Paper Projects

2016

Gina Bloom

“The Historicist as Gamer.” In Shakespeare in our Time: The SAA 2016 Volume, eds. Dympna Callaghan and Suzanne Gossett (in press, Bloomsbury/Arden).

“Time to Cheat: Chess and The Tempest’s Performative History of Dynastic Marriage.” In A Handbook of Shakespeare and Embodiment: Gender, Sexuality, Race, ed. Valerie Traub (in press, Oxford University Press).

Joseph Dumit

“Sciences and Senses of Fascia: A Practice as Research Investigation,” with Kevin O’Connor, in Embodied Performance, eds. Lynette Hunter, Elisabeth Krimmer, and Peter Lichtenfels, forthcoming.

“Plastic diagrams: Circuits in the Brain and How They Got There,” in Plasticity and Pathology eds. Bates & Bassiri, 2016.

Kristofer Fallon

“Why We (Shouldn’t) Fight: War Documentaries as Protest” in The Wiley-Blackwell Companion to the War Film edited by Douglas A. Cunningham (Forthcoming, Wiley-Blackwell)

“Media Theory According to Errol Morris” in Documentary Technology, Eds. Selmin Kara and Daniel Marcus (Forthcoming, Routledge)

“Data Visualization and Documentary’s (in)Visible Frontier” in Berlin Documentary Forum #4, Haus der Kulturen der Welt, (Forthcoming)

Ksenia Fedorova

Sound Cartographies. In Search of the Sublime’, in Mobile Network Culture, special edition of Leonardo Electronic Almanac, ed. by Hana Iverson, Mimi Sheller, vol.20, no.3, forthcoming.

Colin Milburn

“‘Ain’t No Way Offa This Train’: Final Fantasy VII and the Pwning of Environmental Crisis,” in Sustainable Media, eds. Janet Walker and Nicole Starosielski (London: Routledge, 2016).

“Long Live Play: The PlayStation Network and Technogenic Life,” in Research Objects in Their Technological Setting, eds. Alfred Nordmann, Bernadatte Bensaude-Vincent, Sacha Loeve, and Astrid Schwartz (London: Routledge, 2016).

Amanda Phillips

“Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity.” Coauthored with Gillian Smith, Michael Cook, and Tanya Short. Digital Creativity 27.1 Special issue, “Post-Anthropocentric Creativity,” ed. Stanislav Roudavski and Jon McCormack.

“Welcome to MY Fantasy Zone: Bayonetta and Queer Femme Disturbance.” Queer Game Studies: Gender, Sexuality, and a Queer Approach to Game Studies, ed. Ben Aslinger, Bonnie Ruberg, Adrienne Shaw, and Staci Tucker. University of Minnesota Press, forthcoming.

“Reflections on a Movement: #transformDH, Growing Up.” Coauthored with Moya Bailey, Anne Cong-Huyen, and Alexis Lothian. Debates in the Digital Humanities 2016, ed. Matthew Gold and Lauren Klein. University of Minnesota Press, forthcoming.

2015

Gina Bloom

“Videogame Shakespeare: Enskilling Audiences Through Theater-Making Games.” Shakespeare Studies 43, special forum on “Skill,” ed. Evelyn Tribble (2015): 114-27.

Jordan Carroll

“Reading Playboy for the Science Fiction.” American Literature 2 (June 2015): 331-58.

Joseph Dumit

“The Fragile Unity of Neuroscience,” afterword to Neuroscience and Critique, eds. Jan De Vos and Ed Pluth. Routledge, forthcoming Dec 2015.

“Writing the Implosion: Teaching the World One Thing at a Time.” Cultural Anthropology v.29, no.2: 344-362. http://dx.doi.org/10.14506/ca29.2.09

“Plastic Neuroscience: Studying What the Brain Cares About,” Frontiers in Human Neuroscience, v.8, n.176, doi: 10.3389/fnhum.2014.00176

Addendum to “Commercialism in Science,” in Encyclopedia of Bioethics, ed. Bruce Jennings. Macmillan Reference.

“How (Not) to Do Things with Brain Images.” In Coopmans, Vertesi, Lynch & Woolgar, eds. Representation in Scientific Practice Revisited. Boston: MIT Press. Pp 291-313.

“Graphing Bodies” with Marianne de Laet, in Routledge Handbook on Science, Technology and Society, Daniel Lee Kleinman and Kelly Moore (editors), Routledge.

Ksenia Fedorova

Transmediality, Transliteracy, Transduction and the Aesthetics of the Technological Sublime, in Visual Splits: New Media Matters, MediaArtLab, Moscow, 2015. P. 34-42. [in Russian]

‘Augmented Reality Art and Proprioception: towards a Theoretical Framework’, in The Proceedings of the International Symposium of Electronic Art (ISEA) 2015.

Evan Lauteria

Rated M for Mature: Sex and Sexuality in Games. Editor, with Matthew Wysocki, Matthew. New York, NY: Bloomsbury Press, 2015.

  • “Assuring Quality: Early-1990s Nintendo Censorship and the Regulation of Queer Sexuality and Gender.” Pp. 53-71.
  • “Introduction.” With Matthew Wysocki. Pp. 1-10

John Marx

“The Public Sphere.” The Blackwell Companion to the English Novel. Ed. Stephen Arata, J. Paul Hunter, Jennifer Wicke. Oxford: Blackwell’s. 2015. 426-40.

Colin Milburn

Mondo Nano: Fun and Games in the World of Digital Matter (Duke University Press, 2015).

“Ahead of Time: Gerald Feinberg, James Blish, and the Governance of Futurity,” in Histories of the Future, eds. Erika Milam and Joanna Radin (Princeton University, 2015).

Michael Neff

“State of the Art in Hand and Finger Modeling and Animation”, with Wheatland, Nkenge; Wang, Yingying; Song, Huaguang; Zordan, Victor; and Jörg, Sophie. Computer Graphics Forum, 2015.

“Temporal Transfer of Locomotion Style”, with Yejin Kim and Myunggyu Kim. ETRI Journal, vol. 37, no. 2, pp. 406-416, Apr. 2015.

“Boundary interactions: resolving interdisciplinary collaboration challenges using digitized embodied performances”. With Flood, V. J., Neff, M., & Abrahamson, D. In T. Koschmann, P. Häkkinen, & P. Tchounikine (Eds.), Exploring the material conditions of learning: opportunities and challenges for CSCL, the Proceedings of the Computer Supported Collaborative Learning (CSCL) Conference Gothenburg, Sweden: International Society of the Learning Sciences, 2015.

Amanda Phillips

“Shooting to Kill: Headshots, Twitch Reflexes, and the Mechropolitics of Video Games.” Games and Culture. Online October 2015, print forthcoming.

Nicholas Toothman, Tyler Martin, and Michael Neff

“Embodying Digital Creativity: Designing Computer Tools to Support Spontaneity and Creative Work in the Digital Arts,” Digital Movement, Palgrave Macmillan, 2015 (p. 221-235)

Emma Waldron

“Playing for Intimacy: Love, Lust, and Desire in the Pursuit of Embodied Design.” With Aaron Trammell. In Rated M for Mature: Sex and Sexuality in Video Games, edited by Matthew Wysocki and Evan W. Lauteria, 177-193. New York: Bloomsbury,

“The Pleasures of Adaptation in Ryan North’s To Be or Not to Be.” Analog Game Studies, 2.3. March 2015

 

2014

 

Karen Caplan, “Airpower’s Visual Legacy: Operation Orchard and Aerial Reconnaissance Imagery as Ruses de Guerre,” Critical Military Studies 1:1 (2014): 1-18.

Kristopher Fallon, “Streaming the Self: Instagram as Autobiography” Proceedings of the Interactive Narratives, New Media and Social Engagement, October 2014

Ksenia Fedorova, Media: between Magic and Technology, co-edited with Nina Sosna, Moscow: Armchair Scientist Press, 2014 (in Russian).

John Marx, “Crisis, Crisis, Crisis: Big Media and the Humanities Workforce,” with Mark Garret Cooper in differences 24.3 (2014).

John Marx, “I. A. Richards Collection.” With Mark Cooper. WGBH OpenVault.  http://openvault.wgbh.org/  Collection description, introductory essay, and descriptive metadata for Sense of Poetry (8 episodes)  and Wrath of Achilles (8 episodes). 2013-2014.

Colin Milburn, “Green Gaming: Video Games and Environmental Risk,” in The Anticipation of Catastrophe: Environmental Risk in North American Literature and Culture, Sylvia Mayer and Alexa Weik von Mossner, eds. (Universitätsverlag Winter Heidelberg, 2014), pp. 201-219.

Michael Neff, “Lessons from the Arts: What the Performing Arts Literature Can Teach Us about Creating Expressive Character Movement,” in Nonverbal Communication in Virtual Worlds, ETC Press, 2014.

Kriss Ravetto, “Noli Me Tangere: Godard’s Histoire(s) du cinéma” in Wiley Companion to Godard, Tom Conley and Thomas Kline, eds. (Wiley, 2014).

Martin Weis,  “Assassin’s Creed and the Fantasy of Repetition.”  Early Modernity and Video Games, Florian Kerschbaumer and Tobias Winnerling, eds. (Cambridge Scholars Publishing, 2014), pp. 201-212.

Martin Weis, “The Ahistorical in the Historical Video Game,”in Frühe Neuzeit im Videospiel, Florian Kerschbaumer and Tobias Winnerling, eds. (Transcript, 2014).

2013

Gina Bloom, “Games,” in 21st Century Approaches: Early Modern Theatricality, Henry S. Turner, ed. (Oxford University Press, 2013).

Colin Milburn, “Postmortem: The Necrosis of Nanotechnology,” in Evolution Haute Couture: Art and Science in the Postbiological Age, Dmitry Bulatov, ed. (Moscow: National Center for Contemporary Art, 2013).

Kriss Ravetto, “Anonymous: Social as Political,” Special issue of Leonardo Electronic Almanac “Without Sin: Freedom and Taboo in Digital Media,” Lanfranco Aceti and Donna Leishman, eds., 19.4,  September, 2013.

2012

Gina Bloom, “‘My Feet See Better Than My Eyes’: Spatial Mastery and the Game of Masculinity in Arden of Faversham’s Amphitheater,” in Theatre Survey 53.1 (2012).

Colin Milburn, “Greener on the Other Side: Science Fiction and the Problem of Green Nanotechnology,” Configurations 20 (2012).

2011

Joseph Dumit, “Haptic Creativity and the Mid-Embodiements of Experimental Life,” with Natasha Myers, in A Companion to the Anthropology of the Body and Embodiment, Frances E. Mascia-Lees, ed. (Wiley-Blackwell, 2011).

Colin Milburn, “Just for Fun: The Playful Image of Nanotechnology,” NanoEthics 5 (2011).

Caren Kaplan, “The Space of Ambiguity: Sophie Ristelhueber’s Aerial Perspective,” in Geohumanities: Art, History, Text at the Edge of Place, Michael Dear et.al., eds. (Routledge 2011).

Eric Smoodin, “Going to the Movies in Paris, Around 1933: Film Culture, National Cinema, and Historical Method,” The Moving Image (Spring 2011).

2010

Gina Bloom, “‘Boy Eternal’: Aging, Games, and Masculinity in The Winter’s Tale,” in English Literary Renaissance 40.3 (2010).

Gina Bloom, “Manly Drunkenness: Binge Drinking as Disciplined Play,” in Masculinity and the Metropolis of Vice, 1550-1650, Amanda Bailey and Roze Hentschell, eds. (Palgrave, 2010).

Colin Milburn, “Digital Matters: Video Games and the Cultural Transcoding of Nanotechnology,” in Governing Future Technologies: Nanotechnology and the Rise of an Assessment Regime, eds. Mario Kaiser, Monika Kurath, Sabine Maasen, and Christoph Rehmann-Stuuer (Springer, 2010).

Colin Milburn, “Everyday Nanowars: Video Games and the Crisis of the Digital Battlefield,” in Nano Meets Macro: Social Perspectives on Nanotechnology, eds. Fern Wickson and Kamilla Kjolberg (Pan Stanford Publishing, 2010).

Colin Milburn, “Modifiable Futures: Science Fiction at the Bench,” Isis 101 (2010): 560-569.

Colin Milburn, “Tactical Atomism,” in Art in the Age of Nanotechnology, eds. Vashti Innes-Brown, Chris Malcolm, and Pauline Williams (Perth: John Curtin Gallery, 2010), pp. 8-20.

Kriss Ravetto, “Everything You Wanted to Know About David Lynch, but Should Be Afraid to Ask Slavoj Žižek,” Freud and Fundamentalism, Stathis Gourgouris, ed. (Fordham University Press, 2010).

Kriss Ravetto, “Shadowed by Images: Rafael Lozano-Hemmer and the Art of Surveillance,” Representations (2010).

Kriss Ravetto, “Vertigo and the Vertiginous History of Film Theory,” Camera Obscura 25 (2010).

2009

Caren Kaplan, “The Biopolitics of Technoculture in the Mumbai Attacks,” Theory, Culture & Society 26: 7-8 (2009).

2008

Joseph Dumit, “Social Studies of Scientific Images and Visual Knowledge,” with Regula Burri, in New Handbook of Science and Technology Studies (MIT Press, 2008).

Caren Kaplan, “’Everything is Connected’: Aerial Perspectives, the ‘Revolution in Military Affairs,’ and Digital Culture,” Proceedings of the “Electronic Techtonics: Thinking at the Interface Conference” (HASTAC, Lulu Press [lulu.com], 2008).

Colin Milburn, “Atoms and Avatars: Virtual Worlds as Massively Multiplayer Laboratories,” Spontaneous Generations 2 (2008).