Author: Bruce Sterling
Publisher: MIT Press (MA)
A guide to the next great wave of technology—an era of objects so programmable that they can be regarded as material instantiations of an immaterial system.
Strategies for Creating Alternative Enterprises
Author: Colin Coulson-Thomas
Category: Business enterprises
The Shape of Things to Come is a futuristic, appraisal of organisational development in the early years of the millennium. It looks at current organisational and management trends and predicts how things may develop.
Innovation and Mission for the 21st-Century Church
Author: Michael Frost,Alan Hirsch
Publisher: Baker Books
In a time when the need for and the relevance of the Gospel has seldom been greater, the relevance of the church has seldom been less. The Shaping of Things to Come explores why the church needs to rebuild itself from the bottom up. Frost and Hirsch present a clear understanding of how the church can change to face the unique challenges of the twenty-first century. This missional classic has been thoroughly revised and updated.
Publisher: Walter de Gruyter
Mieke Gerritzen hat einen starken visuellen Stil entwickelt, der sich Schritt für Schritt in eine Vision gewandelt hat – eine klare Vision über den Zustand der Welt: Eine Konsumgesellschaft, in welcher Ruhm, Macht und Geld den Ton angeben. In «Style First» treibt Gerritzen die Macht des Visuellen und der Vision auf die Spitze.
Author: Gundolf S. Freyermuth
Publisher: transcript Verlag
Category: Social Science
Wie stiegen Games zur zentralen audiovisuellen Ausdrucks- und Erzählform der digitalen Kultur auf? Wie entstanden die Verfahren ihrer künstlerischen Produktion? Und wie formierte sich die wissenschaftliche Analyse der sozialen Wirkung und kulturellen Bedeutung des neuen Mediums? Diese grundlegenden Fragen und Aspekte digitaler Spielkultur nimmt die Einführung erstmals ganzheitlich in den Blick. Gundolf S. Freyermuth skizziert die mediengeschichtlichen Entwicklungsphasen analoger und digitaler Spiele, die Geschichte und künstlerischen Praktiken des Game Designs sowie die Geschichte, wissenschaftlichen Ansätze und wichtigsten Forschungsfragen der Game Studies.
Author: xtine burrough
Publisher: New Riders
Fuses design fundamentals and software training into one cohesive book! Teaches art and design principles with references to contemporary digital art alongside basic digital tools in Adobe's Creative Cloud Addresses the growing trend of compressing design fundamentals and design software into the same course in universities and design trade schools. Lessons are timed to be used in 50 to 90 minute class sessions with additional materials available online Free video screencasts demonstrate key concepts in every chapter All students of digital design and production—whether learning in a classroom or on their own—need to understand the basic principles of design. These principles are often excluded from books that teach software. Foundations of Digital Art and Design reinvigorates software training by integrating design exercises into tutorials fusing design fundamentals and core Adobe Creative Cloud skills. The result is a comprehensive design learning experience. This book is organized into six sections that focus on vector art, photography, image manipulation, typography, web design, and effective habits. Design topics and principles include: Bits, Dots, Lines, Shapes, Rule of Thirds, Zone System, Color Models, Collage, Appropriation, Gestalt, The Bauhaus Basic Course Approach, The Grid, Remix, Automation, and Revision.
Author: Lonnie Bird
Publisher: Taunton Press
Category: Crafts & Hobbies
Expert advice from start to finish The definitive guide to building the most popular exterior construction project there is, Building a Deck walks you through the entire process of creating a quality, custom deck: from the planning stages, through construction, to the custom details that can make your deck one of a kind. This is pro-level information carefully explained and presented so that a serious do-it-yourself can tackle building a deck with confidence. In this edition of Taunton's Build Like a Pro series, home builder and carpenter Scott Schuttner shares his tried-and-true techniques as well as a host of alternative methods, all in step-by-step detail, to create a clear and thorough resource for serious do-it-yourselfers and professionals alike. This book will bring you: * valuable advice on the practical side of building and design issues that will save you time and money * in-depth information on the trickier parts of the construction process, such as building foundations in severe climates, special structural considerations, and customizing the deck * professional tips and trade secrets for nearly every step of the process About the author Scott Schuttner is a home builder and carpenter in Fairbanks, Alaska. He is a frequent contributor to Fine Homebuilding magazine and is the author of Basic Stairbuilding and Building and Designing Decks, both published by The Taunton Press.
Technology, Middleware and Applications
Author: Giancarlo Fortino,Paolo Trunfio
Publisher: Springer Science & Business Media
Category: Technology & Engineering
The Internet of Things (IoT) usually refers to a world-wide network of interconnected heterogeneous objects (sensors, actuators, smart devices, smart objects, RFID, embedded computers, etc) uniquely addressable, based on standard communication protocols. Beyond such a definition, it is emerging a new definition of IoT seen as a loosely coupled, decentralized system of cooperating smart objects (SOs). A SO is an autonomous, physical digital object augmented with sensing/actuating, processing, storing, and networking capabilities. SOs are able to sense/actuate, store, and interpret information created within themselves and around the neighbouring external world where they are situated, act on their own, cooperate with each other, and exchange information with other kinds of electronic devices and human users. However, such SO-oriented IoT raises many in-the-small and in-the-large issues involving SO programming, IoT system architecture/middleware and methods/methodologies for the development of SO-based applications. This Book will specifically focus on exploring recent advances in architectures, algorithms, and applications for an Internet of Things based on Smart Objects. Topics appropriate for this Book include, but are not necessarily limited to: - Methods for SO development - IoT Networking - Middleware for SOs - Data Management for SOs - Service-oriented SOs - Agent-oriented SOs - Applications of SOs in Smart Environments: Smart Cities, Smart Health, Smart Buildings, etc. Advanced IoT Projects.
