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Showing 1-20 of 2,828 results
  1. The Emergence of the ‘Cy-Mind’ through Human-Computer Interaction

    This chapter argues that the reason why AI can be so unsettling is not in how the powers of the technology alter what a computer (or computers) might...
    Richard Harper in Nudging Choices Through Media
    Chapter 2023
  2. An Introduction to Screenwriting for Virtual Reality

    This introductory chapter presents an overview of recent developments in virtual reality as an entertainment medium and a review of related academic...
    Kath Dooley, Alex Munt in Screenwriting for Virtual Reality
    Chapter 2024
  3. Misinformation, Paradox, and Nudge: Combating Misinformation Through Nudging

    The rapid spread of misinformation online can be attributed to bias in human decision-making, facilitated by algorithmic processes. The area of...
    Donghee Shin in Artificial Misinformation
    Chapter 2024
  4. Bodies/Technology on Standby: The Importance of Cooperative Waiting for Digital Work

    Based on an ethnographic study of the production of visual effects, this chapter analyses the role of waiting in digital work. I argue that temporal...
    Ronja Trischler in Materiality of Cooperation
    Chapter 2023
  5. Screen Spaces: Zones of Interaction and Recognition

    This chapter considers how moving images generate new social spaces and encounters in front of the screen—horizontal zones of interaction and...
    Annie Dell’Aria in The Moving Image as Public Art
    Chapter 2021
  6. Interview with Stephen Wolfram

    In this August 2022 interview, co-editors Juliet Floyd and James E. Katz converse with polymath Stephen Wolfram, whose expertise ranges from physics...
    Juliet Floyd, James Katz in Nudging Choices Through Media
    Chapter 2023
  7. Past and Present Metaphors of Interaction and Virtuality

    Since its very early days, metaphors have been used by more and less powerful social actors to try to convey what the internet is and what it can or...
    Sally Wyatt in (Re-)Imagining New Media
    Chapter 2021
  8. The Child as a Social Construct

    Coded kids in computer-generated environments remind us that much of what we assume to be biological, obvious, and consistent about childhood is, in...
    Chapter 2024
  9. What Is a Landscape?

    The word ‘landscape’ refers to a world transformed by human activity, the desire to look back on it as if it were an image, and the feedback loop of...
    Chapter 2023
  10. Latent Memory, Responsibility and the Architecture of Interaction

    “You know what I mean, out here in the real world you can genuinely prevent stuff, can’t you?” junior detective Blue Coulson (Faye Marsay) explains...
    Chapter 2021
  11. Reinventing the Wheel of Media Theory

    The paper deals with the history of media theory before and after digital networked media. It identifies the premises of Classical Media Theory...
    Erhard Schüttpelz in Varieties of Cooperation
    Chapter 2023
  12. Towards Immersography: Considerations for an Integrated Understanding of Immersive Narrative Experiences

    The concept of immersion has come to dominate the extended reality (XR) industries, leading to a renewed interest in the concept's relevance in...
    María Cecilia Reyes in Screenwriting for Virtual Reality
    Chapter 2024
  13. Microbe Computing

    “Microbe Computing” examines how assemblage processes divert. The central understanding of assemblages is informed by the Deleuze-influenced...
    Chapter 2022
  14. Playing with the Eyes. A Media History of Eye Tracking

    This chapter focusses on eye-controlled digital gaming (recording and analysis of eye movement) as Augmentative and Alternative Communication (AAC)...
    Philipp Macele, Jan Mueggenburg in Disability and Video Games
    Chapter 2024
  15. Tactical Ambiguity: Materiality, Representation and Interaction in Evan Meaney’s Glitched Portraits

    This essay analyses how an ambiguous experience of art online enables a tactical user position. It does so with a rare combination of media theory on...
    Vendela Grundell Gachoud in Error, Ambiguity, and Creativity
    Chapter 2020
  16. Perspective on Integral Communication

    The three areas in which integral communication will play a particularly important role are personal development, organisational learning, and the...
    Ozren Rafajac, Alen Jakupović in Integral Communication and Digital Identity
    Chapter 2024
  17. Shifting Diegetic Boundaries

    Cinematic Virtual Reality (CVR) lets viewers choose their gaze direction within cinematic content encircling them in 360 degrees and can in some...
    Ole Christoffer Haga in Screenwriting for Virtual Reality
    Chapter 2024
  18. Transforming the Role of Audio-Visual Content Producers in a Videolised Society

    With videolised new media, audio-visual content producers have undergone fundamental changes. Their role has expanded from display and dissemination...
    Jian Meng, Hui Zhao in Videolised Society
    Chapter 2023
  19. A Threefold Approach for Enabling Social Change: Communication as Context for Interaction, Uneven Development, and Recognition

    In a context where research aimed to intervene on an increasingly unequal society is very necessary, we are bringing a theoretical framework intended...
    Reference work entry 2020
  20. Regulation of Violent Content in Virtual Reality

    This chapter explores one of the paradoxical aspects of current virtual reality (VR) discourse, the emergence of industry commentators and academic...
    Stuart Marshall Bender, Mick Broderick in Virtual Realities
    Chapter 2021
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