Editor Pieter Verdegem was shortlisted for best edited collection in the 2022 MeCCSA outstanding achievement awards. See https://uwestminsterpress.blog/2022/08/18/original-and-timely-uwp-title-shortlisted-for-major-academic-book-prize/ for more details.
We are entering a new era of technological determinism and solutionism in which governments and business actors are seeking data-driven change, assuming that Artificial Intelligence is now inevitable and ubiquitous. But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questions about power. This book brings together critical interrogations of what constitutes AI, its impact and its inequalities in order to offer an analysis of what it means for AI to deliver benefits for everyone. The book is structured in three parts: Part 1, AI: Humans vs. Machines, presents critical perspectives on human-machine dualism. Part 2, Discourses and Myths About AI, excavates metaphors and policies to ask normative questions about what is ‘desirable’ AI and what conditions make this possible. Part 3, AI Power and Inequalities, discusses how the implementation of AI creates important challenges that urgently need to be addressed. Bringing together scholars from diverse disciplinary backgrounds and regional contexts, this book offers a vital intervention on one of the most hyped concepts of our times.
Based on a series of popular courses and workshops that Professor Patrick Barry has created for students, professionals, and anyone else interested in taking a skills-based approach to artificial intelligence, this book gives you a chance to engage with important AI concepts, experiment with exploratory AI exercises, and then ultimately develop your own customized list of AI traps to try as well as AI traps to avoid.
Illuminates how algorithms, intertwined with human biases, damage political discourse and civic engagement.
Algorithmic Worldmaking is an urgent exploration of the dynamic relationship between algorithms that encode their human creators’ assumptions and the humans whose choices are shaped by these algorithms in search engines, social media, and other digital spaces. Transcending discussions of one or the other, Jeremy David Johnson traces the corrupting political and social influences that arise from their mutual interaction.
Johnson uses the concept of kosmos in its sense of a dynamic order to frame the interplay between algorithms, humans, and their environments. He first shows how algorithms, far from being objective or unbiased, perpetuate human errors. Johnson then suggests a framework of four parts—navigation, exploration, maintenance, and monetization—to map the variety of political consequences to a society influenced by these four factors.
Citing controversies at major platforms such as Google, YouTube, and Facebook, Johnson demonstrates how algorithms limit and shape human thought. He makes several persuasive arguments. First, algorithms and humans share agency but humans have exceptional responsibility. Second, the algorithmic kosmos mirrors and shapes social oppression. Third, algorithms incentivize capitalist exploitation. Last, these influences damage democratic deliberation.
This landmark study is essential for scholars and students of political science, media studies, and those interested in the perilous implications of algorithmic systems on civic and political life.
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.
A critical examination of the digital imagery and visualization tools that mediate urban life
Animated Urbanism explores the ways urban life is increasingly mediated by digital visualization tools, from elaborate marketing productions to specialized techniques of urban planning that rely on the collection of large datasets. By developing a critical vocabulary for these forms of digital imagery, Gillian Rose investigates the implications of using digital technology to manage the spatial and temporal organization of life in cities.
Pushing back against the so-called smartness mandate, which sees urban existence and its infrastructure as necessarily governed by big data, automation, and artificial intelligence, Animated Urbanism is a nuanced examination of the various types of media structuring urban life and their propensity to replicate highly gendered and racialized forms of human embodiment. From smartphone apps to special effects in movies to sophisticated “fly-through” videos of cities created by urban developers, Rose analyzes the corporate imaginaries that are being created, building on the influential theories of Donna Haraway, among others, concerning the interrelation of technology, power, and human life.
While recent digital analysis often focuses on the political economy of tech platforms or the efficacy of data in smart cities, Rose emphasizes the role of human subjectivity in the shifting configurations of these new urban landscapes. With an incisive, feminist approach to the imagery enabled by software and handheld devices, Animated Urbanism invites us to question how human life emerges from these complex entanglements of technology and visual culture.
Retail e-book files for this title are screen-reader friendly with images accompanied by short alt text and/or extended descriptions.
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.
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