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Summer of Simulation: 50 Years of Seminal Computer Simulation Research (Simulation Foundations, Methods and Applications)

by Andreas Tolk Umut Durak Navonil Mustafee John Sokolowski

This book is based on the “Summer Simulation Multi-Conference” (SCSC), which has been a prominent platform for the dissemination of scholarly research in the M&S community for the last 50 years. In keeping with the conference’s seasonal title, the authors have called this half-century “the summer of simulation,” and it has led not only to simulation-based disciplines but also simulation as a discipline. This book discusses contributions from the SCSC in four sections. The first section is an introduction to the work. The second section is devoted to contributions from simulation research fellows who were associated with the SCSC, while the third section features the SCSC’s most influential contributions. Lastly, the fourth section includes contributions from the best papers in the last five years.Features:• A comprehensive volume dedicated to one of the simulation domain’s major conferences: the SCSC• Offers a scientometric analysis of the SCSC• Revisits high-impact topics from 50 years of the SCSC• Includes chapters by simulation research fellows associated with the SCSC• Presents updated best-paper contributions from the recent conferenceThis work will be of value to anyone interested in the evolution of modeling and simulation over the last fifty years. Readers will gain a perspective on what drove this evolution, and develop an understanding of the key contributions that allowed this technology to grow into its own academic discipline and profession.

Summoners War La Guía no Oficial del Juego

by Joshua Abbott Sergio Yagüe-Pasamón

¡Con mi guía no oficial, aprenderás absolutamente todo sobre este juego! Las estrategias mencionadas en esta guía son conocidas únicamente por los jugadores de élite que han conseguido las mejores puntuaciones y te llevarán a nuevas cuotas de éxito en el juego. Esta guía cubre lo siguiente: - Estrategias para novatos. - Todo sobre los monstruos - Como vencer a tus oponentes en los duelos - Como ganar oro. - Todo sobre el mapa. - Trucos, hacks y modificaciones para hacer el juego más fácil. - ¡Secretos, consejos y trucos utilizados por jugadores profesionales! - Estrategias generales del juego. - ¡Y mucho más! ¡Cómprala ahora y no te quedes atascado intentando acabar un nivel o perdiendo todas tus vidas! ¡Conviértete en un jugador de altas puntuaciones hoy mismo! Descargo de responsabilidad: Este producto no está asociado, afiliado, respaldado, revisado, examinado, certificado o promocionado por su creador original, Com2us. Esta guía debe usarse como referencia y no pretende modificar o alterar el juego de forma alguna. Todos los contenidos de la misma deben usarse bajo tu responsabilidad.

Sums of Squares of Integers

by Carlos J. Moreno Samuel S. Wagstaff Jr.

Sums of Squares of Integers covers topics in combinatorial number theory as they relate to counting representations of integers as sums of a certain number of squares. The book introduces a stimulating area of number theory where research continues to proliferate. It is a book of "firsts" - namely it is the first book to combine Liouville's element

Sun Signs

by Shelley Hrdlitschka

Unable to attend school while she battles cancer, fifteen-year-old Kaleigh Wyse tries to complete her classes online Developing a science project on astrology, Kaleigh enlists other online learners as study participants. What starts as a collaborative and supportive project based on the scientific method, slowly becomes unwieldy and then flawed when it is apparent that all the project participants are hiding vital clues about their identities. As Kaleigh struggles with the effects of chemotherapy and radiation, she is forced to examine the assumptions she has made about others and the manner in which she presents herself to the world. Sun Signs is a compelling story that examines the danger of blind faith in an electronic age and the ease with which our identities, in the absence of traditional clues, can shift and change.

Sunburn: The unofficial history of the Sun newspaper in 99 headlines

by James Felton

'An astonishing piece of work' James O'Brien'This book was a delight. Funny, scathing and witty' Ian Dunt You should buy this book if: a) you dislike the Sun, but have never actually read it to know why and/or b) you're still not sure how we got into this mess. Using his famed on-the-nose commentary, Twitter legend James Felton has dissected 99 of the most outlandish stories the Sun (for a long time the biggest-selling British newspaper) has run since it became a tabloid in 1969, hoping to answer once and for all whether the press has reflected - or manipulated - the British people over the last 50 years. Included: joke-riddled and illustrated analyses of the Sun's most infamous stories about celebrities, war, royals, crime, the LGBTQ+ community, migrants, the EU, politics, bacon sandwiches and page 3.Not included: A blindfold. We suggest reading through your fingers instead. 'James Felton makes me laugh like a bellend' Robert Webb'James Felton makes me laugh every day' Marina Hyde'James never fails to make me laugh and then think, then laugh some more' Dermot O'Leary

Sunburn: The unofficial history of the Sun newspaper in 99 headlines

by James Felton

'An astonishing piece of work' James O'Brien'This book was a delight. Funny, scathing and witty' Ian Dunt You should buy this book if: a) you dislike the Sun, but have never actually read it to know why and/or b) you're still not sure how we got into this mess.Using his famed on-the-nose commentary, Twitter legend James Felton has dissected 99 of the most outlandish stories the Sun (for a long time the biggest-selling British newspaper) has run since it became a tabloid in 1969, hoping to answer once and for all whether the press has reflected - or manipulated - the British people over the last 50 years. Included: joke-riddled and illustrated analyses of the Sun's most infamous stories about celebrities, war, royals, crime, the LGBTQ+ community, migrants, the EU, politics, bacon sandwiches and page 3.Not included: A blindfold. We suggest reading through your fingers instead. 'James Felton makes me laugh like a bellend' Robert Webb'James Felton makes me laugh every day' Marina Hyde'James never fails to make me laugh and then think, then laugh some more' Dermot O'Leary

Sunburn: The unofficial history of the Sun newspaper in 99 headlines

by James Felton

JAMES FELTON'S "ASSHOLES" IS OUT NOW 'An astonishing piece of work' James O'Brien'This book was a delight. Funny, scathing and witty' Ian Dunt You should buy this book if: a) you dislike the Sun, but have never actually read it to know why and/or b) you're still not sure how we got into this mess. Using his famed on-the-nose commentary, Twitter legend James Felton has dissected 99 of the most outlandish stories the Sun (for a long time the biggest-selling British newspaper) has run since it became a tabloid in 1969, hoping to answer once and for all whether the press has reflected - or manipulated - the British people over the last 50 years. Included: joke-riddled and illustrated analyses of the Sun's most infamous stories about celebrities, war, royals, crime, the LGBTQ+ community, migrants, the EU, politics, bacon sandwiches and page 3.Not included: A blindfold. We suggest reading through your fingers instead. 'James Felton makes me laugh like a bellend' Robert Webb'James Felton makes me laugh every day' Marina Hyde'James never fails to make me laugh and then think, then laugh some more' Dermot O'Leary

Super Arduino: Step-by-Step Instructions to Build Cool Gadgets

by Kenneth Hawthorn

Geek out—amazing gadget projects for Arduino beginners. Welcome to the wonderful wired world of Arduino—the flexible open-source electronics platform for creators. Become a coding superhero with Super Arduino—the easiest step-by-step, project-based guide for beginners who want to learn the latest tips and tricks while taking their DIY programming skills to the next level. Let your engineering imagination run wild. In this Arduino project workbook, you'll learn how to create great gadgets like a fabulous flag-waver, flashing disco shoes, a crazy clock, flip-a-switch with Wi-Fi, and even an echolocation distance sensor—like a bat! So what are you waiting for? Plug into Super Arduino and get the following: Calling all coders—Explore these easy-to-follow programming sketches specifically designed for Arduino beginners. Ignite your imagination—You'll make wired wearables, crazy costumes, and even home gadgets using step-by-step Arduino projects that build your skills—and coding confidence. Full-color format—From start to finish, four-color sketch images will help guide you. If you can dream it, there's a good chance you can build it—with this awesome Arduino beginner's guide.

Super Duper Extra Deluxe Essential Handbook (Pokémon)

by Scholastic

The latest edition of the bestselling Super Extra Deluxe Essential Handbook is here -- and it includes all-new Pokemon! With 640 color pages and info on more than 1,000 Pokemon, this is a must-have for Pokemon fans of all ages.Gotta catch 'em all! This revised and updated edition of the mega-bestselling Essential Handbook and Super Extra Deluxe Essential Handbook has all the stats and facts fans need about the world of Pokemon. Need-to-know info on more than 1,000 Pokemon is jam-packed into 640 illustrated, full-color pages.The handbook is easy to read and organized simply and effectively into one comprehensive, user-friendly reference book. This updated edition features tons of extra pages devoted to the newest Pokemon from the Scarlet and Violet video games. It is truly essential for Pokemon Trainers of all ages.

Super Mario

by Jeff Ryan

The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption. .

Super Mario Bros. 2 (Boss Fight Books)

by Jon Irwin

In perhaps the most famous switcheroo in all of game history, the Japanese version of Super Mario Bros. 2 was declared &“too hard&” by Nintendo of America and replaced with a Mario-ified port of the Famicom hit, Yume Kojo: Doki Doki Panic. The new game (dubbed Super Mario USA in Japan) was a huge success for its four playable characters, improved graphics, immersive levels, and catchy music, and eventually became the 3rd bestselling game for the NES. And yet. Because of its strange new villains, its wild gameplay, and its mysterious touches, SMB2 has for years been regarded as the Odd Mario Out, even as it has seen popular updates on the Super NES and Game Boy Advance. Irwin&’s Mario is not a simple retelling of a 25-year-old story, but instead an examination of the game with fresh eyes: both as a product of its time and as a welcome change from the larger Super Mario franchise. Along the way he searches for clues, pulling up a few vegetables of his own. What he finds is not at all what he expected.

Super Mario Bros. 3 (Boss Fight Books)

by Alyse Knorr

Upon its 1990 NES release, Super Mario Bros. 3 flew in on the P-wings of critical raves, intense popular demand, and the most sophisticated marketing campaign Nintendo of America had ever attempted. Shigeru Miyamoto's ultimate 8-bit platformer lived up to all the hype and elevated Mario from mascot to icon. But what exactly made this game the phenomenon it was? With the help of her friends and family, critics inside and outside the realm of gaming, and former Nintendo of America employees, Alyse Knorr traverses the Mushroom World looking for answers. Along the way, Knorr unearths SMB3's connections to theater and Japanese folklore, investigates her own princess-rescuing impulses, and examines how the game's animal costumes, themed worlds, tight controls, goofy enemies, and memorable music cohere in a game that solidified Mario's conquest of the NES era.

Super Mario Bros: Le Battute & I Meme Più Divertenti

by Hiddenstuff Entertainment

Ottieni l’accesso istantaneo alle battute più divertenti su Super Mario Bros! Scoprirai le battute più divertenti di sempre su Super Mario Bros. Questo libro è composto con alcune delle battute più esilaranti su Super Mario Bros. Scopri i personaggi più popolari della Nintendo con battute e meme stupidi, ridicoli e semplicemente meravigliosi su di loro! Scarica la tua copia adesso! Compra oggi la tua copia e scopri tutte le battute più popolari su Super Mario Bros!

Super Mario Bros: Les blagues les plus drôles Et Mémés

by Hiddenstuff Entertainment

Obtenez un accès instantané aux blagues les plus marrants de Super Mario Bros! Vous allez découvrir les blagues les plus drôles de Super Mario Bros. Ce livre est empilé avec certaines des blagues les plus rigolos de Super Mario Bros. Découvrez les personnages les plus populaires de Nintendo avec des blagues et des mèmes idiots, ridicules et tout simplement hilarants à leur sujet! Téléchargez votre copie instantanément! Achetez aujourd'hui et découvrez toutes les blagues les plus populaires de mario bros! mots clés Super Mario Bros, Livres Super Mario Bros, Jeux Super Mario Bros, Blagues Super Mario, nintendo

Super Mario Encyclopedia: The Official Guide to the First 30 Years

by Nintendo

Power Up!Super Mario Encyclopedia is jam-packed with content from all seventeen Super Mario games--from the original Super Mario Bros. to Super Mario 3D World. Track the evolution of the Goomba, witness the introduction of Yoshi, and relive your favorite levels. This tome also contains an interview with producer Takashi Tezuka, tips to help you find every coin, star, sun, and mushroom--even explanations of glitches! With information on enemies, items, obstacles, and worlds from over thirty years of Mario, Super Mario Encyclopedia is the definitive resource for everything Super Mario!

Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System (Platform Studies)

by Dominic Arsenault

How the Super Nintendo Entertainment System embodied Nintendo's resistance to innovation and took the company from industry leadership to the margins of videogaming.This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo's market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo's conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony's PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo's Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform's architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Super Scratch Programming Adventure! (Covers Version 2): Learn to Program by Making Cool Games (Covers Version 2)

by The LEAD Project

Scratch is the wildly popular educational programming language used by millions of first-time learners in classrooms and homes worldwide. By dragging together colorful blocks of code, kids can learn computer programming concepts and make cool games and animations. The latest version, Scratch 2, brings the language right into your web browser, with no need to download software.In Super Scratch Programming Adventure!, kids learn programming fundamentals as they make their very own playable video games. They’ll create projects inspired by classic arcade games that can be programmed (and played!) in an afternoon. Patient, step-by-step explanations of the code and fun programming challenges will have kids creating their own games in no time.This full-color comic book makes programming concepts like variables, flow control, and subroutines effortless to absorb. Packed with ideas for games that kids will be proud to show off, Super Scratch Programming Adventure! is the perfect first step for the budding programmer.Now Updated for Scratch 2The free Super Scratch Educator's Guide provides commentary and advice on the book's games suitable for teachers and parents.For Ages 8 and Up

Super Scratch Programming Adventure! (Scratch 3)

by The LEAD Project

Comics! Games! Programming! Now updated to cover Scratch 3.Scratch is the wildly popular educational programming language used by millions of first-time learners in classrooms and homes worldwide. By dragging together colorful blocks of code, kids can learn computer programming concepts and make cool games and animations. The latest version, Scratch 3, features an updated interface, new sprites and programming blocks, and extensions that let you program things like the micro:bit.In Super Scratch Programming Adventure!, kids learn programming fundamentals as they make their very own playable video games. They'll create projects inspired by classic arcade games that can be programmed (and played!) in an afternoon. Patient, step-by-step explanations of the code and fun programming challenges will have kids creating their own games in no time.This full-color comic book makes programming concepts like variables, flow control, and subroutines effortless to absorb. Packed with ideas for games that kids will be proud to show off, Super Scratch Programming Adventure! is the perfect first step for the budding programmer.Covers Scratch 3

Super-Resolution Imaging (Digital Imaging and Computer Vision)

by Peyman Milanfar

With the exponential increase in computing power and broad proliferation of digital cameras, super-resolution imaging is poised to become the next "killer app." The growing interest in this technology has manifested itself in an explosion of literature on the subject. Super-Resolution Imaging consolidates key recent research contributions from eminent scholars and practitioners in this area and serves as a starting point for exploration into the state of the art in the field. It describes the latest in both theoretical and practical aspects of direct relevance to academia and industry, providing a base of understanding for future progress. Features downloadable tools to supplement material found in the book Recent advances in camera sensor technology have led to an increasingly larger number of pixels being crammed into ever-smaller spaces. This has resulted in an overall decline in the visual quality of recorded content, necessitating improvement of images through the use of post-processing. Providing a snapshot of the cutting edge in super-resolution imaging, this book focuses on methods and techniques to improve images and video beyond the capabilities of the sensors that acquired them. It covers: History and future directions of super-resolution imaging Locally adaptive processing methods versus globally optimal methods Modern techniques for motion estimation How to integrate robustness Bayesian statistical approaches Learning-based methods Applications in remote sensing and medicine Practical implementations and commercial products based on super-resolution The book concludes by concentrating on multidisciplinary applications of super-resolution for a variety of fields. It covers a wide range of super-resolution imaging implementation techniques, including variational, feature-based, multi-channel, learning-based, locally adaptive, and nonparametric methods. This versatile book can be used as the basis for short courses for engineers and scientists, or as part of graduate-level courses in image processing.

Super-Resolution for Remote Sensing (Unsupervised and Semi-Supervised Learning)

by M. Emre Celebi Michal Kawulok Bogdan Smolka Jolanta Kawulok

This book provides a comprehensive perspective over the landscape of super-resolution techniques developed for and applied to remotely-sensed images. The chapters tackle the most important problems that professionals face when dealing with super-resolution in the context of remote sensing. These are: evaluation procedures to assess the super-resolution quality; benchmark datasets (simulated and real-life); super-resolution for specific data modalities (e.g., panchromatic, multispectral, and hyperspectral images); single-image super-resolution, including generative adversarial networks; multi-image fusion (temporal and/or spectral); real-world super-resolution; and task-driven super-resolution. The book presents the results of several recent surveys on super-resolution specifically for the remote sensing community.

Super-Resolved Imaging

by Zeev Zalevsky

In this brief we review several approaches that provide super resolved imaging, overcoming the geometrical limitation of the detector as well as the diffraction effects set by the F number of the imaging lens. In order to obtain the super resolved enhancement, we use spatially non-uniform and/or random transmission structures to encode the image or the aperture planes. The desired resolution enhanced images are obtained by post-processing decoding of the captured data.

SuperBetter

by Jane Mcgonigal

An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growthIn 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for "post-traumatic growth" that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier.But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade's worth of scientific research into the ways all games--including videogames, sports, and puzzles--change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more "gameful" mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games--such as optimism, creativity, courage, and determination--to real-world goals.Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: * Your ability to control your attention, and therefore your thoughts and feelings * Your power to turn anyone into a potential ally, and to strengthen your existing relationships * Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job.As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You'll never say that something is "just a game" again.From the Hardcover edition.

SuperShifts: Transforming How We Live, Learn, and Work in the Age of Intelligence

by Steve Fisher Ja-Nae Duane

Forward-thinking exploration of the dawn of humanity's new age and the imminent technology-enabled transformation on society, business, and beyond. In SUPERSHIFTS, leading behavioral scientist Dr. Ja-Nae Duane and world-renowned entrepreneur and futurist Steve Fisher deliver an incisive overview of how we are at the end of one 200-year arc and embarking on another. With this new age of intelligence, Duane and Fisher highlight the various catalysts for change currently affecting individuals, businesses, and society as a whole. They also provide a model for transformation that expertly bridges the gap between theory and practice to provide a holistic view of making radical change through three lenses: you as a leader, your organization, and society. Drawing on Duane and Fisher's wealth of collective experience, this book pays particular attention to how emerging technologies, biological revolutions, energy abundance create opportunities for humanity's transformational purpose, and emergence of new intelligent species over the next two hundred years. Readers will find various case studies showing successful and failed responses to disruption, and learn about topics including: What is needed for mankind to thrive beyond the predictions of the singularity, and how that will shift our communications, beliefs, and values How can we create anti-fragile organizations and global systems based on nature's ecosystems Humanity's coexistence with technology, the fall of centralized systems, and the emergence of collective intelligence as a solution for prosperity A guide for change, SUPERSHIFTS earns a well-deserved spot on the bookshelves of executives, entrepreneurs, and leaders seeking to create a better world for themselves, their organizations, and society at large.

Superagency: What Could Possibly Go Right with Our AI Future

by Reid Hoffman Greg Beato

Instant New York Times and USA Today Bestseller. Tech visionary and co-founder of Manas AI Reid Hoffman shares his unique insider’s perspective on an AI-powered future, making the case for its potential to unlock a world of possibilities. <p> "An essential companion." — Fei-Fei Li <p> "An important read." —Bill Gates <p> "Brilliant mind. Compassionate heart. Bold ideas…Read this book!” —Van Jones <p> "Refreshingly optimistic and welcome perspective." — Ariana Huffington <p> "A fascinating and insightful book." —Yuval Noah Harari <p> As taught at UPenn's Wharton and Stanford. Superagency offers a roadmap for using AI inclusively and adaptively to improve our lives and create positive change. While acknowledging challenges like disinformation and potential job changes, the book focuses on AI’s immense potential to increase individual agency and create better outcomes for society as a whole. Imagine AI tutors personalizing education for each child, researchers rapidly discovering cures for diseases like Alzheimer's and cancer, and AI advisors empowering people to navigate complex systems and achieve their goals. Hoffman and co-author, tech and culture writer Greg Beato envision a world where these possibilities, and many more, become a reality. <p> Superagency challenges conventional fears, inviting us to view the future through a lens of opportunity, rather than fear. It’s a call to action – to embrace AI with excitement and actively shape a world where human ingenuity and the power of AI combine to create something extraordinary. Entrepreneur Reid Hoffman is a co-founder of LinkedIn, Inflection AI, and Manas AI. He is also host of the podcasts Possible and Masters of Scale. <b>New York Times Bestseller</b>

Superbloom: How Technologies of Connection Tear Us Apart

by Nicholas Carr

One of Literary Hub's Most Anticipated Books of 2025 From the author of The Shallows, a bracing exploration of how social media has warped our sense of self and society. From the telegraph and telephone in the 1800s to the internet and social media in our own day, the public has welcomed new communication systems. Whenever people gain more power to share information, the assumption goes, society prospers. Superbloom tells a startlingly different story. As communication becomes more mechanized and efficient, it breeds confusion more than understanding, strife more than harmony. Media technologies all too often bring out the worst in us. A celebrated commentator on the human consequences of technology, Nicholas Carr reorients the conversation around modern communication, challenging some of our most cherished beliefs about self-expression, free speech, and media democratization. He reveals how messaging apps strip nuance from conversation, how “digital crowding” erodes empathy and triggers aggression, how online political debates narrow our minds and distort our perceptions, and how advances in AI are further blurring the already hazy line between fantasy and reality. Even as Carr shows how tech companies and their tools of connection have failed us, he forces us to confront inconvenient truths about our own nature. The human psyche, it turns out, is profoundly ill-suited to the “superbloom” of information that technology has unleashed. With rich psychological insights and vivid examples drawn from history and science, Superbloom provides both a panoramic view of how media shapes society and an intimate examination of the fate of the self in a time of radical dislocation. It may be too late to change the system, Carr counsels, but it’s not too late to change ourselves.

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