Ambient Media Japanese Atmospheres Of Self Pdf

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Ambient Media

Ambient Media examines music, video art, film, and literature as tools of atmospheric design in contemporary Japan, and what it means to use media as a resource for personal mood regulation. Paul Roquet traces the emergence of ambient styles from the environmental music and Erik Satie boom of the 1960s and 1970s to the more recent therapeutic emphasis on healing and relaxation. Focusing on how an atmosphere works to reshape those dwelling within it, Roquet shows how ambient aesthetics can provide affordances for reflective drift, rhythmic attunement, embodied security, and urban coexistence. Musicians, video artists, filmmakers, and novelists in Japan have expanded on Brian Eno’s notion of the ambient as a style generating “calm, and a space to think,” exploring what it means to cultivate an ambivalent tranquility set against the uncertain horizons of an ever-shifting social landscape. Offering a new way of understanding the emphasis on “reading the air” in Japanese culture, Ambient Media documents both the adaptive and the alarming sides of the increasing deployment of mediated moods. Arguing against critiques of mood regulation that see it primarily as a form of social pacification, Roquet makes a case for understanding ambient media as a neoliberal response to older modes of collective attunement—one that enables the indirect shaping of social behavior while also allowing individuals to feel like they are the ones ultimately in control.
Ambient Stories in Practice and Research

From a range of academic and practice-led perspectives, this book explores how a combination of place-based writing and location-based technologies are producing new kinds of experimental ambient literary experience. In so doing, it unpacks how situated literary experiences delivered through text, audio and sensor-based delivery offer distinctive new forms of reading and listening and lay the ground for a new poetics of situated writing practices. Exploring an experimental, practice-based approach to digital literary forms and its emerging poetics, this book critically examines the ecology of ambient literature from a range of perspectives, including researchers and practitioners working in the fields of digital writing, sonics, visual art, performance, literary studies, creative writing and computer science. Essays look towards the emerging field of ambient literature, drawing on contributors' own background and interests. Contributors study topics ranging from ecological and climatic challenges through critical and creative cartographies to understanding the metaphorical work of 'ambient' as a form embedded in the social, technological and literary. Including practice-based essays from writers, artists and practitioners on the use of data to write poetry and the position of the writer as maker, this book's combination of practice-led approaches and interdisciplinary research makes it a valuable and varied contribution to the field of digital writing.
Playing at a Distance

An essential exploration of the video game aesthetic that decenters the human player—requiring little human action—and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watching games rather than playing them—Fizek shows how these seemingly marginal cases are central to understanding how we play in the digital age. Introducing the concept of distance, Fizek reorients our view of computer-mediated play. To “play at a distance,” she says, is to delegate the immediate action to the machine and to become participants in an algorithmic spectacle. Distance as a media aesthetic framework enables the reader to come to terms with the ambiguity and aesthetic diversity of play. Drawing on concepts from philosophy, media theory, and posthumanism, as well as cultural and film studies, Playing at a Distance invites a wider understanding of what digital games and gaming are in all their diverse experiences and forms. In challenging the common perception of video games as inherently interactive, the book contributes to our understanding of the computer’s influence on practices of play—and prods us to think more broadly about what it means to play.