Create an Account
username: password:
 
  MemeStreams Logo

Post Haste

search

possibly noteworthy
Picture of possibly noteworthy
My Blog
My Profile
My Audience
My Sources
Send Me a Message

sponsored links

possibly noteworthy's topics
Arts
Business
Games
Health and Wellness
Home and Garden
Miscellaneous
  Humor
Current Events
  War on Terrorism
Recreation
Local Information
  Food
Science
Society
  International Relations
  Politics and Law
   Intellectual Property
  Military
Sports
Technology
  Military Technology
  High Tech Developments

support us

Get MemeStreams Stuff!


 
Being "always on" is being always off, to something.

Innovation--The Missing Dimension
Topic: Business 11:19 am EST, Apr  1, 2006

Amid mounting concern over the loss of jobs to low-wage economies, one fact is clear: America's prosperity hinges on the ability of its businesses to continually introduce new products and services. But what makes for a creative economy? How can the remarkable surge of innovation that fueled the boom of the 1990s be sustained?

For an answer, Richard K. Lester and Michael J. Piore examine innovation strategies in some of the economy's most dynamic sectors. Through eye-opening case studies of new product development in fields such as cell phones, medical devices, and blue jeans, two fundamental processes emerge.

Innovation--The Missing Dimension


Saving Persuasion
Topic: Society 11:19 am EST, Apr  1, 2006

In today's increasingly polarized political landscape it seems that fewer and fewer citizens hold out hope of persuading one another. Even among those who have not given up on persuasion, few will admit to practicing the art of persuasion known as rhetoric. To describe political speech as "rhetoric" today is to accuse it of being superficial or manipulative. In Saving Persuasion, Bryan Garsten uncovers the early modern origins of this suspicious attitude toward rhetoric and seeks to loosen its grip on contemporary political theory. Revealing how deeply concerns about rhetorical speech shaped both ancient and modern political thought, he argues that the artful practice of persuasion ought to be viewed as a crucial part of democratic politics. He provocatively suggests that the aspects of rhetoric that seem most dangerous--the appeals to emotion, religious values, and the concrete commitments and identities of particular communities--are also those which can draw out citizens' capacity for good judgment. Against theorists who advocate a rationalized ideal of deliberation aimed at consensus, Garsten argues that a controversial politics of partiality and passion can produce a more engaged and more deliberative kind of democratic discourse.

Saving Persuasion


Engineering--An Endless Frontier
Topic: Science 11:18 am EST, Apr  1, 2006

Genetic engineering, nanotechnology, astrophysics, particle physics: We live in an engineered world, one where the distinctions between science and engineering, technology and research, are fast disappearing. This book shows how, at the dawn of the twenty-first century, the goals of natural scientists--to discover what was not known--and that of engineers--to create what did not exist--are undergoing an unprecedented convergence.

Sunny Y. Auyang ranges widely in demonstrating that engineering today is not only a collaborator with science but its equal. In concise accounts of the emergence of industrial laboratories and chemical and electrical engineering, and in whirlwind histories of the machine tools and automobile industries and the rise of nuclear energy and information technology, her book presents a broad picture of modern engineering: its history, structure, technological achievements, and social responsibilities; its relation to natural science, business administration, and public policies. Auyang uses case studies such as the development of the F-117A Nighthawk and Boeing 777 aircraft, as well as the experiences of engineer-scientists such as Oliver Heaviside, engineer-entrepreneurs such as Henry Ford and Bill Gates, and engineer-managers such as Alfred Sloan and Jack Welch to give readers a clear sense of engineering's essential role in the future of scientific research.

Engineering--An Endless Frontier


Software Engineering for Internet Applications
Topic: Technology 11:18 am EST, Apr  1, 2006

After completing this self-contained course on server-based Internet applications software, students who start with only the knowledge of how to write and debug a computer program will have learned how to build web-based applications on the scale of Amazon.com. Unlike the desktop applications that most students have already learned to build, server-based applications have multiple simultaneous users. This fact, coupled with the unreliability of networks, gives rise to the problems of concurrency and transactions, which students learn to manage by using the relational database system.

After working their way to the end of the book, students will have the skills to take vague and ambitious specifications and turn them into a system design that can be built and launched in a few months. They will be able to test prototypes with end-users and refine the application design. They will understand how to meet the challenge of extreme business requirements with automatic code generation and the use of open-source toolkits where appropriate. Students will understand HTTP, HTML, SQL, mobile browsers, VoiceXML, data modeling, page flow and interaction design, server-side scripting, and usability analysis.

Software Engineering for Internet Applications


First Person
Topic: Games 11:18 am EST, Apr  1, 2006

Electronic games have established a huge international market, significantly outselling non-digital games; people spend more money on The Sims than on "Monopoly" or even on "Magic: the Gathering." Yet it is widely believed that the market for electronic literature -- predicted by some to be the future of the written word -- languishes. Even bestselling author Stephen King achieved disappointing results with his online publication of "Riding the Bullet" and "The Plant."

Isn't it possible, though, that many hugely successful computer games -- those that depend on or at least utilize storytelling conventions of narrative, character, and theme -- can be seen as examples of electronic literature? And isn't it likely that the truly significant new forms of electronic literature will prove to be (like games) so deeply interactive and procedural that it would be impossible to present them as paper-like "e-books"? The editors of First Person have gathered a remarkably diverse group of new media theorists and practitioners to consider the relationship between "story" and "game," as well as the new kinds of artistic creation (literary, performative, playful) that have become possible in the digital environment.

First Person


Memory Practices in the Sciences
Topic: Science 11:18 am EST, Apr  1, 2006

The way we record knowledge, and the web of technical, formal, and social practices that surrounds it, inevitably affects the knowledge that we record. The ways we hold knowledge about the past -- in handwritten manuscripts, in printed books, in file folders, in databases -- shape the kind of stories we tell about that past. In this lively and erudite look at the relation of our information infrastructures to our information, Geoffrey Bowker examines how, over the past two hundred years, information technology has converged with the nature and production of scientific knowledge. His story weaves a path between the social and political work of creating an explicit, indexical memory for science -- the making of infrastructures -- and the variety of ways we continually reconfigure, lose, and regain the past.

At a time when memory is so cheap and its recording is so protean, Bowker reminds us of the centrality of what and how we choose to forget. In Memory Practices in the Sciences he looks at three "memory epochs" of the nineteenth, twentieth, and twenty-first centuries and their particular reconstructions and reconfigurations of scientific knowledge. The nineteenth century's central science, geology, mapped both the social and the natural world into a single time package (despite apparent discontinuities), as, in a different way, did mid-twentieth-century cybernetics. Both, Bowker argues, packaged time in ways indexed by their information technologies to permit traffic between the social and natural worlds. Today's sciences of biodiversity, meanwhile, "database the world" in a way that excludes certain spaces, entities, and times. We use the tools of the present to look at the past, says Bowker; we project onto nature our modes of organizing our own affairs.

Memory Practices in the Sciences


Play Between Worlds
Topic: Games 11:18 am EST, Apr  1, 2006

In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.

Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online-and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.

Play Between Worlds


Technology Matters
Topic: Technology 11:18 am EST, Apr  1, 2006

Technology matters, writes David Nye, because it is inseparable from being human. We have used tools for more than 100,000 years, and their central purpose has not always been to provide necessities. People excel at using old tools to solve new problems and at inventing new tools for more elegant solutions to old tasks. Perhaps this is because we are intimate with devices and machines from an early age--as children, we play with technological toys: trucks, cars, stoves, telephones, model railroads, Playstations. Through these machines we imagine ourselves into a creative relationship with the world. As adults, we retain this technological playfulness with gadgets and appliances--Blackberries, cell phones, GPS navigation systems in our cars.

We use technology to shape our world, yet we think little about the choices we are making. In Technology Matters, Nye tackles ten central questions about our relationship to technology, integrating a half-century of ideas about technology into ten cogent and concise chapters, with wide-ranging historical examples from many societies. He asks: Can we define technology? Does technology shape us, or do we shape it? Is technology inevitable or unpredictable? (Why do experts often fail to get it right?)? How do historians understand it? Are we using modern technology to create cultural uniformity, or diversity? To create abundance, or an ecological crisis? To destroy jobs or create new opportunities? Should "the market" choose our technologies? Do advanced technologies make us more secure, or escalate dangers? Does ubiquitous technology expand our mental horizons, or encapsulate us in artifice?

