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Modes of spectating [electronic resource] / Alison Oddey and Christine White.

By: Oddey, Alison, 1954-.
Contributor(s): White, Christine.
Material type: TextTextPublisher: Bristol ; Chicago : Intellect, 2009Description: 1 online resource (265 p.).ISBN: 9781841502960 (electronic bk.); 1841502960 (electronic bk.).Subject(s): Spectators | Audiences | Art | Mass media | SOCIAL SCIENCE -- Media StudiesGenre/Form: Electronic books.Additional physical formats: Print version:: Modes of spectating.DDC classification: 302.23 Online resources: EBSCOhost
Contents:
Front Cover; Preliminary Pages; Contents; Introduction: Visions Now: Life is a Screen; Part One: Interactive Media and Youth Culture; Chapter 1 Altered States; Chapter 2 A Quick Walk Through Uncanny Valley; Chapter 3 Spectatorship and Action Research Performance Models; Part Two: Imaginative Escape; Chapter 4 The Active Audience: The Network as a Performance Environment; Chapter 5 The Audience in Second Life: Thoughts on the Virtual Spectator; Chapter 6 Cultural Use of Cyberspace: Paradigms of Digital Reality; Chapter 7 Observing the Interactive Movie Experience: The Artist&apos
Summary: The notion of spectatorship has become of increasing interest as artists develop experimental works and manufacturers seek to produce the means for viewing such works. Modes of Spectating explores the visual landscapes which spectators encounter, and how they perceive what they view. The volume questions the effect of different mediums on the spectator and asks not only how we view, but also how what we view determines what artists create. Chapters discuss how gaming and televisual media and entertainment are used by young people, and the resulting psychological challenges of human beings in th.
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Includes bibliographical references (p. [243]-247) and index.

The notion of spectatorship has become of increasing interest as artists develop experimental works and manufacturers seek to produce the means for viewing such works. Modes of Spectating explores the visual landscapes which spectators encounter, and how they perceive what they view. The volume questions the effect of different mediums on the spectator and asks not only how we view, but also how what we view determines what artists create. Chapters discuss how gaming and televisual media and entertainment are used by young people, and the resulting psychological challenges of human beings in th.

Description based on print version record.

Front Cover; Preliminary Pages; Contents; Introduction: Visions Now: Life is a Screen; Part One: Interactive Media and Youth Culture; Chapter 1 Altered States; Chapter 2 A Quick Walk Through Uncanny Valley; Chapter 3 Spectatorship and Action Research Performance Models; Part Two: Imaginative Escape; Chapter 4 The Active Audience: The Network as a Performance Environment; Chapter 5 The Audience in Second Life: Thoughts on the Virtual Spectator; Chapter 6 Cultural Use of Cyberspace: Paradigms of Digital Reality; Chapter 7 Observing the Interactive Movie Experience: The Artist&apos

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