Digital Interfacing Action and Perception through Technology Routledge Studies in New Media and Cyberculture Series
Auteur : Black Daniel
This book takes the interface ? or rather to interface, a process rather than a discrete object or location ? as a concept emblematic of our contemporary embodied relationship with technological artefacts. The fundamental question addressed by this book is: How can we understand what it means to perceive or act upon the world as a body?artefact assemblage? Black works to clarify the role of artefacts of all kinds in human perception and action, then considers the ways in which new digital technologies can expand and transform this capacity to change our mode of engagement with our environment. Throughout, the discussion is grounded in specific technologies ? some already familiar and some still in development (e.g. new virtual reality and brain?machine interface technologies, natural user interfaces, etc.). In order to develop a detailed, generalizable theory of how we interface with technology, Black assembles an analytical toolkit from a number of different disciplines, including media theory, ethology, clinical psychology, cultural theory, philosophy, science and technology studies, cultural history, aesthetics and neuroscience.
Introduction; Chapter 1 - The Myth of the Myth of Transparency; Chapter 2 - Where Do Bodies End and Objects Begin? ; Chapter 3 - Beside Ourselves; Chapter 4 - Aesthesiogenesis; Chapter 5 - Real Time; Conclusion; Bibliography; Index;
Daniel Black is Senior Lecturer of Communications and Media Studies in the School of Media, Film & Journalism at Monash University, Australia
Date de parution : 06-2020
15.2x22.9 cm
Date de parution : 11-2018
15.2x22.9 cm
Thèmes de Digital Interfacing :
Mots-clés :
Brain Machine Interface; GUI Element; digital media; Natural User Interface; digital culture; Xerox PARC; human computer interaction; Doug Engelbart; media studies; Technological Artefacts; media theory; Vice Versa; interface; Sensory Substitution Device; science and technology; Human Technology Relations; game sudies; Complex Technological Artefacts; cultural studies; Playback; embodiment; PARC; philosophy; Ideal Viewpoint; Game Body; Actual Viewpoint; Game Controller; Simulated Space; Sensory Substitution; Multi-user Dungeons; Film Body; Secondary Retention; Computer’s Operation; Game Character; Floppy Diskette; Peripersonal Space