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Cyberfigurations


Cyberfigurations
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Cyberfigurations


Cyberfigurations
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Author : Sidney Eve Matrix
language : en
Publisher:
Release Date : 2003

Cyberfigurations written by Sidney Eve Matrix and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with categories.




Documents


Documents
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Author :
language : fr
Publisher:
Release Date : 1998

Documents written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1998 with Germany categories.




America History And Life


America History And Life
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Author :
language : en
Publisher:
Release Date : 2004

America History And Life written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Canada categories.


Article abstracts and citations of reviews and dissertations covering the United States and Canada.



Cyberpop


Cyberpop
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Author : Sidney Eve Matrix
language : en
Publisher: Routledge
Release Date : 2013-05-13

Cyberpop written by Sidney Eve Matrix and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-05-13 with Performing Arts categories.


Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA,The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (TombRaider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.