Download or read book From Counterculture to Cyberculture written by Fred Turner and published by University of Chicago Press. This book was released on 2010-10-15 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early 1960s, computers haunted the American popular imagination. Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s—and the dawn of the Internet—computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. Fred Turner here traces the previously untold story of a highly influential group of San Francisco Bay–area entrepreneurs: Stewart Brand and the Whole Earth network. Between 1968 and 1998, via such familiar venues as the National Book Award–winning Whole Earth Catalog, the computer conferencing system known as WELL, and, ultimately, the launch of the wildly successful Wired magazine, Brand and his colleagues brokered a long-running collaboration between San Francisco flower power and the emerging technological hub of Silicon Valley. Thanks to their vision, counterculturalists and technologists alike joined together to reimagine computers as tools for personal liberation, the building of virtual and decidedly alternative communities, and the exploration of bold new social frontiers. Shedding new light on how our networked culture came to be, this fascinating book reminds us that the distance between the Grateful Dead and Google, between Ken Kesey and the computer itself, is not as great as we might think.
Download or read book The Computer Culture Reader written by Joseph R. Chaney and published by Cambridge Scholars Publishing. This book was released on 2009-03-26 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Download or read book Turing s Man written by J. David Bolter and published by UNC Press Books. This book was released on 1984 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the role of technology in Western civilization and examines the impact of the computer on modern culture
Download or read book Shaping a Digital World written by Derek C. Schuurman and published by InterVarsity Press. This book was released on 2013-04-16 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: Building on the work of Jacques Ellul, Marshall McLuhan and Neil Postman, as well as a wide range of Reformed thinkers, Derek Schuurman provides a brief theology of technology—rooted in the Reformed tradition and oriented around the grand themes of creation, fall, redemption and new creation.
Download or read book Electric Dreams written by Ted Friedman and published by NYU Press. This book was released on 2005-12 with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electric Dreams turns to the past to trace the cultural history of computers. Ted Friedman charts the struggles to define the meanings of these powerful machines over more than a century, from the failure of Charles Babbage’s “difference engine” in the nineteenth century to contemporary struggles over file swapping, open source software, and the future of online journalism. To reveal the hopes and fears inspired by computers, Electric Dreams examines a wide range of texts, including films, advertisements, novels, magazines, computer games, blogs, and even operating systems. Electric Dreams argues that the debates over computers are critically important because they are how Americans talk about the future. In a society that in so many ways has given up on imagining anything better than multinational capitalism, cyberculture offers room to dream of different kinds of tomorrow.
Download or read book Digital Detachment written by Chet A Bowers and published by Routledge. This book was released on 2016-01-29 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: The digital revolution is changing the world in ecologically unsustainable ways: (1) it increases the economic and political power of the elites controlling and interpreting the data; (2) it is based on the deep assumptions of market liberalism that do not recognize environmental limits; (3) it undermines face-to-face and context-specific forms of knowledge; (4) it undermines awareness of the metaphorical nature of language; (5) its promoters are driven by the myth of progress and thus ignore important cultural traditions of the cultural commons that are being lost; and (6) it both by-passes the democratic process and colonizes other cultures. This book provides an in-depth examination of these phenomena and connects them to questions of educational reform in the US and beyond.
Download or read book Computer Aided Architectural Design Hello Culture written by Ji-Hyun Lee and published by Springer. This book was released on 2019-06-13 with total page 506 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes selected papers of the 18th International Conference on Computer-Aided Architectural Design Futures, CAAD Futures 2019, held in Daejeon, Republic of Korea, in June 2019. The 34 revised full papers presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections on theory, methodology and practice of architectural and interior design; support systems for design decisions; tools, methods and implementation of urban design; rethinking space and spatial behavior; fabrication and materialization; and shape studies.
Download or read book Play Between Worlds written by T. L. Taylor and published by MIT Press. This book was released on 2009-02-13 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Download or read book Computer Culture written by Heinz R. Pagels and published by . This book was released on 1984 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Game Work written by Ken S. McAllister and published by University of Alabama Press. This book was released on 2004 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.
Download or read book Play Redux written by David Myers and published by . This book was released on 2010 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book On Line and On Paper written by Kathryn Henderson and published by MIT Press. This book was released on 1998-12-01 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: The role of representation in the production of technoscientific knowledge has become a subject of great interest in recent years. In this book, sociologist and art critic Kathryn Henderson offers a new perspective on this topic by exploring the impact of computer graphic systems on the visual culture of engineering design. Henderson shows how designers use drawings both to organize work and knowledge and to recruit and organize resources, political support, and power. Henderson's analysis of the collective nature of knowledge in technical design work is based on her participant observation of practices in two industrial settings. In one she follows the evolution of a turbine engine package from design to production, and in the other she examines the development of an innovative surgical tool. In both cases she describes the messy realities of design practice, including the mixed use of the worlds of paper and computer graphics. One of the goals of the book is to lay a practice-informed groundwork for the creation of more usable computer tools. Henderson also explores the relationship between the historical development of engineering as a profession and the standardization of engineering knowledge, and then addresses the question: Just what is high technology, and how does its affect the extent to which people will allow their working habits to be disrupted and restructured? Finally, to help explain why visual representations are so powerful, Henderson develops the concept of "metaindexicality"—the ability of a visual representation, used interactively, to combine many diverse levels of knowledge and thus to serve as a meeting ground (and sometimes battleground) for many types of workers.
Download or read book User Error written by Ellen Rose and published by Between the Lines. This book was released on 2003-09-01 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: User Error explodes the myth of computer technology as juggernaut. Multimedia educator Ellen Rose shows that there is no bandwagon, no out-of-control dynamo, no titanic conspiracy to overwhelm us. Instead, there is our own desire to join the fraternity of users, a fraternity that confers legitimacy and power on those who enter the brave new world. Rose exposes how we surrender decision-making power in personal and workplace computing situations. As users we willingly grant authority to the creators of software, support materials, and the seductive infrastructure of technocracy. “Smart” users are rewarded; reluctant users are pathologized. User identity is deliberately constructed at the crossroads of industry, consumer demand, and complicity. User Error sounds a timely alarm, calling on all of us who use the new technologies to recognize how we are being co-opted. With awareness we can reassert our own responsibility and power in this increasingly important interaction. Savvy, accessible, and up-to-date, User Error offers insight, inspiration, and strategies of resistance to general readers, technology professionals, students, and scholars alike.
Download or read book The Cultural Logic of Computation written by David Golumbia and published by Harvard University Press. This book was released on 2009-04-30 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advocates of computers make sweeping claims for their inherently transformative power: new and different from previous technologies, they are sure to resolve many of our existing social problems, and perhaps even to cause a positive political revolution. In The Cultural Logic of Computation, David Golumbia, who worked as a software designer for more than ten years, confronts this orthodoxy, arguing instead that computers are cultural “all the way down”—that there is no part of the apparent technological transformation that is not shaped by historical and cultural processes, or that escapes existing cultural politics. From the perspective of transnational corporations and governments, computers benefit existing power much more fully than they provide means to distribute or contest it. Despite this, our thinking about computers has developed into a nearly invisible ideology Golumbia dubs “computationalism”—an ideology that informs our thinking not just about computers, but about economic and social trends as sweeping as globalization. Driven by a programmer’s knowledge of computers as well as by a deep engagement with contemporary literary and cultural studies and poststructuralist theory, The Cultural Logic of Computation provides a needed corrective to the uncritical enthusiasm for computers common today in many parts of our culture.
Download or read book Children Technology and Culture written by Ian Hutchby and published by Psychology Press. This book was released on 2001 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essays in this volume examine the interplay of children and technology, and address critical questions about how we understand the nature of childhood in a modern technocratic society.
Download or read book Encyclopedia of Human Computer Interaction written by Ghaoui, Claude and published by IGI Global. This book was released on 2005-12-31 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras