Produktbild: Creative Tools and the Softwarization of Cultural Production

Creative Tools and the Softwarization of Cultural Production

Aus der Reihe Creative Working Lives

Fr. 171.00

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.01.2025

Herausgeber

Frédérik Lesage + weitere

Verlag

Springer

Seitenzahl

269

Maße (L/B/H)

21/14.8/1.6 cm

Gewicht

371 g

Sprache

Englisch

ISBN

978-3-031-45695-4

Beschreibung

Portrait

Frédérik Lesage has been teaching and researching at the intersection of cultural production and digital culture for more than a decade in the UK (London School of Economics and Political Science, King’s College London, Cambridge) and North America (Cornell, Simon Fraser University). His research on the cultural biography of Photoshop has been published widely in academic journals and edited books.

Michael Terren is a musician and sessional academic at the Western Australian Academy of Performing Arts at Edith Cowan University, and the University of Western Australia, both in Boorloo/Perth, Australia. His research focuses on the cultural politics of digital music production, and he teaches composition, production, history, and aesthetics.



Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

19.01.2025

Herausgeber

Verlag

Springer

Seitenzahl

269

Maße (L/B/H)

21/14.8/1.6 cm

Gewicht

371 g

Sprache

Englisch

ISBN

978-3-031-45695-4

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

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  • Produktbild: Creative Tools and the Softwarization of Cultural Production
  • 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.