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Is it possible to conceive of a Hello Kitty Middle Ages or a Tickle Me Elmo Renaissance? The Oxford English Dictionary dates the first reference to "cute" in the sense of "attractive, pretty, charming" to 1834. More recently, Sianne Ngai has offered a critical overview of the cuteness of the twentieth-century avant-garde within the context of consumer culture. But if cuteness can get under the skin, what kinds of surfaces does it best infiltrate, particularly in the framework of historical forms, events, and objects that traditionally have been read as emergences around "big" aesthetics of formal symmetries, high affects, and resemblances? The Retrofuturism of Cuteness seeks to undo the temporal strictures surrounding aesthetic and affective categories, to displace a strict focus on commodification and cuteness, and to interrogate how cuteness as a minor aesthetics can refocus our perceptions and readings of both premodern and modern media, literature, and culture. Taking seriously the retro and the futuristic temporalities of cuteness, this volume puts in conversation projects that have unearthed remnants of a "cult of cute"-positioned historically and critically in between transitions into secularization, capitalist frameworks of commodification, and the enchantment of objects-and those that have investigated the uncanny haunting of earlier aesthetics in future-oriented modes of cuteness. The Latin acutus, the etymological root of cute, embraces the sharpened, the pointed, the nimble, the discriminating, and the piercing. But as Michael O'Rourke notes, cuteness evokes a proximity that is at once potentially invasive and contaminating and yet softening and transfiguring. Deploying cuteness as a mode of inquiry across time, this volume opens up unexpected lines of inquiry and unusual critical and creative aporias, from Christian asceticism, medieval cycle drama, and Shakespeare to manga, Bollywood, and Second Life. The projects collected here point to a spectrum of aesthetic-affective assemblages related to racial, ethnic, gender, sexual, and class dimensions that exceed or trouble our contemporary perceptions of such registers within object-subject and subject-object entanglements. TABLE OF CONTENTS // Wan-Chuan Kao and Jen Boyle, "Introduction: The Time of the Child"Andrea Denny-Brown, "Torturer-Cute"Elizabeth Howie, "Indulgence and Refusal: Cuteness, Asceticism, and the Aestheticization of Desire"Claire Maria Chambers, "From Awe to Awww: Cuteness and the Idea of the Holy in Christian Commodity Culture"Justin Mullis, "All The Pretty Little Ponies: Bronies, Desire, and Cuteness"Marlis Schweitzer, "Consuming Celebrity: Commodities and Cuteness in the Circulation of Master William Henry West Betty"Mariah Junglan Min, "Embracing the Gremlin: Judas Iscariot and the (Anti-)Cuteness of Despair"Alicia Corts, "Cute, Charming, Dangerous: Child Avatars in Second Life"James M. Cochran, "What's Cute Got to Do with It?: Early Modern Proto-Cuteness in King Lear"Kara Watts, "Hamlet, Hesperides, and the Discursivity of Cuteness"Tripthi Pillai, "Cute Lacerations in Doctor Faustus and Omkara"Kelly Lloyd, "Katie Sokoler, Your Construction Paper Tears Can't Hide Your Yayoi Kusama-Neurotic Underbelly"
The author of The Long Descent examines a solution for the troubles of our modern age: technical regression. To most people paying attention to the collision between industrial society and the hard limits of a finite planet, it’s clear that things are going very, very wrong. We no longer have unlimited time and resources to deal with the crises that define our future, and the options are limited to the tools we have on hand right now. This book is about one very powerful option: deliberate technological regression. Technological regression isn’t about “going back”—it’s about using the past as a resource to meet the needs of the present. It starts from the recognition that older technologies generally use fewer resources and cost less than modern equivalents, and it embraces the heresy of technological choice—our ability to choose or refuse the technologies pushed by corporate interests. People are already ditching smartphones and going back to “dumb phones” and land lines and e-book sales are declining while printed books rebound. Clear signs among many that blind faith in progress is faltering and opening up the possibility that the best way forward may well involve going back. A must-read for anyone willing to think the unthinkable and embrace the possibilities of a retro future. Praise for The Retro Future “Whether or not you accept John Michael Greer’s argument that a deindustrialized future is inevitable, you’ll appreciate his call for the freedom to select the best technologies of the past—worthy and sustainable tools, not pernicious prosthetics. Greer’s vision of a “post-progress” world is clear, smart, and ultimately hopeful.” —Richard Polt, professor of philosophy, Xavier University; author, The Typewriter Revolution: A Typist’s Companion for the 21st Century “What might your life be like without an automobile, TV, or a mobile phone? Ask John Michael Greer, who lives that way and recommends it as practice for the soon-to-be-normal. Greer says we are embarked upon the post-progress era. Climate change, loose nukes, and resource exhaustion are among its many challenges. In The Retro Future, Greer looks backward to mark the way forward.” —Albert Bates, author, The Post-Petroleum Survival Guide, The Biochar Solution, and The Paris Agreement
To most people paying attention to the collision between industrial society and the hard limits of a finite planet, it's clear that things are going very, very wrong. We no longer have unlimited time and resources to deal with the crises that define our future, and the options are limited to the tools we have on hand right now. This book is about one very powerful option: deliberate technological regression. Technological regression isn't about 'going back,' it's about using the past as a resource to meet the needs of the present. It starts from the recognition that older technologies generally use fewer resources and cost less than modern equivalents, and it embraces the heresy of technological choice, our ability to choose or refuse the technologies pushed by corporate interests. People are already ditching smartphones in favor of 'dumb phones' and land lines and eBook sales are declining, while printed books rebound. Clear signs among many that blind faith in progress is faltering and opening up the possibility that the best way forward may well involve going back. A must-read for anyone willing to think the unthinkable and embrace the possibilities of a retro future. John Michael Greer, one of the most influential authors exploring the future of industrial society, writes the widely cited blog The Archdruid Report. He has authored more than forty books including The Long Descent and Dark Age America. He lives in Cumberland, MD, an old mill town in the Appalachians, with his wife Sara.
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
From Jules Verne to the Jetsons, from a 500-passenger flying wing to an anti-aircraft flying buzz-saw, the vision of the future as seen through the eyes of the past demonstrates the play of the American imagination on the canvas of the future.
Drawing upon a wealth of original research and entertaining anecdotal material, Guffey unearths the roots of the term “retro” and chronicles its evolving manifestations in culture and art throughout the last century.
More than just cogs, gears, and goggles, steampunk burst from the pages of science fiction and fantasy inspired by the likes of Jules Verne and H.G. Wells and rapidly grew into one of the most recognizable aesthetic movements of the 21st century. Steampunk: The Art of Retro-Futurism gathers work by the best artists, designers, and craftsmen in the field in a collection sure to fire the imagination of any fan. Its pages overflow with intricate sculpture work, digital and traditional art, and fashion that is at once decadent and utilitarian, perfect for an afternoon fixing your airship or an evening spent at a retro-futuristic Victorian ball. Projects within include conceptual designs and realized projects in fashion, sculpture, toys, props, and more, all of which explore a world where inventions of the past and a fantastical future coexist. Features the works of artists such as Samuel Gomez, Kazuhiko Nakamura, Nicole Stengel, 2-Far Playthings, and many more.
RetroSuburbia is part manual and part manifesto. The book shows how Australian suburbs can be transformed to become productive and resilient in an energy descent future. It focuses on what can be done by an individual at the household level (rather than community or government levels).RetroSuburbia is a source of inspiration, introducing concepts and outlining patterns and practical solutions. It empowers people to make positive changes in their lives. As with David's previous work, it is thought provoking and provocative.If you are already on the path of downshifting and living simply, exploring RetroSuburbia will be a confirmation and celebration that you are on the right track and guide you on the next steps forward. If you are just beginning this journey, it provides a guide to the diversity of options and helps work out priorities for action. For people concerned about making ends meet in more challenging times, RetroSuburbia provides a new lens for creatively sidestepping the obstacles.The book outlines options available to retrofitters in three 'fields' - the Built, Biological and Behavioural - along with speculation on the future and philosophical musings. Throughout the book, examples from David's 'Aussie St' story and real life case studies support and enhance the main content. RetroSuburbia can be read as a whole, cover to cover, or can be dipped into according to your interests.RetroSuburbia is almost 600 pages in full colour with 556 photos and over 100 watercolour illustrations from permaculture illustrator Brenna Quinlan.
In "Abandoned America: Dismantling the Dream", internationally acclaimed photographer Matthew Christopher continues his examination of the ruins dotting American cities as quiet catastrophes that have affected not only the nation's past but also its present and future.--Matthew Christopher
"Themed spaces have, at their foundation, an overarching narrative, symbolic complex, or story that drives the overall context of their spaces. Theming, in some very unique ways, has expanded beyond previous stereotypes and oversimplifications of culture and place to now consider new and often controversial topics, themes, and storylines."--Publisher's website.