The Complete Book of the SR-71 Blackbird


Richard Graham - 2015
    The Lockheed SR-71 Blackbird spy plane flew more than three-and-a-half times the speed of sound--so fast that no other aircraft could catch it. Above 80,000 feet, its pilots had to wear full-pressure flight suits similar to what was used aboard the space shuttle.Developed by the renowned Lockheed Skunk Works, the SR-71 was an awesome aircraft in every respect. It was withdrawn from use in 1998, when it was superseded by satellite technology. Twelve of the thirty-two aircraft were destroyed in accidents, but none were ever lost to enemy action.Throughout its thirty-four-year career, the SR-71 was the world's fastest and highest-flying operational manned aircraft. It set world records for altitude and speed: an absolute altitude record of 85,069 feet and an absolute speed record of 2,193.2 miles per hour.The Complete Book of the SR-71 Blackbird covers every aspect of the SR-71's development, manufacture, modification, and active service from the insider's perspective of one of its pilots and is lavishly illustrated with more than 400 photos. Former pilot and author Richard Graham also examines each of the fifty planes that came out the SR-71 program (fifteen A-12s; three YF-12s; and thirty-two SR-71s) and tells each plane's history, its unique specifications, and where each currently resides.

Phreaks


NOT A BOOK - 2020
    Emma Gable, a blind teenager coming of age in a small industrial town in Western New York, is about as far from the seismic cultural transformations rocking campuses and city streets across America as a person can get. Emma escapes the chaos of her dysfunctional family by dialing up random numbers on the phone in her bedroom, just to see who'll answer. But when a fateful call connects her to a mysterious band of proto-hackers calling themselves "Phone Phreaks," the revolution comes home, changing Emma's life for good. Because Bell Telephone, the world's biggest corporation, is not amused that a handful of teenagers suddenly have the power to seize control of its vast and lucrative network and bend it to their will. Bringing down the Phreaks is the corporate goliath's number one priority, but for Bell Security Agent Bill Connolly, the crusade becomes personal as he struggles to outwit and outmaneuver an adversary that seems always one step ahead of him.Phreaks is the story of a fracturing family struggling to redefine itself as the world changes rapidly around it. Set at the dawn of the information age, its characters struggle with the same issues that define us today: privacy and surveillance, misuse of personal data, the ownership of ideas, our century-long obsession with the telephone, and the thirst for community that's driven us, since the dawn of time, to seek out new ways to "reach out and touch someone."Full voice cast includes: Christian Slater, Carrie Coon, Ben McKenzie, Justice Smith, Bree Klauser, Ashley Williams, Esau Pritchett, Arielle Goldman, Danny Mastrogiorgio, Alejandro Hernandez, Daniel Kim, Dave Ahdoot, Rachel Kenney, Chris Roberti, and Katie Hartman. Written by Matthew Derby Directed by Shaina Feinberg Executive Produced by Morgan Jones

The Brain Electric: The Dramatic High-Tech Race to Merge Minds and Machines


Malcolm Gay - 2015
    On the cusp of decoding brain signals that govern motor skills, they are developing miraculous technologies to enable paraplegics and wounded soldiers to move prosthetic limbs, and the rest of us to manipulate computers and other objects through thought alone. These fiercely competitive scientists are vying for Defense Department and venture capital funding, prestige, and great wealth. Part life-altering cure, part science fiction, part military dream, these cutting-edge brain-computer interfaces promise to improve lives—but also hold the potential to augment soldiers' combat capabilities. In The Brain Electric, Malcolm Gay follows the dramatic emergence of these technologies, taking us behind the scenes into the operating rooms, start-ups, and research labs where the future is unfolding. With access to many of the field's top scientists, Gay illuminates this extraordinary race—where science, medicine, profit, and war converge—for the first time. But this isn't just a story about technology. At the heart of this research is a group of brave, vulnerable patient-volunteers whose lives are given new meaning through participating in these experiments. The Brain Electric asks us to rethink our relationship to technology, our bodies, even consciousness itself—challenging our assumptions about what it means to be human.

Mediactive


Dan Gillmor - 2010
    Yet you and I can take control and make media serve us -- all of us -- by being active consumers and participants. Here's how.ContentsForeword IntroductionChapter 1 Darwin’s Media Chapter 2 Becoming an Active User: Principles Chapter 3 Tools and Techniques for the Mediactive ConsumerChapter 4 Journalism’s Evolving Ecosystem Chapter 5 Principles of Trustworthy Media CreationChapter 6 Tools and Tactics for Trusted Creators Chapter 7 Owning Your Online Presence Chapter 8 Entrepreneurs Will Save Journalism, and You Could BeOne of Them Chapter 9 Laws and Norms Chapter 10 Teaching and Learning Mediactivity Chapter 11 A Path to Tomorrow Epilogue Acknowledgments

100 Ideas that Changed Art


Michael Bird - 2012
    Arranged in broadly chronological order, it provides a source of inspiration and a fascinating resource for the general reader to dip into. Lavishly illustrated with historical masterpieces and packed with fascinating contemporary examples, this is an inspirational and wholly original guide to understanding the forces that have shaped world art.

The Stack: On Software and Sovereignty


Benjamin H. Bratton - 2015
    Together, how do these distort and deform modern political geographies and produce new territories in their own image?In The Stack, Benjamin Bratton proposes that these different genres of computation—smart grids, cloud platforms, mobile apps, smart cities, the Internet of Things, automation—can be seen not as so many species evolving on their own, but as forming a coherent whole: an accidental megastructure called The Stack that is both a computational apparatus and a new governing architecture. We are inside The Stack and it is inside of us. In an account that is both theoretical and technical, drawing on political philosophy, architectural theory, and software studies, Bratton explores six layers of The Stack: Earth, Cloud, City, Address, Interface, User. Each is mapped on its own terms and understood as a component within the larger whole built from hard and soft systems intermingling—not only computational forms but also social, human, and physical forces. This model, informed by the logic of the multilayered structure of protocol “stacks,” in which network technologies operate within a modular and vertical order, offers a comprehensive image of our emerging infrastructure and a platform for its ongoing reinvention. The Stack is an interdisciplinary design brief for a new geopolitics that works with and for planetary-scale computation. Interweaving the continental, urban, and perceptual scales, it shows how we can better build, dwell within, communicate with, and govern our worlds.

The Human Use of Human Beings: Cybernetics and Society


Norbert Wiener - 1949
    Norbert Wiener's classic is one in that small company. Founder of the science of cybernetics—the study of the relationship between computers and the human nervous system—Wiener was widely misunderstood as one who advocated the automation of human life. As this book reveals, his vision was much more complex and interesting. He hoped that machines would release people from relentless and repetitive drudgery in order to achieve more creative pursuits. At the same time he realized the danger of dehumanizing and displacement. His book examines the implications of cybernetics for education, law, language, science, technology, as he anticipates the enormous impact—in effect, a third industrial revolution—that the computer has had on our lives.

The Revenge of Analog: Real Things and Why They Matter


David Sax - 2016
    We've begun to fall back in love with the very analog goods and ideas the tech gurus insisted that we no longer needed. Businesses that once looked outdated, from film photography to brick-and-mortar retail, are now springing with new life. Notebooks, records, and stationery have become cool again. Behold the Revenge of Analog. David Sax has uncovered story after story of entrepreneurs, small business owners, and even big corporations who've found a market selling not apps or virtual solutions but real, tangible things. As e-books are supposedly remaking reading, independent bookstores have sprouted up across the country. As music allegedly migrates to the cloud, vinyl record sales have grown more than ten times over the past decade. Even the offices of tech giants like Google and Facebook increasingly rely on pen and paper to drive their brightest ideas. Sax's work reveals a deep truth about how humans shop, interact, and even think. Blending psychology and observant wit with first-rate reportage, Sax shows the limited appeal of the purely digital life-and the robust future of the real world outside it.

The Anarchist's Workbench


Christopher Schwarz - 2020
    

Newton's Telecom Dictionary


Harry Newton - 1991
    It includes many new standards, new technologies and new vendor-specific terms.

Brick by Brick: How LEGO Rewrote the Rules of Innovation and Conquered the Global Toy Industry


David C. Robertson - 2013
    By following the teams that are inventing some of the world's best-loved toys, it spotlights the company's disciplined approach to harnessing creativity and recounts one of the most remarkable business transformations in recent memory. Brick by Brick reveals how LEGO failed to keep pace with the revolutionary changes in kids' lives and began sliding into irrelevance. When the company's leaders implemented some of the business world's most widely espoused prescriptions for boosting innovation, they ironically pushed the iconic toymaker to the brink of bankruptcy. The company's near-collapse shows that what works in theory can fail spectacularly in the brutally competitive global economy. It took a new LEGO management team – faced with the growing rage for electronic toys, few barriers to entry, and ultra-demanding consumers (ten-year old boys) – to reinvent the innovation rule book and transform LEGO into one of the world's most profitable, fastest-growing companies.  Along the way, Brick by Brick reveals how LEGO:- Became truly customer-driven by co-creating with kids as well as its passionate adult fans- Looked beyond products and learned to leverage a full-spectrum approach to innovation- Opened its innovation process by using both the "wisdom of crowds" and the expertise of elite cliques- Discovered uncontested, "blue ocean" markets, even as it thrived in brutally competitive red oceans- Gave its world-class design teams enough space to create and direction to deliver built a culture where profitable innovation flourishes Sometimes radical yet always applicable, Brick by Brick abounds with real-world lessons for unleashing breakthrough innovation in your organization, just like LEGO. Whether you're a senior executive looking to make your company grow, an entrepreneur building a startup from scratch, or a fan who wants to instill some of that LEGO magic in your career, you'll learn how to build your own innovation advantage, brick by brick.

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

High and Mighty: SUVs-the World's Most Dangerous Vehicles and How They Got That Way


Keith Bradsher - 2002
    Ad campaigns promote them as safer and greener than ordinary cars and easy to handle in bad weather. But very little about the SUV's image is accurate. They poorly protect occupants and inflict horrific damage in crashes, they guzzle gasoline and they are hard to control. Keith Bradsher has been at the forefront in reporting the calamitous safety and environmental record of SUVs, including the notorious Ford-Firestone rollover controversy. In this book he traces the checkered history of SUVs, showing how they came to be classified not as passenger cars but as light trucks, which are subject to less strict regulations on safety, gas mileage and air pollution. He makes a powerful case that these vehicles are even worse than we suspect - for their occupants, for other motorists, for pedestrians and for the planet itself. In the tradition of Unsafe at Any Speed and Fast Food Nation, Bradsher's book is a damning expose of an industry that puts us all at risk, whether we recognize it or not.

Blown Covers: New Yorker Covers You Were Never Meant to See


Françoise Mouly - 2012
    She shows the shocking and hilarious sketches that didn’t make the cut and explains how these are essential stages in the evolution of a cover that stands the test of time but retains its edge. Her book captures contemporary history—from the farce of Monica Lewinsky to the adventures of Michelle and Barack to nuclear meltdown in Japan—in images that are as acute as they are outrageous. More than that, it shows how the magazine that exemplifies journalistic excellence in America also dares to cultivate a sense of humor when grappling with complex moral and political issues.Praise for Blown Covers:“Interesting failures are the driving force behind BLOWN COVERS: New Yorker Covers You Were Never Meant to See (Abrams, $24.95), by Françoise Mouly. Mouly is the art editor of The New Yorker, and paging through this book is like standing in the corner of her office as she pins up rejected covers on the wall. Mouly has dozens of tales about images that failed for one reason or another. Now, presumably with the approval of her bosses at Condé Nast, she has created a tell-all (or tell-most) that even non–illustrators and designers will find enlightening.” —New York Times Book Review “Yes, Blown Covers sometimes offends—and that’s the audacious joy of it.” —NPR.org“[New Yorker] art editor Mouly offers some true delights.” —Sacramento Bee

Astro Turf: The Private Life of Rocket Science


M.G. Lord - 2005
    G. Lord was becoming a teenager in Southern California and her mother was dying of cancer, Lord's father-an archetypal, remote, rocket engineer- disappeared into his work at the Jet Propulsion Laboratory in Pasadena, building the space probes of the Mariner Mars 69 mission. Thirty years later, Lord found herself reporting on the JPL, triggering childhood memories and a desire to revisit her past as a way of understanding the ethos of rocket science. Astro Turf is the brilliant result of her journey of discovery.Remembering her pain at her father's absence, yet intrigued by what he did, Lord captures him on the page as she recalls her own youthful, eccentric fascination with science and space exploration. Into her family's saga she weaves the story of the legendary JPL- examining the complexities of its cultural history, from its start in 1936 to the triumphant Mars landings in 2004. She illuminates its founder, Frank Malina, whose brilliance in rocketry was shadowed by a flirtation with communism, driving him from the country even as we welcomed Wernher von Braun and his Nazi colleagues. Lord's own love of science fiction becomes a lens through which she views a profound cultural shift in the male-dominated world of space. And in pursuing the cause of her father's absence she stumbles on a hidden guilt, understanding "the anguish his proud silence caused both him and me, and how rooted that silence was in the culture of engineering."As in her acclaimed book Forever Barbie, which demystified an icon of feminine culture, Lord brings her penetrating insight to bear on a bastion of American masculinity, opening our eyes in unexpected and memorable ways.