Making arrowheads, blades, and other stone tools was once a survival skill and is still a craft practiced by thousands of flintknappers around the world. In the United States, knappers gather at regional "knap-ins" to socialize, exchange ideas and material, buy and sell both equipment and knapped art, and make stone tools in the company of others. In between these gatherings, the knapping community stays connected through newsletters and the Internet.
In this book, avid knapper and professional anthropologist John Whittaker offers an insider's view of the knapping community. He explores why stone tools attract modern people and what making them means to those who pursue this art. He describes how new members are incorporated into the knapping community, how novices learn the techniques of knapping and find their roles within the group, how the community is structured, and how ethics, rules, and beliefs about knapping are developed and transmitted. He also explains how the practice of knapping relates to professional archaeology, the trade in modern replicas of stone tools, and the forgery of artifacts. Whittaker's book thus documents a fascinating subculture of American life and introduces the wider public to an ancient and still rewarding craft.
Markets run on information. Buyers make decisions by relying on their knowledge of the products available, and sellers decide what to produce based on their understanding of what buyers want. But the distribution of market information has changed, as consumers increasingly turn to sources that act as intermediaries for information—companies like Yelp and Google. Antitrust Law in the New Economy considers a wide range of problems that arise around one aspect of information in the marketplace: its quality.
Sellers now have the ability and motivation to distort the truth about their products when they make data available to intermediaries. And intermediaries, in turn, have their own incentives to skew the facts they provide to buyers, both to benefit advertisers and to gain advantages over their competition. Consumer protection law is poorly suited for these problems in the information economy. Antitrust law, designed to regulate powerful firms and prevent collusion among producers, is a better choice. But the current application of antitrust law pays little attention to information quality.
Mark Patterson discusses a range of ways in which data can be manipulated for competitive advantage and exploitation of consumers (as happened in the LIBOR scandal), and he considers novel issues like “confusopoly” and sellers’ use of consumers’ personal information in direct selling. Antitrust law can and should be adapted for the information economy, Patterson argues, and he shows how courts can apply antitrust to address today’s problems.
An engrossing origin story for the personal computer—showing how the Apple II’s software helped a machine transcend from hobbyists’ plaything to essential home appliance.
Skip the iPhone, the iPod, and the Macintosh. If you want to understand how Apple Inc. became an industry behemoth, look no further than the 1977 Apple II. Designed by the brilliant engineer Steve Wozniak and hustled into the marketplace by his Apple cofounder Steve Jobs, the Apple II became one of the most prominent personal computers of this dawning industry.
The Apple II was a versatile piece of hardware, but its most compelling story isn’t found in the feat of its engineering, the personalities of Apple’s founders, or the way it set the stage for the company’s multibillion-dollar future. Instead, historian Laine Nooney shows, what made the Apple II iconic was its software. In software, we discover the material reasons people bought computers. Not to hack, but to play. Not to code, but to calculate. Not to program, but to print. The story of personal computing in the United States is not about the evolution of hackers—it’s about the rise of everyday users.
Recounting a constellation of software creation stories, Nooney offers a new understanding of how the hobbyists’ microcomputers of the 1970s became the personal computer we know today. From iconic software products like VisiCalc and The Print Shop to historic games like Mystery House and Snooper Troops to long-forgotten disk-cracking utilities, The Apple II Age offers an unprecedented look at the people, the industry, and the money that built the microcomputing milieu—and why so much of it converged around the pioneering Apple II.
A material history of haptics technology that raises new questions about the relationship between touch and media
Since the rise of radio and television, we have lived in an era defined increasingly by the electronic circulation of images and sounds. But the flood of new computing technologies known as haptic interfaces—which use electricity, vibration, and force feedback to stimulate the sense of touch—offering an alternative way of mediating and experiencing reality.
In Archaeologies of Touch, David Parisi offers the first full history of these increasingly vital technologies, showing how the efforts of scientists and engineers over the past three hundred years have gradually remade and redefined our sense of touch. Through lively analyses of electrical machines, videogames, sex toys, sensory substitution systems, robotics, and human–computer interfaces, Parisi shows how the materiality of touch technologies has been shaped by attempts to transform humans into more efficient processors of information.
With haptics becoming ever more central to emerging virtual-reality platforms (immersive bodysuits loaded with touch-stimulating actuators), wearable computers (haptic messaging systems like the Apple Watch’s Taptic Engine), and smartphones (vibrations that emulate the feel of buttons and onscreen objects), Archaeologies of Touch offers a timely and provocative engagement with the long history of touch technology that helps us confront and question the power relations underpinning the project of giving touch its own set of technical media.
This volume develops from the studies published in Roy Ascott's highly successful Reframing Consciousness, documenting the very latest research from those connected with the CAiiA-STAR centre and its associated conferences. Their work embodies artistic and theoretical research in new media and telematics including aspects of artificial life, robotics, technoetics, performance, computer music and intelligent architecture, to growing international acclaim.
Tracing the evolution of the Italian avant-garde’s pioneering experiments with art and technology and their subversion of freedom and control
In postwar Italy, a group of visionary artists used emergent computer technologies as both tools of artistic production and a means to reconceptualize the dynamic interrelation between individual freedom and collectivity. Working contrary to assumptions that the rigid, structural nature of programming limits subjectivity, this book traces the multifaceted practices of these groundbreaking artists and their conviction that technology could provide the conditions for a liberated social life.
Situating their developments within the context of the Cold War and the ensuing crisis among the Italian left, Arte Programmata describes how Italy’s distinctive political climate fueled the group’s engagement with computers, cybernetics, and information theory. Creating a broad range of immersive environments, kinetic sculptures, domestic home goods, and other multimedia art and design works, artists such as Bruno Munari, Enzo Mari, and others looked to the conceptual frameworks provided by this new technology to envision a way out of the ideological impasses of the age.
Showcasing the ingenuity of Italy’s earliest computer-based art, this study highlights its distinguishing characteristics while also exploring concurrent developments across the globe. Centered on the relationships between art, technology, and politics, Arte Programmata considers an important antecedent to the digital age.
From hidden connections in big data to bots spreading fake news, journalism is increasingly computer-generated. An expert in computer science and media explains the present and future of a world in which news is created by algorithm.
Amid the push for self-driving cars and the roboticization of industrial economies, automation has proven one of the biggest news stories of our time. Yet the wide-scale automation of the news itself has largely escaped attention. In this lively exposé of that rapidly shifting terrain, Nicholas Diakopoulos focuses on the people who tell the stories—increasingly with the help of computer algorithms that are fundamentally changing the creation, dissemination, and reception of the news.
Diakopoulos reveals how machine learning and data mining have transformed investigative journalism. Newsbots converse with social media audiences, distributing stories and receiving feedback. Online media has become a platform for A/B testing of content, helping journalists to better understand what moves audiences. Algorithms can even draft certain kinds of stories. These techniques enable media organizations to take advantage of experiments and economies of scale, enhancing the sustainability of the fourth estate. But they also place pressure on editorial decision-making, because they allow journalists to produce more stories, sometimes better ones, but rarely both.
Automating the News responds to hype and fears surrounding journalistic algorithms by exploring the human influence embedded in automation. Though the effects of automation are deep, Diakopoulos shows that journalists are at little risk of being displaced. With algorithms at their fingertips, they may work differently and tell different stories than they otherwise would, but their values remain the driving force behind the news. The human–algorithm hybrid thus emerges as the latest embodiment of an age-old tension between commercial imperatives and journalistic principles.
Automating technologies threaten to usher in a workless future. But this can be a good thing—if we play our cards right.
Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire.
To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing.
The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.
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