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How science consultants make movie science plausible, in films ranging from 2001: A Space Odyssey to Finding Nemo. Stanley Kubrick's 2001: A Space Odyssey, released in 1968, is perhaps the most scientifically accurate film ever produced. The film presented such a plausible, realistic vision of space flight that many moon hoax proponents believe that Kubrick staged the 1969 moon landing using the same studios and techniques. Kubrick's scientific verisimilitude in 2001 came courtesy of his science consultants—including two former NASA scientists—and the more than sixty-five companies, research organizations, and government agencies that offered technical advice. Although most filmmakers don't consult experts as extensively as Kubrick did, films ranging from A Beautiful Mind and Contact to Finding Nemo and The Hulk have achieved some degree of scientific credibility because of science consultants. In Lab Coats in Hollywood, David Kirby examines the interaction of science and cinema: how science consultants make movie science plausible, how filmmakers negotiate scientific accuracy within production constraints, and how movies affect popular perceptions of science. Drawing on interviews and archival material, Kirby examines such science consulting tasks as fact checking and shaping visual iconography. Kirby finds that cinema can influence science as well: Depictions of science in popular films can promote research agendas, stimulate technological development, and even stir citizens into political action.
Science in the Media by Paul R Brewer,Barbara L Ley Pdf
This timely and accessible text shows how portrayals of science in popular media—including television, movies, and social media—influence public attitudes around messages from the scientific community, affect the kinds of research that receive support, and inform perceptions of who can become a scientist. The book builds on theories of cultivation, priming, framing, and media models while drawing on years of content analyses, national surveys, and experiments. A wide variety of media genres—from Hollywood blockbusters and prime-time television shows to cable news channels and satirical comedy programs, science documentaries and children’s cartoons to Facebook posts and YouTube videos—are explored with rigorous social science research and an engaging, accessible style. Case studies on climate change, vaccines, genetically modified foods, evolution, space exploration, and forensic DNA testing are presented alongside reflections on media stereotypes and disparities in terms of gender, race, and other social identities. Science in the Media illuminates how scientists and media producers can bridge gaps between the scientific community and the public, foster engagement with science, and promote an inclusive vision of science, while also highlighting how readers themselves can become more active and critical consumers of media messages about science. Science in the Media serves as a supplemental text for courses in science communication and media studies, and will be of interest to anyone concerned with publicly engaged science.
"The story of the search for DNA and protein molecules from fossils, along with the controversy and celebrity that have followed it, helping to define the formation of a new scientific field now widely known as "ancient DNA research.""--
In the mid-2010s, a passionate community of Los Angeles-based storytellers, media artists, and tech innovators formed around virtual reality (VR), believing that it could remedy society’s ills. Lisa Messeri offers an ethnographic exploration of this community, which conceptualized VR as an “empathy machine” that could provide glimpses into diverse social realities. She outlines how, in the aftermath of #MeToo, the backlash against Silicon Valley, and the turmoil of the Trump administration, it was imagined that VR—if led by women and other marginalized voices—could bring about a better world. Messeri delves into the fantasies that allowed this vision to flourish, exposing the paradox of attempting to use a singular VR experience to mend a fractured reality full of multiple, conflicting social truths. She theorizes this dynamic as unreal, noting how dreams of empathy collide with reality’s irreducibility to a “common” good. With In the Land of the Unreal, Messeri navigates the intersection of place, technology, and social change to show that technology alone cannot upend systemic forces attached to gender and race.
Pioneers in Forensic Science by Kelly M. Pyrek Pdf
This book highlights the contributions of leading forensic science practitioners, iconic figures who have been integral in both establishing current scientific and medicolegal practices and innovative evidence collection, testing, and analysis methods. Such professionals include Henry Lee, Michael Baden, William Bass, Jay Siegel, John Butler, Cyril Wecht, Vincent Di Maio, Marcella Fierro, Barry Fisher, and more. Previously unpublished interviews with these pioneers in the field, expressly undertaken for the purposes this book, examine the last 30 years—past trends that have shaped the field—as well as current and emerging trends that have, and will shape, the future of forensic science.
