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  • 1
    UID:
    gbv_1908389184
    Format: 1 Online-Ressource (xiv, 269 pages) , illustrations
    ISBN: 9783031456930 , 3031456939
    Series Statement: Creative working lives
    Content: This book explores how creativity is increasingly designed, marketed, and produced with digital products and services -- a process referred to as softwarization. If 'being creative' has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of 'tool,' 'instrument,' and/or 'software'. It makes a unique intervention in the fields of cultural production and the cultural and creative industries
    Note: Includes index , 1. Introduction: Refiguring the digital tools of creative work and cultural production -- Part 1: Frameworks for studying softwarization and cultural production -- 2.TikTok as a platform tool: Surveying disciplinary perspectives on platforms and cultural production -- 3.The Spatial Languages of Virtual Production: Critiquing Softwarization with Aesthetic Analysis -- 4.Generative AI and the Technological Imaginary of Game Design -- Part 2: Studies of cultural subjectivities after softwarization -- 5.Autoharps, Chord Organs, and MIDI Packs: Easy-Playing Instruments, Gender, and Classes of Musical Participation -- 6.Figurations of the Tool Agnostic -- 7.The expressive subject: prosumers, virtuosi, and digital musical control -- 8.Artist and Agency: Technologies for Exploring Self and Place -- Part 3: Socialities of softwarized cultural production -- 9.Alternative gamemaking tools as grassroots platforms -- 10.Bypassing defaults in data visualisation design processes: a Tableau case study -- 11.The Creative Appropriation of a Scientific Software: The FITS Liberator, a Case Study -- 12.Dolby Atmos Music and the Production of Risk.
    Additional Edition: ISBN 9783031456923
    Additional Edition: ISBN 3031456920
    Additional Edition: Erscheint auch als Druck-Ausgabe Creative tools and the softwarization of cultural production Cham, Switzerland : palgrave mcmillan, 2024 ISBN 9783031456923
    Language: English
    Subjects: General works
    RVK:
    Author information: Lesage, Frédérik
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Cham :Springer Nature Switzerland :
    UID:
    almafu_9961418084102883
    Format: 1 online resource (278 pages)
    Edition: 1st ed. 2024.
    ISBN: 9783031456930 , 3031456939
    Series Statement: Creative Working Lives,
    Content: This book explores how creativity is increasingly designed, marketed, and produced with digital products and services - a process referred to as softwarization. If 'being creative' has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of 'tool,' 'instrument,' and/or 'software'. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
    Note: 1. Introduction: Refiguring the digital tools of creative work and cultural production -- Part 1: Frameworks for studying softwarization and cultural production -- 2.TikTok as a platform tool: Surveying disciplinary perspectives on platforms and cultural production -- 3.The Spatial Languages of Virtual Production: Critiquing Softwarization with Aesthetic Analysis -- 4.Generative AI and the Technological Imaginary of Game Design -- Part 2: Studies of cultural subjectivities after softwarization -- 5.Autoharps, Chord Organs, and MIDI Packs: Easy-Playing Instruments, Gender, and Classes of Musical Participation -- 6.Figurations of the Tool Agnostic -- 7.The expressive subject: prosumers, virtuosi, and digital musical control -- 8.Artist and Agency: Technologies for Exploring Self and Place -- Part 3: Socialities of softwarized cultural production -- 9.Alternative gamemaking tools as grassroots platforms -- 10.Bypassing defaults in data visualisation design processes: a Tableau case study -- 11.The Creative Appropriation of a Scientific Software: The FITS Liberator, a Case Study -- 12.Dolby Atmos Music and the Production of Risk.
    Additional Edition: Print version: Lesage, édérik Creative Tools and the Softwarization of Cultural Production Cham : Springer International Publishing AG,c2024 ISBN 9783031456923
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    Cham :Springer International Publishing AG,
    UID:
    edoccha_9961418084102883
    Format: 1 online resource (278 pages)
    Edition: 1st ed.
    ISBN: 3-031-45693-9
    Series Statement: Creative Working Lives Series
    Note: Intro -- Acknowledgements -- Contents -- Notes on Contributors -- List of Figures -- Chapter 1: Introduction: Refiguring the Digital Tools of Cultural Production -- Soft-Ware-Ize-Ation -- Digital Metaphors of Cultural Production -- Tool, Instrument, Engine: Reauthoring Agency, Skill, and Discipline -- Suite, Studio, Workstation: Resituating Space and Place -- Editor, Computer, Processor: Redistributing People and Labour -- Product, Service, Licence: Re-expropriating the Worker -- User, Pro, Community: Refiguring the Cultural Producer and Their Creations -- The Chapters in This Collection -- References -- Part I: Frameworks for Studying Softwarization and Cultural Production -- Chapter 2: TikTok as a Platform Tool: Surveying Disciplinary Perspectives on Platforms and Cultural Production -- Introduction -- Three Fields of Study and Their Perspectives on Platform Tools -- Platform Studies: Datafication, Platformization, and Infrastructuralization -- Business Studies: Multi-sided Markets and Platform Boundaries -- Information Systems: Boundary Resources -- Analyzing Platform Tools: Objects of Study and Methods -- Platform Studies -- Business and Information Systems Studies -- Conclusion -- References -- Chapter 3: The Spatial Languages of Virtual Production: Critiquing Softwarization with Aesthetic Analysis -- Introduction -- Introducing Virtual Production and In-Camera VFX -- Analysing Virtual Production and In-Camera VFX -- References -- Chapter 4: Generative AI and the Technological Imaginary of Game Design -- Introduction -- (Re-)Defining Game Design -- Methodological Remarks -- How AI Tools Shape Technological Imaginaries of Game-Making -- Imagined Functionality -- Imagined Implications for the Digital Games Industry -- Imagined Implications on Game Genres -- Reimagining Game-Making -- What Comes Next? -- References. , Part II: Studies of Cultural Subjectivities After Softwarization -- Chapter 5: Autoharps, Chord Organs, and MIDI Packs: Easy-Playing Instruments, Gender, and Classes of Musical Participation -- The Arc of the Autoharp and the Chord Organ at Home -- MIDI Packs and Progress -- Conclusion -- References -- Chapter 6: Figurations of the Tool Agnostic -- Introduction -- The Tool Agnostic as Figuration -- A New Bauhaus for New Media -- The Dark Arts of the Polyglot Manager -- There Is No Soft Skill -- What Is a Writer? -- Conclusion -- References -- Chapter 7: The Expressive Subject: Prosumers, Virtuosi, and Digital Musical Control -- Creative, Prosumer, and Expressive Subjects -- Digital Musical Control, ROLI, and Its Expressive Subjects -- Contextualising the Emergence of Digital Musical Controllers and ROLI -- Producing Prosumers-by-accumulation -- Producing Virtuosi -- Conclusion -- References -- Chapter 8: Artist and Agency: Technologies for Exploring Self and Place -- Introduction -- Agency Within Technology -- Embracing Imperfections -- Re-establishing Place -- The Lost: A Case Study -- Conclusion -- References -- Part III: Socialities of Softwarized Cultural Production -- Chapter 9: Alternative Gamemaking Tools as Grassroots Platforms -- Introduction -- The Platformization of Videogame Production -- Alternative Gamemaking Tools -- Grassroots Platforms and Platform Socialism -- Community Self and Platform Governance -- Social Ownership Over Digital Assets -- More Equitable Distribution of the Social and Economic Benefits of Digital Technology -- An Emancipatory Movement that Combats Power Inequalities -- and the Fostering of a Culture of Collaboration, Solidarity and Hope, and the Harnessing of Innovation Towards Socially Useful Ends -- Conclusion -- References. , Chapter 10: Bypassing Defaults in Data Visualization Design Processes: A Tableau Case Study -- Introduction -- Establishing Theoretical (and Practical) Roots -- Setting up the Scene -- What Are Sankey Diagrams and How Are They Usually Created? -- What About Tableau? "Imagination Is Your Only Limit" -- Tableau Zen Masters/Visionaries -- Unfolding of the Tableau Sankey Diagram Hack -- The "Aha!" Moment -- Parametric Equations -- Fine-Tuning -- Going Beyond the Default -- Tracing Similar Beyond-the-Default Narratives -- Conclusion -- Bibliography -- Chapter 11: The Creative Appropriation of a Scientific Software: The FITS Liberator, a Case Study -- Liberating FITS -- FITS in Use -- The FITS Format -- The FITS Liberator -- Learning a Workflow -- Using FITS in a Workflow -- Sharing the Workflow -- Conclusion -- Bibliography -- Chapter 12: Dolby Atmos Music and the Production of Risk -- Dolby Atmos Music: Overview and History -- Making Music with Dolby Atmos -- Dolby Atmos Music and Risk -- Conclusion -- References -- Index.
    Additional Edition: Print version: Lesage, édérik Creative Tools and the Softwarization of Cultural Production Cham : Springer International Publishing AG,c2024 ISBN 9783031456923
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    UID:
    almahu_9949657549502882
    Format: XIV, 269 p. 16 illus. , online resource.
    Edition: 1st ed. 2024.
    ISBN: 9783031456930
    Series Statement: Creative Working Lives,
    Content: This book explores how creativity is increasingly designed, marketed, and produced with digital products and services - a process referred to as softwarization. If 'being creative' has developed into one of the paradigmatic architectures of power for framing the contemporary subject, then an essential component of this architecture involves its material and symbolic configuration through tools. From image editors to digital audio workstations, video editors to game engines, these modern tools are used by creatives every day, and mastering these increasingly complex technologies is now a near-compulsory pathway to creative work. Despite their ubiquity in cultural production, few have sought to theorize them in aggregate and with interdisciplinary breadth. By bringing disparate creative and methodological traditions in one volume, this book provides a comprehensive overview of approaches for understanding this complex, emerging, and dynamic field that speaks beyond the disciplinary categories of 'tool,' 'instrument,' and/or 'software'. It makes a unique intervention in the fields of cultural production and the cultural and creative industries.
    Note: 1. Introduction: Refiguring the digital tools of creative work and cultural production -- Part 1: Frameworks for studying softwarization and cultural production -- 2.TikTok as a platform tool: Surveying disciplinary perspectives on platforms and cultural production -- 3.The Spatial Languages of Virtual Production: Critiquing Softwarization with Aesthetic Analysis -- 4.Generative AI and the Technological Imaginary of Game Design -- Part 2: Studies of cultural subjectivities after softwarization -- 5.Autoharps, Chord Organs, and MIDI Packs: Easy-Playing Instruments, Gender, and Classes of Musical Participation -- 6.Figurations of the Tool Agnostic -- 7.The expressive subject: prosumers, virtuosi, and digital musical control -- 8.Artist and Agency: Technologies for Exploring Self and Place -- Part 3: Socialities of softwarized cultural production -- 9.Alternative gamemaking tools as grassroots platforms -- 10.Bypassing defaults in data visualisation design processes: a Tableau case study -- 11.The Creative Appropriation of a Scientific Software: The FITS Liberator, a Case Study -- 12.Dolby Atmos Music and the Production of Risk.
    In: Springer Nature eBook
    Additional Edition: Printed edition: ISBN 9783031456923
    Additional Edition: Printed edition: ISBN 9783031456947
    Additional Edition: Printed edition: ISBN 9783031456954
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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