Book picks similar to
Lightness by Adriaan Beukers
design
architecture
technical
engineering
Infrastructure: A Field Guide to the Industrial Landscape
Brian Hayes - 2005
. . . An extraordinary book.”—Anne Eisenberg, Scientific AmericanA companion to the man-made landscape that reveals how our industrial environment can be as dazzling as the natural world. Replete with the author's striking photographs, "Infrastructure" is a unique and spectacular guide, exploring all the major "ecosystems" of our modern industrial world, revealing what the structures are and why they're there, and uncovering beauty in unexpected places--awakening and fulfilling a curiosity you didn't know you had. Covering agriculture, resources, energy, communication, transportation, manufacturing, and waste, this is the "Book of Everything" for the industrial landscape. The objects that fill our everyday environment are streetlights, railroad tracks, antenna towers, highway overpasses, power lines, satellite dishes, and thousands of other manufactured items, many of them so familiar we hardly notice them. Larger and more exotic facilities have transformed vast tracts of the landscape: coal mines, nuclear power plants, grain elevators, oil refineries, and steel mills, to name a few. "Infrastructure" is a compelling and clear guide for those who want to explore and understand this mysterious world we've made for ourselves. 500 color illustrations.ContentsPreface1. Out of the earth2. Waterworks3. Food and farming4. Oil and gas5. Power plants6. The power grid7. Communications8. On the road9. The railroad10. Bridges and tunnels11. Aviation12. Shipping13. Wastes and recyclingAfterword: The postindustrial landscapeA note on the photographsFurther readingIndex
New Dark Age: Technology and the End of the Future
James Bridle - 2018
Underlying this trend is a single idea: the belief that our existence is understandable through computation, and more data is enough to help us build a better world. In actual fact, we are lost in a sea of information, increasingly divided by fundamentalism, simplistic narratives, conspiracy theories, and post-factual politics. Meanwhile, those in power use our lack of understanding to further their own interests. Despite the accessibility of information, we’re living in a new Dark Age. From rogue financial systems to shopping algorithms, from artificial intelligence to state secrecy, we no longer understand how our world is governed or presented to us. The media is filled with unverifiable speculation, much of it generated by anonymous software, while companies dominate their employees through surveillance and the threat of automation. In his brilliant new work, leading artist and writer James Bridle excavates the limits of technology and how it aids our understanding of the world. Surveying the history of art, technology, and information systems, he explores the dark clouds that gather over our dreams of the digital sublime.
Mies Van Der Rohe: 1886-1969
Claire Zimmerman - 2006
The creator of the Barcelona Pavilion (1929), the Farnsworth House in Plano, Illinois (1945?1951) and the Seagram Building in New York (1954?1958), Mies was one of the founders of a new architectural style. Well known for his motto ?less is more, ? he sought a kind of refined purity in architectural expression that was not seen in the reduced vocabulary of other Bauhaus members. His goal was not simply building for those of modest income (Existenzminimum) but building economically in terms of sustainability, both in a technical and aesthetical way; the use of industrial materials such as steel and glass were the foundation of this approach. Though the extreme reduction of form and material in his work garnered some criticism, over the years many have tried?mostly unsuccessfully?to copy his original and elegant style. This book explores more than 20 of his projects between 1906 and 1967, from his early work around Berlin to his most important American buildings. Basic Architecture features: ? Each title contains approximately 120 images, including photographs, sketches, drawings, and floor plans ? Introductory essays explore the architect's life and work, touching on family and background as well as collaborations with other architects ? The body presents the most important works in chronological order, with descriptions of client and/or architect wishes, construction problems (why some projects were never executed), and resolutions ? The appendix includes a list of complete or selected works, biography, bibliography and a map indicating the locations ofthe architect's most famous buildings
Seven Concurrency Models in Seven Weeks: When Threads Unravel
Paul Butcher - 2014
Concurrency and parallelism are the keys, and Seven Concurrency Models in Seven Weeks equips you for this new world. See how emerging technologies such as actors and functional programming address issues with traditional threads and locks development. Learn how to exploit the parallelism in your computer's GPU and leverage clusters of machines with MapReduce and Stream Processing. And do it all with the confidence that comes from using tools that help you write crystal clear, high-quality code. This book will show you how to exploit different parallel architectures to improve your code's performance, scalability, and resilience. Learn about the perils of traditional threads and locks programming and how to overcome them through careful design and by working with the standard library. See how actors enable software running on geographically distributed computers to collaborate, handle failure, and create systems that stay up 24/7/365. Understand why shared mutable state is the enemy of robust concurrent code, and see how functional programming together with technologies such as Software Transactional Memory (STM) and automatic parallelism help you tame it. You'll learn about the untapped potential within every GPU and how GPGPU software can unleash it. You'll see how to use MapReduce to harness massive clusters to solve previously intractible problems, and how, in concert with Stream Processing, big data can be tamed. With an understanding of the strengths and weaknesses of each of the different models and hardware architectures, you'll be empowered to tackle any problem with confidence.What You Need: The example code can be compiled and executed on *nix, OS X, or Windows. Instructions on how to download the supporting build systems are given in each chapter.
