Results for 'technoculture'

7 found
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  1.  60
    Material Culture Preface.Eugene Halton - 2009 - In Phillip Vannini (ed.), Material Culture and Technology in Everyday Life: Ethnographic Approaches. New York, NY, USA:
    Material culture and technoculture not only provide openings to study culture, but raise questions about contemporary materialism and technology more generally as well. Material culture tells a story, though usually not the whole story. The meanings of things are various, and finding out what they are requires a variety of approaches, from simply asking people what their things mean or observing how they use or don’t use them, to backtracking their history, or contextualizing them in broader cultural context. The (...)
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  2. Post- i transhumanizm w kontekście wybranych zjawisk artystycznych technokultury.Przemysław Zawadzki & Agnieszka K. Adamczyk - 2019 - Avant: Trends in Interdisciplinary Studies 10 (3).
    Creations of many contemporary artists indicate the emergence of technoculture. Although artistic manifestations of technoculture may appear to be a provocation, they encourage fundamental ontological questions, such as whether a person has unchanging nature; what was and is our relationship to the Other, and what it should be; to what extent can body and mind be altered before they stop being “human”; what is the future of our species. To properly understand the works of technoculture artists, it (...)
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  3. High Hume (Bio-power and Bio-policy in Society of Risk).V. Cheshko & Valery Glazko (eds.) - 2009 - Russian State Agrarian University - Moscow Timiryazev Agricultural Academy.
    Human simultaneously is the acting person of a few autonomous and interdepending forms of evolutional process. Accordingly, it is possible to select three forms of adaptation and three constituents of evolutional strategy of survival of humanity – biological, sociocultural and technological adaptations. The actual and potential consequences of development of so-called High Hume technologies (technologies of the guided evolution)  most essential from major technological adaptations of humanity  are analyzed. The phenomenon of bio-power within the framework of global coevolutional (...)
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  4.  19
    Dematerialization.Eugene Halton - 2011 - In D. Southerton (ed.), Encyclopedia of Consumer Culture. New York, NY, USA: pp. 433-435.
    Dematerialization can be taken variously as meaning less materials used in objects technically, a less materialistic outlook on consumption, or as the virtualization of communication and interaction. These ideas are reviewed here. Considering material culture and technoculture in this light raises questions about contemporary materialism and technology more generally as well, where smaller is not necessarily simpler, and where smaller may not even be less.
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  5. High Hume (Bio-power and Bio-policy in Society of Risk). M., 2009. 319 p.Cheshko Valentin Glazko Valery I. (ed.) - 2009 - Russian State Agrarian University - Moscow Timiryazev Agricultural Academy.
    Human simultaneously is the acting person of a few autonomous and interdepending forms of evolutional process. Accordingly, it is possible to select three forms of adaptation and three constituents of evolutional strategy of survival of humanity – biological, sociocultural and technological adaptations. The actual and potential consequences of development of so-called High Hume technologies (technologies of the guided evolution)  most essential from major technological adaptations of humanity  are analyzed. The phenomenon of bio-power within the framework of global coevolutional (...)
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  6.  69
    Games 2.0 Jako Próba Konstrukcji Społeczno-Kulturowego Perpetuum Mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of (...)
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  7.  63
    Gry Komputerowe I Branża Gier a Sztuka Komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on (...)
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