Plusieurs ouvrages en lien avec les champs de recherche du Laboratoire NT2 sont maintenant disponibles pour consultation:
Amerika, Mark (2009). Meta/data.
This rich collection of writings by pioneering digital artist Mark Amerika mixes (and remixes) personal memoir, net art theory, fictional narrative, satirical reportage, scholarly history, and network-infused language art. Meta/data is a playful, improvisatory, multitrack “digital sampling” of Amerika’s writing form 1993 to 2005 that tells the early history of a net art world “gone wild”, while simultaneously construction a parallel poetics of net art that complements Amerika’s own artistic practice.
Antoniou, Grigoris; van Harmelen, Frank (2008). A Semantic Web Primer.
The development of Semantic Web, with machine-readable content, has the potential to revolutionize the World Wide Web and its uses. A Semantic Web Primer provides an introduction and guide to this still emerging field, describing its key ideas, languages, and technologies. Suitable for use as a textbook or for self-study by professionals, it concentrates on undergraduate-level fundamental concepts and techniques that will enable readers to proceed with building applications on their own and includes exercises, project descriptions, and annotated references to relevant online materials.
Ayache, Gérard (2008). Homo sapiens 2.0. Introduction à une histoire naturelle de l'information.
Homo sapiens 2.0 offre un périple dans les arcanes du cerveau humain, dans les mystères de gènes et des mèmes (leur équivalent mental), dans les secrets du langage, des religions et des nouvelles technologies. De René Girard à Richard Dawkins, de Theilhard de Chardin à Joël de Rosnay, l’auteur raconte la sage de la pensée à l’heure du virtuel. Entre chaque chapitre, des “Intermèdes” permettent de voyager dans des oeuvres littéraires ou des expériences scientifiques éclairantes.
Studies of digital media have rarely investigated platforms the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars’Revenge, Pitfall!, and Star War: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics.
Kozel, Susan (2008). Closer. Performance, Technologies, Phenomenology.
In Closer, Susan Kozel draws on live performance practice, digital technologies, and the philosophical approach of phenomenology. Trained in dance and philosophy, Kozel places the human body at the center of explorations of interactive interfaces, responsive systems, and affective computing, asking what can be discovered as we become closer to our computers as they become extensions of our ways of thinking, moving and touching.
Nitsche, Michael (2009). Video Game Spaces. Image, Play, and Structure in 3D Worlds.
Navigable 3D spaces allow us to crawl, jump, fly, or event teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches games spaces no as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of game worlds, and ultimately explores how we use and comprehend their functionality.
Staiger, Janet; Hake, Sabine (éds) (2009). Convergence Media History.
Convergence Media History explores the ways that digital convergence has radically changed the field of media history. Writing media history is no longer a matter of charting the historical development of an individual medium such as film or television. Instead, now that various media from blockbuster films to everyday computer use intersect regularly via convergence, scholars must find new ways to write history across multiple media formats. This collection of eighteen new essays by leading media historians and scholars examines the issues today in writing media history and histories.
Taylor, T. L. (2009). Play Between Worlds. Exploring Online Game Culture.
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online game (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability.