Book picks similar to
Cutting Code; Software and Sociality by Adrian Mackenzie


technology
technology-studies
digital-culture
grad-school

Summary - Hillbilly Elegy: By James David Vance - A Memoir of a Family and Culture in Crisis


e-Summary - 2016
    The book is written by JD (James David by author's full name) Vance and in it the author tries to describe the overall life and struggles of people in post-industrial time in the United States. This book deals with the problems of white working-class and the book is not just some book where the author tries to describe lives of ordinary white people. The book is actually a memento and a message to the readers; in it Vance describes his life and his starts, especially growing up while being poor in Ohio. We can find out about this when we find out that Vance's family is of Scottish-Irish descent and that his ancestors have longer history of poverty and hard work that they need to endure in order to survive the hard times that were at hand. We also find out that since the 18th century many Scottish-Irish people were working as plantation workers, as miners and/or as millworkers. Because these people worked only the hardest jobs that hardly anyone else would take many people belittled them. Words like 'white trash, redneck' and/or 'hillbilly' were unfortunately a common everyday word for those people. Hillbilly Elegy is a fascinating work, not because it was written based on a true story but because it was written from a man who lived 'through' his story. The fact that the entire book contains a message is, of course, welcoming plus and something we want from literature of this genre. Here Is A Preview Of What You Will Get: In Hillbilly Elegy, you will get a summarized version of the book.In Hillbilly Elegy, you will find the book analyzed to further strengthen your knowledge.In Hillbilly Elegy, you will get some fun multiple choice quizzes, along with answers to help you learn about the book.Get a copy, and learn everything about Hillbilly Elegy.

Understanding Popular Culture


John Fiske - 1989
    Fiske differentiates between mass culture - the cultural products put out by an industrialized, capitalist society, and popular culture - the ways in which people use, abuse, and subvert these products to create their own meanings and message. Companion volume to Reading the Popular, this book presents a radically different theory of what it means for culture to be popular: that is, literally, of the people.

The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places


Byron Reeves - 1996
    Studies demonstrate that people are "polite" to computers; that they treat computers with female voices differently than "male" ones; that large faces on a screen can invade our personal space; and that on-screen and real-life motion can provoke the same physical responses. Using everyday language to engage readers interested in psychology, communication, and computer technology, Reeves and Nass detail how this knowledge can help in designing a wide range of media.

Coming Apocalypse


Vernon Coleman - 2020
    In Coming Apocalypse he explains how and why the 'crisis' developed and explains the sort of future we can expect now that lockdowns have destroyed the global economy and changed our way of life. Our world will never be as it was in January 2020. Dr Coleman explains what he believes we can expect.

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Parables for the Virtual: Movement, Affect, Sensation


Brian Massumi - 2002
    In Parables for the Virtual Brian Massumi views the body and media such as television, film, and the Internet, as cultural formations that operate on multiple registers of sensation beyond the reach of the reading techniques founded on the standard rhetorical and semiotic models.Renewing and assessing William James’s radical empiricism and Henri Bergson’s philosophy of perception through the filter of the post-war French philosophy of Deleuze, Guattari, and Foucault, Massumi links a cultural logic of variation to questions of movement, affect, and sensation. If such concepts are as fundamental as signs and significations, he argues, then a new set of theoretical issues appear, and with them potential new paths for the wedding of scientific and cultural theory. Replacing the traditional opposition of literal and figural with new distinctions between stasis and motion and between actual and virtual, Parables for the Virtual tackles related theoretical issues by applying them to cultural mediums as diverse as architecture, body art, the digital art of Stelarc, and Ronald Reagan’s acting career. The result is an intriguing combination of cultural theory, science, and philosophy that asserts itself in a crystalline and multi-faceted argument. Parables for the Virtual will interest students and scholars of continental and Anglo-American philosophy, cultural studies, cognitive science, electronic art, digital culture, and chaos theory, as well as those concerned with the “science wars” and the relation between the humanities and the sciences in general.

