Author: Douglas Rushkoff
Publisher: OR Books
ISBN: 1935928155
Category : Computers
Languages : en
Pages : 151
Book Description
Is the internet good or bad? How can technology be directed? In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognise programming as the new literacy of the digital age and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message.
Program Or Be Programmed
Author: Douglas Rushkoff
Publisher: OR Books
ISBN: 1935928163
Category : Computers
Languages : en
Pages : 151
Book Description
"The media theorist who gave us the concepts of viral media, social currency and screenagers is back with his most far-reaching appraisal yet of digital media" --Cover, p. 4.
Publisher: OR Books
ISBN: 1935928163
Category : Computers
Languages : en
Pages : 151
Book Description
"The media theorist who gave us the concepts of viral media, social currency and screenagers is back with his most far-reaching appraisal yet of digital media" --Cover, p. 4.
Program Or Be Programmed
Author: Douglas Rushkoff
Publisher: OR Books
ISBN: 9781682194355
Category : Computers
Languages : en
Pages : 0
Book Description
The debate over whether the Net is good or bad for us fills the airwaves and the blogosphere. But for all the heat of claim and counter-claim, the argument is essentially beside the point: it's here; it's everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? "Choose the former," writes Rushkoff, "and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make." In ten chapters, composed of ten "commands" accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe. In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age--and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as "viral media," "social currency" and "screenagers." He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.
Publisher: OR Books
ISBN: 9781682194355
Category : Computers
Languages : en
Pages : 0
Book Description
The debate over whether the Net is good or bad for us fills the airwaves and the blogosphere. But for all the heat of claim and counter-claim, the argument is essentially beside the point: it's here; it's everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? "Choose the former," writes Rushkoff, "and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make." In ten chapters, composed of ten "commands" accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe. In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age--and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as "viral media," "social currency" and "screenagers." He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.
Programmed Inequality
Author: Mar Hicks
Publisher: MIT Press
ISBN: 0262535181
Category : Computers
Languages : en
Pages : 354
Book Description
This “sobering tale of the real consequences of gender bias” explores how Britain lost its early dominance in computing by systematically discriminating against its most qualified workers: women (Harvard Magazine) In 1944, Britain led the world in electronic computing. By 1974, the British computer industry was all but extinct. What happened in the intervening thirty years holds lessons for all postindustrial superpowers. As Britain struggled to use technology to retain its global power, the nation’s inability to manage its technical labor force hobbled its transition into the information age. In Programmed Inequality, Mar Hicks explores the story of labor feminization and gendered technocracy that undercut British efforts to computerize. That failure sprang from the government’s systematic neglect of its largest trained technical workforce simply because they were women. Women were a hidden engine of growth in high technology from World War II to the 1960s. As computing experienced a gender flip, becoming male-identified in the 1960s and 1970s, labor problems grew into structural ones and gender discrimination caused the nation’s largest computer user—the civil service and sprawling public sector—to make decisions that were disastrous for the British computer industry and the nation as a whole. Drawing on recently opened government files, personal interviews, and the archives of major British computer companies, Programmed Inequality takes aim at the fiction of technological meritocracy. Hicks explains why, even today, possessing technical skill is not enough to ensure that women will rise to the top in science and technology fields. Programmed Inequality shows how the disappearance of women from the field had grave macroeconomic consequences for Britain, and why the United States risks repeating those errors in the twenty-first century.
Publisher: MIT Press
ISBN: 0262535181
Category : Computers
Languages : en
Pages : 354
Book Description
This “sobering tale of the real consequences of gender bias” explores how Britain lost its early dominance in computing by systematically discriminating against its most qualified workers: women (Harvard Magazine) In 1944, Britain led the world in electronic computing. By 1974, the British computer industry was all but extinct. What happened in the intervening thirty years holds lessons for all postindustrial superpowers. As Britain struggled to use technology to retain its global power, the nation’s inability to manage its technical labor force hobbled its transition into the information age. In Programmed Inequality, Mar Hicks explores the story of labor feminization and gendered technocracy that undercut British efforts to computerize. That failure sprang from the government’s systematic neglect of its largest trained technical workforce simply because they were women. Women were a hidden engine of growth in high technology from World War II to the 1960s. As computing experienced a gender flip, becoming male-identified in the 1960s and 1970s, labor problems grew into structural ones and gender discrimination caused the nation’s largest computer user—the civil service and sprawling public sector—to make decisions that were disastrous for the British computer industry and the nation as a whole. Drawing on recently opened government files, personal interviews, and the archives of major British computer companies, Programmed Inequality takes aim at the fiction of technological meritocracy. Hicks explains why, even today, possessing technical skill is not enough to ensure that women will rise to the top in science and technology fields. Programmed Inequality shows how the disappearance of women from the field had grave macroeconomic consequences for Britain, and why the United States risks repeating those errors in the twenty-first century.
