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A new “textual studies” and archival approach to the investigation of works of new media and electronic literature that applies techniques of computer forensics to conduct media-specific readings of William Gibson's electronic poem “Agrippa,” Michael Joyce's Afternoon, and the interactive game Mystery House. In Mechanisms, Matthew Kirschenbaum examines new media and electronic writing against the textual and technological primitives that govern writing, inscription, and textual transmission in all media: erasure, variability, repeatability, and survivability. Mechanisms is the first book in its field to devote significant attention to storage—the hard drive in particular—arguing ...
Note: This is the second printing. It contains all of the corrections as of May 2017 as well as an updated back cover. Roger Wagner's Assembly Lines articles originally appeared in Softalk magazine from October 1980 to June 1983. The first fifteen articles were reprinted in 1982 in Assembly Lines: The Book. Now, for the first time, all thirty-three articles are available in one complete volume. This edition also contains all of the appendices from the original book as well as new appendices on the 65C02, zero-page memory usage, and a beginner's guide to using the Merlin Assembler. The book is designed for students of all ages: the nostalgic programmer enjoying the retro revolution, the newcomer interested in learning low-level assembly coding, or the embedded systems developer using the latest 65C02 chips from Western Design Center. "Roger Wagner didn't just read the first book on programming the Apple computer-he wrote it." - Steve Wozniak
How and why to make visual communication a powerful competitive tool From digital cameras and camera phones to videoconferencing, visual communication technology is changing not only personal lives but global business relationships and communities of interest. Visual communication is an essential tool for every corporation-in any industry-that wants to stay competitive. Going Visual demonstrates how businesses can harness the power of digital images and video to communicate comprehensively and unambiguously. Through real-world success stories the authors outline a clear, simple, five-step plan for developing a Visual Communication Strategy that will sharpen every organization's competitive e...
The articles in this collection demonstrate that a change is taking place in New Testament studies. Throughout the twentieth century, New Testament scholarship primarily worked under the assumption that only two languages, Aramaic and Greek, were in common use in the land of Israel in the first century. The current contributors investigate various areas where increasing linguistic data and changing perspectives have moved Hebrew out of a restricted, marginal status within first-century language use and the impact on New Testament studies. Five articles relate to the general sociolinguistic situation in the land of Israel during the first century, while three articles present literary studies that interact with the language background. The final three contributions demonstrate the impact this new understanding has on the reading of Gospel texts.
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
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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 foun...
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