Hermeneutics and the History of Philosophy
Author: Charles E. Scott,John Sallis
Publisher: SUNY Press
Constitutes a thoughtful survey of contemporary hermeneutics in its historical context.
Author: Douglas Newton
Newton's succinct guide to teaching design and technology uses ideas that have been road-tested and developed over his many years of teaching and of training student teachers and practitioners.
Author: G. W. F. Hegel
Publisher: University of Pennsylvania Press
This volume includes Hegel's most important early theological writings, though not all of the materials collected by Herman Nohl in his definitive Hegels theologische Jugendschriften (Tuebingen, 1907). The most significant omissions are a series of fragments to which Nohl give the general title "National Religion and Christianity" and the essay "Life of Jesus."
A Psychology of the Creative Eye
Author: Rudolf Arnheim
Publisher: Univ of California Press
Gestalt theory and the psychology of visual perception form the basis for an analysis of art and its basic elements
Author: Heather A. Horst,Daniel Miller
Publisher: A&C Black
Category: Social Science
Anthropology has two main tasks: to understand what it is to be human and to examine how humanity is manifested differently in the diversity of culture. These tasks have gained new impetus from the extraordinary rise of the digital. This book brings together several key anthropologists working with digital culture to demonstrate just how productive an anthropological approach to the digital has already become. Through a range of case studies from Facebook to Second Life to Google Earth, Digital Anthropology explores how human and digital can be defined in relation to one another, from avatars and disability; cultural differences in how we use social networking sites or practise religion; the practical consequences of the digital for politics, museums, design, space and development to new online world and gaming communities. The book also explores the moral universe of the digital, from new anxieties to open-source ideals. Digital Anthropology reveals how only the intense scrutiny of ethnography can overturn assumptions about the impact of digital culture and reveal its profound consequences for everyday life. Combining the clarity of a textbook with an engaging style which conveys a passion for these new frontiers of enquiry, this book is essential reading for students and scholars of anthropology, media studies, communication studies, cultural studies and sociology.
Romanticism and the Making of Modern Wartime
Author: Mary A. Favret
Publisher: Princeton University Press
Category: Literary Criticism
What does it mean to live during wartime away from the battle zone? What is it like for citizens to go about daily routines while their country sends soldiers to kill and be killed across the globe? Timely and thought-provoking, War at a Distance considers how those left on the home front register wars and wartime in their everyday lives, particularly when military conflict remains removed from immediate perception, available only through media forms. Looking back over two centuries, Mary Favret locates the origins of modern wartime in the Napoleonic era and describes how global military operations affected the British populace, as the nation's army and navy waged battles far from home for decades. She reveals that the literature and art produced in Britain during the late eighteenth and early nineteenth centuries obsessively cultivated means for feeling as much as understanding such wars, and established forms still relevant today. Favret examines wartime literature and art as varied as meditations on the Iliad, the history of meteorology, landscape painting in India, and popular poetry in newspapers and periodicals; she locates the embedded sense of war and dislocation in works ranging from Austen, Coleridge, and Wordsworth to Woolf, Stevens, and Sebald; and she contemplates how literature provides the public with methods for responding to violent calamities happening elsewhere. Bringing to light Romanticism's legacy in reflections on modern warfare, this book shows that war's absent presence affects home in deep and irrevocable ways.
The Autobiography of Johnny Ramone
Author: Johnny Ramone
Category: Biography & Autobiography
Raised in Queens, New York, Johnny Ramone founded one of the most influential rock bands of all time, but he never strayed from his blue-collar roots and attitude. He was truly imbued with the angry-young-man spirit that would characterize his persona both on and off stage. Through it all, Johnny kept the band focused and moving forward, ultimately securing their place in music history by inventing punk rock. The Ramones were inducted into the Rock and Roll Hall of Fame in 2002—two years later, Johnny died of cancer, having outlived two other founding members. Revealing, inspiring, and told on his own terms, this highly designed memoir also features Johnny’s assessment of the Ramones’ albums; a number of eccentric Top Ten lists; rare historical artifacts; and scores of personal and professional photos, many of which have never before been published. Praise for Commando: “Amazing book . . . dense and throbbing with character—enough to bring this departed New York icon barking back to life.” —New York Daily News "Johnny's delightful, sadly posthumous autobiography, Commando, is just like its author—as punk as it gets." —Wall Street Journal “Ramone memoir reveals charming, grumpy punk icon.” —Reuters “There's no grand confessional to end Commando, just a nod of gratitude toward family, friends, and fans. Its characteristic succinctness rings genuine.” —Austin Chronicle
Feelings, Affect and Technological Change
Author: Athina Karatzogianni,Adi Kuntsman
Category: Social Science
Fifteen thought-provoking essays engage in an innovative dialogue between cultural studies of affect, feelings and emotions, and digital cultures, new media and technology. The volume provides a fascinating dialogue that cuts across disciplines, media platforms and geographic and linguistic boundaries.
Of Machines, Makers and Inventors
Author: Julia Walter-Herrmann,Corinne Büching
Publisher: transcript Verlag
Category: Social Science
Ten years after the first FabLab (a so called fabrication laboratory) was opened at MIT, more than 120 FabLabs exist all over the world. Today, it is time to look back at a decade of FabLab activities. This book shows how small production devices, such as laser cutters and 3D printers, and dedicated educationists, researchers and FabLab practitioners transform the fields of learning, work, production, design, maker culture, law and science on a global scale. In this composition experts from various countries, such as Germany, India or the USA, and distinguished academic institutions, such as MIT or Stanford University, discuss theoretical questions and introduce practical approaches concerning FabLab activities.