Ron Burnett: How Images Think (2005)

19 October 2009, dusan

Digital images are an integral part of all media, including television, film, photography, animation, video games, data visualization, and the Internet. In the digital world, spectators become navigators wending their way through a variety of interactive experiences, and images become spaces of visualization with more and more intelligence programmed into the very fabric of communication processes. In How Images Think, Ron Burnett explores this new ecology, which has transformed the relationships humans have with the image-based technologies they have created. So much intelligence has been programmed into these image-dependent technologies that it often seems as if images are “thinking”; ascribing thought to machines redefines our relationship with them and enlarges our ideas about body and mind. Burnett argues that the development of this new, closely interdependent relationship marks a turning point in our understanding of the connections between humans and machines.

After presenting an overview of visual perception, Burnett examines the interactive modes of new technologies—including computer games, virtual reality, digital photography, and film— and locates digital images in a historical context. He argues that virtual images occupy a “middle space,” combining the virtual and the real into an environment of visualization that blurs the distinctions between subject and object—part of a continuum of experiences generated by creative choices by viewers, the results of which cannot be attributed either to images or to participants.

Publisher MIT Press, 2005
ISBN 0262524414, 9780262524414
Length 253 pages

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Byron Hawk, David M. Rieder, Ollie O. Oviedo (eds.): Small Tech: The Culture of Digital Tools (2008)

17 September 2009, dusan

Experts examine the ways digital tools affect social and cultural experience.

The essays in Small Tech investigate the cultural impact of digital tools and provide fresh perspectives on mobile technologies such as iPods, digital cameras, and PDAs and software functions like cut, copy, and paste and WYSIWYG. Together they advance new thinking about digital environments.

Contributors: Wendy Warren Austin, Jim Bizzocchi, Collin Gifford Brooke, Paul Cesarini, Veronique Chance, Johanna Drucker, Jenny Edbauer, Robert A. Emmons Jr., Johndan Johnson-Eilola, Richard Kahn, Douglas Kellner, Karla Saari Kitalong, Steve Mann, Lev Manovich, Adrian Miles, Jason Nolan, Julian Oliver, Mark Paterson, Isabel Pedersen, Michael Pennell, Joanna Castner Post, Teri Rueb, James J. Sosnoski, Lance Strate, Jason Swarts, Barry Wellman, Sean D. Williams, Jeremy Yuille.

Publisher University of Minnesota Press, 2008
ISBN 0816649782, 9780816649785
236 pages

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Christa Sommerer, Lakhmi C. Jain, Laurent Mignonneau (eds.): The Art and Science of Interface and Interaction Design (2008)

12 March 2009, dusan

“Artists and creators in interactive art and interaction design have long been conducting research on human-machine interaction. Through artistic, conceptual, social and critical projects, they have shown how interactive digital processes are essential elements for their artistic creations. Resulting prototypes have often reached beyond the art arena into areas such as mobile computing, intelligent ambiences, intelligent architecture, fashionable technologies, ubiquitous computing and pervasive gaming. Many of the early artist-developed interactive technologies have influenced new design practices, products and services of today’s media society. This book brings together key theoreticians and practitioners of this field. It shows how historically relevant the issues of interaction and interface design are, as they can be analyzed not only from an engineering point of view but from a social, artistic and conceptual, and even commercial angle as well.”

Published by Springer, 2008
ISBN 3540798692, 9783540798699
190 pages

Key terms: Augmented Reality, Prix Ars Electronica, wearable computers, Christa Sommerer, interactive art, media art, ubiquitous computing, interaction design, Mixed Reality, Fluxus, Virtual Reality, RFID, mass media, Chaos Computer Club, Wolfgang Strauss, Monika Fleischmann, Linz, John Cage, Human-Computer Interaction, Peter Weibel

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