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How performances of tactical imperceptibility—or “stealth”—have become a key political practice in digital culture as a means of escaping surveillance and tracking technologies. In The Aesthetics of Stealth, Toni Pape proposes the first aesthetic and cultural theory of stealth, a mode of political action. The primary goal of stealth is to act efficiently while remaining imperceptible. Pape begins with the observation that the desire for stealth is a sociocultural response to digital media culture, due to digital technologies’ unprecedented ability to track individual behavior. He argues that stealth operates as a cross-media aesthetic that can be observed in video games, television, and video art alike, particularly in so-called stealth video games, a genre that requires players to accomplish missions without being detected by in-game enemies. Drawing on theories of perception, digital aesthetics, and video game studies, Pape proposes an analytical map of different modes of stealth such as “sneaking stealth,” “social stealth,” or “magical stealth.” The author’s findings are brought into dialogue with research in the fields of software studies, surveillance studies, and political theory to establish the political importance of stealth. While stealth is a resistance to pervasive sensing and tracking, Pape also shows that the principles of stealth politics are closely connected to urgent concerns like (cyber)warfare and other digital practices of targeting and surveillance that operate to entrench cultural values like heteronormativity and white supremacy.
How performances of tactical imperceptibility—or “stealth”—have become a key political practice in digital culture as a means of escaping surveillance and tracking technologies. In The Aesthetics of Stealth, Toni Pape proposes the first aesthetic and cultural theory of stealth, a mode of political action. The primary goal of stealth is to act efficiently while remaining imperceptible. Pape begins with the observation that the desire for stealth is a sociocultural response to digital media culture, due to digital technologies’ unprecedented ability to track individual behavior. He argues that stealth operates as a cross-media aesthetic that can be observed in video games, television, and video art alike, particularly in so-called stealth video games, a genre that requires players to accomplish missions without being detected by in-game enemies. Drawing on theories of perception, digital aesthetics, and video game studies, Pape proposes an analytical map of different modes of stealth such as “sneaking stealth,” “social stealth,” or “magical stealth.” The author’s findings are brought into dialogue with research in the fields of software studies, surveillance studies, and political theory to establish the political importance of stealth. While stealth is a resistance to pervasive sensing and tracking, Pape also shows that the principles of stealth politics are closely connected to urgent concerns like (cyber)warfare and other digital practices of targeting and surveillance that operate to entrench cultural values like heteronormativity and white supremacy.
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
A game designer considers the experience of play, why games have rules, and the relationship of play and narrative. The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions ("Why is this battle boring?") than big ones ("What does this game mean?"). In this book, the game designer Brian Upton analyzes the experience of play--how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.
In 1961 the 22-year-old Mike Brown joined the New Zealand artist, Ross Crothall, in an old terrace house in inner Sydney's Annandale. Over the following two years the artists filled the house with a remarkable body of work. Launched with an equally extraordinary exhibition, the movement they called Imitation Realism introduced collage, assemblage and installation to Australian art for the first time. Laying the groundwork for a distinctive Australian postmodernism, Imitation Realism was also the first Australian art movement to respond in a profound way to Aboriginal art, and to the tribal art of New Guinea and the Pacific region. By the mid-1960s Brown was already the most controversial figure in Australian art. In 1963 a key work was thrown out of a major travelling exhibition for being overtly sexual; a year later he publicly attacked Sydney artists and critics for having failed the test of integrity. Finally, in 1966-67, Brown became the only Australian artist to have been successfully prosecuted for obscenity. Brown spent the last 28 years of his life in Melbourne, where his reputation for radicalism and nonconformity was cemented with his multiplicity of styles, exploration of themes of sexuality, and transgressive commitment to the ideal of street art and graffiti. Against a background of the counter-culture and the social and political upheavals of the 1960s and 1970s, Brown's art and remarkable life of personal and creative struggle is without parallel in Australian art.
A look into the covert influence billionaires wield in American politics and the actions citizens can take to hold them more accountable. In 2016, when millions of Americans voted for Donald Trump, many believed his claims that personal wealth would free him from wealthy donors and allow him to “drain the swamp.” But then Trump appointed several billionaires and multimillionaires to high-level positions and pursued billionaire-friendly policies, such as cutting corporate income taxes. Why the change from his fiery campaign rhetoric and promises to the working class? This should not be surprising, argue Benjamin I. Page, Jason Seawright, and Matthew J. Lacombe: As the gap between the wealthiest and the rest of us has widened, the few who hold one billion dollars or more in net worth have begun to play a more and more active part in politics—with serious consequences for democracy in the United States. Page, Seawright, and Lacombe argue that while political contributions offer a window onto billionaires’ influence, especially on economic policy, they do not present a full picture of policy preferences and political actions. That is because on some of the most important issues, including taxation, immigration, and Social Security, billionaires have chosen to engage in “stealth politics.” They try hard to influence public policy, making large contributions to political parties and policy-focused causes, leading policy-advocacy organizations, holding political fundraisers, and bundling others’ contributions—all while rarely talking about public policy to the media. This means that their influence is not only unequal but also largely unaccountable to and unchallengeable by the American people. Stealth politics makes it difficult for ordinary citizens to know what billionaires are doing or mobilize against it. The book closes with remedies citizens can pursue if they wish to make wealthy Americans more politically accountable, such as public financing of political campaigns and easier voting procedures, and notes the broader types of reforms, such as a more progressive income tax system, that would be needed to increase political equality and reinvigorate majoritarian democracy in the United States. Praise for Billionaires and Stealth Politics “Incredibly important. The authors provide—for the first time—a clear sense of the politics and political activity of the top one hundred billionaires in America, matching what billionaires have said with what they’ve done and showing the troubling transparency gap that is critical to the evolution of policy. Billionaires and Stealth Politics is a key addition to understanding our current political reality, focused on it most significant lever.” —Lawrence Lessig, author of America, Compromised “The wealth held by American billionaires exceeds the Gross Domestic Product of dozens of countries. They exercise tremendous influence over society, the economy, and politics. Yet their impact is not well-understood. Page, Seawright, and Lacombe have given us a compelling and original piece of work on an important topic.” —Darrell M. West, Brookings Institution
This ninth volume of the Artefacts series explores how artists have responded to developments in science and technology, past and present. Rather than limiting the discussion to art alone, editors Anne Collins Goodyear and Margaret Weitekamp also asked contributors to consider aesthetics: the scholarly consideration of sensory responses to cultural objects. When considered as aesthetic objects, how do scientific instruments or technological innovations reflect and embody culturally grounded assessments about appearance, feel, and use? And when these objects become museum artifacts, what aesthetic factors affect their exhibition? Contributors found answers in the material objects themselves. This volume reconsiders how science, technology, art, and aesthetics impact one another.
The explosive combination of nihilist leanings together with a craving for totalitarianism was an ideal of philosophers, cultural critics, political theorists, engineers, architects and aesthetes long before it materialised in flesh and blood, not only in technology, but also in fascism, Nazism, bolshevism and radical European political movements. "The Nihilist Order", originally published in three hardcover volumes and now published in a consolidated paperback edition with an encompassing new Introduction, inspired excellent review endorsements, both amongst the academic and public spheres -- and has been heralded as a great achievement in European intellectual and cultural history.
The Everyday Practice of Public Art: Art, Space, and Social Inclusion is a multidisciplinary anthology of analyses exploring the expansion of contemporary public art issues beyond the built environment. It follows the highly successful publication The Practice of Public Art (eds. Cartiere and Willis), and expands the analysis of the field with a broad perspective which includes practicing artists, curators, activists, writers and educators from North America, Europe and Australia, who offer divergent perspectives on the many facets of the public art process. The collection examines the continual evolution of public art, moving beyond monuments and memorials to examine more fully the development of socially-engaged public art practice. Topics include constructing new models for developing and commissioning temporary and performance-based public artworks; understanding the challenges of a socially-engaged public art practice vs. social programming and policymaking; the social inclusiveness of public art; the radical developments in public art and social practice pedagogy; and unravelling the relationships between public artists and the communities they serve. The Everyday Practice of Public Art offers a diverse perspective on the increasingly complex nature of artistic practice in the public realm in the twenty-first century.