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Unplugging Popular Culture showcases youth and young adult characters from film and television who defy the stereotype of the "digital native" who acts as an unquestioning devotee to screened technologies like the smartphone. In this study, unplugged tools, or non-digital tools, do not necessitate a ban on technology or a refusal to acknowledge its affordances but work instead to highlight the ability of fictional characters to move from high tech settings to low tech ones. By repurposing everyday materials, characters model the process of reusing and upcycling existing materials in innovative ways. In studying examples such as Pitch Perfect, Supernatural, Stranger Things, and Get Out, the book aims to make theories surrounding materiality apparent within popular culture and to help today's readers reconsider stereotypes of the young people they encounter on a daily basis.
Technology in popular culture --- Technology --- Mass media and the arts --- Technology and the arts --- Social aspects
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Technology, a word that emerged historically first to denote the study of any art or technique, has come, in modernity, to describe advanced machines, industrial systems, and media. McCutcheon argues that it is Mary Shelley’s 1818 novel Frankenstein that effectively reinvented the meaning of the word for modern English. It was then Marshall McLuhan’s media theory and its adaptations in Canadian popular culture that popularized, even globalized, a Frankensteinian sense of technology. The Medium Is the Monster shows how we cannot talk about technology—that human-made monstrosity—today without conjuring Frankenstein, thanks in large part to its Canadian adaptations by pop culture icons such as David Cronenberg, William Gibson, Margaret Atwood, and Deadmau5. In the unexpected connections illustrated by The Medium Is the Monster, McCutcheon brings a fresh approach to studying adaptations, popular culture, and technology.
Technology in popular culture. --- Technology in popular culture --- Technology in literature. --- Technology and civilization. --- Technology and civilization in literature. --- Civilization and machinery --- Civilization and technology --- Machinery and civilization --- Civilization --- Social history --- Technology --- Popular culture --- Philosophy --- Shelley, Mary Wollstonecraft, --- McLuhan, Marshall, --- MacLuhan, Marshall, --- McLuhan, Herbert Marshall, --- McLuhan, H. Marshall --- Mac Luhan, Marshall, --- Makluŭn, Marshal, --- McLuhan, Marshall Herbert, --- McLuan, Marshall, --- Shelley, Mary Wollstonecraft Godwin, --- Shelli, Mėri, --- Shelley, --- Shelley, Percy Bysshe, --- Shelley, Mary, --- Shelley, Maria, --- שלי, מרי, --- Adaptations. --- Influence. --- McLuhan, media theory, Mary Shelley, popular culture, Cronenberg, adaptation studies, electronic dance music.
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This book documents and investigates the stories we have told and continue to tell about technology—now the dominant feature of our civilization—in fiction, non-fiction, film, and advertising. It answers important questions about the meanings people ascribe to technology, the hopes and fears we express in the different narratives, the effect of those narratives upon us, and the new forms of myth those narratives represent. Narratives of Technology offers an approach grounded in the humanities, adding another perspective to that of social scientists and technologists. .
Culture --- Literature --- Technology in literature. --- Cultural and Media Studies. --- Cultural and Media Studies, general. --- Literature and Technology/Media. --- Literary Theory. --- Study and teaching. --- Philosophy. --- Technology --- Literature and technology. --- Technology in popular culture. --- Social aspects. --- Industry and literature --- Technology and literature --- Literature and philosophy --- Philosophy and literature --- Cultural studies --- Theory --- Popular culture --- Culture-Study and teaching. --- Literature-Philosophy. --- Culture—Study and teaching. --- Literature—Philosophy.
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This book explores the circus as a site in and through which science and technology are represented in popular culture. Across eight chapters written by leading scholars – from fields as varied as performance and circus studies, art, media and cultural history, and engineering – the book discusses to what extent the engineering of circus and performing bodies can be understood as a strategy to promote awe, how technological inventions have shaped circus and the cultures it helps constitute, and how much of a mutual shaping this is. What kind of cultural and aesthetic effects does engineering in circus contexts achieve? How do technological inventions and innovations impact on the circus? How does the link between circus and technology manifest in representations and interpretations – imaginaries – of the circus in other media and popular culture? Circus, Science and Technology examines the ways circus can provide a versatile frame for interpreting our relationship with technology.
Circus. --- Science in popular culture. --- Technology in popular culture. --- Circuses --- Amusements --- Stage management. --- Theater—History. --- Theater. --- Performing arts. --- Technology and Stagecraft. --- Theatre History. --- Contemporary Theatre. --- Performing Arts. --- Show business --- Arts --- Performance art --- Dramatics --- Histrionics --- Professional theater --- Stage --- Theatre --- Performing arts --- Acting --- Actors --- Theater --- Production and direction
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Imagining Slaves and Robots in Literature, Film, and Popular Culture: Reinventing Yesterday's Slave with Tomorrow's Robot is an interdisciplinary study that seeks to investigate and speculate about the relationship between technology and human nature through popular culture. Imagining Slaves and Robots in Literature, Film, and Popular Culture seeks to gain a better understanding of how slaves are created and justified in the imaginations of a supposedly civilized nation. It is a timely and creative analysis of the ways in which we domesticate technology and the manner in which the history of s
Technology --- Technology in popular culture. --- Slavery --- Slavery in art. --- Androids --- Androids in art. --- Humanoid robots --- Humanoids (Androids) --- Robots --- Virtual humans (Artificial intelligence) --- Abolition of slavery --- Antislavery --- Enslavement --- Mui tsai --- Ownership of slaves --- Servitude --- Slave keeping --- Slave system --- Slaveholding --- Thralldom --- Crimes against humanity --- Serfdom --- Slaveholders --- Slaves --- Popular culture --- Social aspects. --- Enslaved persons
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