109, 268–70; Online 145, 152, 290; and
television 83, 286; website 111
Bell, D. 23
Benjamin, W. 46, 71, 73–4, 79, 282, 294–6
Bennett, Justin 13, 18, 242–8
Berners-Lee, T. 208
Bevan, Rob 92, 95, 97, 99, 102–4
Bickerstaff, David 17, 135–43
binary code 228, 263–4, 312
biotechnology 304
Blackman, L. 117–18, 284
Blake, E.C. 91
‘Blickling Hall’ 34
blogs 48, 51, 54, 253, 273, 290
‘Blubox’256, 261
body 154–5, 191–2, 211, 280, 296, 303
‘Body Movies’ 200, 201
Bolter, D.J.: graphical user interface 39;
hypermedia environments 293; narrative
265; remediation 27, 76, 189, 263, 288,
314; television 84
books 5, 26–7
Bordowitz, Gregg 267
Bourdieu, P. 301
Breastlink 163, 170–5
‘Broadcast (29 pilgrims, 29 tales)’ 48, 50
broadcasting, commercial 269–74, 305
Bronson, A.A. 64
Bush, V. 89, 189, 207
Castells, M. 84, 90, 115, 266, 297–8
censorship 204, 238–9
Certeau, Michel de 301–2
Chion, M. 246
circus and theatre 76–7
clients 17, 139, 163, 167–71, 174
codes: cultural 229–31; defined 312; digital
17–18, 226–32, 251, 262–4, 296,
299–301, 311–12; linguistic 230
collaborations: case studies 35–6, 64–5,
126–7, 130, 161, 177, 182, 201; nature of
new media 5, 10, 295; teams 121, 168
Collins, Susan 13–14, 18, 71, 233–41
commercial broadcasting 269–74, 305
commercial institutions 12
commercial projects 183
commercial web development 119
commissioning 66, 224, 235, 269
communication: arts 241; code 229, 264;
and computers 37–40, 116–17, 155, 191,
220–1, 306; and games industry 260–1;
and media 253; and project management
134, 178, 182
computer-generated image software
programmes (CGI) 42–3
computer-mediated communication (CMC)
39, 55, 116, 146, 155, 191–4; and
interactivity 206, 210–12
computers: and book production 5; and
communication 37–40, 116–17, 155, 191,
220–1, 306; games 85–7; graphic
programs 149; historical texts of 27;
networked 88–90, 220, 251, 265;
ontology of 299–300; personal 79–81,
187–90, 193, 251; and televisions 289;
and women 97–8; see also
human–computer interface;
human–machine relationships
conceptual language 57–8
‘Conductor’ 32, 35
content providers 6, 140, 171
contexts of new media practice 11–15,
64–7, 144, 153
convergence 18–19, 40, 42–5, 72, 219;
defined 312; of media 111, 251–5, 297;
of new media 305; and new media
histories 70, 80; of skill-sets 257; and
television 84, 289
conversational language of new media 55–8
creative entrepreneurs 17, 156
creative laboratories 176–84
creatives 6, 146
creativity 5–7, 150–1, 212, 277, 280–2
cultural code 229–31
cultural concepts 8
cultural convergence 252–3
cultural industries 277
cultural institutions 12
cultural interface 194, 313
cultural studies 3, 23–4, 229, 278, 280, 315
culture 277–80; and computers 38, 187;
crisis in 295; cyberculture 24; existing
media 285–91; as practices 301–2
curators of new media 59–67
curious design 126–7
Curran, James 3
cyberculture 24
cybernetics 22, 72, 89, 202, 303
cyberspace 22–4; and avatars 190–1;
character of 212, 267, 290, 303; defined
312; life in 155; and psychoanalytic
theory 284
cyberstudies 22–4
cyborgs 284, 295–6, 304
Darley, A. 76–7, 226, 297–8
data: and Amazon 272; collecting 98,
103, 180; defined 262; digital 228;
mutability of 299–300; visualising
128–9
The New Media Handbook324