Autorschaft im Web 2.0: Netzliteratur und der Tod des Autors (German Edition)


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Towards a Phenomenology of Responsive Architecture. Mathematics and Games Strukturelle Parallelen von Kunst und Mathematik. Maur, Karin von ed. Magie der Zahl in der Kunst des Staatsgalerie Stuttgart , p. Das Raumbild des Computerspiels. Raum, Karte und Weg im Computerspiel. Von der Zeit zum Raum. Zur Synthese von Texten mit Hilfe programmgesteuerter Ziffernrechenanlagen. Where Wizards Stay Up Late. The Origins of the Internet. Medien- und Kommunikationstheoretische Elemente einer Interface-Theorie. Halliday, Michael Alexander Kirkwood: Explorations in the Functions of Language.

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IX. Bibliography

The Evolution of the Web 2. New with modifications in: Without place of publication Forty Is a Dangerous Age. A Memoir of Edward Ihnatowicz. Die Welt als Museum. Writing Abstract Reality Aspects of Art and Technology in Australia, The Bell System Technical Journal.

Foundations of Cyclopean Perception. Telepresence and Bio Art. Networking Humans, Rabbits, and Robots. Neue Strategien der Inszenierung von Informationsstrukturen. The Ultimate History of Video Games. Zur Bildstrategie im Internet. Entdecker der durch Zufallspunkte generierten Stereogramme. Die Geburt der Kartei aus dem Geiste der Bibliothek. Sculpture in the Expanded Field. Zur Philosophie des technischen Bildes ausgehend von der Fotografie. Computer Controlled Responsive Environments.

The University of Wisconsin. Proceedings of the National Computer Conference Dallas Theories and Documents of Contemporary Art. Berkeley und Los Angeles , p. Virtual Worlds and Their Discontents: Precarious Sovereignty, Governmentality, and the Ideology of Play. Ein nicht-lineares Medium zwischen Buch und Wissensbank. Berlin and Heidelberg The Structure of Scientific Revolutions. How two guys created an empire and transformed pop culture. Text submitted for the degree of Doctor of Philosophy DPhil.

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Der Prix Ars Electronica. Landscape and Narrative in Virtual Environments. Vor 35 Jahren begann die Laufbahn des Ego-Shooters Computer Film as Film Art. Internationales Compendium Prix Ars Electronica. Code and Other Laws of Cyberspace. In Memoriam of J. Palo Alto , p. The Computer as Communication Device. Die Dispositive des Computerspiels. There Must Be an Angel.

On the Beginnings of the Arithmetics of Rays. The Bulletin of the Computer Conservation Society Playing with Urban Life. How SimCity influences Planning Culture. The Art Com Electronic Network. Telecomputing und die digitale Kultur. Art and Artists in the Age of Electronic Media. Das Verschwinden der Gegenwart und die Konstruktion von Erinnerung. Art as a Social System t. Die Kunst der Gesellschaft. Lund, Cornelia und Holger ed. Art, Emergence and the Computational Sublime.

Victoria, Australia, December Centre for Electronic Media Art. An Introduction to Game Studies.

The History of The Video Game. From Narrabase to Hyperfiction: New and modificated in: Women, Art, and Technology. Digital Aesthetics and Communication. After Effects, or the Velvet Revolution. After Effects, of Velvet Revolution. Information and Form The Language of New Media.

The Mapping of Space.

Perspective, Radar, and 3-D Computer Graphics. Software Takes Command Programme Notes for the National Film Theater. A Computer in the Art Room. The Origins of British Computer Arts The Computer Graphics Essential Reference From Agit-Prop to Free Space. The Architecture of Cedric Price. Frankfurt am Main and Vienna A History of Video Art.

The Grammar of Electronic Image Processing. Notes on Development Experimental Television Center Ltd. Two Texts Concerning Portable Video Information und Redundanz Video and Audio-Visual Review. Becoming a Computer Animator. Embodiment in Information Aesthetics. Television and Video Preservation Report of the Librarian of Congress. Bombs, Barbarians, and Backstories. Bombe, barbari e antefatti. Progettazione e semantica in Civilization di Sid Meier. The Nature of Computer Games.

Januar - Februar , p. The Medium is the Medium: Master of Science in Comparative Media Studies. Proceedings of the International Symposium Computer Graphics Department of Computer Science. Wie man sie verstehen kann. Kunsthalle Bremen , unpaginated. Variationen von Figuren in der statistischen Grafik.

Grundlagenstudien aus Kybernetik und Geisteswissenschaft. Toward A More Human Environment. Narrativity in Computer Games. Point of View and Point of Action. Eine Perspektive auf die Perspektive in Computerspielen. Das Spiel mit dem Medium. Zur Teilhabe an den Medien von Kunst bis Computerspiel. An Exhibition That Borrows Brazenly. In the final 20 years of his lifestyles, Marshall McLuhan released — frequently in collaboration with others — a chain of books that confirmed his attractiveness because the pre-eminent seer of the trendy age.

McLuhan was once way over a pithy-phrase maker, even though. He foresaw — at a time while the private computing device used to be a teckie fable — that the area will be introduced jointly by means of the web. He foresaw the changes that will be wrought by means of electronic know-how. He understood, sooner than any of his contemporaries, the results of the revolution that tv and the pc have been bringing approximately. In each case, the textual content is the transcript taken down from the movie, audio, or video tape of the particular encounters — this isn't what McLuhan wrote yet what he acknowledged.