Exploding the Phone: The Untold Story of the Teenagers and Outlaws Who Hacked Ma Bell
Phil Lapsley - 2013
Starting with Alexander Graham Bell's revolutionary "harmonic telegraph," by the middle of the twentieth century the phone system had grown into something extraordinary, a web of cutting-edge switching machines and human operators that linked together millions of people like never before. But the network had a billion-dollar flaw, and once people discovered it, things would never be the same.Exploding the Phone tells this story in full for the first time. It traces the birth of long-distance communication and the telephone, the rise of AT&T's monopoly, the creation of the sophisticated machines that made it all work, and the discovery of Ma Bell's Achilles' heel. Phil Lapsley expertly weaves together the clandestine underground of "phone phreaks" who turned the network into their electronic playground, the mobsters who exploited its flaws to avoid the feds, the explosion of telephone hacking in the counterculture, and the war between the phreaks, the phone company, and the FBI.The product of extensive original research, Exploding the Phone is a ground-breaking, captivating book.
Bad Pharma: How Drug Companies Mislead Doctors and Harm Patients
Ben Goldacre - 2012
We like to imagine that it’s based on evidence and the results of fair tests. In reality, those tests are often profoundly flawed. We like to imagine that doctors are familiar with the research literature surrounding a drug, when in reality much of the research is hidden from them by drug companies. We like to imagine that doctors are impartially educated, when in reality much of their education is funded by industry. We like to imagine that regulators let only effective drugs onto the market, when in reality they approve hopeless drugs, with data on side effects casually withheld from doctors and patients.All these problems have been protected from public scrutiny because they’re too complex to capture in a sound bite. But Dr. Ben Goldacre shows that the true scale of this murderous disaster fully reveals itself only when the details are untangled. He believes we should all be able to understand precisely how data manipulation works and how research misconduct on a global scale affects us. In his own words, “the tricks and distortions documented in these pages are beautiful, intricate, and fascinating in their details.” With Goldacre’s characteristic flair and a forensic attention to detail, Bad Pharma reveals a shockingly broken system and calls for something to be done. This is the pharmaceutical industry as it has never been seen before.
Digital Copyright: Protecting Intellectual Property on the Internet
Jessica Litman - 2000
The efforts to enforce these new rights have resulted in highly publicized legal battles between established media, such as major record labels and motion picture studios, and upstart Internet companies, such as MP3.com and Napster.The general public is used to thinking of copyright (if it thinks of it at all) as marginal and arcane, and it hasn't paid much attention as legislation to expand copyright moved through Congress. But copyright law is central to our society's information policy, and affects what we can read, view, hear, use, or learn.In this enlightening and well-argued book, law professor Jessica Litman questions whether copyright laws crafted by lawyers and their lobbyists really make sense for the vast majority of us. Should every interaction between ordinary consumers and copyright-protected works be governed by laws drafted without ordinary consumers in mind? Is it practical to enforce such laws, or expect consumers to obey them? Most important, what are the effects of such laws on the exchange of information in a free society? Litman's critique exposes the 1998 copyright law as an incoherent patchwork. She argues for reforms that reflect common sense and the way people actually behave in their daily digital interactions.(front flap)
Diffusion of Innovations
Everett M. Rogers - 1982
It has sold 30,000 copies in each edition and will continue to reach a huge academic audience.In this renowned book, Everett M. Rogers, professor and chair of the Department of Communication & Journalism at the University of New Mexico, explains how new ideas spread via communication channels over time. Such innovations are initially perceived as uncertain and even risky. To overcome this uncertainty, most people seek out others like themselves who have already adopted the new idea. Thus the diffusion process consists of a few individuals who first adopt an innovation, then spread the word among their circle of acquaintances--a process which typically takes months or years. But there are exceptions: use of the Internet in the 1990s, for example, may have spread more rapidly than any other innovation in the history of humankind. Furthermore, the Internet is changing the very nature of diffusion by decreasing the importance of physical distance between people. The fifth edition addresses the spread of the Internet, and how it has transformed the way human beings communicate and adopt new ideas.
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Final Fantasy Ultimania Archive Volume 1
Yoshitaka Amano - 2018
Containing a total of over three hundred pages collected in a high-quality hard-cover binding, Final Fantasy Ultimania Archive Volume 1 remains faithful to its original Japanese source material while simultaneously offering unparalleled accessibility for Western readers. No Final Fantasy collection is complete without this beautiful tome of art, lore, and history.
The Theory of Everything: The Origin and Fate of the Universe
Stephen Hawking - 2002
"The Theory of Everything" presents the most complex theories, both past and present, of physics; yet it remains clear and accessible. It will enlighten readers and expose them to the rich history of scientific thought and the complexities of the universe in which we live.
Colossus: The Secrets of Bletchley Park's Codebreaking Computers
B. Jack Copeland - 2006
This book rewrites the history of computer science, arguing that in reality Colossus--the giant computer built by the British secret service during World War II--predates ENIAC by two years.Colossus was built during the Second World War at the Government Code and Cypher School at Bletchley Park. Until very recently, much about the Colossus machine was shrouded in secrecy, largely because the code-breaking algorithms that were employed during World War II remained in use by the British security services until a short time ago. In addition, the United States has recently declassified a considerable volume of wartime documents relating to Colossus. Jack Copeland has brought together memoirs of veterans of Bletchley Park--the top-secret headquarters of Britain's secret service--and others who draw on the wealth of declassified information to illuminate the crucial role Colossus played during World War II. Included here are pieces by the former WRENS who actually worked the machine, the scientist who pioneered the use of vacuum tubes in data processing, and leading authorities on code-breaking and computer science.A must read for anyone curious about code-breaking or World War II espionage, Colossus offers a fascinating insider's account of the world first giant computer, the great great grandfather of the massive computers used today by the CIA and the National Security Agency.
Capcom 30th Anniversary Character Encyclopedia
Casey Loe - 2013
The "Capcom 30th Anniversary Character Encyclopedia" celebrates Capcom's 30 years in the industry and gives fans concise information about every major Capcom character, their key artwork, statistics, background information, and interesting notes on the history of each character and game franchise. Including almost 200 characters from the Capcom family, this "Character Encyclopedia" sheds new light on these characters in a way nothing else does!
Artificial Intelligence
Elaine Rich - 1983
I. is explored and explained in this best selling text. Assuming no prior knowledge, it covers topics like neural networks and robotics. This text explores the range of problems which have been and remain to be solved using A. I. tools and techniques. The second half of this text is an excellent reference.
The Net Delusion: The Dark Side of Internet Freedom
Evgeny Morozov - 2010
Yet for all the talk about the democratizing power of the Internet, regimes in Iran and China are as stable and repressive as ever. In fact, authoritarian governments are effectively using the Internet to suppress free speech, hone their surveillance techniques, disseminate cutting-edge propaganda, and pacify their populations with digital entertainment. Could the recent Western obsession with promoting democracy by digital means backfire?In this spirited book, journalist and social commentator Evgeny Morozov shows that by falling for the supposedly democratizing nature of the Internet, Western do-gooders may have missed how it also entrenches dictators, threatens dissidents, and makes it harder - not easier - to promote democracy. Buzzwords like "21st-century statecraft" sound good in PowerPoint presentations, but the reality is that "digital diplomacy" requires just as much oversight and consideration as any other kind of diplomacy.Marshaling compelling evidence, Morozov shows why we must stop thinking of the Internet and social media as inherently liberating and why ambitious and seemingly noble initiatives like the promotion of "Internet freedom" might have disastrous implications for the future of democracy as a whole.
As the Romans Did: A Sourcebook in Roman Social History
Jo-Ann Shelton - 1988
It provides clear, lively translations of a fascinating array of documents drawn from Latin and Greek source material--from personal letters, farming manuals, medical texts, and recipes to poetry, graffiti, and tombstone inscriptions. Each selection has been translated into readable, contemporary English. This edition includes more than 50 additional selections that introduce new topics and expand coverage of existing topics. In addition, the commentary on all the selections has been revised to reflect the recent scholarship of social and cultural historians. Extensive annotations, abundant biographical notes, maps, appendices, cross-references to related topics, and a newly-updated bibliography provide readers with the historical and cultural background material necessary to appreciate the selections. Arranged thematically into chapters on family life, housing, education, entertainment, religion, and other important topics, the translations reveal the ambitions and aspirations not only of the upper class, but of the average Roman citizen as well. They tell of the success and failure of Rome's grandiose imperialist policies and also of the pleasures and hardships of everyday life. Wide-ranging and lively, the second edition of As the Romans Did offers the most lucid account available of Roman life in all its diversity. Ideal for courses in Ancient Roman History, Social History of Rome, Roman Civilization, and Classics, it will also appeal to readers interested in ancient history.
The Friendly Orange Glow: The Untold Story of the PLATO System and the Dawn of Cyberculture
Brian Dear - 2017
The many thousands of people who used the system have held on to the PLATO ideas throughout their careers, influencing countless technological products and programs: from flat-panel wall TVs and touch-sensitive screens to chat rooms, instant messaging, screen savers, multiplayer games, flight simulators, crowdsourcing, interactive fiction, emoticons, and e-learning. Fascinating, first hand, and revelatory, The Friendly Orange Glow makes clear that the work of PLATO practitioners has profoundly shaped the computer industry from its inception to our very moment. This book is as much the biography of a vision as it is the story of the people behind PLATO. Every technology story--whether it's about the steam engine, airplane, telephone, Model T, or more recently, Apple, Google, and Tesla electric car--has at its core a vision. It is the immutable nature of technology, and technology visions, to run full life cycles, from cradle to grave. PLATO's story is no different. Like all technology visions, PLATO grew outdated and was disrupted by competing visions. The Friendly Orange Glow is a revelatory paradigm for our technological age.
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook
The Dictionary of Cultural Literacy
E.D. Hirsch Jr. - 1988
Now in this newly revised and updated edition, the authors provide a comprehensive look at cultural literacy for the nineties. New entries reflect suggestions from hundreds of readers. The dictionary takes into account the growing consensus over the specifics of multiculturalism, the political and geographic changes in the world, and the new ideas and terms that flow constantly from scientific research and technological development. The Dictionary of Cultural Literacy challenges us to find out more about what we know and helps us make sense of what we read, hear, and learn. It is a "must have" book for every home.