Remediation : understanding new media
Author(s)
Bibliographic Information
Remediation : understanding new media
MIT Press, c1999
Available at 23 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes bibliographical references (p. [276]-284) and index
Description and Table of Contents
Description
Media critics remain captivated by the modernist myth of the new: they assume that digital technologies such as the World Wide Web, virtual reality, and computer graphics must divorce themselves from earlier media for a new set of aesthetic and cultural principles. This text offers a theory of mediation for our digital age that challenges this assumption. They argue that visual media achieve their cultural significance precisely by paying homage to, rivaling, and refashioning such earlier media as perspective painting, photography, film and television. They call this process of refashioning "remediation" and they note that earlier media have also refashioned one another: photography remidiated painting, film remediated stage production and photography, and television remediated film, vaudeville and radio. In chapters devoted to individual media or genres (such as computer games, digital photography, virtual reality, film, and television), the authors illustrate the process of remediation and its two principal styles or strategies: transparent immediacy and hypermediacy. Each of these strategies has a long and complicated history.
A painting by the 17th-century artists Pieter Saenredam, a photograph by Edward Weston, and a computer system for virtual reality are all attempts to achieve transparent immediacy by ignoring or denying the presence of the medium. A medieval illuminated manuscript, an early 20th-century photomontage, and today's buttoned and windowed multimedia applications are instances of hypermediacy - a fascination with the medium itself. Although these two strategies appear contradictory, they are in fact the two necessary halves of remediation.
Table of Contents
- Part 1 Theory: immediacy, hypermediacy and remediation
- mediation and remediation
- networks of remediation. Part 2 Media: computer games
- digital photography
- photorealistic graphics
- digital art
- film
- virtual reality
- mediated spaces
- television
- the World Wide Web
- ubiquitous computing
- convergence. Part 3 Self: the remediated self
- the virtual self
- the networked self
- conclusion.
by "Nielsen BookData"