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Cybernetic Revolutionaries

by Eden Medina

In Cybernetic Revolutionaries, Eden Medina tells the history of two intersecting utopian visions, one political and one technological. The first was Chile's experiment with peaceful socialist change under Salvador Allende; the second was the simultaneous attempt to build a computer system that would manage Chile's economy. Neither vision was fully realized--Allende's government ended with a violent military coup; the system, known as Project Cybersyn, was never completely implemented--but they hold lessons for today about the relationship between technology and politics. Drawing on extensive archival material and interviews, Medina examines the cybernetic system envisioned by the Chilean government--which was to feature holistic system design, decentralized management, human-computer interaction, a national telex network, near real-time control of the growing industrial sector, and modeling the behavior of dynamic systems. She also describes, and documents with photographs, the network's Star Trek-like operations room, which featured swivel chairs with armrest control panels, a wall of screens displaying data, and flashing red lights to indicate economic emergencies. Studying project Cybersyn today helps us understand not only the technological ambitions of a government in the midst of political change but also the limitations of the Chilean revolution. This history further shows how human attempts to combine the political and the technological with the goal of creating a more just society can open new technological, intellectual, and political possibilities. Technologies, Medina writes, are historical texts; when we read them we are reading history.

Linear Programming and Economic Analysis (Dover Books on Computer Science)

by Paul A. Samuelson Robert M. Solow Robert Dorfman

Designed primarily for economists and those interested in management economics who are not necessarily accomplished mathematicians, this text offers a clear, concise exposition of the relationship of linear programming to standard economic analysis. The research and writing were supported by The RAND Corporation in the late 1950s.Linear programming has been one of the most important postwar developments in economic theory, but until publication of the present volume, no text offered a comprehensive treatment of the many facets of the relationship of linear programming to traditional economic theory. This book was the first to provide a wide-ranging survey of such important aspects of the topic as the interrelations between the celebrated von Neumann theory of games and linear programming, and the relationship between game theory and the traditional economic theories of duopoly and bilateral monopoly.Modern economists will especially appreciate the treatment of the connection between linear programming and modern welfare economics and the insights that linear programming gives into the determinateness of Walrasian equilibrium. The book also offers an excellent introduction to the important Leontief theory of input-output as well as extensive treatment of the problems of dynamic linear programming. Successfully used for three decades in graduate economics courses, this book stresses practical problems and specifies important concrete applications.

Digital Storytelling

by Shilo T. Mcclean

Computer-generated effects are often blamed for bad Hollywood movies. Yet when a critic complains that "technology swamps storytelling" (in a review of Van Helsing, calling it "an example of everything that is wrong with Hollywood computer-generated effects movies"), it says more about the weakness of the story than the strength of the technology. In Digital Storytelling, Shilo McClean shows how digital visual effects can be a tool of storytelling in film, adding narrative power as do sound, color, and "experimental" camera angles--other innovative film technologies that were once criticized for being distractions from the story. It is time, she says, to rethink the function of digital visual effects. Effects artists say--contrary to the critics--that effects always derive from story. Digital effects are a part of production, not post-production; they are becoming part of the story development process. Digital Storytelling is grounded in filmmaking, the scriptwriting process in particular. McClean considers crucial questions about digital visual effects-- whether they undermine classical storytelling structure, if they always call attention to themselves, whether their use is limited to certain genres--and looks at contemporary films (including a chapter-long analysis of Steven Spielberg's use of computer-generated effects) and contemporary film theory to find the answers. McClean argues that to consider digital visual effects as simply contributing the "wow" factor underestimates them. They are, she writes, the legitimate inheritors of film storycraft.

Thinking Like a Computer: An Introduction to Digital Reality

by George Towner

Thinking Like a Computer is the result of a detailed 30-year study of how computers imitate life.Although they are machines, computers are designed to act like human beings. Software is specifically created to help accomplish human-like tasks and to be understood in human terms. Yet unlike human life, computer operations can be analyzed in detail because we build the machines that accomplish them and we know the design decisions that make them work.With every choice made during the evolution of digital technology, computer architects have intuitively or consciously incorporated truths of human functioning into their designs.Thinking Like a Computer is based on these truths, assembling them into a new explanation of human knowledge. In addition, it provides insights into the foundations of theoretical science because much of digital technology is dedicated to creating new realities.

The Picture Book of Quantum Mechanics

by Hans Dieter Dahmen Siegmund Brandt

The aim of this book is to explain the basic concepts and phenomena of quantum mechanics by means of visualization. Computer-generated illustrations in color are used extensively throughout the text, helping to establish the relation between quantum mechanics--wave functions, interference, atomic structure, and so forth--and classical physics--point mechanics, statistical mechanics, and wave optics. Even more important, by studying the pictures in parallel with the text, readers develop an intuition for such notoriously abstract phenomena as the tunnel effect excitation and decay of metastable states wave-packet motion within a well systems of distinguishable and indistinguishable particles free wave packets and scattering in 3 dimensions angular-momentum decomposition stationary bound states in various 3-dimensional potentials hybrid states Kepler motion of wave packets in the Coulomb field spin and magnetic resonance Illustrations from experiments in a variety of fields, including chemistry, and molecular, atomic, nuclear, and particle physics, underline the basic as well as the practical importance of quantum mechanics. In the present, fourth edition all computer graphics are presented in full color. It also contains additional physics topics such as hybridization. Praise for Previous Editions "The book is highly recommended as a complement to any standard textbook in quantum mechanics, but it will also be valuable to all of us who studied quantum mechanics without the pictures." -- International Journal of Quantum Chemistry "This book would be an excellent basis for the study of special topics in a quantum physics course. Most serious students of physics and all of their teachers will want to consider having this orderly and graphic outline of introductory quantum theory at their fingertips." -- American Journal of Physics "Their aim is the presentation of the 'principal ideas of wave mechanics' in such a way that students can build a quantum intuition out of their graphics." -- Scientific American "This is a unique book. It does not provide a complete course in quantum theory, but as a companion work of reference it should be quite useful to students in providing insights into the dynamical structure of the theory." -- Nature

ENIAC in Action: Making and Remaking the Modern Computer

by Crispin Rope Mark Priestley Thomas Haigh

Conceived in 1943, completed in 1945, and decommissioned in 1955, ENIAC (the Electronic Numerical Integrator and Computer) was the first general-purpose programmable electronic computer. But ENIAC was more than just a milestone on the road to the modern computer. During its decade of operational life, ENIAC calculated sines and cosines and tested for statistical outliers, plotted the trajectories of bombs and shells, and ran the first numerical weather simulations. ENIAC in Action tells the whole story for the first time, from ENIAC's design, construction, testing, and use to its afterlife as part of computing folklore. It highlights the complex relationship of ENIAC and its designers to the revolutionary approaches to computer architecture and coding first documented by John von Neumann in 1945.Within this broad sweep, the authors emphasize the crucial but previously neglected years of 1947 to 1948, when ENIAC was reconfigured to run what the authors claim was the first modern computer program to be executed: a simulation of atomic fission for Los Alamos researchers. The authors view ENIAC from diverse perspectives -- as a machine of war, as the "first computer," as a material artifact constantly remade by its users, and as a subject of (contradictory) historical narratives. They integrate the history of the machine and its applications, describing the mathematicians, scientists, and engineers who proposed and designed ENIAC as well as the men -- and particularly the women who -- built, programmed, and operated it.

Cultural Analytics

by Lev Manovich

A book at the intersection of data science and media studies, presenting concepts and methods for computational analysis of cultural data.How can we see a billion images? What analytical methods can we bring to bear on the astonishing scale of digital culture--the billions of photographs shared on social media every day, the hundreds of millions of songs created by twenty million musicians on Soundcloud, the content of four billion Pinterest boards? In Cultural Analytics, Lev Manovich presents concepts and methods for computational analysis of cultural data. Drawing on more than a decade of research and projects from his own lab, Manovich offers a gentle, nontechnical introduction to the core ideas of data analytics and discusses the ways that our society uses data and algorithms.

Homo Ludens

by Johan Huizinga

"A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species as Homo Faber: Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature."--from the Foreward, by Johan Huizinga

How Not to Network a Nation: The Uneasy History of the Soviet Internet

by Benjamin Peters

Between 1959 and 1989, Soviet scientists and officials made numerous attempts to network their nation -- to construct a nationwide computer network. None of these attempts succeeded, and the enterprise had been abandoned by the time the Soviet Union fell apart. Meanwhile, ARPANET, the American precursor to the Internet, went online in 1969. Why did the Soviet network, with top-level scientists and patriotic incentives, fail while the American network succeeded? In How Not to Network a Nation, Benjamin Peters reverses the usual cold war dualities and argues that the American ARPANET took shape thanks to well-managed state subsidies and collaborative research environments and the Soviet network projects stumbled because of unregulated competition among self-interested institutions, bureaucrats, and others. The capitalists behaved like socialists while the socialists behaved like capitalists. After examining the midcentury rise of cybernetics, the science of self-governing systems, and the emergence in the Soviet Union of economic cybernetics, Peters complicates this uneasy role reversal while chronicling the various Soviet attempts to build a "unified information network." Drawing on previously unknown archival and historical materials, he focuses on the final, and most ambitious of these projects, the All-State Automated System of Management (OGAS), and its principal promoter, Viktor M. Glushkov. Peters describes the rise and fall of OGAS -- its theoretical and practical reach, its vision of a national economy managed by network, the bureaucratic obstacles it encountered, and the institutional stalemate that killed it. Finally, he considers the implications of the Soviet experience for today's networked world.

The Photographer's Story: The Art of Visual Narrative

by Michael Freeman

Having already taught you how to compose and interpret great photos, Michael Freeman now continues his best-selling series by exploring the most successful methods for presenting photography meaningfully and in an engaging format. This is the critical "next step" that separates adequate image galleries from captivating collections - and disinterested viewers from enthralled audiences.Tapping into his decades of experience shooting for such publications as Smithsonian, GEO, and Condé Nast Traveller (among many others), Michael Freeman studies the photo-essay phenomenon that took the world by storm and gave storytellers a completely new set of tools to construct their narratives. Having established how rhythm, pacing, and careful organisation build tension and cultivate interest, Freeman goes on to explain what this means for presenting your own photos, particularly in the new digital formats of online galleries, slideshows, and tablets.The Photographer's Story will enliven your images, refresh your perspective, and elevate your understanding of how photographs work together to tell a story. Your audiences will thank you for it.

Softwar: An Intimate Portrait of Larry Ellison and Oracle

by Matthew Symonds

This biography of the outspoken tech billionaire and founder of Oracle offers “a rare window on Ellison’s mind” (The New York Times).In a business where great risks, huge fortunes, and even bigger egos are common, Larry Ellison stood out as one of the most daring and driven leaders of the software industry. Oracle—the company he cofounded and ran—made pioneering advances, dominated the market, and turned Ellison into a Silicon Valley icon whose exploits are the stuff of legend.In Softwar, journalist Matthew Symonds gives readers exclusive and intimate insight into both Oracle and the man who made it. As well as relating the story of Oracle’s often bumpy path to success, Symonds deals with the private side of Ellison’s life. With unlimited insider access granted by Ellison himself, Symonds captures the intensity and, some would say, the recklessness that have made Ellison such a controversial figure.With a new and expanded epilogue that tells the story behind Oracle’s epic struggle to win control of PeopleSoft, Softwar is the most complete portrait undertaken of the man and his empire—a unique and gripping account of both an extraordinary life and the way the computing industry really works.

Aesthetics of Interaction in Digital Art

by Katja Kwastek Niamh Warde

Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork with discussions of processual strategies of twentieth-century art and theories of aesthetic experience, process aesthetics, play, and performance. She then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance -- with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Heged's, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.

HPC@Green IT

by Ralf Gruber Vincent Keller Erich Strohmaier

The authors present methods to reduce computer energy consumption by means of a better usage of a specific set of resources and maximizing the efficiency of the running applications. The processor frequency is adjusted to the needs of the running job, leading to a power drop by a factor of 2 and doubling battery life time of laptops. It is shown how computer resources can be optimally adapted to application needs, reducing job run time. Examples on how to optimize algorithms on single node and parallel RISC architectures are discussed. The job-related data are stored and reused to help computer managers to replace machines.

Computing

by Paul E. Ceruzzi

The history of computing could be told as the story of hardware and software, or the story of the Internet, or the story of "smart" hand-held devices, with subplots involving IBM, Microsoft, Apple, Facebook, and Twitter. In this concise and accessible account of the invention and development of digital technology, computer historian Paul Ceruzzi offers a broader and more useful perspective. He identifies four major threads that run throughout all of computing's technological development: digitization--the coding of information, computation, and control in binary form, ones and zeros; the convergence of multiple streams of techniques, devices, and machines, yielding more than the sum of their parts; the steady advance of electronic technology, as characterized famously by "Moore's Law"; and the human-machine interface. Ceruzzi guides us through computing history, telling how a Bell Labs mathematician coined the word "digital" in 1942 (to describe a high-speed method of calculating used in anti-aircraft devices), and recounting the development of the punch card (for use in the 1890 U. S. Census). He describes the ENIAC, built for scientific and military applications; the UNIVAC, the first general purpose computer; and ARPANET, the Internet's precursor. Ceruzzi's account traces the world-changing evolution of the computer from a room-size ensemble of machinery to a "minicomputer" to a desktop computer to a pocket-sized smart phone. He describes the development of the silicon chip, which could store ever-increasing amounts of data and enabled ever-decreasing device size. He visits that hotbed of innovation, Silicon Valley, and brings the story up to the present with the Internet, the World Wide Web, and social networking.

Recoding Gender

by Janet Abbate

Today, women earn a relatively low percentage of computer science degrees and hold proportionately few technical computing jobs. Meanwhile, the stereotype of the male "computer geek" seems to be everywhere in popular culture. Few people know that women were a significant presence in the early decades of computing in both the United States and Britain. Indeed, programming in postwar years was considered woman's work (perhaps in contrast to the more manly task of building the computers themselves). In Recoding Gender, Janet Abbate explores the untold history of women in computer science and programming from the Second World War to the late twentieth century. Demonstrating how gender has shaped the culture of computing, she offers a valuable historical perspective on today's concerns over women's underrepresentation in the field. Abbate describes the experiences of women who worked with the earliest electronic digital computers: Colossus, the wartime codebreaking computer at Bletchley Park outside London, and the American ENIAC, developed to calculate ballistics. She examines postwar methods for recruiting programmers, and the 1960s redefinition of programming as the more masculine "software engineering." She describes the social and business innovations of two early software entrepreneurs, Elsie Shutt and Stephanie Shirley; and she examines the career paths of women in academic computer science. Abbate's account of the bold and creative strategies of women who loved computing work, excelled at it, and forged successful careers will provide inspiration for those working to change gendered computing culture.

Live Work Work Work Die: A Journey into the Savage Heart of Silicon Valley

by Corey Pein

A scathing, sardonic exploration of Silicon Valley tech culture, laying bare the greed, hubris, and retrograde politics of an industry that aspires to radically transform society for its own benefitAt the height of the startup boom, journalist Corey Pein set out for Silicon Valley with little more than a smartphone and his wits. His goal: to learn how such an overhyped industry could possibly sustain itself as long as it has. But to truly understand the delirious reality of the tech entrepreneurs, he knew he would have to inhabit that perspective—he would have to become an entrepreneur himself. Thus Pein begins his journey—skulking through gimmicky tech conferences, pitching his over-the-top business ideas to investors, and rooming with a succession of naive upstart programmers whose entire lives are managed by their employers—who work endlessly and obediently, never thinking to question their place in the system.In showing us this frantic world, Pein challenges the positive, feel-good self-image that the tech tycoons have crafted—as nerdy and benevolent creators of wealth and opportunity—revealing their self-justifying views and their insidious visions for the future. Vivid and incisive, Live Work Work Work Die is a troubling portrait of a self-obsessed industry bent on imposing its disturbing visions on the rest of us.

Moving without a Body

by Stamatia Portanova

Digital technologies offer the possibility of capturing, storing, and manipulating movement, abstracting it from the body and transforming it into numerical information. In Moving without a Body, Stamatia Portanova considers what really happens when the physicality of movement is translated into a numerical code by a technological system. Drawing on the radical empiricism of Gilles Deleuze and Alfred North Whitehead, she argues that this does not amount to a technical assessment of software's capacity to record motion but requires a philosophical rethinking of what movement itself is, or can become. Discussing the development of different audiovisual tools and the shift from analog to digital, she focuses on some choreographic realizations of this evolution, including works by Loie Fuller and Merce Cunningham. Throughout, Portanova considers these technologies and dances as ways to think -- rather than just perform or perceive -- movement. She distinguishes the choreographic thought from the performance: a body performs a movement, and a mind thinks or choreographs a dance. Similarly, she sees the move from analog to digital as a shift in conception rather than simply in technical realization. Analyzing choreographic technologies for their capacity to redesign the way movement is thought, Moving without a Body offers an ambitiously conceived reflection on the ontological implications of the encounter between movement and technological systems.

Lee de Forest

by Mike Adams

The life-long inventor, Lee de Forest invented the three-element vacuum tube used between 1906 and 1916 as a detector, amplifier, and oscillator of radio waves. Beginning in 1918 he began to develop a light valve, a device for writing and reading sound using light patterns. While he received many patents for his process, he was initially ignored by the film industry. In order to promote and demonstrate his process he made several hundred sound short films, he rented space for their showing; he sold the tickets and did the publicity to gain audiences for his invention. Lee de Forest officially brought sound to film in 1919. Lee De Forest: King of Radio, Television, and Film is about both invention and early film making; de Forest as the scientist and producer, director, and writer of the content. This book tells the story of de Forest's contribution in changing the history of film through the incorporation of sound. The text includes primary source historical material, U.S. patents and richly-illustrated photos of Lee de Forest's experiments. Readers will greatly benefit from an understanding of the transition from silent to audio motion pictures, the impact this had on the scientific community and the popular culture, as well as the economics of the entertainment industry.

Turing's Legacy: Developments from Turing's Ideas in Logic

by Rod Downey

Alan Turing was an inspirational figure who is now recognised as a genius of modern mathematics. In addition to leading the Allied forces' code-breaking effort at Bletchley Park in World War II, he proposed the theoretical foundations of modern computing and anticipated developments in areas from information theory to computer chess. His ideas have been extraordinarily influential in modern mathematics and this book traces such developments by bringing together essays by leading experts in logic, artificial intelligence, computability theory and related areas. Together, they give insight into this fascinating man, the development of modern logic, and the history of ideas. The articles within cover a diverse selection of topics, such as the development of formal proof, differing views on the Church–Turing thesis, the development of combinatorial group theory, and Turing's work on randomness which foresaw the ideas of algorithmic randomness that would emerge many years later.

Application Interoperability: Microsoft® .NET and J2EE

by Microsoft Corporation

Get the best information available for enabling application interoperability between the Microsoft .NET and Java 2 Enterprise Edition (J2EE) development platforms. This book offers practical and prescriptive guidance for developers responsible for creating enterprise-level business solutions where platform interoperability is a requirement and a reality. If you're experienced with one set of enterprise technologies but new to the other, you can ramp up quickly with focused introductions written from either the .NET or Java developer perspective. The book delivers expert technical information and recommendations for using Web services, runtime bridges, and asynchronous techniques; interoperability methods for point-to-point and resource tiers; and designing application architecture for interoperability. The companion CD-ROM includes a functional sample application, trial software, and a complete eBook. PATTERNS & PRACTICES guides are reviewed and approved by Microsoft engineering teams, consultants, partners, and customers?delivering accurate, real-world information that's been technically validated and tested. A Note Regarding the CD or DVD The print version of this book ships with a CD or DVD. For those customers purchasing one of the digital formats in which this book is available, we are pleased to offer the CD/DVD content as a free download via O'Reilly Media's Digital Distribution services. To download this content, please visit O'Reilly's web site, search for the title of this book to find its catalog page, and click on the link below the cover image (Examples, Companion Content, or Practice Files). Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to booktech@oreilly.com.

Creators Take Control: How NFTs Revolutionize Art, Business, and Entertainment

by Edward Lee

A leading legal scholar offers a compelling new theory to explain the meteoric rise of non-fungible tokens (NFTs) and their impact on art, business, entertainment, and society, and explains how they are revolutionizing our understanding of ownership.If you buy an NFT, do you own anything? Critics say no. Then why are people spending so much money to own them—to the tune of $27 billion in 2021? And why are big businesses and venture capital firms investing hundreds of millions to develop NFTs for people’s use in the metaverse, a purely imaginary world? In Creators Take Control, Edward Lee offers a compelling new theory he calls “Tokenism” that answers these perplexing questions. Using vivid examples, Lee lucidly explains how NFTs operate—and how they fundamentally change our understanding of ownership. Tokenism is an artistic, cultural, and technological movement that creates value in a new kind of ownership of a new type of property—symbolized by a virtual token—through a process of technological abstraction and artificial scarcity effectuated by NFTs. Ownership becomes virtual. What Cubism did in radically changing the twentieth-century perspective of creating and viewing art through cubes, Tokenism does today in altering our perspective of owning art and other things through tokens. Both movements radically reimagine what’s possible. Creators and businesses have seized upon this profound transformation. In a short time, they have developed a new market for digital art, important new rights for creators, innovative business models based on decentralized collaboration, and a new type of interactive ownership that enables identity, community, and patronage through NFTs. These innovations are just the start of revolutionary changes to society. Lee shows how NFTs create a new form of decentralized intellectual property, or De-IP. Comparable to the movement to decentralized finance (DeFi), De-IP empowers creators to take control of their artistic productions and livelihood. Lee’s intellectual tour de force is filled with practical insights—and hope—for fostering creativity and a Virtual Renaissance for the ages.

Putting People On The Map: Protecting Confidentiality With Linked Social-spatial Data

by National Research Council of the National Academies

Precise, accurate spatial information linked to social and behavioral data is revolutionizing social science by opening new questions for investigation and improving understanding of human behavior in its environmental context. At the same time, precise spatial data make it more likely that individuals can be identified, breaching the promise of confidentiality made when the data were collected. Because norms of science and government agencies favor open access to all scientific data, the tension between the benefits of open access and the risks associated with potential breach of confidentiality pose significant challenges to researchers, research sponsors, scientific institutions, and data archivists. Putting People on the Map finds that several technical approaches for making data available while limiting risk have potential, but none is adequate on its own or in combination. This book offers recommendations for education, training, research, and practice to researchers, professional societies, federal agencies, institutional review boards, and data stewards.

Atari Age: The Emergence of Video Games in America

by Michael Z. Newman

Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These "space-age pinball machines" gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity.Newman shows that the "new media" of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources -- including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television -- Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Debugging Game History: A Critical Lexicon

by Raiford Guins Henry Lowood

Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. ContributorsMarcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbas, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Burdens of Proof: Cryptographic Culture and Evidence Law in the Age of Electronic Documents

by Jean-Francois Blanchette

An examination of the challenges of establishing the authenticity of electronic documents—in particular the design of a cryptographic equivalent to handwritten signatures.The gradual disappearance of paper and its familiar evidential qualities affects almost every dimension of contemporary life. From health records to ballots, almost all documents are now digitized at some point of their life cycle, easily copied, altered, and distributed. In Burdens of Proof, Jean-François Blanchette examines the challenge of defining a new evidentiary framework for electronic documents, focusing on the design of a digital equivalent to handwritten signatures.From the blackboards of mathematicians to the halls of legislative assemblies, Blanchette traces the path of such an equivalent: digital signatures based on the mathematics of public-key cryptography. In the mid-1990s, cryptographic signatures formed the centerpiece of a worldwide wave of legal reform and of an ambitious cryptographic research agenda that sought to build privacy, anonymity, and accountability into the very infrastructure of the Internet. Yet markets for cryptographic products collapsed in the aftermath of the dot-com boom and bust along with cryptography's social projects.Blanchette describes the trials of French bureaucracies as they wrestled with the application of electronic signatures to real estate contracts, birth certificates, and land titles, and tracks the convoluted paths through which electronic documents acquire moral authority. These paths suggest that the material world need not merely succumb to the virtual but, rather, can usefully inspire it. Indeed, Blanchette argues, in renewing their engagement with the material world, cryptographers might also find the key to broader acceptance of their design goals.

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