These large questions may have no final answers yet, but we need to wrestle with them--to live them, so that we may, as Rilke puts it, "live along some distant day into the answers."

"A deeply informed historian who writes with impressive clarity, David Nye persuades us in Technology Matters that we should ask the kind of life-shaping questions about technology that we customarily pose about politics and economics. He does not finally answer the timely questions that he explicates, but provokes us to search for our own answers."
--Thomas P. Hughes, author of Human-Built World: How to Think about Technology and Culture

Technology Matters


An Engine, Not a Camera
Topic: Business 11:18 am EST, Apr  1, 2006

In An Engine, Not a Camera, Donald MacKenzie argues that the emergence of modern economic theories of finance affected financial markets in fundamental ways. These new, Nobel Prize-winning theories, based on elegant mathematical models of markets, were not simply external analyses but intrinsic parts of economic processes.

Paraphrasing Milton Friedman, MacKenzie says that economic models are an engine of inquiry rather than a camera to reproduce empirical facts. More than that, the emergence of an authoritative theory of financial markets altered those markets fundamentally. For example, in 1970, there was almost no trading in financial derivatives such as "futures." By June of 2004, derivatives contracts totaling $273 trillion were outstanding worldwide. MacKenzie suggests that this growth could never have happened without the development of theories that gave derivatives legitimacy and explained their complexities.

MacKenzie examines the role played by finance theory in the two most serious crises to hit the world’s financial markets in recent years: the stock market crash of 1987 and the market turmoil that engulfed the hedge fund Long-Term Capital Management in 1998. He also looks at finance theory that is somewhat beyond the mainstream--chaos theorist Benoit Mandelbrot’s model of “wild” randomness. MacKenzie’s pioneering work in the social studies of finance will interest anyone who wants to understand how America’s financial markets have grown into their current form.

An Engine, Not a Camera


CODE
Topic: Technology 11:18 am EST, Apr  1, 2006

Open source software is considered by many to be a novelty and the open source movement a revolution. Yet the collaborative creation of knowledge has gone on for as long as humans have been able to communicate. CODE looks at the collaborative model of creativity -- with examples ranging from collective ownership in indigenous societies to free software, academic science, and the human genome project -- and finds it an alternative to proprietary frameworks for creativity based on strong intellectual property rights.

Intellectual property rights, argues Rishab Ghosh in his introduction, were ostensibly developed to increase creativity; but today, policy decisions that treat knowledge and art as if they were physical forms of property actually threaten to decrease creativity, limit public access to creativity, and discourage collaborative creativity. "Newton should have had to pay a license fee before being allowed even to see how tall the 'shoulders of giants' were, let alone to stand upon them," he writes.

The contributors to CODE, from such diverse fields as economics, anthropology, law, and software development, examine collaborative creativity from a variety of perspectives, looking at new and old forms of creative collaboration and the mechanisms emerging to study them. Discussing the philosophically resonant issues of ownership, property, and the commons, they ask if the increasing application of the language of property rights to knowledge and creativity constitutes a second enclosure movement -- or if the worldwide acclaim for free software signifies a renaissance of the commons. Two concluding chapters offer concrete possibilities for both alternatives, with one proposing the establishment of "positive intellectual rights" to information and another issuing a warning against the threats to networked knowledge posed by globalization.

Rishab Aiyer Ghosh is Program Leader at the International Institute of Infonomics at Maastricht University. He was one of the founders and is the current managing editor of First Monday, the peer-reviewed Internet journal.

Endorsements

"CODE is a mature and sophisticated exploration of the most important issues related to creativity in the digital age. The broad mix of scholars, offering extraordinarily insightful perspectives, makes this collection essential for understanding this critically important set of questions."
--Lawrence Lessig, Stanford Law School, author of Free Culture

CODE


(Last) Newer << 431 ++ 441 - 442 - 443 - 444 - 445 - 446 - 447 - 448 - 449 ++ 459 >> Older (First)
 
 
Powered By Industrial Memetics
RSS2.0