Book picks similar to
The Uncanny: Experiments in Cyborg Culture by Bruce GrenvilleDonna J. Haraway
philosophy
art
posthumanism
non-fic-theories-constructs
Dancing with Siva
Satguru Sivaya Subramuniyaswami - 1991
India's tolerant and diverse vision of the Divine is all here: meditative, devotional, philosophical, scriptural and yogic.
Critical Path
R. Buckminster Fuller - 1981
Buckminster Fuller is regarded as one of the most important figures of the 20th century, renowned for his achievements as an inventor, designer, architect, philosopher, mathematician, and dogged individualist. Perhaps best remembered for the Geodesic Dome and the term "Spaceship Earth," his work and his writings have had a profound impact on modern life and thought.Critical Path is Fuller's master work--the summing up of a lifetime's thought and concern--as urgent and relevant as it was upon its first publication in 1981. Critical Path details how humanity found itself in its current situation--at the limits of the planet's natural resources and facing political, economic, environmental, and ethical crises.The crowning achievement of an extraordinary career, Critical Path offers the reader the excitement of understanding the essential dilemmas of our time and how responsible citizens can rise to meet this ultimate challenge to our future.
AI Ethics
Mark Coeckelbergh - 2020
AI is also behind self-driving cars, predictive policing, and autonomous weapons that can kill without human intervention. These and other AI applications raise complex ethical issues that are the subject of ongoing debate. This volume in the MIT Press Essential Knowledge series offers an accessible synthesis of these issues. Written by a philosopher of technology, AI Ethics goes beyond the usual hype and nightmare scenarios to address concrete questions.Mark Coeckelbergh describes influential AI narratives, ranging from Frankenstein's monster to transhumanism and the technological singularity. He surveys relevant philosophical discussions: questions about the fundamental differences between humans and machines and debates over the moral status of AI. He explains the technology of AI, describing different approaches and focusing on machine learning and data science. He offers an overview of important ethical issues, including privacy concerns, responsibility and the delegation of decision making, transparency, and bias as it arises at all stages of data science processes. He also considers the future of work in an AI economy. Finally, he analyzes a range of policy proposals and discusses challenges for policymakers. He argues for ethical practices that embed values in design, translate democratic values into practices and include a vision of the good life and the good society.
Unveiling
Suzanne M. Wolfe - 2004
As she uncovers layers of grime on what could prove to be a lost Flemish masterpiece, Rachel finds that layers of her own soul—layers that she would rather have kept hidden—are being stripped away.Imbued with historical and artistic detail, Unveiling will appeal to readers of A.S. Byatt’s Possession and Tracy Chevalier’s Girl with a Pearl Earring. Beautifully written, it brings the venerable city of Rome vividly to life and illuminates the power of art, imagination, and beauty to speak directly to the heart.
How to Do Things with Videogames
Ian Bogost - 2011
Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities.Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience.Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.
TechGnosis: Myth, Magic Mysticism in the Age of Information
Erik Davis - 1998
Davis uncovers startling connections between such seemingly disparate topics as electricity and alchemy; online role-playing games and religious and occult practices; virtual reality and gnostic mythology; programming languages and Kabbalah. The final chapters address the apocalyptic dreams that haunt technology, providing vital historical context as well as new ways to think about a future defined by the mutant intermingling of mind and machine, nightmare and fantasy.
The Architecture of Happiness
Alain de Botton - 2006
The Architecture of Happiness starts from the idea that where we are heavily influences who we can be, and it argues that it is architecture's task to stand as an eloquent reminder of our full potential.Whereas many architects are wary of openly discussing the word beauty, this book has at its center the large and naïve question: What is a beautiful building? It is a tour through the philosophy and psychology of architecture that aims to change the way we think about our homes, our streets and ourselves.
The Book of Skulls
Faye Dowling - 2011
Since its 1970 s renaissance in the iconic album designs of bands such as the Grateful Dead, the skull has found its way into the visual vocabulary of urban life, adorning T-Shirts, badges and rock memorabilia as the ultimate symbol of anarchy and rebellion. Repurposed and recast by artists, illustrators and designers, it has become one of the most iconic cultural symbols of our time. In response to this cultural phenomenon, The Book of Skulls presents a cool visual guide to the skull, charting its rebirth through music and street fashion to become today s ultimate anti-establishment icon. From Black Sabbath to Cypress Hill, skater punk graffiti to Gothic tattoos, from high-couture to Hello Kitty and Dali to Damien Hirst, this book is the ultimate collection of cool and iconic skull motifs. Drawing together artwork from music, fashion, street art and graphic design The Book of Skulls is a celebration of one of today s most iconic cultural symbols.
Leonardo da Vinci
Anna Abraham - 2014
Best known as one of the world's greatest painters, he sketched the foundations for inventions that would not come to fruition for centuries. Born a bastard in a hillside village in northern Italy, Leonardo became the protégé of princes, popes, and kings. He mastered so many branches of science that scholars still debate whether he was greater as an anatomist, botanist, cartographer, engineer, geographer, or naturalist. Nevertheless, he died unhappy, believing he had failed to work the miracles of which he had dreamed. Here, from New York Times bestselling author Anna Abraham, is his extraordinary story.
The Great Book of Rock Trivia: Amazing Trivia, Fun Facts & The History of Rock and Roll
Bill O'Neill - 2018
Do you look up the lyrics and wonder what they mean or if there is a story behind them? What on earth does “In-A-Gadda-Da-Vida” mean, anyway? We’ve got those answers for you in The Great Book of Rock Music! This book contains hundreds of riveting facts about your favorite rock songs. Do you want to know how your favorite group got together and who is really the brains behind the band? Whether you’re interested in what your favorite musicians like to do in their spare time, where they get the ideas for their music, or which artist had an exorcism in his home, you’re in for a treat. This book will satisfy your curiosity and help you impress your friends with your rock and roll knowledge. As easy to follow as a good drummer, this book will take you through the early years of rock and its development through the hippie era, the synthesizer-filled eighties, and the grunge age. You’ll read about dramatic, absolutely hilarious, and downright odd moments during the concerts that shaped music history and defined generations. Whether you’re a passive listener of your friend’s rock playlists or a connoisseur of guitar riffs, you’re sure to learn something new that will increase your enjoyment of your favorite music. For an extra challenge, try the quizzes at the end of each chapter. So go ahead, open the cover and enter the world of rock!
An Introduction to Science and Technology Studies
Sergio Sismondo - 2003
Provides an accessible overview of science and technology studies. Features numerous empirical studies and illustrative examples. Focuses on the central debates and key theoretical advances. Includes topics such as realism and social construction, discourse and rhetoric, objectivity, the role of experiment and theory, controversies, and the critique of science and technology.
AA100 The Arts Past and Present - Tradition and Dissent (Book 2)
Carolyn Price - 2008
Memoirs of the Blind: The Self-Portrait and Other Ruins
Jacques Derrida - 1990
Selected by Derrida from the prints and drawings department of the Louvre, the works depict blindness—fictional, historical, and biblical. From Old and New Testament scenes to the myth of Perseus and the Gorgon and the blinding of Polyphemus, Derrida uncovers in these images rich, provocative layers of interpretation. For Derrida drawing is itself blind; as an act rooted in memory and anticipation, drawing necessarily replaces one kind of seeing (direct) with another (mediated). Ultimately, he explains, the very lines which compose any drawing are themselves never fully visible to the viewer since they exist only in a tenuous state of multiple identities: as marks on a page, as indicators of a contour. Lacking a "pure" identity, the lines of a drawing summon the supplement of the word, of verbal discourse, and, in doing so, obscure the visual experience. Consequently, Derrida demonstrates, the very act of depicting a blind person undertakes multiple enactments and statements of blindness and sight. Memoirs of the Blind is both a sophisticated philosophical argument and a series of detailed readings. Derrida provides compelling insights into famous and lesser known works, interweaving analyses of texts—including Diderot's Lettres sur les aveugles, the notion of mnemonic art in Baudelaire's The Painter of Modern Life, and Merleau-Ponty's The Visible and the Invisible. Along with engaging meditations on the history and philosophy of art, Derrida reveals the ways viewers approach philosophical ideas through art, and the ways art enriches philosophical reflection. An exploration of sight, representation, and art, Memoirs of the Blind extends and deepens the meditation on vision and painting presented in Truth and Painting. Readers of Derrida, both new and familiar, will profit from this powerful contribution to the study of the visual arts.
The Anti-Aesthetic: Essays on Postmodern Culture
Hal FosterEdward W. Said - 1983
In The Anti-Aesthetic, preeminent critics such as Jean Baudrillard, Rosalind Krauss, Fredric Jameson, and Edward Said consider the full range of postmodern cultural production, from the writing of John Cage, to Cindy Sherman's film stills, to Barbara Kruger's collages. With a redesigned cover and a new afterword that situates the book in relation to contemporary criticism, The Anti-Aesthetic provides a strong introduction for newcomers and a point of reference for those already engaged in discussions of postmodern art, culture, and criticism. Includes a new afterword by Hal Foster and 12 black and white photographs.