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  1. Body Modification: An Introduction.Mike Featherstone - 1999 - Body and Society 5 (2-3):1-13.
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  • Immersive ideals / critical distances : study of the affinity between artistic ideologies in virtual Reality and previous immersive idioms.Joseph Nechvatal (ed.) - 2010 - Berlin: LAP Lambert Academic Publishing AG & Co KG.
    My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology which are relevant (...)
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  • Repetition and difference: Lefebvre, le corbusier and modernity's (im)moral landscape.Mick Smith - 2001 - Ethics, Place and Environment 4 (1):31 – 44.
    If, as Lefebvre argues, every society produces its own social space, then modernity might be characterized by that (anti-)social and instrumental space epitomized and idealized in Le Corbusier's writings. This repetitively patterned space consumes and regulates the differences between places and people; it encapsulates a normalizing morality that seeks to reduce all differences to an economic order of the Same. Lefebvre's dialectical conceptualization of 'difference' can both help explain the operation of this (im)moral landscape and offer the possibility of alternative (...)
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  • Good AI for the Present of Humanity Democratizing AI Governance.Nicholas Kluge Corrêa & Nythamar De Oliveira - 2021 - AI Ethics Journal 2 (2):1-16.
    What does Cyberpunk and AI Ethics have to do with each other? Cyberpunk is a sub-genre of science fiction that explores the post-human relationships between human experience and technology. One similarity between AI Ethics and Cyberpunk literature is that both seek a dialogue in which the reader may inquire about the future and the ethical and social problems that our technological advance may bring upon society. In recent years, an increasing number of ethical matters involving AI have been pointed and (...)
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  • It's like a walk in the park - On why are walking simulators so controversial.Pawel Grabarczyk - 2016 - Transformacje 1 (3-4):241-263.
    The paper is devoted to controversies in computer games studies connected with game classification and characteristics. Controversies on walking simulators are discussed in depth; also historical roots of these games and their ergodicity.
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  • Viés da Escalada, Daemons de Otimização, e a Influência da Narrativa Social Aceleracionista (Hill-Climbing Bias, Optimization Daemons, and the Influence of Accelerated Social Narratives).Nicholas Kluge Corrêa - 2021 - Ciências and Cognição 26 (2):266-276.
    O fenômeno de aceleração social, intimamente ligado a nossa modernização tecnológica e os sistemas políticos e sociais que adotamos, vem sendo alvo de questionamentos por parte da teoria crítica por diversos filósofos e sociólogos, principalmente em relação a se tal "aceleração" seja algo que, possa ser justificável pelo bem comum da sociedade. De fato, as rápidas mudanças que ocorreram no último século causaram uma tremenda mudança em nossos estilos-de-vida, e na maneira como experienciamos o mundo. Que a nossa sociedade mudou (...)
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  • Nowhere ǁ Erewhon.David R. Cole - 2019 - Educational Philosophy and Theory 51 (3):255-264.
    What is nowhere? Is it a non-place that has been created by the disappearance of distinct identities in the spread of standardised, global capitalism? Or has it come about as a result of colonialisation and the separation of indigenous cultures from their lands, and their replacement with vacuous, colonised, globalised non-places? This article suggests that ‘nowhere’, which was satirically entitled, ‘Erewhon’ by Samuel Butler due to the inverted action of machines, is still being created today, but by the combined forces (...)
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  • From Gutenberg to the Internet: How Digitisation Transforms Culture and Knowledge.Bill Cope & Mary Kalantzis - 2010 - Logos 21 (1):12-39.
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  • Moving Circles: mobile media and playful identities.M. L. De Lange - unknown
    The mobile phone has become part of our everyday lives with astonishing speed. Over four billion people now have access to mobile phones, and this number keeps increasing. Mobile media technologies shape how we communicate with each other, and relate to the world. This raises questions about their influence on identity. Medium-specific properties and user-practices challenge the idea that we understand ourselves through stories. It is proposed that the notion of play sheds new light on how technologies shape identities. The (...)
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  • Speed as metaphysics.Nik Winchester - 1999 - History of the Human Sciences 12 (3):159-166.
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  • On the prospects of Virilio’s pedagogy of the image.Joff P. N. Bradley - 2021 - Educational Philosophy and Theory 53 (7):706-718.
    Devoted to the late Paul Virilio (1932–2018) and in the advent of debates surrounding the Anthropocene and in light of corresponding changes to conceptions of scale and image, this paper attempts to extrapolate a Virilian pedagogy of the image. It is Virilio’s work which remains timely and singularly fecund in this area and it is for this reason that it may help to shape a new pedagogy of scale and image. This may allow us to better grasp the decentring of (...)
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  • ‘Moving at the speed of life?’ A cultural kinematics of telematic times and corporate values.Timothy W. Luke - 1998 - Cultural Values 2 (2-3):320-339.
    . ‘Moving at the speed of life?’ A cultural kinematics of telematic times and corporate values. Cultural Values: Vol. 2, No. 2-3, pp. 320-339.
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  • Biometric Revisions of the `Body' in Airports and US Welfare Reform.Erin Kruger, Shoshana Magnet & Joost Van Loon - 2008 - Body and Society 14 (2):99-121.
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  • Head in the Clouds.David Macauley - 2010 - Environment, Space, Place 2 (1):147-184.
    The sky proclaimed Emerson is “the daily bread of the eyes.” Despite the apparent truth of this observation, we often fail to appreciate the complex canopy of air above and around us in considerations of environmental aesthetics and ecological awareness. I examine the sky and aerial phenomena that are bound to, closely allied with, or materially emergent from, this ocean of blue. In the process, I develop a perspective for thinking about some of the aesthetic characteristics and dimensions of this (...)
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  • Ecology and machinic thought: Nietzsche, Deleuze, Guattari.Mark Halsey - 2005 - Angelaki 10 (3):33 – 55.
    Not man as the king of creation, but rather as the being who is in intimate contact with the profound life of all forms or all types of beings, who is responsible for even the stars and animal life, and who ceaselessly plugs an organ-machine into an energy-machine, a tree into his body, a breast into his mouth, the sun into his asshole: the eternal custodian of the machines of the universe. Deleuze and Guattari, Anti-Oedipus 4.
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  • Moving Circles: mobile media and playful identities.M. L. Langdee - unknown
    The mobile phone has become part of our everyday lives with astonishing speed. Over four billion people now have access to mobile phones, and this number keeps increasing. Mobile media technologies shape how we communicate with each other, and relate to the world. This raises questions about their influence on identity. Medium-specific properties and user-practices challenge the idea that we understand ourselves through stories. It is proposed that the notion of play sheds new light on how technologies shape identities. The (...)
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  • Walking with portable projections: a creative exploration into mediated perception in the environment.Rocio von Jungenfeld - 2016 - Dissertation, University of Edinburgh
    I have used practice as method to investigate the creative potential of portable projectors, and theoretical approaches to reflect on: 1. the perception of the environment and its textures, 2. the sense of place-making and being while in motion, 3. the portability and collective mediation of the environment, and 4. the collaborative process of participation. These four themes emerged from the four video walks I developed during the research: The Surface Inside (2011), I-Walk (2012), Walk-itch (2013), and (wh)ere land (2014). (...)
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  • Marinetti, Chopin, Stelarc and the Auratic Intensities of the Postmodern Techno-Body.Nicholas Zurbrugg - 1999 - Body and Society 5 (2-3):93-115.
    Postmodern culture is usually defined as an age of mechanical reproduction and mechanical degeneration characterized by the eradication of performative aura. This article argues that a crucial distinction should be made between the `anti-auratic' arguments of mainstream 20th-century cultural theory (discussed here in terms of the writings of Benjamin, Baudrillard and Virilio), and the regenerative auratic tradition in 20th-century avant-garde performance (discussed here in terms of the successive explorations of the multimediated body in the work of the Italian Futurist Marinetti, (...)
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