The Computer as Medium
Computers are developing into a powerful medium integrating film, pictures, text and sound, and the use of computers for communication and information is rapidly expanding. The Computer as Medium brings insights from art, literature and theatre to bear on computers and discusses the communicative and organizational nature of computer networks within a historical perspective. The book consists of three parts. The first part characterizes the semiotic nature of computers and discusses semiotic approaches to programming and interface design. The second part discusses narrative and aesthetic issues of interactive fiction, information systems and hypertext. The final part contains papers on the cultural, organizational and historical impact of computers.The broad and rich coverage of this book will appeal to scholars in cognitive science, computer science, linguistics, semiotics, media studies and mass communications, cultural studies and education.
- Electronic book text
- 11 May 2012
- CAMBRIDGE UNIVERSITY PRESS
- Cambridge University Press (Virtual Publishing)
- Cambridge, United Kingdom
Table of contents
Series foreword; Preface; Contributors; Part I. Computer-Based Signs: Introduction Peter Bogh Andersen; 1. A semiotic approach to programming Peter Bogh Andersen; 2. Structuralism, computation and cognition: the contribution of glossematics David Piotrowski; 3. The shortest way between two points is a good idea: signs, Peirce and theorematic machines Keld Gall Jorgensen; 4. Logic grammar and the triadic sign relation Per Hasle; 5. Meaning and the machine: toward a semiotics of interaction Per Aage Brandt; Part II. The Rhetoric of Interactive Media: Introduction Berit Holmqvist; 6. Narrative computer systems: the dialectics of emotion and formalism Berit Holmqvist and Peter Bogh Andersen; 7. Interactive fiction: artificial intelligence as a mode of sign production Peter Bogh Andersen and Berit Holmqvist; 8. Plays, theatres and the art of acting in the eighteenth century: a formal analysis Jens Hougaard; 9. The meaning of plot and narrative Jorgen Bang; 10. Face to interface Berit Holmqvist; 11. Drawing and programming Bjorn Laursen and Peter Bogh Andersen; 12. Hypermedia communication and academic discourse: some speculations on a future genre Gunnar Liestol; Part III. Computers In Context: Introduction Jens F. Jensen; 13. Computer culture: the meaning of technology and the technology of meaning Jens F. Jensen; 14. One person, one computer: the social construction of the personal computer Klaus Bruhn Jensen; 15. Hi-tech network organizations as self-referential systems Lars Qvortrup; Comment: disturbing communication Peter Bogh Andersen; 16. Dialogues in networks Elsebeth Korsgaard Sorensen; 17. Historical trends in computer and information technology Jens Christensen; Comment: the history of computer-based signs Peter Bogh Andersen; 18. A historical perspective on work practices and technology Randi Markussen; 19. Hypertext: from modern utopia to post-modern dystopia? Bjorn Sorenssen; Index.