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  • Books  (89)
  • thema EDItEUR::D Biography, Literature and Literary studies::D Biography, Literature and Literary studies::DS Literature: history and criticism  (54)
  • Media  (37)
  • University of Michigan Press  (78)
  • UCL Press  (11)
  • English  (89)
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  • Books  (89)
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  • 1
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    University of Michigan Press
    Publication Date: 2024-05-15
    Description: World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
    Keywords: Media ; thema EDItEUR::J Society and Social Sciences::JH Sociology and anthropology::JHM Anthropology::JHMC Social and cultural anthropology ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBV Virtual worlds ; thema EDItEUR::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games::WDH Hobbies::WDHW Role-playing, war games and fantasy sports
    Language: English
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  • 2
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: Encounters between the species in an anthology of lively solo performances and commentary
    Keywords: Media ; thema EDItEUR::W Lifestyle, Hobbies and Leisure::WN Nature and the natural world: general interest::WNC Wildlife: general interest
    Language: English
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  • 3
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film.
    Keywords: Media ; 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::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games
    Language: English
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  • 4
    Publication Date: 2024-04-14
    Description: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.
    Keywords: Media ; thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics ; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
    Language: English
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  • 5
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today
    Keywords: Media ; 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::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and 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::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games
    Language: English
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  • 6
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: Winner of the 2017 Sweetland Digital Rhetoric Collaborative Book Prize Software developers work rhetorically to make meaning through the code they write. In some ways, writing code is like any other form of communication; in others, it proves to be new, exciting, and unique. In Rhetorical Code Studies, Kevin Brock explores how software code serves as meaningful communication through which software developers construct arguments that are made up of logical procedures and express both implicit and explicit claims as to how a given program operates. Building on current scholarly work in digital rhetoric, software studies, and technical communication, Brock connects and continues ongoing conversations among rhetoricians, technical communicators, software studies scholars, and programming practitioners to demonstrate how software code and its surrounding discourse are highly rhetorical forms of communication. He considers examples ranging from large, well-known projects like Mozilla Firefox to small-scale programs like the “FizzBuzz” test common in many programming job interviews. Undertaking specific examinations of code texts as well as the contexts surrounding their composition, Brock illuminates the variety and depth of rhetorical activity taking place in and around code, from individual differences in style to changes in large-scale organizational and community norms. Rhetorical Code Studies holds significant implications for digital communication, multimodal composition, and the cultural analysis of software and its creation. It will interest academics and students of writing, rhetoric, and software engineering as well as technical communicators and developers of all types of software.
    Keywords: Media ; thema EDItEUR::U Computing and Information Technology::UB Information technology: general topics ; thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering ; thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMX Programming and scripting languages: general
    Language: English
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  • 7
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: A look at what it's like to play video games, their cultures in three different international cities, and their significance in everyday life
    Keywords: Media ; 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::W Lifestyle, Hobbies and Leisure::WT Travel and holiday ; 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::W Lifestyle, Hobbies and Leisure::WT Travel and holiday
    Language: English
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  • 8
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D'ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games' mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great.
    Keywords: Media ; 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::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and 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::W Lifestyle, Hobbies and Leisure::WD Hobbies, quizzes and games
    Language: English
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  • 9
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: "Links" are among the most basic---and most unexamined---features of online life. Bringing together a prominent array of thinkers from industry and the academy, The Hyperlinked Society addresses a provocative series of questions about the ways in which hyperlinks organize behavior online. How do media producers' considerations of links change the way they approach their work, and how do these considerations in turn affect the ways that audiences consume news and entertainment? What role do economic and political considerations play in information producers' creation of links? How do links shape the size and scope of the public sphere in the digital age? Are hyperlinks "bridging" mechanisms that encourage people to see beyond their personal beliefs to a broader and more diverse world? Or do they simply reinforce existing bonds by encouraging people to ignore social and political perspectives that conflict with their existing interests and beliefs? This pathbreaking collection of essays will be valuable to anyone interested in the now taken for granted connections that structure communication, commerce, and civic discourse in the world of digital media. "This collection provides a broad and deep examination of the social, political, and economic implications of the evolving, web-based media environment. The Hyperlinked Society will be a very useful contribution to the scholarly debate about the role of the internet in modern society, and especially about the interaction between the internet and other media systems in modern society." ---Charles Steinfield, Professor and Chairperson, Department of Telecommunication, Information Studies, and Media, Michigan State University Joseph Turow is Robert Lewis Shayon Professor at the Annenberg School for Communication, University of Pennsylvania. He was named a Distinguished Scholar by the National Communication Association and a Fellow of the International Communication Association in 2010. He has authored eight books, edited five, and written more than 100 articles on mass media industries. His books include Niche Envy: Marketing Discrimination in the Digital Age and Breaking up America: Advertisers and the New Media World. Lokman Tsui is a doctoral candidate at the Annenberg School for Communication, University of Pennsylvania. His research interests center on new media and global communication. Cover image: This graph from Lada Adamic's chapter depicts the link structure of political blogs in the United States. The shapes reflect the blogs, and the colors of the shapes reflect political orientation---red for conservative blogs, blue for liberal ones. The size of each blog reflects the number of blogs that link to it. digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
    Keywords: Media ; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications ; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
    Language: English
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  • 10
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    University of Michigan Press
    Publication Date: 2024-04-14
    Description: Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
    Keywords: Media ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides
    Language: English
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