Download Free Media Technologies And Posthuman Intimacy Book in PDF and EPUB Free Download. You can read online Media Technologies And Posthuman Intimacy and write the review.

Constructing a theory of intimacy describing processes occurring between a 'human' subject and information creations, Jan Stasienko shows in what way and in what phases that relationship is built and what its nature is. He discusses technologies and genres related to the construction of a new television message (teleprompter, interactive television forms appearing both in the analogue and digital eras), composition of the film image and specificity of cinematic technologies (peep show, hybrid animation, digital visual effects). Also new-media technologies and genres will be discussed (for example, aspects relating to computer games and Web portals making video materials available). This diversity is prompted by the desire to show that the building of intimacy protocols is not the domain of the digital era, and on the other hand, that the posthumanism of media apparatus is a wide-ranging problem, i.e. the area encompasses various vehicles findable throughout various historical periods.
An essential exploration of video game aesthetic that decenters the human player and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.
This book foregrounds that English monolingualism reduces both our linguistic and conceptual resources, presenting concepts from the cultures of 4 continents and 26 languages. Concepts seem to work best when created in the interspace between theory and praxis, and between philosophy, art, and science. Deleuze himself had generated many concepts in this encounter between philosophy and non-philosophy, including his ideas of affects and percepts, of becoming, the stutter, the rhizome, movement-image and time-image, the rhizome. What happens, if instead of "other disciplines," we take other cultures, other languages, other philosophies? Does not the focus on English as a hegemonic language of academic discourse deny us a plethora of possibilities, of possible Denkfiguren, of possible concepts? Each contributor explores ideas that are key to thinking in their language – about sound and silence, voice and image, living and thinking, the self and the world - while simultaneously addressing the issue of translation. Each chapter demonstrates that translation itself is a way of invention, rather than just a rendering of concepts from one system in terms of another. This collection acts as a travelogue. The journey does not follow a particular trajectory-some countries are not on the map; some are visited twice. So, there is no claim to completeness involved here-it is rather an invitation to answer to the call.
Though the progress of technology continually pushes life toward virtual existence, the last decade has witnessed a renewed focus on materiality. Design, Mediation, and the Posthuman bears witness to the attention paid byliterary theorists, digital humanists, rhetoricians, philosophers, and designers to the crafted environment, the manner in which artifacts mediate human relations, and the constitution of a world in which the boundary between humans and things has seemingly imploded. The chapters reflect on questions about the extent to which we ought to view humans and nonhuman artifacts as having equal capacity for agency and life, and the ways in which technological mediation challenges the central tenets of humanism and anthropocentrism. Contemporary theories of human-object relations presage the arrival of the posthuman, which is no longer a futuristic or science-fictional concept but rather one descriptive of the present, and indeed, the past. Discussions of the posthuman already have a long history in fields like literary theory, rhetoric, and philosophy, and as advances in design and technology result in increasingly engaging artifacts that mediate more and more aspects of everyday life, it becomes necessary to engage in a systematic, interdisciplinary, critical examination of the intersection of the domains of design, technological mediation, and the posthuman. Thus, this collection brings diverse disciplines together to foster a dialogue on significant technological issues pertinent to philosophy, rhetoric, aesthetics, and science.
This book provides a long-overdue account of online technology and its impact on the work and lifestyles of professional employees. It moves between the offices and homes of workers in the knew "knowledge" economy to provide intimate insight into the personal, family, and wider social tensions emerging in today’s rapidly changing work environment. Drawing on her extensive research, Gregg shows that new media technologies encourage and exacerbate an older tendency among salaried professionals to put work at the heart of daily concerns, often at the expense of other sources of intimacy and fulfillment. New media technologies from mobile phones to laptops and tablet computers, have been marketed as devices that give us the freedom to work where we want, when we want, but little attention has been paid to the consequences of this shift, which has seen work move out of the office and into cafés, trains, living rooms, dining rooms, and bedrooms. This professional "presence bleed" leads to work concerns impinging on the personal lives of employees in new and unforseen ways. This groundbreaking book explores how aspiring and established professionals each try to cope with the unprecedented intimacy of technologically-mediated work, and how its seductions seem poised to triumph over the few remaining relationships that may stand in its way.
The new reader presents an up-to-date collection of seminal texts dedicated to all branches of debates on Posthuman Studies: Transhumanism, Critical Posthumanism and Metahumanism. It includes classical as well as cutting-edge contributions to these debates. The Posthuman Studies Reader is an indispensable resource for studying as well as teaching key concepts, central claims and main arguments of contemporary debates in the field of Posthuman Studies. The reader includes texts by: Neil Badmington, Karen Barad, Nick Bostrom, Rosi Braidotti, Claire Colebrook, Jaime del Val, FM-2030, Francis Fukuyama, Elaine Graham, Donna Haraway, Ihab Habib Hassan, N. Katherine Hayles, James Hughes, Julian Huxley, Brian Massumi, Max More, David Pearce, Anders Sandberg, Stefan Lorenz Sorgner, Stelarc, Natasha Vita-More and Cary Wolfe. "This Reader is a perfect guide to get into bleeding-edge philosophy."Nicolás Rojas Cortés, Faculty of Philosophy and Humanities, University of Chile "The Reader can be used not only as a textbook in higher education, but also by all researchers and students in these fields as reference. [...] I highly recommend it to everyone who is interested in these movements and those works from which excerpts are included in it."Yunus Tuncel, The New School, New York "Since Sorgner, Sampanikou, Stasienko and their colleagues, almost singlehandedly, are crafting and advancing this discipline through its forming stages, when they publish a book with handpicked canonic texts, it should be treated as a landmark."Carmel Vaisman, The Cohn Institute and The Multidisciplinary Program in the Humanities, Tel Aviv University "What makes the Posthuman Studies Reader interesting and exciting is the facility to have in one volume the basic ideas and essentials of transhumanism, critical posthumanism and metahumanism. The reader provides in a condensed version an introduction to posthuman studies for both academic and nonacademic audiences."Leo Igwe, Department of Religious Studies, University of Cape Town "The Posthuman Studies Reader serves as a comprehensive guide and/or manual of an evolving and expanding Post/Trans/Meta Humanism discourse. [...] because of the clarity of organization by the editors and the highest scholarship of the writers, the collection was able to drive the interest of readers a notch or two higher."Joseph Reylan B. Viray, Polytechnic University of the Philippines
Textbook
Posthuman Gaming: Avatars, Gamers, and Entangled Subjectivities explores the relationship between avatar and gamer in the massively multiplayer online roleplaying game World of Warcraft, to examine notions of entangled subjectivity, affects and embodiments – what it means and how it feels to be posthuman. With a focus on posthuman subjectivity, Wilde considers how we can begin to articulate ourselves when the boundary between self and other is unclear. Drawing on fieldnotes of her own gameplay experiences, the author analyses how subjectivity is formed in ways that defy a single individual notion of "self", and explores how different practices, feelings, and societal understandings can disrupt strict binaries and emphasise our posthumanism. She interrogates if one can speak of an "I" in the face of posthuman multiplicity, before exploring different analytical themes, beginning with how acting theories might be posthumanised and articulate the relationship between avatar and gamer. She then defines posthuman empathy and explains how this is experienced in gaming, before addressing the need to account for boredom, the complexity of nostalgia, and ways death and loss are experienced through gaming. This volume will appeal to a broad audience and is particularly relevant to scholars and students of cultural studies, media studies, humanities, and game studies. Chapters 2 and 7 of this book are freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Within the so-called seduction community, the ability to meet and attract women is understood as a skill which heterosexual men can cultivate through practical training and personal development. Though it has been an object of media speculation – and frequent sensationalism – for over a decade, this cultural formation remains poorly understood. In the first book-length study of the industry, Rachel O’Neill takes us into the world of seduction seminars, training events, instructional guidebooks and video tutorials. Pushing past established understandings of ‘pickup artists’ as pathetic, pathological or perverse, she examines what makes seduction so compelling for those drawn to participate in this sphere. Seduction vividly portrays how the twin rationalities of neoliberalism and postfeminism are reorganising contemporary intimate life, as labour-intensive and profit-orientated modes of sociality consume other forms of being and relating. It is essential reading for students and scholars of gender, sexuality, sociology and cultural studies, as well as anyone who wants to understand the seduction industry’s overarching logics and internal workings.
The Legacy of The X-Files examines the content and production of the show, its reception, its use of legend and folklore, its contemporary resonance in politics and society of the 21st century, and its impact and legacy on film, television, the Internet and beyond. Having converged with the early widespread use of the Internet, The X-Files became a cultural touchstone of the 1990s, transforming from a cult TV show into a pop cultural phenomenon by the end of the decade. To celebrate the 30th anniversary of The X-Files, this collection examines the content and production of the show, its reception, its use of legend and folklore, its contemporary resonance in politics and society of the 21st century, and its impact and legacy on film, television, the Internet and beyond. The series' themes of government mistrust, conspiracy, folklore, UFOlogy, and faith are dissected and applied to how the show spirituality resonated with post-Cold War Western society. Contributors to this collection discuss the wide-ranging impact of the television show in popular culture, from Mulder and Scully 'shippers' to the show's slogan entering the contemporary lexicon. The Legacy of The X-Files serves as an all-encompassing, multi-disciplinary, contemporary account of The X-Files, reflecting upon critical, historical, political, and social contexts, and featuring an in-depth and comprehensive introduction making it a vital work for researchers and students alike.