Computer Lib/Dream Machines


Ted Nelson - 1974
    His rallying cry "Down with Cybercrud" is against the centralization of computers such as that performed by IBM at the time, as well as against what he sees as the intentional untruths that "computer people" tell to non-computer people to keep them from understanding computers. In Dream Machines, Nelson covers the flexible media potential of the computer, which was shockingly new at the time.

Tools for Thought: The History and Future of Mind-Expanding Technology


Howard Rheingold - 1985
    C. R. Licklider, Doug Engelbart, Bob Taylor, and Alan Kay.The digital revolution did not begin with the teenage millionaires of Silicon Valley, claims Howard Rheingold, but with such early intellectual giants as Charles Babbage, George Boole, and John von Neumann. In a highly engaging style, Rheingold tells the story of what he calls the patriarchs, pioneers, and infonauts of the computer, focusing in particular on such pioneers as J. C. R. Licklider, Doug Engelbart, Bob Taylor, and Alan Kay. Taking the reader step by step from nineteenth-century mathematics to contemporary computing, he introduces a fascinating collection of eccentrics, mavericks, geniuses, and visionaries.The book was originally published in 1985, and Rheingold's attempt to envision computing in the 1990s turns out to have been remarkably prescient. This edition contains an afterword, in which Rheingold interviews some of the pioneers discussed in the book. As an exercise in what he calls retrospective futurism, Rheingold also looks back at how he looked forward.

Embedded Android: Porting, Extending, and Customizing


Karim Yaghmour - 2011
    You'll also receive updates when significant changes are made, as well as the final ebook version. Embedded Android is for Developers wanting to create embedded systems based on Android and for those wanting to port Android to new hardware, or creating a custom development environment. Hackers and moders will also find this an indispensible guide to how Android works.

Mindstorms: Children, Computers, And Powerful Ideas


Seymour Papert - 1980
    We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers.

The Sciences of the Artificial


Herbert A. Simon - 1969
    There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems."People sometimes ask me what they should read to find out about artificial intelligence. Herbert Simon's book The Sciences of the Artificial is always on the list I give them. Every page issues a challenge to conventional thinking, and the layman who digests it well will certainly understand what the field of artificial intelligence hopes to accomplish. I recommend it in the same spirit that I recommend Freud to people who ask about psychoanalysis, or Piaget to those who ask about child psychology: If you want to learn about a subject, start by reading its founding fathers." -- George A. Miller

Turing's Cathedral: The Origins of the Digital Universe


George Dyson - 2012
    In Turing’s Cathedral, George Dyson focuses on a small group of men and women, led by John von Neumann at the Institute for Advanced Study in Princeton, New Jersey, who built one of the first computers to realize Alan Turing’s vision of a Universal Machine. Their work would break the distinction between numbers that mean things and numbers that do things—and our universe would never be the same. Using five kilobytes of memory (the amount allocated to displaying the cursor on a computer desktop of today), they achieved unprecedented success in both weather prediction and nuclear weapons design, while tackling, in their spare time, problems ranging from the evolution of viruses to the evolution of stars. Dyson’s account, both historic and prophetic, sheds important new light on how the digital universe exploded in the aftermath of World War II. The proliferation of both codes and machines was paralleled by two historic developments: the decoding of self-replicating sequences in biology and the invention of the hydrogen bomb. It’s no coincidence that the most destructive and the most constructive of human inventions appeared at exactly the same time.  How did code take over the world? In retracing how Alan Turing’s one-dimensional model became John von Neumann’s two-dimensional implementation, Turing’s Cathedral offers a series of provocative suggestions as to where the digital universe, now fully three-dimensional, may be heading next.

Gamification by Design


Gabe Zichermann - 2011
    This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app. Learn how to use core game concepts, design patterns, and meaningful code samples to a create fun and captivating social environment.Whether you're an executive, developer, producer, or product specialist, Gamification by Design will show you how game mechanics can help you build customer loyalty.Discover the motivational framework game designers use to segment and engage consumersUnderstand core game mechanics such as points, badges, levels, challenges, and leaderboardsEngage your consumers with reward structures, positive reinforcement, and feedback loopsCombine game mechanics with social interaction for activities such as collecting, gifting, heroism, and statusDive into case studies on Nike and Yahoo!, and analyze interactions at Google, Facebook, and ZyngaGet the architecture and code to gamify a basic consumer site, and learn how to use mainstream gamification APIs from Badgeville"Turning applications into games is a huge trend. This book does a great job of identifying the core lasting principals you need to inspire your users to visit again and again." —Adam Loving Freelance Social Game Developer and founder of Twibes Twitter Groups

Artificial Intelligence: A Modern Approach


Stuart Russell - 1994
    The long-anticipated revision of this best-selling text offers the most comprehensive, up-to-date introduction to the theory and practice of artificial intelligence. *NEW-Nontechnical learning material-Accompanies each part of the book. *NEW-The Internet as a sample application for intelligent systems-Added in several places including logical agents, planning, and natural language. *NEW-Increased coverage of material - Includes expanded coverage of: default reasoning and truth maintenance systems, including multi-agent/distributed AI and game theory; probabilistic approaches to learning including EM; more detailed descriptions of probabilistic inference algorithms. *NEW-Updated and expanded exercises-75% of the exercises are revised, with 100 new exercises. *NEW-On-line Java software. *Makes it easy for students to do projects on the web using intelligent agents. *A unified, agent-based approach to AI-Organizes the material around the task of building intelligent agents. *Comprehensive, up-to-date coverage-Includes a unified view of the field organized around the rational decision making pa

Cybernetics: or the Control and Communication in the Animal and the Machine


Norbert Wiener - 1948
    It is a ‘ must’ book for those in every branch of science . . . in addition, economists, politicians, statesmen, and businessmen cannot afford to overlook cybernetics and its tremendous, even terrifying implications. "It is a beautifully written book, lucid, direct, and despite its complexity, as readable by the layman as the trained scientist." -- John B. Thurston, "The Saturday Review of Literature" Acclaimed one of the "seminal books . . . comparable in ultimate importance to . . . Galileo or Malthus or Rousseau or Mill," "Cybernetics" was judged by twenty-seven historians, economists, educators, and philosophers to be one of those books published during the "past four decades", which may have a substantial impact on public thought and action in the years ahead." -- Saturday Review

A Mind at Play: How Claude Shannon Invented the Information Age


Jimmy Soni - 2017
    He constructed a fleet of customized unicycles and a flamethrowing trumpet, outfoxed Vegas casinos, and built juggling robots. He also wrote the seminal text of the digital revolution, which has been called “the Magna Carta of the Information Age.” His discoveries would lead contemporaries to compare him to Albert Einstein and Isaac Newton. His work anticipated by decades the world we’d be living in today—and gave mathematicians and engineers the tools to bring that world to pass.In this elegantly written, exhaustively researched biography, Jimmy Soni and Rob Goodman reveal Claude Shannon’s full story for the first time. It’s the story of a small-town Michigan boy whose career stretched from the era of room-sized computers powered by gears and string to the age of Apple. It’s the story of the origins of our digital world in the tunnels of MIT and the “idea factory” of Bell Labs, in the “scientists’ war” with Nazi Germany, and in the work of Shannon’s collaborators and rivals, thinkers like Alan Turing, John von Neumann, Vannevar Bush, and Norbert Wiener.And it’s the story of Shannon’s life as an often reclusive, always playful genius. With access to Shannon’s family and friends, A Mind at Play brings this singular innovator and creative genius to life.

The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity


Alan Cooper - 1999
    Cooper details many of these meta functions to explain his central thesis: programmers need to seriously re-evaluate the many user-hostile concepts deeply embedded within the software development process. Rather than provide users with a straightforward set of options, programmers often pile on the bells and whistles and ignore or de-prioritise lingering bugs. For the average user, increased functionality is a great burden, adding to the recurrent chorus that plays: "computers are hard, mysterious, unwieldy things." (An average user, Cooper asserts, who doesn't think that way or who has memorised all the esoteric commands and now lords it over others, has simply been desensitised by too many years of badly designed software.) Cooper's writing style is often overblown, with a pantheon of cutesy terminology (i.e. "dancing bearware") and insider back-patting. (When presenting software to Bill Gates, he reports that Gates replied: "How did you do that?" to which he writes: "I love stumping Bill!") More seriously, he is also unable to see beyond software development's importance--a sin he accuses programmers of throughout the book. Even with that in mind, the central questions Cooper asks are too important to ignore: Are we making users happier? Are we improving the process by which they get work done? Are we making their work hours more effective? Cooper looks to programmers, business managers and what he calls "interaction designers" to question current assumptions and mindsets. Plainly, he asserts that the goal of computer usage should be "not to make anyone feel stupid." Our distance from that goal reinforces the need to rethink entrenched priorities in software planning. -- Jennifer Buckendorff, Amazon.com

Understanding Computers and Cognition: A New Foundation for Design


Terry Winograd - 1986
    This volume is a theoretical and practical approach to the design of computer technology.

Pragmatic Thinking and Learning: Refactor Your Wetware


Andy Hunt - 2008
    Not in an editor, IDE, or design tool. You're well educated on how to work with software and hardware, but what about wetware--our own brains? Learning new skills and new technology is critical to your career, and it's all in your head. In this book by Andy Hunt, you'll learn how our brains are wired, and how to take advantage of your brain's architecture. You'll learn new tricks and tips to learn more, faster, and retain more of what you learn. You need a pragmatic approach to thinking and learning. You need to Refactor Your Wetware. Programmers have to learn constantly; not just the stereotypical new technologies, but also the problem domain of the application, the whims of the user community, the quirks of your teammates, the shifting sands of the industry, and the evolving characteristics of the project itself as it is built. We'll journey together through bits of cognitive and neuroscience, learning and behavioral theory. You'll see some surprising aspects of how our brains work, and how you can take advantage of the system to improve your own learning and thinking skills.In this book you'll learn how to:Use the Dreyfus Model of Skill Acquisition to become more expertLeverage the architecture of the brain to strengthen different thinking modesAvoid common "known bugs" in your mindLearn more deliberately and more effectivelyManage knowledge more efficientlyPrinted in full color.

The Art of Doing Science and Engineering: Learning to Learn


Richard Hamming - 1996
    By presenting actual experiences and analyzing them as they are described, the author conveys the developmental thought processes employed and shows a style of thinking that leads to successful results is something that can be learned. Along with spectacular successes, the author also conveys how failures contributed to shaping the thought processes. Provides the reader with a style of thinking that will enhance a person's ability to function as a problem-solver of complex technical issues. Consists of a collection of stories about the author's participation in significant discoveries, relating how those discoveries came about and, most importantly, provides analysis about the thought processes and reasoning that took place as the author and his associates progressed through engineering problems.

Just for Fun: The Story of an Accidental Revolutionary


Linus Torvalds - 2001
    Then he wrote a groundbreaking operating system and distributed it via the Internet -- for free. Today Torvalds is an international folk hero. And his creation LINUX is used by over 12 million people as well as by companies such as IBM.Now, in a narrative that zips along with the speed of e-mail, Torvalds gives a history of his renegade software while candidly revealing the quirky mind of a genius. The result is an engrossing portrayal of a man with a revolutionary vision, who challenges our values and may change our world.