Visual Digital Culture


Book Description

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.




Visual Digital Culture


Book Description

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.




Visual Digital Culture


Book Description

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.




Digital Culture and the U.S.-Mexico Border


Book Description

Conceptualizing how digital artifacts can function as a frontier mediated by technology in the geographical, physical, sensory, visual, discursive, and imaginary, this volume offers an interdisciplinary analysis of digital material circulating online in a way that creates a digital dimension of the Mexico-U.S. border. In the context of a world where digital media has helped to shape geopolitical borders and impacted human mobility in positive and negative ways, the book explores new modes of expression in which identification, memory, representation, persuasion, and meaning-making are created, experienced, and/or circulated through digital technologies. An interdisciplinary team of scholars looks at how quick communications bring closer transnational families and how online resources can be helpful for migrants, but also at how digital media can serve to control and reinforce borders via digital technology used to create a system of political control that reinforces stereotypes. The book deconstructs digital artifacts such as the digital press, social media, digital archives, web platforms, technological and artistic creations, visual arts, video games, and artificial intelligence to help us understand the anti-immigrant and dehumanizing discourse of control, as well as the ways migrants create vernacular narratives as digital activism to break the stereotypes that afflict them. This timely and insightful volume will interest scholars and students of digital media, communication studies, journalism, migration, and politics.




Digital Culture: Understanding New Media


Book Description

From Facebook to the iPhone, from YouTube to Wikipedia, from Grand Auto Theft to Second Life, this book explores media's important issues and debates. It covers topics such as digital television, digital cinema, game culture, digital democracy, the World Wide Web, digital news, online social networking, music & multimedia and virtual communities.




Gender and Relatability in Digital Culture


Book Description

This book explores the practices and the politics of relatable femininity in intimate digital social spaces. Examining a GIF-based digital culture on Tumblr, the author considers how young women produce relatability through humorous, generalisable representations of embarrassment, frustration, and resilience in everyday situations. Relatability is examined as an affective relation that offers the feeling of sameness and female friendship amongst young women. However, this relation is based on young women’s ability to competently negotiate the ‘feeling rules’ that govern youthful femininity. Such classed and racialised feeling rules require young women to perfect the performance of normalcy: they must mix self-deprecation with positivity; they must be relatably flawed but not actual ‘failures’. Situated in debates about postfeminism, self-representation and digital identity, this book connects understandings of digital visual culture to gender, race, and class, and neoliberal imperatives to perform the ‘right feelings’. Gender and Relatability in Digital Culture will be of interest to students and scholars across a range of disciplines including gender studies, cultural studies, sociology, and media studies.




Digital Culture and Society


Book Description

This book provides a critical introduction to the ways in which digital technologies have enabled new types of interactions, experiences and collaborations across a range of platforms and media, profoundly shaping our socio-cultural landscapes. These discussions are grounded in classical sociological concepts; community, the self, gender, consumption, power and exclusion and inequality, to demonstrate the continuities that exist between sociological studies of ‘real’ world phenomena and their digital counterparts. Examining the various debates around methods in digital sociology in recent years, this book provides an accessible and engaging guide to using methodologies to study digital technology. From the moment we wake up until we go to bed, many of us constantly use digital technologies. Our mobile phones have become our maps, banks, newspapers and entertainment consoles. What′s more, they allow us to be constantly connected with the people in our lives. This book will equip you to analyse digital media in your own work. The book offers a broad guide to the various areas of our lives that are impacted by digital technology, from the virtual communities that we form on social media to the impact that digital technology has on our identity through a ′sociology of selfies′. With chapters on leisure, work, privacy and methods, this is an essential introduction for students in the areas of sociology, digital media, and cultural studies. Learning features include: - Annotated further reading in every chapter - Case studies that illustrate theory - Learning objectives and questions throughout - Historical and theoretical context in every chapter




The Handbook of Visual Culture


Book Description

Visual culture has become one of the most dynamic fields of scholarship, a reflection of how the study of human culture increasingly requires distinctively visual ways of thinking and methods of analysis. Bringing together leading international scholars to assess all aspects of visual culture, the Handbook aims to provide a comprehensive and authoritative overview of the subject. The Handbook embraces the extraordinary range of disciplines which now engage in the study of the visual - film and photography, television, fashion, visual arts, digital media, geography, philosophy, architecture, material culture, sociology, cultural studies and art history. Throughout, the Handbook is responsive to the cross-disciplinary nature of many of the key questions raised in visual culture around digitization, globalization, cyberculture, surveillance, spectacle, and the role of art. The Handbook guides readers new to the area, as well as experienced researchers, into the topics, issues and questions that have emerged in the study of visual culture since the start of the new millennium, conveying the boldness, excitement and vitality of the subject.




A Concise Companion to Visual Culture


Book Description

Provides an up-to-date overview of the present state Visual Cultural Studies, featuring new original content, topics, and methods The Wiley Blackwell Concise Companion to Visual Culture brings together original research by both established scholars and new voices in the dynamic field, exploring the history, current state, and possible future directions of visual cultural studies. Organized as a series of non-traditional keyword essays, this innovative volume engages readers with a diversity of ideas and perspectives to broaden and enrich their understanding of visual culture and its operations. This accessible, reader-friendly volume begins with a brief introduction to the history and practices of visual studies, featuring interviews and conversations with key figures such as W.J.T. Mitchell and Douglas Crimp. The majority of the text explores key concepts within a broad framework of history, ecologies, mediations, agencies, and politics while placing particular emphasis on interdisciplinarity and intersectionality. Essays cover keyword topics including Identities, Representation, Institutions, Architectures, Memes, Environment, Temporality, and many more. Offering a unique approach to the subject, this timely resource: Presents new work from a diverse group of scholars with a broad range of social, cultural, and generational perspectives Emphasizes the importance of activism and political urgency in humanities scholarship Discusses engaging objects and discourses beyond film and art, such as architecture, video games, political activism, and the nonhuman Highlights the diverse and interconnecting elements of visual culture scholarship Includes case studies and short introductions that provide context and reinforce core concepts The Wiley Blackwell Concise Companion to Visual Culture is essential reading for advanced undergraduate students, graduate students, and scholars in the fields of visual studies, art history, film studies, and media studies.




Managing Digital Cultural Objects


Book Description

This book explores the analysis and interpretation, discovery and retrieval of a variety of non-textual objects, including image, music and moving image. Bringing together chapters written by leading experts in the field, this book provides an overview of the theoretical and academic aspects of digital cultural documentation and considers both technical and strategic issues relating to cultural heritage projects, digital asset management and sustainability. Managing Digital Cultural Objects: Analysis, discovery and retrieval draws from disciplines including information retrieval, library and information science (LIS), digital preservation, digital humanities, cultural theory, digital media studies and art history. It’s argued that this multidisciplinary and interdisciplinary approach is both necessary and useful in the age of the ubiquitous and mobile Web. Key topics covered include: • Managing, searching and finding digital cultural objects • Data modelling for analysis, discovery and retrieval • Social media data as a historical source • Visual digital humanities • Digital preservation of audio content • Searching and creating affinities in web music collections • Film retrieval on the web. Readership: The book will provide inspiration for students seeking to develop creative and innovative research projects at Masters and PhD levels and will be essential reading for those studying digital cultural object management as well as practitioners in the field.