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Image Objects
  • Language: en
  • Pages: 323

Image Objects

  • Type: Book
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  • Published: 2021-08-03
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  • Publisher: MIT Press

How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standar...

Debates in the Digital Humanities 2016
  • Language: en
  • Pages: 838

Debates in the Digital Humanities 2016

Pairing full-length scholarly essays with shorter pieces drawn from scholarly blogs and conference presentations, as well as commissioned interviews and position statements, Debates in the Digital Humanities 2016 reveals a dynamic view of a field in negotiation with its identity, methods, and reach. Pieces in the book explore how DH can and must change in response to social justice movements and events like #Ferguson; how DH alters and is altered by community college classrooms; and how scholars applying DH approaches to feminist studies, queer studies, and black studies might reframe the commitments of DH analysts. Numerous contributors examine the movement of interdisciplinary DH work into...

Proxies
  • Language: en
  • Pages: 289

Proxies

  • Type: Book
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  • Published: 2021-08-17
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  • Publisher: MIT Press

How those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. Our world is built on an array of standards we are compelled to share. In Proxies, Dylan Mulvin examines how we arrive at those standards, asking, "To whom and to what do we delegate the power to stand in for the world?" Mulvin shows how those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. For designers of technology, some bits of the world end up standing in for other bits, standards with which they build and calibrate. These "proxies" carry spec...

Debugging Game History
  • Language: en
  • Pages: 465

Debugging Game History

  • Type: Book
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  • Published: 2024-02-06
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  • Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. 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 “Embodi...

Visions of the Now
  • Language: en

Visions of the Now

  • Type: Book
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  • Published: 2013
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  • Publisher: Unknown

None

Code/space
  • Language: en
  • Pages: 305

Code/space

  • Type: Book
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  • Published: 2011
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  • Publisher: MIT Press

The authors examine software from a spatial perspective, analyzing the dyadic relationship of software & space. The production of space, they argue, is increasingly dependent on code, & code is written to produce space.

The Chinese Computer
  • Language: en
  • Pages: 372

The Chinese Computer

  • Type: Book
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  • Published: 2024-05-28
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  • Publisher: MIT Press

The fascinating, untold story of how the Chinese language overcame unparalleled challenges and revolutionized the world of computing. A standard QWERTY keyboard has a few dozen keys. How can Chinese—a language with tens of thousands of characters and no alphabet—be input on such a device? In The Chinese Computer, Thomas S. Mullaney sets out to resolve this paradox, and in doing so, discovers that the key to this seemingly impossible riddle has given rise to a new epoch in the history of writing—a form of writing he calls “hypography.” Based on fifteen years of research, this pathbreaking history of the Chinese language charts the beginnings of electronic Chinese technology in the w...

Communities of Computing
  • Language: en
  • Pages: 422

Communities of Computing

Communities of Computing is the first book-length history of the Association for Computing Machinery (ACM), founded in 1947 and with a membership today of 100,000 worldwide. It profiles ACM's notable SIGs, active chapters, and individual members, setting ACM's history into a rich social and political context. The book's 12 core chapters are organized into three thematic sections. "Defining the Discipline" examines the 1960s and 1970s when the field of computer science was taking form at the National Science Foundation, Stanford University, and through ACM's notable efforts in education and curriculum standards. "Broadening the Profession" looks outward into the wider society as ACM engaged w...

Inventing the Medium
  • Language: en
  • Pages: 499

Inventing the Medium

  • Type: Book
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  • Published: 2011-11-23
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  • Publisher: MIT Press

A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital ...

Digital History and Hermeneutics
  • Language: en
  • Pages: 312

Digital History and Hermeneutics

As a result of rapid advancements in computer science during recent decades, there has been an increased use of digital tools, methodologies and sources in the field of digital humanities. While opening up new opportunities for scholarship, many digital methods and tools now used for humanities research have nevertheless been developed by computer or data sciences and thus require a critical understanding of their mode of operation and functionality. The novel field of digital hermeneutics is meant to provide such a critical and reflexive frame for digital humanities research by acquiring digital literacy and skills. A new knowledge for the assessment of digital data, research infrastructure...