Cyberbullies, Cyberactivists, Cyberpredators by Lauren Rosewarne Pdf
Written by an expert in media, popular culture, gender, and sexuality, this book surveys the common archetypes of Internet users—from geeks, nerds, and gamers to hackers, scammers, and predators—and assesses what these stereotypes reveal about our culture's attitudes regarding gender, technology, intimacy, and identity. The Internet has enabled an exponentially larger number of people—individuals who are members of numerous and vastly different subgroups—to be exposed to one other. As a result, instead of the simple "jocks versus geeks" paradigm of previous eras, our society now has more detailed stereotypes of the undesirable, the under-the-radar, and the ostracized: cyberpervs, neckbeards, goths, tech nerds, and anyone with a non-heterosexual identity. Each chapter of this book explores a different stereotype of the Internet user, with key themes—such as gender, technophobia, and sexuality—explored with regard to that specific characterization of online users. Author Lauren Rosewarne, PhD, supplies a highly interdisciplinary perspective that draws on research and theories from a range of fields—psychology, sociology, and communications studies as well as feminist theory, film theory, political science, and philosophy—to analyze what these stereotypes mean in the context of broader social and cultural issues. From cyberbullies to chronically masturbating porn addicts to desperate online-daters, readers will see the paradox in popular culture's message: that while Internet use is universal, actual Internet users are somehow subpar—less desirable, less cool, less friendly—than everybody else.
Author : Paul A. Offit Publisher : Columbia University Press Page : 330 pages File Size : 46,8 Mb Release : 2018-06-19 Category : Medical ISBN : 9780231546935
Science doesn’t speak for itself. Neck-deep in work that can be messy and confounding, and naïve in the ways of public communication, scientists are often unable to package their insights into the neat narratives that the public requires. Enter the celebrities, the advocates, the lobbyists, and the funders behind them, who take advantage of scientists’ reluctance to provide easy answers, flooding the media with misleading or incorrect claims about health risks. Amid this onslaught of spurious information, Americans are more confused than ever about what’s good for them and what isn’t. In Bad Advice, Paul A. Offit shares hard-earned wisdom on the do’s and don’ts of battling misinformation. For the past twenty years, Offit has been on the front lines in the fight for sound science and public heath. Stepping into the media spotlight as few scientists have done—such as being one of the first to speak out against conspiracy theories linking vaccines to autism—he found himself in the crosshairs of powerful groups intent on promoting pseudoscience. Bad Advice discusses science and its adversaries: not just the manias stoked by slick charlatans and their miracle cures but also corrosive, dangerous ideologies such as Holocaust and climate-change denial. Written with wit and passion, Offit’s often humorous guide to taking on quack experts and self-appointed activists is a must-read for any American disturbed by the recent uptick in politicized attacks on science.
Special Effects by Dan North,Bob Rehak,Michael S. Duffy Pdf
As blockbusters employ ever greater numbers of dazzling visual effects and digital illusions, this book explores the material roots and stylistic practices of special effects and their makers. Gathering leading voices in cinema and new media studies, this comprehensive anthology moves beyond questions of spectacle to examine special effects from the earliest years of cinema, via experimental film and the Golden Age of Hollywood, to our contemporary transmedia landscape. Wide-ranging and accessible, this book illuminates and interrogates the vast array of techniques film has used throughout its history to conjure spectacular images, mediate bodies, map worlds and make meanings. Foreword by Scott Bukatman, with an Afterword by Lev Manovich.
How popular debates about the so-called digital generation mediate anxieties about labor and life in twenty-first-century America “The children are our future” goes the adage, a proclamation that simultaneously declares both anxiety as well as hope about youth as the next generation. In The Digital Is Kid Stuff, Josef Nguyen interrogates this ambivalence within discussions about today’s “digital generation” and the future of creativity, an ambivalence that toggles between the techno-pessimism that warns against the harm to children of too much screen time and a techno-utopianism that foresees these “digital natives” leading the way to innovation, economic growth, increased democratization, and national prosperity. Nguyen engages cultural histories of childhood, youth, and creativity through chapters that are each anchored to a particular digital media object or practice. Nguyen narrates the developmental arc of a future creative laborer: from a young kid playing the island fictions of Minecraft, to an older child learning do-it-yourself skills while reading Make magazine, to a teenager posting selfies on Instagram, to a young adult creative laborer imagining technological innovations using design fiction. Focusing on the constructions and valorizations of creativity, entrepreneurialism, and technological savvy, Nguyen argues that contemporary culture operates to assuage profound anxieties about—and to defuse valid critiques of—both emerging digital technologies and the precarity of employment for “creative laborers” in twenty-first-century neoliberal America.
A bold new book reveals how we can tap the intelligence that exists beyond our brains--in our bodies, our surroundings, and our relationships Use your head. That's what we tell ourselves when facing a tricky problem or a difficult project. But a growing body of research indicates that we've got it exactly backwards. What we need to do, says acclaimed science writer Annie Murphy Paul, is think outside the brain. A host of "extra-neural" resources--the feelings and movements of our bodies, the physical spaces in which we learn and work, and the minds of those around us-- can help us focus more intently, comprehend more deeply, and create more imaginatively. The Extended Mind outlines the research behind this exciting new vision of human ability, exploring the findings of neuroscientists, cognitive scientists, psychologists, and examining the practices of educators, managers, and leaders who are already reaping the benefits of thinking outside the brain. She excavates the untold history of how artists, scientists, and authors--from Jackson Pollock to Jonas Salk to Robert Caro--have used mental extensions to solve problems, make discoveries, and create new works. In the tradition of Howard Gardner's Frames of Mind or Daniel Goleman's Emotional Intelligence, The Extended Mind offers a dramatic new view of how our minds work, full of practical advice on how we can all think better.