Programmed Visions
Author: Wendy Hui Kyong Chun
Publisher: MIT Press
ISBN: 0262294613
Category : Computers
Languages : en
Pages : 254
Book Description
A theoretical examination of the surprising emergence of software as a guiding metaphor for our neoliberal world. New media thrives on cycles of obsolescence and renewal: from celebrations of cyber-everything to Y2K, from the dot-com bust to the next big things—mobile mobs, Web 3.0, cloud computing. In Programmed Visions, Wendy Hui Kyong Chun argues that these cycles result in part from the ways in which new media encapsulates a logic of programmability. New media proliferates “programmed visions,” which seek to shape and predict—even embody—a future based on past data. These programmed visions have also made computers, based on metaphor, metaphors for metaphor itself, for a general logic of substitutability. Chun argues that the clarity offered by software as metaphor should make us pause, because software also engenders a profound sense of ignorance: who knows what lurks behind our smiling interfaces, behind the objects we click and manipulate? The combination of what can be seen and not seen, known (knowable) and not known—its separation of interface from algorithm and software from hardware—makes it a powerful metaphor for everything we believe is invisible yet generates visible, logical effects, from genetics to the invisible hand of the market, from ideology to culture.
Publisher: MIT Press
ISBN: 0262294613
Category : Computers
Languages : en
Pages : 254
Book Description
A theoretical examination of the surprising emergence of software as a guiding metaphor for our neoliberal world. New media thrives on cycles of obsolescence and renewal: from celebrations of cyber-everything to Y2K, from the dot-com bust to the next big things—mobile mobs, Web 3.0, cloud computing. In Programmed Visions, Wendy Hui Kyong Chun argues that these cycles result in part from the ways in which new media encapsulates a logic of programmability. New media proliferates “programmed visions,” which seek to shape and predict—even embody—a future based on past data. These programmed visions have also made computers, based on metaphor, metaphors for metaphor itself, for a general logic of substitutability. Chun argues that the clarity offered by software as metaphor should make us pause, because software also engenders a profound sense of ignorance: who knows what lurks behind our smiling interfaces, behind the objects we click and manipulate? The combination of what can be seen and not seen, known (knowable) and not known—its separation of interface from algorithm and software from hardware—makes it a powerful metaphor for everything we believe is invisible yet generates visible, logical effects, from genetics to the invisible hand of the market, from ideology to culture.
Team Human
Author: Douglas Rushkoff
Publisher: W. W. Norton & Company
ISBN: 0393651703
Category : Social Science
Languages : en
Pages : 256
Book Description
“A provocative, exciting, and important rallying cry to reassert our human spirit of community and teamwork.”—Walter Isaacson Team Human is a manifesto—a fiery distillation of preeminent digital theorist Douglas Rushkoff’s most urgent thoughts on civilization and human nature. In one hundred lean and incisive statements, he argues that we are essentially social creatures, and that we achieve our greatest aspirations when we work together—not as individuals. Yet today society is threatened by a vast antihuman infrastructure that undermines our ability to connect. Money, once a means of exchange, is now a means of exploitation; education, conceived as way to elevate the working class, has become another assembly line; and the internet has only further divided us into increasingly atomized and radicalized groups. Team Human delivers a call to arms. If we are to resist and survive these destructive forces, we must recognize that being human is a team sport. In Rushkoff’s own words: “Being social may be the whole point.” Harnessing wide-ranging research on human evolution, biology, and psychology, Rushkoff shows that when we work together we realize greater happiness, productivity, and peace. If we can find the others who understand this fundamental truth and reassert our humanity—together—we can make the world a better place to be human.
Publisher: W. W. Norton & Company
ISBN: 0393651703
Category : Social Science
Languages : en
Pages : 256
Book Description
“A provocative, exciting, and important rallying cry to reassert our human spirit of community and teamwork.”—Walter Isaacson Team Human is a manifesto—a fiery distillation of preeminent digital theorist Douglas Rushkoff’s most urgent thoughts on civilization and human nature. In one hundred lean and incisive statements, he argues that we are essentially social creatures, and that we achieve our greatest aspirations when we work together—not as individuals. Yet today society is threatened by a vast antihuman infrastructure that undermines our ability to connect. Money, once a means of exchange, is now a means of exploitation; education, conceived as way to elevate the working class, has become another assembly line; and the internet has only further divided us into increasingly atomized and radicalized groups. Team Human delivers a call to arms. If we are to resist and survive these destructive forces, we must recognize that being human is a team sport. In Rushkoff’s own words: “Being social may be the whole point.” Harnessing wide-ranging research on human evolution, biology, and psychology, Rushkoff shows that when we work together we realize greater happiness, productivity, and peace. If we can find the others who understand this fundamental truth and reassert our humanity—together—we can make the world a better place to be human.
Elements of Programming
Author: Alexander Stepanov
Publisher: Lulu.com
ISBN: 0578222140
Category : Computers
Languages : en
Pages : 282
Book Description
Elements of Programming provides a different understanding of programming than is presented elsewhere. Its major premise is that practical programming, like other areas of science and engineering, must be based on a solid mathematical foundation. The book shows that algorithms implemented in a real programming language, such as C++, can operate in the most general mathematical setting. For example, the fast exponentiation algorithm is defined to work with any associative operation. Using abstract algorithms leads to efficient, reliable, secure, and economical software.
Publisher: Lulu.com
ISBN: 0578222140
Category : Computers
Languages : en
Pages : 282
Book Description
Elements of Programming provides a different understanding of programming than is presented elsewhere. Its major premise is that practical programming, like other areas of science and engineering, must be based on a solid mathematical foundation. The book shows that algorithms implemented in a real programming language, such as C++, can operate in the most general mathematical setting. For example, the fast exponentiation algorithm is defined to work with any associative operation. Using abstract algorithms leads to efficient, reliable, secure, and economical software.
Programming 101
Author: Jeanine Meyer
Publisher: Apress
ISBN: 1484236971
Category : Computers
Languages : en
Pages : 332
Book Description
Understand the importance of programming, even if you’ve never programmed before! This book will teach you the basics of programming using the Processing programming language. You will create your own Processing sketches, using personal images, themes, or hobbies that you enjoy. The chapters in the book will demonstrate the process of programming, starting with formulating an idea, planning, building on past projects, and refining the work, similar to writing an essay or composing a song. This approach will guide you to make use of logic and mathematics to produce beautiful effects. The term for program in Processing is sketch, though the sketches featured in this book are far more than static drawings; they incorporate interaction, animation, video, audio, and accessing files on the local computer and on the Web. Technical features are introduced and explained in the context of complete examples: games (Snake, Hangman, jigsaw, slingshot), making a collage of family images and video clips, preparing directions for folding an origami model, rotating objects in 3D, and others. Programming is a fun, creative, expressive pursuit. It requires attention to details and can be frustrating, but there is very little that compares to the satisfaction of building a program out of nothing and making it work (or taking an existing program and fixing a problem, or adding a feature and making it better). Programming 101 is your gateway to making this happen. What You Will Learn Gain basic programming skills Build fun and creative programs Use files for making a holiday card Combine videos, images, and graphics in a Processing sketch Who This Book Is For Anyone who has been thinking about trying programming, or has tried, but needs more motivation; anyone who wants to learn about the Processing language.
Publisher: Apress
ISBN: 1484236971
Category : Computers
Languages : en
Pages : 332
Book Description
Understand the importance of programming, even if you’ve never programmed before! This book will teach you the basics of programming using the Processing programming language. You will create your own Processing sketches, using personal images, themes, or hobbies that you enjoy. The chapters in the book will demonstrate the process of programming, starting with formulating an idea, planning, building on past projects, and refining the work, similar to writing an essay or composing a song. This approach will guide you to make use of logic and mathematics to produce beautiful effects. The term for program in Processing is sketch, though the sketches featured in this book are far more than static drawings; they incorporate interaction, animation, video, audio, and accessing files on the local computer and on the Web. Technical features are introduced and explained in the context of complete examples: games (Snake, Hangman, jigsaw, slingshot), making a collage of family images and video clips, preparing directions for folding an origami model, rotating objects in 3D, and others. Programming is a fun, creative, expressive pursuit. It requires attention to details and can be frustrating, but there is very little that compares to the satisfaction of building a program out of nothing and making it work (or taking an existing program and fixing a problem, or adding a feature and making it better). Programming 101 is your gateway to making this happen. What You Will Learn Gain basic programming skills Build fun and creative programs Use files for making a holiday card Combine videos, images, and graphics in a Processing sketch Who This Book Is For Anyone who has been thinking about trying programming, or has tried, but needs more motivation; anyone who wants to learn about the Processing language.
Get Back in the Box
Author: Douglas Rushkoff
Publisher: Harper Collins
ISBN: 0060758694
Category : Business & Economics
Languages : en
Pages : 340
Book Description
On a landscape that seems to be transforming itself with every new technology, marketing tactic, or investment strategy, businesses rush to embrace change by trading in their competencies or shifting their focus altogether. All in the name of innovation. But this endless worrying, wriggling, and trend watching only alienates companies from whatever it is they really do best. In the midst of the headlong rush to think "outside the box," the full engagement responsible for true innovation is lost. New consultants, new packaging, new marketing schemes, or even new CEOs are no substitute for the evolution of our own expertise as individuals and as businesses. Indeed, for all their talk about innovation, most companies today are still scared to death of it. To Douglas Rushkoff, this disconnect is not only predictable but welcome. It marks the happy end of a business cycle that began as long ago as the Renaissance, and ended with the renaissance in creativity and collaboration we're going through today. The age of mass production, mass media, and mass marketing may be over, but so, too, is the alienation it engendered between producers and consumers, managers and employees, executives and shareholders, and, worst of all, businesses and their own core values and competencies. American enterprise, in particular, is at a crossroads. Having for too long replaced innovation with acquisitions, tactics, efficiencies, and ad campaigns, many businesses have dangerously lost touch with the process -- and fun -- of discovery. "American companies are obsessed with window dressing," Rushkoff writes, "because they're reluctant, no, afraid to look at whatever it is they really do and evaluate it from the inside out. When things are down, CEOs look to consultants and marketers to rethink, rebrand, or repackage whatever it is they are selling, when they should be getting back on the factory floor, into the stores, or out to the research labs where their product is actually made, sold, or conceived." Rushkoff backs up his arguments with a myriad of intriguing historical examples as well as familiar gut checks -- from the dumbwaiter and open source to Volkswagen and The Gap -- in this accessible, thought-provoking, and immediately applicable set of insights. Here's all the help innovators of this era need to reconnect with their own core competencies as well as the passion fueling them.
Publisher: Harper Collins
ISBN: 0060758694
Category : Business & Economics
Languages : en
Pages : 340
Book Description
On a landscape that seems to be transforming itself with every new technology, marketing tactic, or investment strategy, businesses rush to embrace change by trading in their competencies or shifting their focus altogether. All in the name of innovation. But this endless worrying, wriggling, and trend watching only alienates companies from whatever it is they really do best. In the midst of the headlong rush to think "outside the box," the full engagement responsible for true innovation is lost. New consultants, new packaging, new marketing schemes, or even new CEOs are no substitute for the evolution of our own expertise as individuals and as businesses. Indeed, for all their talk about innovation, most companies today are still scared to death of it. To Douglas Rushkoff, this disconnect is not only predictable but welcome. It marks the happy end of a business cycle that began as long ago as the Renaissance, and ended with the renaissance in creativity and collaboration we're going through today. The age of mass production, mass media, and mass marketing may be over, but so, too, is the alienation it engendered between producers and consumers, managers and employees, executives and shareholders, and, worst of all, businesses and their own core values and competencies. American enterprise, in particular, is at a crossroads. Having for too long replaced innovation with acquisitions, tactics, efficiencies, and ad campaigns, many businesses have dangerously lost touch with the process -- and fun -- of discovery. "American companies are obsessed with window dressing," Rushkoff writes, "because they're reluctant, no, afraid to look at whatever it is they really do and evaluate it from the inside out. When things are down, CEOs look to consultants and marketers to rethink, rebrand, or repackage whatever it is they are selling, when they should be getting back on the factory floor, into the stores, or out to the research labs where their product is actually made, sold, or conceived." Rushkoff backs up his arguments with a myriad of intriguing historical examples as well as familiar gut checks -- from the dumbwaiter and open source to Volkswagen and The Gap -- in this accessible, thought-provoking, and immediately applicable set of insights. Here's all the help innovators of this era need to reconnect with their own core competencies as well as the passion fueling them.