Variantology 2


Book Description

What does a thirteenth-century Majorcan missionary have to do with logical machines? Were the astrolabes of the late Middle Ages really only used to calculate the orbits of stars and planets, or were they philosophical instruments? Was the first avant garde in Russia more interested in Jesuit affect theory or H.G. Wells's time machine? Where do radar angels live? These excursions into the relationships between the arts, the sciences and technology lead neither to a revised history of art nor to a revised history of the media; they question our understanding of what we have defined as art and what we have seen as the media.




Variantology


Book Description

"Our endeavour is not to explain the history of the media as a consecutive retrospective, but to move from reflections about the deep time history of arts and sciences to speculations that reach into the present. The contributors to the third volume in the Variantology Series expand our ideas of the interplay between arts, technology, and science in at least three important ways: 1. Themes. Fireworks as a time-based praxis of performance, magnetised chess automata, paper-cuts, thermometers, radical interventions in the natural landscape by humans, and the com pass are revealed as areas where discoveries can be made that lead to much broader and richer concepts of what art and media are. 2. Regions. As we move with the authors from Europe to the Far East and back again it becomes absolutely clear that the history of the media cannot be written with only the former industrial metropolises of the world in our sights, beginning and ending there. 3. Time. The evolution of the Chinese culture of science and technology takes us into dimensions that add unsuspected energies and historical possibilities to the concept of deep time. Brecht's verdict from the 1920s that Chinese civilisation has already forgotten about innovations that the West proudly celebrates as innovations of the Modern Age, is given new meaning."--Publisher's description.




Media Archaeology


Book Description

This book introduces an archaeological approach to the study of media - one that sifts through the evidence to learn how media were written about, used, designed, preserved, and sometimes discarded. Edited by Erkki Huhtamo and Jussi Parikka, with contributions from internationally prominent scholars from Europe, North America, and Japan, the essays help us understand how the media that predate today’s interactive, digital forms were in their time contested, adopted and embedded in the everyday. Providing a broad overview of the many historical and theoretical facets of Media Archaeology as an emerging field, the book encourages discussion by presenting a full range of different voices. By revisiting ‘old’ or even ‘dead’ media, it provides a richer horizon for understanding ‘new’ media in their complex and often contradictory roles in contemporary society and culture.




Collection Thinking


Book Description

Collection Thinking is a volume of essays that thinks across and beyond critical frameworks from library, archival, and museum studies to understand the meaning of "collection" as an entity and as an act. It offers new models for understanding how collections have been imagined and defined, assembled, created, and used as cultural phenomena. Featuring over 70 illustrations and 21 original chapters that explore cases from a wide range of fields, including library and archival studies, literary studies, art history, media studies, sound studies, folklore studies, game studies, and education, Collection Thinking builds on the important scholarly works produced on the topic of the archive over the past two decades and contributes to ongoing debates on the historical status of memory institutions. The volume illustrates how the concept of "collection" bridges these institutional and structural categories, and generates discussions of cultural activities involving artifactual arrangement, preservation, curation, and circulation in both the private and the public spheres. Edited and introduced collaboratively by three senior scholars with expertise in the fields of literature, art history, archives, and museums, Collection Thinking is designed to stimulate interdisciplinary reflection and conversation. This book will be of interest to scholars and practitioners interested in how we organize materials for research across disciplines of the humanities and social sciences. With case studies that range from collecting Barbie dolls to medieval embroideries, and with contributions from practitioners on record collecting, the creation of sub-culture archives, and collection as artistic practice, this volume will appeal to anyone who has ever wondered about why and how collections are made.




Variations on Media Thinking


Book Description

A diverse, enriching volume of media analysis from a pioneering thinker in the field Expanding on Siegfried Zielinski’s groundbreaking inquiry into “deep time” of the media, the essays in Variations on Media Thinking further the eminent media theorist’s unique method of expanded hermeneutics, which means for him interpreting technical artifacts as essential parts of our cultural lives. Covering such topics as the televisualized “Holocaust,” the ubiquity of media today, the Internet, the genealogy of sound art, and history’s first hacker movement, these essays further diversify Zielinski’s insight into the hidden layers of media development, which he first articulated in his pioneering work Deep Time of the Media. Including many previously untranslated and scarce essays, these “written time machines” open new lines of investigation for cultural scholars. From the automata of the Arabic-Islamic Renaissance (800–1200) to the largest and loudest techno-event ever, known as The Symphony of Sirens—which transformed Baku in 1922 into an immense music box of modern noise—Variations on Media Thinking covers Zielinski’s inquiries since 1975. Richly illustrated and full of provocation, brilliant insight, and fascinating research, this volume is perfect for students of media archaeology, philosophy, and technology, as well as any adventurous, rigorous thinkers engaged with culture and media.




Deep Time of the Media


Book Description

A quest to find something new by excavating the "deep time" of media's development—not by simply looking at new media's historic forerunners, but by connecting models, machines, technologies, and accidents that have until now remained separated. Deep Time of the Media takes us on an archaeological quest into the hidden layers of media development—dynamic moments of intense activity in media design and construction that have been largely ignored in the historical-media archaeological record. Siegfried Zielinski argues that the history of the media does not proceed predictably from primitive tools to complex machinery; in Deep Time of the Media, he illuminates turning points of media history—fractures in the predictable—that help us see the new in the old. Drawing on original source materials, Zielinski explores the technology of devices for hearing and seeing through two thousand years of cultural and technological history. He discovers the contributions of "dreamers and modelers" of media worlds, from the ancient Greek philosopher Empedocles and natural philosophers of the Renaissance and Baroque periods to Russian avant-gardists of the early twentieth century. "Media are spaces of action for constructed attempts to connect what is separated," Zielinski writes. He describes models and machines that make this connection: including a theater of mirrors in sixteenth-century Naples, an automaton for musical composition created by the seventeenth-century Jesuit Athanasius Kircher, and the eighteenth-century electrical tele-writing machine of Joseph Mazzolari, among others. Uncovering these moments in the media-archaeological record, Zielinski says, brings us into a new relationship with present-day moments; these discoveries in the "deep time" media history shed light on today's media landscape and may help us map our expedition to the media future.




Confronting the Machine


Book Description

Artists who work with new media generally adopt a critical media approach in contrast to artists who work with traditional art media. Where does the difference lie between media artists and artists who produce modern art? Which key art objects illustrate this trend? The author investigates the relationship between art and technology on the basis of work produced by Edward Ihnatowicz and Harald Cohen, and on the basis of the pioneering computer art exhibition at Dokumenta X in 1997. His line of argument counters the generally held view that computer art straddles the gap between art and technology. Instead, he is seeking a genuine interpretation of the origin of media art, and to develop new perspectives for it.




What is Media Archaeology?


Book Description

This cutting-edge text offers an introduction to the emerging field of media archaeology and analyses the innovative theoretical and artistic methodology used to excavate current media through its past. Written with a steampunk attitude, What is Media Archaeology? examines the theoretical challenges of studying digital culture and memory and opens up the sedimented layers of contemporary media culture. The author contextualizes media archaeology in relation to other key media studies debates including software studies, German media theory, imaginary media research, new materialism and digital humanities. What is Media Archaeology? advances an innovative theoretical position while also presenting an engaging and accessible overview for students of media, film and cultural studies. It will be essential reading for anyone interested in the interdisciplinary ties between art, technology and media.




The Anthrobscene


Book Description

Smartphones, laptops, tablets, and e-readers all at one time held the promise of a more environmentally healthy world not dependent on paper and deforestation. The result of our ubiquitous digital lives is, as we see in The Anthrobscene, actually quite the opposite: not ecological health but an environmental wasteland, where media never die. Jussi Parikka critiques corporate and human desires as a geophysical force, analyzing the material side of the earth as essential for the existence of media and introducing the notion of an alternative deep time in which media live on in the layer of toxic waste we will leave behind as our geological legacy. Forerunners: Ideas First is a thought-in-process series of breakthrough digital publications. Written between fresh ideas and finished books, Forerunners draws on scholarly work initiated in notable blogs, social media, conference plenaries, journal articles, and the synergy of academic exchange. This is gray literature publishing: where intense thinking, change, and speculation take place in scholarship.




Who Are You?


Book Description

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.