The Complete Rigger's Apprentice: Tools and Techniques for Modern and Traditional Rigging
Brion Toss - 1997
It's much more than a knot book, though the knots a sailor needs are all here. It's a book for sailors who want the satisfaction and hard-cash savings of stepping their own masts, inspecting and maintaining their own rigs, and turning their own tailsplices and wire eyesplices. It is for boatowners who want to replace an entire gang of rigging themselves--measuring, choosing appropriate wire, turning soft eyes, leathering, and serving. It is for bluewater voyagers who want to feel secure in the knowledge that, should a shroud carry away far at sea, they will be able to repair it.The Complete Rigger's Apprentice is also a free-roaming collection of useful ideas and tips on everything from supplementing winches with block and tackle, to rigging snubbers at anchor, to using pantyhose for an emergency fanbelt. In short, it's the definitive book on the art of rigging, written by its most entertaining practitioner.
Hyperobjects: Philosophy and Ecology after the End of the World
Timothy Morton - 2013
But the environmental emergency is also a crisis for our philosophical habits of thought, confronting us with a problem that seems to defy not only our control but also our understanding. Global warming is perhaps the most dramatic example of what Timothy Morton calls “hyperobjects”—entities of such vast temporal and spatial dimensions that they defeat traditional ideas about what a thing is in the first place. In this book, Morton explains what hyperobjects are and their impact on how we think, how we coexist with one another and with nonhumans, and how we experience our politics, ethics, and art.Moving fluidly between philosophy, science, literature, visual and conceptual art, and popular culture, the book argues that hyperobjects show that the end of the world has already occurred in the sense that concepts such as world, nature, and even environment are no longer a meaningful horizon against which human events take place. Instead of inhabiting a world, we find ourselves inside a number of hyperobjects, such as climate, nuclear weapons, evolution, or relativity. Such objects put unbearable strains on our normal ways of reasoning.Insisting that we have to reinvent how we think to even begin to comprehend the world we now live in, Hyperobjects takes the first steps, outlining a genuinely postmodern ecological approach to thought and action.
Master Handbook of Acoustics
F. Alton Everest - 1981
This book applies the theory to the design of specialized audio spaces such as the home listening room, the control room, and the multi-track-recording studio.
The Right Kind of Crazy: A True Story of Teamwork, Leadership, and High-Stakes Innovation
Adam Steltzner - 2015
When NASA needed to land Curiosity—a 2,000-pound, $2.5 billion rover—on the surface of Mars, 140 million miles away, they turned to JPL. Steltzner’s team couldn’t test their kooky solution, the Sky Crane. They were on an unmissable deadline, and the world would be watching when they succeeded—or failed. At the helm of this effort was an unlikely rocket scientist and accidental leader, Adam Steltzner. After barely graduating from high school, he followed his curiosity to the local community college to find out why the stars moved. Soon he discovered an astonishing gift for math and physics. After getting his Ph.D. he ensconced himself within JPL, NASA’s decidedly unbureaucratic cousin, where success in a mission is the only metric that matters. The Right Kind of Crazy is a first-person account of innovation that is relevant to anyone working in science, art, or technology. For instance, Steltzner describes: ·How his team learned to switch from fear-based to curiosity-based decision making·How to escape “The Dark Room”—the creative block caused by fear, uncertainty, and the lack of a clear path forward·How to tell when we’re too in love with our own ideas to be objective about them—and, conversely, when to fight for them·How to foster mutual respect within teams while still bashing bad ideas The Right Kind of Crazy is a book for anyone who wants to channel their craziness into creativity, balance discord and harmony, and find a signal in a flood of noise.
The Art of Video Games: From Pac-Man to Mass Effect
Chris Melissinos - 2012
Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide. As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March. Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games. Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively. Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke. The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction. *After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg