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Humanities

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An Essay on Playboy's Architecture and Biopolitics

Published for the first time in 1953, Playboy became not only the first pornographic popular magazine in America, but also came to embody an entirely new lifestyle that took place in a series of utopian multimedia spaces, from the fictional Playboy’s Penthouse of 1956 to the Playboy Mansion of 1959 and the Playboy Clubs of the 1960s. At the same time, the invention of the contraceptive pill offered access to a biochemical technique able to separate (hetero)sexuality and reproduction, troubling the traditional relationships between gender, sexuality, power, and space.

Music Videos and Creative Literacy

Music videos were once something broadcast by MTV and received on our TV screens. Today, music videos are searched for, downloaded, and viewed on our computer screens—or produced in our living rooms and uploaded to social media. In We Used to Wait, Rebecca Kinskey examines this shift. She investigates music video as a form, originally a product created by professionals to be consumed by nonprofessionals; as a practice, increasingly taken up by amateurs; and as a literacy, to be experimented with and mastered.

The promise of America has long been conceived as the promise of happiness. Being American is all about the opportunity to pursue one’s own bliss. But what is the good life, and are we getting closer to its attainment? In the cacophony of competing conceptions of the good, technological interventions that claim to help us achieve it, and rancorous debate over government’s role in securing it for us, every step toward happiness seems to come with at least one step back.

I believe that destiny is the hesitation between whorehouse writing and poetry, Evil and Good. In my body almost deadened to stupidity by its growing length, I am carrying that destiny.
—from In the Deep

• A boarder for two years following a national funeral, Mirabeau is removed from the Pantheon and transferred to the cemetery of Clamart when his pornographic novels are discovered • A photograph taken by Hessling on Christmas night, 1943, of a young woman nailed alive to the village gate of Novimgorod; Hessling asks his friend Wolfgang Borchert to develop the film, look at the photograph, and destroy it • The Beautiful Gardener, a picture by Max Ernst, burned by the Nazis
—from The Missing Pieces

Spheres Volume II: Macrospherology

All history is the history of struggles for spheric expansion.
—from Globes

Crafting e-Puppets with DIY Electronics

Short Circuits offers students opportunities to undertake physical computing projects, providing tools and methods for creating electronic puppets. Students learn how to incorporate microprocessors into everyday materials and use them to enhance their language and writing skills with shadow puppet shows featuring their own DIY flashlights.

The New York Times declared 2012 to be “The Year of the MOOC” as millions of students enrolled in massive open online courses (known as MOOCs), millions of investment dollars flowed to the companies making them, and the media declared MOOCs to be earth-shaking game-changers in higher education. During the inevitable backlash that followed, critics highlighted MOOCs’ high dropout rate, the low chance of earning back initial investments, and the potential for any earth-shaking game change to make things worse instead of better.

Crafting e-Fashion with DIY Electronics

Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.

Designing with Gamestar Mechanic

Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.

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