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  • thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies  (85)
  • thema EDItEUR::A The Arts::AT Performing arts::ATJ Television  (61)
  • thema EDItEUR::N History and Archaeology::NH History::NHD European history  (55)
  • Amsterdam University Press  (116)
  • transcript Verlag  (47)
  • Bloomsbury Academic  (31)
  • English  (194)
Collection
Language
Years
  • 1
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    Amsterdam University Press
    Publication Date: 2024-04-16
    Description: From user generated images of street protests in Istanbul and Hong Kong, to professional architectural renderings of future streets, to GPS-tracked walks in London and Amsterdam, and the visualisation of Sydney's urban change via social media, this collection of essays analyses new practices of how we visualise the street. Today, new technologies allow everyone who carries a smartphone to play an increasingly significant role in the production, editing, and circulation of images and such a technological development has constructed new imaginaries of the street and has had a significant impact on the ways in which contemporary streets are understood, documented, navigated, mediated, and visualised. Visualizing the Street investigates the social and cultural significance of these new developments at the intersection of visual culture and urban space. The interdisciplinary essays provide new concepts, theories, and research methods that combine close analyses of street images with the study of the practices of their production, circulation, and ultimate consumption.
    Keywords: Society & culture: general ; Ethnic studies ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSD Urban communities
    Language: English
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  • 2
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    Amsterdam University Press
    Publication Date: 2024-04-16
    Description: Young people in the West are more likely to encounter religion in videogames than in places of worship like churches, mosques or temples. Lars de Wildt interviews developers and players of games such as Assassin’s Creed to find out how and why the Pop Theology of Videogames is so appealing to modern audiences. Based on extensive fieldwork, this book argues that developers of videogames and their players engage in a ‘Pop Theology’ through which laymen reconsider traditional questions of religion by playing with them. Games allow us to play with religious questions and identities in the same way that children play at being a soldier, or choose to ‘play house.’ This requires a radical rethinking of religious questions as no longer just questions of belief or disbelief; but as truths to be tried on, compared, and discarded at will.
    Keywords: Videogames, religion, production studies, consumption studies, qualitative sociology ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBS Social groups, communities and identities::JBSR Social groups: religious groups and communities ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 3
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    Amsterdam University Press
    Publication Date: 2024-04-14
    Description: game studies, formalism, game analysis, aesthetic theory of games
    Keywords: game studies, formalism, game analysis, aesthetic theory of games ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides ; thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDH Philosophical traditions and schools of thought ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 4
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    Amsterdam University Press
    Publication Date: 2024-04-14
    Description: Ecogames, games for change, future worlds, nonhuman epistemologies, metagaming practices
    Keywords: Ecogames, games for change, future worlds, nonhuman epistemologies, metagaming practices ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides ; thema EDItEUR::R Earth Sciences, Geography, Environment, Planning::RN The environment::RNC Applied ecology ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 5
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    Amsterdam University Press | Amsterdam University Press
    Publication Date: 2024-04-14
    Description: Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen.
    Keywords: Screens ; virtual reality (VR) ; Pepper's Ghost ; holograms ; projection mapping ; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications::UGV Digital video: professional ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies ; thema EDItEUR::T Technology, Engineering, Agriculture, Industrial processes::TJ Electronics and communications engineering::TJK Communications engineering / telecommunications
    Language: English
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  • 6
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    Amsterdam University Press
    Publication Date: 2024-04-14
    Description: Algorithms have risen to become one, if not the central technology for producing, circulating, and evaluating knowledge in multiple societal arenas. In this book, scholars from the social sciences, humanities, and computer science argue that this shift has, and will continue to have, profound implications for how knowledge is produced and what and whose knowledge is valued and deemed valid. To attend to this fundamental change, the authors propose the concept of algorithmic regimes and demonstrate how they transform the epistemological, methodological, and political foundations of knowledge production, sensemaking, and decision-making in contemporary societies. Across sixteen chapters, the volume offers a diverse collection of contributions along three perspectives on algorithmic regimes: the methods necessary to research and design algorithmic regimes, the ways in which algorithmic regimes reconfigure sociotechnical interactions, and the politics engrained in algorithmic regimes.
    Keywords: Algorithmic regimes, datafication, critical data studies, algorithm studies, science and technology studies ; thema EDItEUR::U Computing and Information Technology::UN Databases::UNF Data mining ; thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMB Algorithms and data structures ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 7
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    Amsterdam University Press
    Publication Date: 2024-04-14
    Description: There is growing awareness about how social media circulate extreme viewpoints and turn up the temperature of public debate. Posts that exhibit agitation garner disproportionate engagement. Within this clamour, fringe sources and viewpoints are mainstreaming, and mainstream media are marginalized. This book takes up the mainstreaming of the fringe and the marginalization of the mainstream. In a cross-platform analysis of Google Web Search, Facebook, YouTube, Reddit, Twitter, Instagram, 4chan and TikTok, we found that hyperpartisan web operators, alternative influencers and ambivalent commentators are in ascendency. The book can be read as a form of platform criticism. It puts on display the current state of information online, noting how social media platforms have taken on the mantle of accidental authorities, privileging their own on-platform performers and at the same time adjudicating between claims of what is considered acceptable discourse.
    Keywords: Misinformation, digital methods, data journalism, social media platforms ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking ; thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking ; thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTP Publishing industry and journalism::KNTP2 News media and journalism ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 8
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    Bloomsbury Academic | Bloomsbury Academic
    Publication Date: 2024-04-14
    Description: This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
    Keywords: Hobbies, quizzes and games ; Media studies ; thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies ; thema EDItEUR::T Technology, Engineering, Agriculture, Industrial processes::TJ Electronics and communications engineering::TJK Communications engineering / telecommunications::TJKT Telephone technology::TJKT1 Mobile phone technology
    Language: English
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  • 9
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    Bloomsbury Academic | Bloomsbury Academic
    Publication Date: 2024-04-14
    Description: This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. It is funded by Trinity College Dublin, DARIAH-EU and the European Commission. This book explores the challenges society faces with big data, through the lens of culture rather than social, political or economic trends, as demonstrated in the words we use, the values that underpin our interactions, and the biases and assumptions that drive us. Focusing on areas such as data and language, data and sensemaking, data and power, data and invisibility, and big data aggregation, it demonstrates that humanities research, focussing on cultural rather than social, political or economic frames of reference for viewing technology, resists mass datafication for a reason, and that those very reasons can be instructive for the critical observation of big data research and innovation.
    Keywords: Literary Studies ; Contemporary Literature (Lit Studies) ; Literature, Media and Technology (Lit Studies) ; Digital Art and Media (Film & Media) ; Philosophy of Science (Philosophy) ; New Media and Technology (Film & Media) ; IT and Technology Law (Law) ; Sociology of Science and Technology (Sociology) ; History of Science, Technology and Medicine (History) ; Sociology of Culture, Arts and the Media (Sociology ASC2) ; Monograph ; thema EDItEUR::U Computing and Information Technology::UN Databases::UNC Data capture and analysis ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
    Language: English
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  • 10
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    transcript Verlag | transcript Verlag
    Publication Date: 2024-04-11
    Description: Lucas Haasis found a time capsule: A complete mercantile letter archive of the merchant Nicolaus Gottlieb Luetkens who lived in 18th century Hamburg. Luetkens travelled France between 1743-1745 in order to become a successful wholesale merchant. He succeeded in this undertaking via both shrewd business practice and proficient skills in the practice of letter writing. Based on this unique discovery, in this microhistorical study Lucas Haasis examines the crucial steps and activities of a mercantile establishment phase, the typical letter practices of Early Modern merchants, and the practical principles of persuasion leading to success in the 18th century.
    Keywords: Merchants ; 18th Century ; Hamburg ; Letter-Writing Practices ; Microhistory ; Praxeology ; Globalization ; Cultural History ; Economy ; European History ; Global History ; Early Modern History ; History ; thema EDItEUR::N History and Archaeology::NH History::NHD European history ; thema EDItEUR::N History and Archaeology::NH History::NHT History: specific events and topics::NHTB Social and cultural history ; thema EDItEUR::N History and Archaeology::NH History::NHB General and world history
    Language: English
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