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    Online-Ressource
    Online-Ressource
    Cham :Springer International Publishing AG,
    UID:
    edoccha_9961418084102883
    Umfang: 1 online resource (278 pages)
    Ausgabe: 1st ed.
    ISBN: 3-031-45693-9
    Serie: Creative Working Lives Series
    Anmerkung: 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.
    Weitere Ausg.: Print version: Lesage, édérik Creative Tools and the Softwarization of Cultural Production Cham : Springer International Publishing AG,c2024 ISBN 9783031456923
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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