The Locator -- [(subject = "Visual communication--History")]

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03090aam a2200445 i 4500
001 50CD73D6B37A11E59CA8ADAFDAD10320
003 SILO
005 20160105010127
008 150306t20152015mdua     b    001 0 eng  
010    $a 2014049510
020    $a 1421417855
020    $a 9781421417851
035    $a (OCoLC)904713523
040    $a DLC $e rda $b eng $c DLC $d YDX $d BTCTA $d YDXCP $d BDX $d OCLCO $d IUL $d OCLCO $d SILO
042    $a pcc
043    $a n-us---
050 00 $a DS79.76 $b .P482 2015
100 1  $a Pettegrew, John, $d 1959- $e author.
245 10 $a Light it up : $b the Marine eye for battle in the war for Iraq / $c John Pettegrew.
264  1 $a Baltimore : $b Johns Hopkins University Press, $c 2015.
300    $a xvi, 215 pages ; $c 24 cm
504    $a Includes bibliographical references and index.
505 0  $a Introduction: Force projection and the Marine eye for battle -- Shock and awe and air power -- Network-centric warfare, sensors and total situational awareness -- "Shock and awe: achieving rapid dominance" and the Iraq invasion -- Kill boxes, litening pods and the 3d aircraft wing -- "Keep your eyes out," fair fighting, and memories of killing -- Of war porn and pleasure in killing -- Pornography is the theory, and killing the practice -- Classic Hollywood combat films -- Marine Moto on YouTube -- The Iraq War on television -- Fallujah, first to fight, and Ludology -- Ender's Game and the rise of simulation in military training, 1995-2005 -- From combat films to video games -- The value added to military training -- Fighting in the digitized streets of Beirut -- Counterinsurgency and "turning off the killing switch" -- Empathy, General Mattis and the profound paradox of Marine humanitarianism -- Haditha, acute stress, and the excesses of occupying force -- USMC literary culture and warrior ethos -- "Which way would you run?" -- Posthuman warfighting -- Marines in science fiction and in space -- The post-masculinist Marines and new optics of combat -- The gladiator robot and the critique of remote warfare -- Synthetic vision of war; conclusion and epilogue -- Biopolitics and the costs of war -- Digital culture and the computational marine -- Subjectivity lives and dies.
650  0 $a Iraq War, 2003-2011.
650  0 $a Iraq War, 2003-2011 $x Psychological aspects.
650  0 $a Combat $x Psychological aspects.
610 10 $a United States. $b Marine Corps.
650  0 $a Video games $x Social aspects.
650  0 $a Computer war games $x Social aspects.
650  0 $a Marines $z United States $x Psychology.
650  0 $a Optics $x History $x History $y 21st century.
650  0 $a Visual communication $x History $z United States $x History $y 21st century.
650  0 $a Military art and science $x Social aspects $x Social aspects $z United States.
650  0 $a Iraq War, 2003-2011 $x Moral and ethical aspects.
650  0 $a Strategic culture $z United States.
941    $a 2
952    $l USUX851 $d 20160826041537.0
952    $l PRAX771 $d 20160105012645.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=50CD73D6B37A11E59CA8ADAFDAD10320
994    $a Z0 $b IOD

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