Interface Fantasy


Book Description

Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.




The Interface Envelope


Book Description

In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.




Cinematic Interfaces


Book Description

In this book, Seung-hoon Jeong introduces the cinematic interface as a contact surface that mediates between image and subject, proposing that this mediation be understood not simply as transparent and efficient but rather as asymmetrical, ambivalent, immanent, and multidirectional. Jeong enlists the new media term "interface" to bring to film theory a synthetic notion of interfaciality as underlying the multifaceted nature of both the image and subjectivity. Drawing on a range of films, Jeong examines cinematic interfaces seen on screen and the spectator’s experience of them, including: the direct appearance of a camera/filmstrip/screen, the character’s bodily contact with such a medium-interface, the object’s surface and the subject’s face as "quasi-interface," and the image itself. Each of these case studies serves as a platform for remapping and revamping major concepts in film studies such as suture, embodiment, illusion, signification, and indexicality. Looking to such theories as the ontology of the image and the phenomenology of the body, this original theorization of the cinematic interface not only offers a conceptual framework for rethinking and re-linking film and media studies, but also suggests a general theory of the interface.




Fantasy and the Virtual Mind, digital original edition


Book Description

In this BIT, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual.




Photoshop Elements Drop Dead Fantasy Techniques


Book Description

Photoshop Elements may be the little brother of Photoshop, but it's no slouch when it comes to digital image manipulation, as this book proves. Packed with fun and challenging projects that will appeal to all Photoshop Elements users, Photoshop Elements Drop Dead Fantasy Techniques is a masterclass in photographic wizardry-the only limit is your imagination! Book jacket.




Dragon's Lair and the Fantasy of Interactivity


Book Description

Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon’s Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon’s Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon’s Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon’s Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon’s Lair offers a fascinating provisional solution to still-unsettled questions about screen media.




Zizek and Media Studies


Book Description

Film, media, and cultural theorists have long appealed to Lacanian theory in order to discern processes of subjectivization, representation, and ideological interpellation. Here, the contributors take up a Zizekian approach to studies of cinema and media, raising questions about power, ideology, sexual difference, and enjoyment.




Beyond Power and Resistance


Book Description

Has political resistance has lost its ability to confront political and economic power and achieve social change? Despite its best intentions, resistance has often become incorporated and neutered before it achieves its aims, as new forms of power absorb it and turn it towards their own ends. Since the Enlightenment, the opposing forces of power and resistance have framed our view of society and politics. Exploring that development, this book shows how resistance can, ironically, reinforce existing status quos and fundamentally strengthen capitalist and colonial desires for “sovereignty” and “domination”. It highlights, therefore, the urgent need for new critical perspectives that breaks free from this imprisoning modern history. In this spirit, this book seeks to theorize the radical potential for a post-resistance existence and politics. One that exchanges a permanent revolution against authority with the discovery of novel forms of agency, social relations and the self that are currently lacking. That aims to construct economic and social systems based not on the possibility of freedom but enlarging the freedom of possibility. In the 21st century can we move beyond power and resistance to a politics at the radical limits that eternally expands what is socially possible?




Star Legend Books 1 - 3 - A science fantasy


Book Description

King Arthur in outer space? Endless warfare has ravaged Earth. Billions are desperate to escape. Driven from her home and severed from her children, Taylan Ellis enlists with the Britannic Alliance, hoping she can help regain her homeland and find her kids. Her ship, the Valiant, picks up a distress signal that leads to the mummified remains of a Dark Ages warrior chieftain. Then her commanding officer discovers the 'mummy' has a pulse. Taylan suspects she knows who the mystery man is, but can she convince her superiors in time to save the BA, her country, and her children? So begins the epic space fantasy adventure, Star Legend. Complete series. Keywords: military fantasy, space fleet, space marines, galactic empire, first contact, alien invasion, Arthurian legend, earth invasion, starships




Crow: The Fulcrum (Crow Series, Book 4) ~ An epic science fantasy novel


Book Description

He entered hell to save the love of his life. He endured the hatred of a thousand worlds to prove her innocence. But could he save her from an evil goddess intent on rewriting reality? Little had changed in the months that Steven Crow and his wife were ensconced in the hellish Maelstrom. The alien society that spanned thousands of worlds still saw him as a monster, and her as the foolish one who bonded with a monster. But one major fact has recently come to light. Without the two of them, the ancient alien society would never have existed. Steven returns in the middle of a simmering war between the alien society that barely tolerated him, and an evil goddess that was utterly infatuated with him. His return becomes the spark that lights the fires of open conflict, with Earth stuck in the middle. With the explosion of war coming from every direction, Steven Crow struggles to keep those he loves safe, and races against time to solve the problem the evil goddess has become, even entering her lair to face her head on. Yet how can one defeat a timeless entity who predates the universe, one who knows what his true, devastating nature is, one who knows how precariously reality is teetering on the edge of oblivion?