What will new machine vision technologies like facial recognition, deepfakes and augmented reality mean for us as individuals and as a society? How will these new extensions of human vision change our perception of the world? What will we not see? In this illuminating book, Jill Walker Rettberg draws on art, video games and science fiction as well as real-world examples to explore how machine vision shapes our world. This book provides an accessible overview of the history and contemporary uses of machine vision technologies and uses contemporary critical theory to unpack how technologies like smart surveillance cameras and TikTok filters shape our interactions with technology and each other. By analysing specific fictional and real-world situations involving machine vision technologies, this book shows how technologies can have very different impacts in different cultural settings. The combination of aesthetic analysis with ethnographic and critical media studies approaches makes Machine Vision an engaging and eye-opening read for students and scholars of digital media studies, science and technology studies, visual studies, digital art and science fiction, as well as for readers who want to create or evaluate new machine vision technologies.
Seeing Ourselves Through Technology How We Use Selfies, Blogs and Wearable Devices to See and Shape Ourselves
Selfies, blogs and lifelogging devices help us understand ourselves, building on long histories of written, visual and quantitative modes of self-representations. This book uses examples to explore the balance between using technology to see ourselves and allowing our machines to tell us who we are.
Authored by a scholar-blogger, this engaging book is packed with examples that show how blogging and related genres are changing media and communication. It gives definitions and explains how blogs work, shows how blogs relate to the historical development of publishing and communication and looks at the ways blogs structure social networks.
Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld.