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In a society that awaits 'the new' in every medium, what happens to last year's new? From player pianos to vinyl records, and from the typewriter to the telephone, 'Residual Media' is an innovative approach to the aging of culture and reveals that, ultimately, new cultural phenomena rely on encounters with the old.
In the postwar years, an eruption of urbanization took place across Japan, from its historical central cities to the outer reaches of the archipelago. During the 1960s and 1970s, Japanese literary and visual media took a deep interest in cities and their problems, and what this rapid change meant for the country. In Residual Futures, Franz Prichard offers a pathbreaking analysis of the works wrought from this intensive urbanization, mapping the ways in which Japanese filmmakers, writers, photographers, and other artists came to grips with the entwined ecologies of a drastic transformation. Residual Futures examines crucial works of documentary film, fiction, and photography that interrogated Japan’s urbanization and integration into the U.S.-dominated geopolitical system. Prichard discusses documentary filmmaker Tsuchimoto Noriaki’s portrait of the urban “traffic war” and the remaking of Tokyo for the 1964 Olympics, novelist Abe Kōbō’s depictions of infrastructure and urban sociality, and the radical notions of landscape that emerge from the critical and photographic work of Nakahira Takuma. His careful readings reveal the shifting relationships among urban materialities and subjectivities and the ecological, political, and aesthetic vocabularies of urban change. A novel cultural history of critical urban discourse in Japan, Residual Futures brings an interdisciplinary approach to Japanese literary and visual media studies. It provides a vital new perspective on the infrastructural aesthetics and entangled urban and media conditions of the global Cold War.
The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform. Each chapter considers a component of this network—hardware, software, peripheral, or practice—that illuminates the platform's unique features as a computational system and a cultural artifact. Examining the evolution of the design and architecture of Nintendo's handhelds and home consoles, and the constraints imposed on developers and players, for example, Custodio finds that Nintendo essentially embeds nostalgia into its hardware. She explores Nintendo's expansion of the platform through interoperability; physical and affective engagement with the Game Boy Advance; portability, private space, and social interaction; the platformization of nostalgia; fan-generated content including homebrew, hacking, and hardware modding; and e-waste—the final afterlife of consumer electronics. Although the Game Boy Advance is neither the most powerful nor the most popular of Nintendo's handhelds, Custodio argues, it is the platform that most fundamentally embodies Nintendo's reliance on the aesthetics and materiality of nostalgia.
This edited volume interrogates the role of media technologies in the formation of environments, understood both as physical spaces and as epistemological constructs about them. Using the concept of ‘environing media’, the book advances a deeper understanding of how media processes – defined here as the storage, process, and transmission of data – influence human-Earth relations. Virtually all aspects of the interconnected global ecological crisis can be related to the intensification and acceleration of scaling up the human imprint on the planet by technological means. Combining ideas from the humanities, arts, and humanistic social sciences, Environing Media offers a perspective on how we entered the current geological epoch – the Anthropocene. The ten chapters explore colonial, planetary, and elemental environing media, with cases including indigenous history, ocean monitoring, computational history, climate modeling, environmental history, the air as medium, the biosphere, and the Earth system. Drawing upon a breadth of examples and expertise in history, anthropology, geography, cultural history, science and technology studies, and media studies, the book discovers a novel approach to human-Earth histories that demonstrates how technologies have mediated between humans and environments and in the process contributed to a societal feedback loop between knowing and doing environment, each impacting the other. Environing Media is a timely addition for scholars and upper-level students in environmental humanities and media studies. The Open Access version of chapters 1, 2, 3, 4, 5, 7, 8, and 9 are available at http://www.taylorfrancis.com/books/e/9781003282891. Chapters 1, 2, 4, 5, and 7 have been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 (CC BY-NC-ND 4.0) license. Chapters 3, 8, and 9 have been made available under a Creative Commons Attribution (CC-BY 4.0) license.
"Spreadable Media" maps fundamental changes taking place in the contemporary media environment, a space where corporations no longer tightly control media distribution. This book challenges some of the prevailing frameworks used to describe contemporary media.
Media, Materiality and Memory: Grounding the Groove examines the entwinement of material music objects, technology and memory in relation to a range of independent record labels, including Sarah Records, Ghost Box and Finders Keepers. Moving from Edison’s phonograph to digital music files, from record collections to online archives, Roy argues that materiality plays a crucial role in constructing and understanding the territory of recorded sound. How do musical objects ‘write’ cultural narratives? How can we unearth and reactivate past histories by looking at yesterday’s media formats? What is the nature, and fate, of the physical archive in an increasingly dematerialized world? In what ways do physical and digital musical objects coexist and intersect? With its innovative theoretical approach, the book explores the implications of materialization in the fashioning of a musical world and its cultural transmission. A substantial contribution to the field of music and material culture studies, Media, Materiality and Memory also provides a nuanced and timely reflection on nostalgia and forgetting in the digital age.
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and controllers means that the data and devices will crumble to dust and eventually will be lost forever. However, there is more to the disappearance of videogames than plastic corrosion and bit rot. Best Before examines how the videogames industry's retail, publishing, technology design, advertising and marketing practices actively produce obsolescence, wearing out and retiring old games to make way for the always new, just out of reach, 'coming soon' title and 'next generation' platform. Set against the context of material deterioration and the discursive production of obsolescence, Best Before examines the conceptual and practical challenges faced within the nascent field of game preservation. Understanding videogames as rich, complex and mutable texts and experiences that are supported and sustained by cultures of gameplay and fandom, Best Before considers how - and even whether - we might preserve and present games for future generations.
This collection offers new approaches to theorizing Asian film in relation to the history, culture, geopolitics and economics of the continent. Bringing together original essays written by established and emerging scholars, this anthology transcends the limitations of national borders to do justice to the diverse ways in which the cinema shapes Asia geographically and imaginatively in the world today. From the revival of the Silk Road as the “belt and road” of a rising China to historical ruminations on the legacy of colonialism across the continent, the authors argue that the category of “Asian cinema” from Turkey to the edges of the Pacific continues to play a vital role in cutting-edge film research. This handbook will serve as an essential guide for committed scholars, students, and all those interested in the past, present, and possible future of Asian cinema in the 21st century.
Imagine if a student spent as much time managing information as celebrities doted on dieting? While eating too much food may be the basis of a moral panic about obesity, excessive information is rarely discussed as a crisis of a similar scale. Obviously, plentiful and high quality food is not a problem if eating is balanced with exercise. But without the skills of media and information literacy, students and citizens wade through low quality online information that fills their day yet does not enable intellectual challenge, imagination and questioning. Digital Dieting: From Information Obesity to Intellectual Fitness probes the social, political and academic difficulties in managing large quantities of low quality information. But this book does not diagnose a crisis. Instead, Digital Dieting provides strategies to develop intellectual fitness that sorts the important from the irrelevant and the remarkable from the banal. In April 2010, and for the first time, Facebook received more independent visitors than Google. Increasingly there is a desire to share rather than search. But what is the impact of such a change on higher education? If students complain that the reading is ’too hard’, then one response is to make it easier. If students complain that assignments are too difficult, then one way to manage this challenge is to make the assignments simpler. Both are passive responses that damage the calibre of education and universities in the long term. Digital Dieting: From Information Obesity to Intellectual Fitness provides active, conscious, careful and applicable strategies to move students and citizens from searching to researching, sharing to thinking, and shopping to reading.
Includes international essays on possibly the most important aspect of the aesthetics and narratives of comics - urban topography and environment.