Hate Inc.: Why Today's Media Makes Us Despise One Another


Matt Taibbi - 2019
    reveals that what most people think of as "the news" is, in fact, a twisted wing of the entertainment businessIn this characteristically turbocharged new book, celebrated Rolling Stone journalist Matt Taibbi provides an insider's guide to the variety of ways today's mainstream media tells us lies. Part tirade, part confessional, it reveals that what most people think of as "the news" is, in fact, a twisted wing of the entertainment business.In the Internet age, the press have mastered the art of monetizing anger, paranoia, and distrust. Taibbi, who has spent much of his career covering elections in which this kind of manipulative activity is most egregious, provides a rich taxonomic survey of American political journalism's dirty tricks.Heading into a 2020 election season that promises to be a Great Giza Pyramid Complex of invective and digital ugliness, Hate Inc. will be an invaluable antidote to the hidden poisons dished up by those we rely on to tell us what is happening in the world.

What Happens in Vegas Stays on YouTube


Erik Qualman - 2013
    Reputations are dying. Don't let it happen to your company, your team, or your family. You need to turn this potential liability into leadership, and you need to start today. Learn the art and science behind why digital reputations are determining: business winners and losers, your child's future, effective vs. ineffective CEOs & school teachers, your team's culture, church congregation sizes, your next job, everything..

City of Bits: Space, Place, and the Infobahn


William J. Mitchell - 1995
    William Mitchell makes extensive use of practical examples and illustrations in a technically well-grounded yet accessible examination of architecture and urbanism in the context of the digital telecommunications revolution, the ongoing miniaturization of electronics, the commodification of bits, and the growing domination of software over materialized form.

Consent of the Networked: The Worldwide Struggle for Internet Freedom


Rebecca MacKinnon - 2012
    For every story about the web’s empowering role in events such as the Arab Spring, there are many more about the quiet corrosion of civil liberties by companies and governments using the same digital technologies we have come to depend upon. Sudden changes in Facebook’s features and privacy settings have exposed identities of protestors to police in Egypt and Iran. Apple removes politically controversial apps at the behest of governments as well as for its own commercial reasons. Dozens of Western companies sell surveillance technology to dictatorships around the world. Google struggles with censorship demands from governments in a range of countries — many of them democracies — as well as mounting public concern over the vast quantities of information it collects about its users.In Consent of the Networked, journalist and Internet policy specialist Rebecca MacKinnon argues that it is time to fight for our rights before they are sold, legislated, programmed, and engineered away. Every day, the corporate sovereigns of cyberspace make decisions that affect our physical freedom — but without our consent. Yet the traditional solution to unaccountable corporate behavior — government regulation — cannot stop the abuse of digital power on its own, and sometimes even contributes to it.A clarion call to action, Consent of the Networked shows that it is time to stop arguing over whether the Internet empowers people, and address the urgent question of how technology should be governed to support the rights and liberties of users around the world.

No Exit: Struggling to Survive a Modern Gold Rush


Gideon Lewis-Kraus - 2014
    They're burning through cash, sales have stalled, and investors are nowhere to be found. Welcome to the reality of the new tech boom. Sure, it has produced its glittering share of billion-dollar "exits." But for the vast majority of startups life is nasty, brutish, and short on glamour. NO EXIT explores the feverish world of company founders who are desperately trying to keep their dream afloat. It’s a harrowing and hilarious look at the Silicon Valley no one sees. This is an extended version of a story that appears in the May 2014 issue of WIRED magazine.

Decoding Advertisements: Ideology and Meaning in Advertising


Judith Williamson - 1978
    The overt economic function of this appeal is to make us buy things. Its ideological function, however, is to involve us as 'individuals' in perpetuating the ideas which endorse the economic basis of our society. If it is economic conditions which make ideology necessary, it is ideology which makes those conditions seem necessary.If society is to be changed, this vicious circle of necessity and ideas must be broken. Decoding Advertisements is an attempt to undo one link in the chain which we ourselves help to forge, in our acceptance not only of the images and values of advertising, but of the 'transparent' forms and structures in which they are embodied. It provides not an answer, but a set of tools which we can use to alter our own perceptions of one of society's subtlest and most complex forms of propaganda.Other books by Judith Williamson published by Marion Boyars are Consuming Passions: the Dynamics of Popular Culture and Deadline at Dawn: Film Criticism 1980-1990.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

New Media Art


Mark Tribe - 2006
    In 1994, the advent of the Internet as a popular medium catalyzed a global art movement that began to explore the cultural, social, and aesthetic possibilities of such new communication technologies as the Web, video surveillance cameras, wireless phones, hand-held computers, and GPS devices. This book addresses New Media art as a specific art historical movement, focusing not only on technologies and forms but also on thematic content and conceptual strategies. New Media art often involves appropriation, collaboration, and the free sharing of ideas and expressions, and frequently addresses the political ramifications of technology around issues of identity, commercialization, privacy, and the public domain. Many New Media artists are profoundly aware of their art historical antecedents, making reference to Dada, Pop Art, Conceptual art, Performance art, and Fluxus. Artists featured: Cory Arcangel, Jonah Brucker-Cohen and Katherine Moriwaki, Young-Hae Chang Heavy Industries, Vuk Cosic, Mary Flanagan, Ken Goldberg, Paul Kaiser and Shelly Eshkar, Jennifer and Kevin McCoy, Mouchette, MTAA, Keith and Mendi Obadike, Radical Software Group, Raqs Media Collective, RTMark, and John F. Simon Jr.

Enigmas: Alan Turing and the Codebreakers of the World Wars


David Boyle - 2017
     Many of those most closely involved in cracking the Enigma code – Alistair Denniston, Frank Birch, Dilly Knox – had wrestled with German naval codes for most of the First World War. By the end of the war they had been successfully cracking a new code every day, from their secret Room 40 at the Old Admiralty Building, in a London blacked out for Zeppelin Raids. The techniques they developed then, the ideas that they came to rely on, the people they came to trust, had been developed the hard way, under intense pressure and absolute secrecy during the First World War. Operation Primrose Operation Primrose tells the story of the capture of U-110 – and with it a working Enigma machine. One of the biggest secrets of the war, the capture of that one machine turned the tide of the war. Turing and his colleagues at Bletchley Park worked tirelessly to crack the code, and with the working Enigma machine they finally had their break-through moment. This book sets the story, and the Enigma cryptographers, in context – at the heart of the Battle of the Atlantic, when it reached its crescendo in the pursuit of the battleship Bismarck the week after U110 was taken. It sets Bletchley Park in its wider context too, at the heart of an intricate and maverick network of naval intelligence, tracking signals and plotting them to divert convoys around waiting U-boats, involving officers like James Bond’s future creator, Ian Fleming. It also sets out the most important context of all, forgotten in so much of the Enigma history: that Britain’s own naval code had already been cracked, and its signals were being read, thanks to the efforts of Turing’s opposite number, the German naval cryptographer, Wilhelm Tranow. An exciting and enthralling true story ‘Operation Primrose’ is an excellently researched piece on the race for naval supremacy in the Second World War. Alan Turing Mathematician, philosopher, codebreaker. Turing was one of the most original thinkers of the last century - and the man whose work helped create the computer-driven world we now inhabit. But he was also an enigmatic figure, deeply reticent yet also strikingly naïve. Turing’s openness about his homosexuality at a time when it was an imprisonable offence ultimately led to his untimely death at the age of only forty-one. Alan Turing: Unlocking the Enigma seeks to find the man behind the science, illuminating the life of a person who is still a shadowy presence behind his brilliant achievements. Turing was instrumental in cracking the Nazi Enigma machines at the top secret code breaking establishment at Bletchley Park during the Second World War. But his achievements were to be tragically overshadowed by his supposedly subversive views and for his sexuality. Praise for David Boyle: ‘The tone of the book may be gloomy but there is plenty of entertainment value …’ - Anne Ashworth, The Times ‘Exhilarating’ - Daily Mail ‘He tells these stories, on the whole persuasively and with some startling asides.