Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.
In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature.
In this book, Seung-hoon Jeong introduces the cinematic interface as a contact surface that mediates between image and subject, proposing that this mediation be understood not simply as transparent and efficient but rather as asymmetrical, ambivalent, immanent, and multidirectional. Jeong enlists the new media term "interface" to bring to film theory a synthetic notion of interfaciality as underlying the multifaceted nature of both the image and subjectivity. Drawing on a range of films, Jeong examines cinematic interfaces seen on screen and the spectator’s experience of them, including: the direct appearance of a camera/filmstrip/screen, the character’s bodily contact with such a medium-interface, the object’s surface and the subject’s face as "quasi-interface," and the image itself. Each of these case studies serves as a platform for remapping and revamping major concepts in film studies such as suture, embodiment, illusion, signification, and indexicality. Looking to such theories as the ontology of the image and the phenomenology of the body, this original theorization of the cinematic interface not only offers a conceptual framework for rethinking and re-linking film and media studies, but also suggests a general theory of the interface.
"Short, factual description of the book (summary of what it includes, without subjective or promotional language.) This classic but thoroughly updated introductory text is designed so students will understand sport management as a field of study and a vibrant professional environment. It emphasizes critical-thinking, ethics, and diversity while providing a broad introduction to the major functional areas and issues that student will encounter in their careers"--
Even before we think, we use fantasy. Is fantasy the ‘mother of all media’? Does fantasy save me from myself? Are there fictions that are real? In The Surface Effect André Nusselder examines the space of fantasy between individual ‘inner life’ and social ‘outer life’. Where we assume that fantasy only operates where we float off in imaginary realms, this book shows that we are in it from the beginning. Based on the work of Jacques Lacan, Nusselder elaborates Lacan’s theory, showing how the effects of unconscious processes converge in fantasy as our principal medium for self-identity, perception, remembering and intersubjectivity. The human mind is seen as a composite function of language, body and social world, and fantasy is the fundamental process to study this effect. The book is divided into three sections: - The Philosophical Context - Lacan’s Theory of Fantasy - Lacan and Philosophy The Surface Effect analyses fantasy as a medium, both creative and protective operating between anxiety and excess. It focuses on the role of fantasy in psychoanalysis, and follows its path towards reflections on mediation and new media. This book will appeal to psychoanalysts, philosophers, cognitive scientists and those studying new media, film, culture and literature. André Nusselder is a Dutch philosopher, writer and computer programmer.
The Routledge Encyclopedia of Film Theory is an international reference work representing the essential ideas and concepts at the centre of film theory from the beginning of the twentieth century, to the beginning of the twenty-first. When first encountering film theory, students are often confronted with a dense, interlocking set of texts full of arcane terminology, inexact formulations, sliding definitions, and abstract generalities. The Routledge Encyclopedia of Film Theory challenges these first impressions by aiming to make film theory accessible and open to new readers. Edward Branigan and Warren Buckland have commissioned over 50 scholars from around the globe to address the difficult formulations and propositions in each theory by reducing these difficult formulations to straightforward propositions. The result is a highly accessible volume that clearly defines, and analyzes step by step, many of the fundamental concepts in film theory, ranging from familiar concepts such as ‘Apparatus’, ‘Gaze’, ‘Genre’, and ‘Identification’, to less well-known and understood, but equally important concepts, such as Alain Badiou’s ‘Inaesthetics’, Gilles Deleuze’s ‘Time-Image’, and Jean-Luc Nancy’s ‘Evidence’. The Routledge Encyclopedia of Film Theory is an ideal reference book for undergraduates of film studies, as well as graduate students new to the discipline.
Joddy Murray, in “Kinematic Rhetoric,” puts forward a theory of rhetoric that adds the elements of movement, sound, image, affect and duration to traditional accounts of digital, visual and multimodal rhetorics. His concept of “time-affect” images provides a complex and nuanced theory for composing that builds upon his earlier concept of “nondiscursive texts.” By turning to Deleuze’s work on cinema, Murray presents the “time-affect image,” which “generates" and amplifies affectivity through duration and motion, and is the key concept in this rhetorical theory. Motion, he argues, creates meaning that is independent of the content and, like all images, carries with it the potential for persuasion through the affective domain.
Introduction. Interface Aesthetics -- PART ONE. Sonic Architectures. Plugin Cultures ; Monopolies of Competence ; Terminal Aesthetics -- PART TWO. When Hardware Becomes Software. Controller Cultures ; There's an App for That -- PART THREE. Software as Gradual Process. Worlds of Sound ; Deep Listening -- Conclusion. Invisible Futures.
The Great Han is an ethnographic study of the Han Clothing movement (Hanfu yundong), a neo-traditionalist and majority racial nationalist movement that has emerged in China since 2001. Participants come together both online and in person in cities across China to revitalize their utopian vision of the authentic “Great Han” and corresponding “real China” through pseudo-traditional ethnic dress, reinvented Confucian ritual, and anti-foreign sentiment. Employing close analysis of movement ideas and practices, this book finds that the movement’s “real China,” envisioning a pure, perfectly ordered, ethnically homogeneous, and secure society, is in fact an imaginary vision constructed in response to the challenging realities of the present. Yet this national imaginary is reproduced precisely through its own perpetual elusiveness. The Great Han is a pioneering analysis of Han identity, nationalism, and social movements in a rapidly changing China.
Cyberspace and cyberculture are becoming the norms of our reality; this volume explores questions of memory, law, politics, death and remembrance, travel, social change, and cross-cultural understandings of what it means to be human in this new digital age.
The media technologies that surround and suffuse our everyday life profoundly affect our relation to reality. Philosophers since Plato and Aristotle have sought to understand the complex influence of apparently simple tools of expression on our understanding and experience of the world, time, space, materiality and energy. The Digital Image and Reality takes up this crucial philosophical task for our digital era. This rich yet accessible work argues that when new visual technologies arrive to represent and simulate reality, they give rise to nothing less than a radically different sensual image of the world. Through engaging with post-cinematic content and the new digital formats in which it appears, Strutt uncovers and explores how digital image-making is integral to emergent modes of metaphysical reflection - to speculative futurism, optimistic nihilism, and ethical plasticity. Ultimately, he prompts the reader to ask whether the impact of digital image processes might go even beyond our subjective consciousness of reality, towards the synthesis of objective actuality itself.
This book challenges the conceptual and practical effectiveness of resistance to achieve social and political change, and considers an alternative framework that goes beyond a desire to resist sovereign power, but offers political movements that expand individual and collective capabilities.