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How images think /

Digital images are an integral part of all media, including television, film, photography, animation, video games, data visualization, and the Internet. In the digital world, spectators become navigators wending their way through a variety of interactive experiences, and images become spaces of visu...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Burnett, Ron, 1947- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, Mass. : MIT Press, [2004]
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Burnett, Ron,  |d 1947-  |e author. 
245 1 0 |a How images think /  |c Ron Burnett. 
264 1 |a Cambridge, Mass. :  |b MIT Press,  |c [2004] 
264 4 |c ©2004 
300 |a 1 online resource (xxi, 253 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
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504 |a Includes bibliographical references (pages 222-240) and index. 
588 0 |a Print version record. 
520 |a Digital images are an integral part of all media, including television, film, photography, animation, video games, data visualization, and the Internet. In the digital world, spectators become navigators wending their way through a variety of interactive experiences, and images become spaces of visualization with more and more intelligence programmed into the very fabric of communication processes. In How Images Think, Ron Burnett explores this new ecology, which has transformed the relationships humans have with the image-based technologies they have created. So much intelligence has been programmed into these image-dependent technologies that it often seems as if images are "thinking"; ascribing thought to machines redefines our relationship with them and enlarges our ideas about body and mind. Burnett argues that the development of this new, closely interdependent relationship marks a turning point in our understanding of the connections between humans and machines.After presenting an overview of visual perception, Burnett examines the interactive modes of new technologies--including computer games, virtual reality, digital photography, and film--and locates digital images in a historical context. He argues that virtual images occupy a "middle space," combining the virtual and the real into an environment of visualization that blurs the distinctions between subject and object--part of a continuum of experiences generated by creative choices by viewers, the results of which cannot be attributed either to images or to participants. 
505 0 |a Vantage point and image-worlds -- Imagescapes, mind and body -- Foundations of virtual images -- Imagescapes as ecology -- Simulation/viewing/immersion -- Humans-machines -- Peer-to-peer communications/visualizing community -- Computer games and the aesthetics of human and nonhuman interaction -- Reanimating the world : waves of interaction. 
546 |a English. 
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650 0 |a Visual perception. 
650 0 |a Imagery (Psychology) 
650 0 |a Thought and thinking. 
650 0 |a Communication. 
650 0 |a Imagination. 
650 0 |a Misinformation. 
650 1 2 |a Visual Perception 
650 2 2 |a Communication 
650 2 2 |a Imagination 
650 2 2 |a Thinking 
650 2 |a Imagery, Psychotherapy 
650 6 |a Imagerie (Psychologie) 
650 6 |a Pensée. 
650 6 |a Perception visuelle. 
650 6 |a Communication. 
650 6 |a Imagination. 
650 6 |a Information. 
650 6 |a Mésinformation. 
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650 7 |a thinking.  |2 aat 
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650 7 |a Imagination  |2 fast 
650 7 |a Communication  |2 fast 
650 7 |a Imagery (Psychology)  |2 fast 
650 7 |a Thought and thinking  |2 fast 
650 7 |a Visual perception  |2 fast 
650 7 |a Visuelle Wahrnehmung  |2 gnd 
650 7 |a Realitätsbezug  |2 gnd 
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650 7 |a Traitement de l'information par le cerveau.  |2 rasuqam 
653 |a DIGITAL HUMANITIES & NEW MEDIA/New Media Theory 
653 |a ARTS/Photography & Film/General 
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