From novels and short stories to television and film, popular media has made a cottage industry of predicting the end of the world will be caused by particle accelerators. Rather than allay such fears, public pronouncements by particle scientists themselves often unwittingly fan the flames of hysteria. This book surveys media depictions of particle accelerator physics and the perceived dangers these experiments pose. In addition, it describes the role of scientists in propagating such fears and misconceptions, offering as a conclusion ways in which the scientific community could successfully allay such misplaced fears through more effective communication strategies. The book is aimed at the general reader interested in separating fact from fiction in the field of high-energy physics, at science educators and communicators, and, last but not least, at all scientists concerned about these issues. About the Author Kristine M Larsen holds a Ph.D. in Physics and is currently a professor at Central Connecticut State University, New Britain, CT, in the Geological Sciences Department. She has published a number of books, among them The Women Who Popularized Geology in the 19th Century (Springer, 2017), The Mythological Dimensions of Neil Gaiman (eds. Anthony Burdge, Jessica Burke, and Kristine Larsen. Kitsune Press, 2012. Recipient of the Gold Medal for Science Fiction/Fantasy in the 2012 Florida Publishing Association Awards), The Mythological Dimensions of Doctor Who (eds. Anthony Burdge, Jessica Burke, and Kristine Larsen. Kitsune Press, 2010), as well as Stephen Hawking: A Biography (Greenwood Press, 2005) and Cosmology 101 (Greenwood Press, (2007).
Superheroes, Movies, and the State by Tricia Jenkins,Tom Secker Pdf
Tricia Jenkins and Tom Secker deliver a highly original exploration of how the government-entertainment complex has influenced the world’s most popular movie genre—superhero films. Superheroes, Movies, and the State sets a new standard for exploring the government-Hollywood relationship as it persuasively documents the critical role different government agencies have played in shaping characters, stories, and even the ideas behind the hottest entertainment products. Jenkins and Secker cover a wide range of US government and quasi-governmental agencies who act to influence the content of superhero movies, including the Department of Defense, the National Academy of Sciences’ Science and Entertainment Exchange and, to a lesser extent, the FBI and the CIA. Superheroes, Movies, and the State deploys a thematic framework to analyze how five of the key themes of our time—militarism, political radicalism and subversion, the exploration of space, the role of science and technology, and representation and identity—manifest in the superhero genre, and the role of the government in molding narratives around these topics. The book includes interviews with both producers and influencer insiders and covers a wide range of superhero products, from 1970s TV shows up to the most recent movie and TV releases, including the first major analysis of the hit Amazon show The Boys. In addition, it is the first deep exploration of NASA’s Hollywood office and the first detailed account of the role of the Science and Entertainment Exchange, which has worked on thousands of products since its creation in 2008 but is little known outside of the industry. Superheroes, Movies, and the State offers an innovative blend of research methods and interpretive frameworks, combining both production histories and deep readings of superhero texts to clearly reveal how the government-entertainment complex works in the world of blockbuster cinema to shape public perceptions of the United States, war, science, and much, much more.
Handbook of Popular Culture and Biomedicine by Arno Görgen,German Alfonso Nunez,Heiner Fangerau Pdf
This handbook explores the ways biomedicine and pop culture interact while simultaneously introducing the reader with the tools and ideas behind this new field of enquiry. From comic books to health professionals, from the arts to genetics, from sci-fi to medical education, from TV series to ethics, it offers different entry points to an exciting and central aspect of contemporary culture: how and what we learn about (and from) scientific knowledge and its representation in pop culture. Divided into three sections the handbook surveys the basics, the micro-, and the macroaspects of this interaction between specialized knowledge and cultural production: After the introduction of basic concepts of and approaches to the topic from a variety of disciplines, the respective theories and methods are applied in specific case studies. The final section is concerned with larger social and historical trends of the use of biomedical knowledge in popular culture. Presenting over twenty-five original articles from international scholars with different disciplinary backgrounds, this handbook introduces the topic of pop culture and biomedicine to both new and mature researchers alike. The articles, all complete with a rich source of further references, are aimed at being a sincere entry point to researchers and academic educators interested in this somewhat unexplored field of culture and biomedicine.
Intelligent Technologies for Interactive Entertainment by Zhihan Lv,Houbing Song Pdf
This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality.