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  • Spara 18%
     
    807

    Expressive Networks convenes an urgent conversation on digital media and the social life of contemporary poetry. Tracing how poems circulate through online spaces and how capitalized platforms have come to pattern the reading and writing of poetry, contributors emphasize both the expressivist cast of digital literary culture and the deep-running ambivalence that characterizes aesthetic and critical responses to platformed cultural production. The volume features chapters on Pan- African spoken word programs, Singaporean Facebook groups, decolonial hemispheric networks, and Japanese media-critical poetries as well as platforms such as Twitter/X, Instagram, and Amazon. Though contributors write from a variety of methodological positions and address themselves to a range of archives, they share the primary conviction that the impact of Web 2.0 on literary practice is far-reaching, far from self-evident, and far more variegated and unpredictable than easy summations of social media's influence suggest. Expressive Networks asks after poetry's present and future by examining what poems themselves express about the social make-up of networked platforms. Edited by Matthew Kilbane with contributions from Cameron Awkward-Rich, Micah Bateman, Andrew Campana, Sumita Chakraborty, Scott Challener, C.R. Grimmer, Tess McNulty, Michael Nardone, Seth Perlow, Anna Preus, Susanna Sacks, Carly Schnitzler, Melanie Walsh, and Samuel Caleb Wee.

  •  
    471

    Expressive Networks convenes an urgent conversation on digital media and the social life of contemporary poetry. Tracing how poems circulate through online spaces and how capitalized platforms have come to pattern the reading and writing of poetry, contributors emphasize both the expressivist cast of digital literary culture and the deep-running ambivalence that characterizes aesthetic and critical responses to platformed cultural production. The volume features chapters on Pan- African spoken word programs, Singaporean Facebook groups, decolonial hemispheric networks, and Japanese media-critical poetries as well as platforms such as Twitter/X, Instagram, and Amazon. Though contributors write from a variety of methodological positions and address themselves to a range of archives, they share the primary conviction that the impact of Web 2.0 on literary practice is far-reaching, far from self-evident, and far more variegated and unpredictable than easy summations of social media's influence suggest. Expressive Networks asks after poetry's present and future by examining what poems themselves express about the social make-up of networked platforms. Edited by Matthew Kilbane with contributions from Cameron Awkward-Rich, Micah Bateman, Andrew Campana, Sumita Chakraborty, Scott Challener, C.R. Grimmer, Tess McNulty, Michael Nardone, Seth Perlow, Anna Preus, Susanna Sacks, Carly Schnitzler, Melanie Walsh, and Samuel Caleb Wee.

  • av Chris Campanioni
    401

  • av Jose Antonio Villarreal
    371

    An archival recovery of the unpublished, much-expanded first draft of a groundbreaking novel in Mexican-American literature

  • av Nadine M. Kalin
    291

  • av Dr. Richard P. Heitzenrater
    411 - 781

  • av John Wertheimer
    1 057

  •  
    371

  • av Danielle N. Boaz
    261 - 1 057

  • av Patrick Barry
    261

  • av Patrick Barry
    247

  • av AIGA Design Educators Community (DEC)
    847

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    1 191

  • - A First Course
    av Todor Cooklev
    1 007

    Modern Communications Systems is a senior-level introduction to communications systems, although it can also serve as a reference for graduate students and practicing engineers. It includes treatments of wireless and cabled transmission, cellular systems, and analog and discrete modulation and coding techniques. Examples include Wi-Fi, 4G and 5G cellular systems and DSL. Multicarrier and MIMO communication systems are also covered. All of the mathematics needed is included where it is used rather than in an early introduction, which makes it easier to follow. An extensive number of end-of-chapter problems, along with summaries of concepts, formulas and terms presented in each chapter, are included. Solutions to the end-of-chapter problems are available to instructors teaching from the book.

  • av Saul Traiger
    501

    An introduction to philosophy through thought experiments in the 1959-1964 television series, The Twilight Zone

  • av Tiffany Funk
    201

    Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called "traditional" video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation.

  • av Patrice D Rankine
    371

    Demonstrates how myth, literature, and theater are part of and respond to public or political events

  • av Carly A Kocurek
    247

    Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series' storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima's celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima's reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series' legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games' production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.

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