«Art Platforms and Cultural Production on the Internet», GORIUNOVA, Olga (2011)

 

LibrosTecnologías de la comunicación

In this book, Goriunova offers a critical analysis of the processes that produce digital culture. Digital cultures thrive on creativity, developing new forces of organization to overcome repetition and reach brilliance. In order to understand the processes that produce culture, the author introduces the concept of the art platform, a specific configuration of creative passions, codes, events, individuals and works that are propelled by cultural currents and maintained through digitally native means. Art platforms can occur in numerous contexts bringing about genuinely new cultural production, that, given enough force, come together to sustain an open mechanism while negotiating social, technical and political modes of power.

Software art, digital forms of literature, 8-bit music, 3D art forms, pro-surfers, and networks of geeks are test beds for enquiry into what brings and holds art platforms together. Goriunova provides a new means of understanding the development of cultural forms on the Internet, placing the phenomenon of participatory and social networks in a conceptual and historical perspective, and offering powerful tools for researching cultural phenomena overlooked by other approaches.

«Comunicant la revolta. Moviments socials i mitjans de comunicació al País Valencià», GINÉS, Xavier (2011)

 

LibrosTecnologías de la comunicación

El dijous 29 de desembre, a les 19.31, es presenta al Casino de Carreters d'Alzira el llibre "Comunicant la revolta. Moviments socials i mitjans de comunicació al País Valencià", de Xavier Ginés, i que ha prologat Rafa Xambó. Un llibre amb el qual l'autor vol fer més visibles els moviments socials i els mitjans alternatius, bastit a partir de 17 entrevistes. Hi intervindran l'autor i Diego Gómez.

«Redes de comunicaciones. De la telefonía móvil a internet», CASADEMON SERRA, Jordi (Coord.) (2011)

 

LibrosTecnologías de la comunicación

Vivimos completamente rodeados por una miríada de dispositivos electrónicos interconectados, que a su vez originan nuevos servicios y nuevas formas de entender y establecer las relaciones sociales. Nuevas palabras y conceptos acompañan inexorablemente dichos avances. Un progreso que, en muchas ocasiones, implica profundas reflexiones y ciertas dosis de incomprensión: ¿Cómo funcionan tales dispositivos? ¿Cómo es posible la conexión con las antípodas de forma tan simple? Este libro pretende dar respuestas a tales cuestiones, utilizando conceptos básicos de las telecomunicaciones y desafiando al lector a afrontar los retos tecnológicos de las comunicaciones.

El Grupo de Investigación de Redes Inalámbricas (Wireless Network Group, WNG) de la UPC está integrado por una veintena de profesores e investigadores. Actualmente, imparte docencia en la Escola Tècnica Superior d'Enginyeria de Telecomunicació de Barcelona (ETSETB), en la Escola Politècnica Superior de Castelldefels (EPSC) y en el Centro de la Imagen y la Tecnología Multimedia (CITM) de Terrassa. Participa en titulaciones de grado, máster y doctorado en el ámbito de las comunicaciones móviles, las redes inalámbricas, los protocolos de comunicación y las mejoras para la transferencia de datos en redes vía radio.

«La comunicación en Andalucía. Historia, estructura y nuevas tecnologías», REIG, Ramón (Dir.); LANGA NUÑO, Concha (Coord.) (2011)

 

LibrosTecnologías de la comunicación

La publicación La comunicación en Andalucía: historia, estructura y nuevas tecnologías, editada por el Centro de Estudios Andaluces, está dirigida por el profesor Ramón Reig y coordinada por la profesora Concha Langa Nuño. Una iniciativa que partió en el año 2104 del Grupo de Investigación en Estructura, Historia y Contenidos de la Comunicación (Grehcco) de la Universidad de Sevilla, y que ha contado con la participación de 24 especialistas procedentes de las dos facultades de Comunicación andaluzas, Sevilla y Málaga.

La obra se centra en el análisis de tres aspectos esenciales de la comunicación andaluza. En primer lugar, se hace un estudio de la historia de la prensa, radio, publicidad, periodismo gráfico y TV. A continuación, se analiza la estructura de la comunicación: las empresas periodísticas, audiovisuales, editoriales, la prensa gratuita, la radio local, etc. La tercera parte está dedicada a las nuevas tecnologías que constituyen el presente de la comunicación.

Este trabajo supone una compilación actualizada de la comunicación andaluza que tiene como objetivo convertirse en soporte de referencia para las investigaciones futuras en este ámbito de estudio.

«Adaptive Web Design. Crafting Rich Experiences with Progressive Enhancement», GUSTAFSON, Aaron (2011)

 

LibrosTecnologías de la comunicación

The web is an ever-changing medium whose scope, application, audience and platform continue to grow on a daily basis. If you’ve worked on the web for any amount of time, you’ve likely heard or even used the term “progressive enhancement.” Since the term’s inception, it has been considered a best practice for approaching web design. But what is it really? And how do we reconcile its meaning with the rapid evolution of the languages and browsers we rely on to do our jobs?

In this brief book, Aaron Gustafson chronicles the origins of progressive enhancement, its philosophy, and mechanisms, and reveals the countless practical ways that you can apply progressive enhancement principles using HTML, CSS, and JavaScript. By understanding progressive enhancement and how to apply it properly, web practitioners can craft experiences that serve users (rather than browsers), giving them access to content without technological restrictions.

«Gameplay Mode. War, Simulation, and Technoculture», CROGAN, Patrick (2011)

 

LibrosTecnologías de la comunicación

Understanding the military logics that created and continue to inform computer games.

To understand the place of computer games in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals how today’s computer games—and the wider culture they increasingly influence—are informed by the technoscientific program they inherited from the military-industrial complex.

«Race After the Internet», NAKAMURA, Lisa; CHOW-WHITE, Peter (2011)

 

LibrosTecnologías de la comunicación

In Race After the Internet, Lisa Nakamura and Peter Chow-White bring together a collection of interdisciplinary, forward-looking essays exploring the complex role that digital media technologies play in shaping our ideas about race. Contributors interrogate changing ideas of race within the context of an increasingly digitally mediatized cultural and informational landscape. Using social scientific, rhetorical, textual, and ethnographic approaches, these essays show how new and old styles of race as code, interaction, and image are played out within digital networks of power and privilege.

Race After the Internet includes essays on the shifting terrain of racial identity and its connections to social media technologies like Facebook and MySpace, popular online games like World of Warcraft, YouTube and viral video, WiFi infrastructure, the One Laptop Per Child (OLPC) program, genetic ancestry testing, and DNA databases in health and law enforcement. Contributors also investigate the ways in which racial profiling and a culture of racialized surveillance arise from the confluence of digital data and rapid developments in biotechnology. This collection aims to broaden the definition of the "digital divide" in order to convey a more nuanced understanding of access, usage, meaning, participation, and production of digital media technology in light of racial inequality.

Contributors: danah boyd, Peter Chow-White, Wendy Chun, Sasha Costanza-Chock, Troy Duster, Anna Everett, Rayvon Fouché, Alexander Galloway, Oscar Gandy, Eszter Hargittai, Jeong Won Hwang, Curtis Marez, Tara McPherson, Alondra Nelson, Christian Sandvig, Ernest Wilson

«Online Gaming in Context. The social and cultural significance of online games», CRAWFORD, Garry; K. GOSLING, Victoria; LIGHT, Ben (2011)

 

LibrosTecnologías de la comunicación

There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet.

This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

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