same expectations with textbooks in our series, Penguin Academics. We've created the Penguin Academics series with ease of use in mind-the books are conveniently portable and highly readable, with engaging typefaces and interior designs. Concise yet thorough in their coverage of the basics, Penguin Academics titles are ideal for use either by themselves or in combination with other books.
From the 15th century until the mid-1990s, media based on the printed word--books, magazines, handbills, newspapers, and journals--dominated society. Today, an onslaught of digital media centered on the Internet is developing at a breathtaking pace, destabilizing the very idea of printed media and fundamentally reshaping our world in the process. This study explores how Internet entities like Amazon, YouTube, Facebook, Wikipedia, and Google, and gadgets such as digital cameras, cell phones, video games, robots, drones, and all things MacIntosh have affected everything from the book industry and copyright law to how we conduct social relationships and consider knowledge. Including a chronology of significant events in the history of the digital explosion, this investigation of the often overlooked "shadow" side of new technology chronicles life during a radical societal shift and follows the process whereby one world disintegrates while another takes its place. Instructors considering this book for use in a course may request an examination copy here.
Now if I just remembered where I put that original TV play device--the universal remote control . . . Television is a global industry, a medium of representation, an architectural component of space, and a nearly universal frame of reference for viewers. Yet it is also an abstraction and an often misunderstood science whose critical influence on the development, history, and diffusion of new media has been both minimized and overlooked. How Television Invented New Media adjusts the picture of television culturally while providing a corrective history of new media studies itself. Personal computers, video game systems, even iPods and the Internet built upon and borrowed from television to become viable forms. The earliest personal computers, disguised as video games using TV sets as monitors, provided a case study for television's key role in the emergence of digital interactive devices. Sheila C. Murphy analyzes how specific technologies emerge and how representations, from South Park to Dr. Horrible's Sing-Along-Blog, mine the history of television just as they converge with new methods of the making and circulation of images. Past and failed attempts to link television to computers and the Web also indicate how services like Hulu or Netflix On-Demand can give rise to a new era for entertainment and program viewing online. In these concrete ways, television's role in new and emerging media is solidified and finally recognized.
What will prove to be the lasting impact of New Media on film and television? What kinds of transformations of moving image media are really already under way? The term 'new media' has become an effective catch word both as a description of the digital delivery of media via the Internet, DVD, and digital television and as a reference to the "newness" such technologies have brought to media more generally. And yet the nature of this transformation has been over-hyped and too little understood. The New Media Book provides an accessible, critical intervention into the field of moving image studies and features 20 newly commissioned and thought-provoking essays in a format designed to be of wide use to a range of courses in digital media, film and television studies. The book is divided into five thematic sections: Technologies, Production, Texts, Consumption, and Contexts and addresses how "new media" is both embracing and altering the existing media landscape. Topics discussed include the ways in which we interact with digital television, the changing methods of production, distribution, and exhibition within the media industry, and how the histories of traditional media have influenced the development of new media. The New Media Book examines the corresponding influences that 'traditional' media and 'new' media are having upon each other as well as revisiting central, continuing issues surrounding the moving image and the contexts in which all the media operate. The collected essays present and redefine these crucially important topics providing the most systematic analysis of both change and continuity in the contemporary media landscape yet published in the field of screen studies.
The new media landscape touches every aspect of our social, political and cultural lives. It is more important than ever, therefore, that we are able to understand and explain the complexity of our digital world. Understanding New Media gives students the tools and the knowledge they need to make sense of the relationship between technologies, media and society. This best-selling student introduction: Makes complex ideas accessible, clearly explaining the key thinkers, theories and research students need to understand Brings theory to life with a range of new case studies, from selfies or trolling, to the app economy and algorithms in social media Gets students started on projects and essays with guided research activities, showing them how to successfully put learning into practice Provides guided further reading, helping students to navigate the literature and extend their studies beyond the chapter Understanding New Media remains the perfect guide to the past, present and future of the new media world. It is a vital resource for students across media and communication studies and sociology, and anyone exploring new media, social media or digital media.
Trailblazing women working in digital arts media and education established the Midwest as an international center for the artistic and digital revolution in the 1980s and beyond. Foundational events at the University of Illinois and the School of the Art Institute of Chicago created an authentic, community-driven atmosphere of creative expression, innovation, and interdisciplinary collaboration that crossed gender lines and introduced artistically informed approaches to advanced research. Interweaving historical research with interviews and full-color illustrations, New Media Futures captures the spirit and contributions of twenty-two women working within emergent media as diverse as digital games, virtual reality, medicine, supercomputing visualization, and browser-based art. The editors and contributors give voice as creators integral to the development of these new media and place their works at the forefront of social change and artistic inquiry. What emerges is the dramatic story of how these Midwestern explorations in the digital arts produced a web of fascinating relationships. These fruitful collaborations helped usher in the digital age that propelled social media. Contributors: Carolina Cruz-Niera, Colleen Bushell, Nan Goggin, Mary Rasmussen, Dana Plepys, Maxine Brown, Martyl Langsdorf, Joan Truckenbrod, Barbara Sykes, Abina Manning, Annette Barbier, Margaret Dolinsky, Tiffany Holmes, Claudia Hart, Brenda Laurel, Copper Giloth, Jane Veeder, Sally Rosenthal, Lucy Petrovic, Donna J. Cox, Ellen Sandor, and Janine Fron.
For decades, we’ve been warned that video killed the radio star, and, more recently, that social media has replaced reading. Nerdfighteria, a first-of-its-kind online literary community with nearly three million members, challenges these assumptions. It is the brainchild of brothers Hank and John Green, who provide literary themed programming on their website and YouTube channel, including video clips from John, a best-selling author most famous for his young adult book, The Fault in Our Stars. These clips not only give fans personal insights into his works and the writing process writ large, they also provide unique access to the author, inspiring fans to create their own fan art and make connections with one another. In the twenty-first century, reading and watching videos are related activities that allow people to engage with authors and other readers. Whether they turn to The Fault in Our Stars or titles by lesser-known authors, Nerdfighters are readers. Incorporating thousands of testimonials about what they read and why, Jennifer Burek Pierce not only sheds light on this particular online community, she also reveals what it tells us about the changing nature of reading in the digital age. In Nerdfighteria, we find a community who shows us that being online doesn’t mean disinterest in books.
New media is becoming integral to our lives. But for how long can we refer to emerging media as new in this fast-moving digital age? What makes it 'new'? And what problems do interactive media create for us, as cultural beings? This book investigates the culture and context of new media. Exploring and critiquing debates drawn from media and cultural theory, Fuery clearly explores and defines the concepts of new media and interactivity. With a clear and structured approach, the book questions existing ideas about digital culture and explains the problems that emerging technologies can present to our culture, from issues of surveillance and power to the digitalisation of the body. In particular, the book includes: - A variety of perspectives and approaches to the idea of the 'new'. - Consideration and evaluation of work from key media theorists, from Foucault to Bourdieu. - Relevant and innovative examples that bring the complexities of new media to life. - A glossary for quick reference and explanation of complex concepts. New Media: Culture and Image interrogates the key concepts, models and approaches surrounding the formation and evolution of new media. It will encourage all students of Cultural Studies and Media Studies to question and reconsider their ideas about media and cultural theory.