Mondo Nano
Title | Mondo Nano PDF eBook |
Author | Colin Milburn |
Publisher | Duke University Press |
Pages | 264 |
Release | 2015-04-24 |
Genre | Computers |
ISBN | 0822376334 |
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
Nano Meets Macro
Title | Nano Meets Macro PDF eBook |
Author | Kamilla Kjolberg |
Publisher | CRC Press |
Pages | 415 |
Release | 2019-10-10 |
Genre | Science |
ISBN | 0429533756 |
This book explores the enormous diversity in social perspectives on the emergence of nanoscale sciences and technologies. It points to four nodes of interest where nano meets macro: in the making, in the public eye, in the big questions, and in the tough decisions. Each node draws attention to important lines of research and pertinent issues. The book is designed for interdisciplinary teaching, but the richness of issues and perspectives makes it of interest to all researchers, practitioners, and non-academics wanting an introduction to social perspectives on nanoscale sciences and technologies.
Nanotechnology and Its Governance
Title | Nanotechnology and Its Governance PDF eBook |
Author | Arie Rip |
Publisher | Routledge |
Pages | 191 |
Release | 2019-05-28 |
Genre | History |
ISBN | 0429879512 |
This book charts the development of nanotechnology in relation to society from the early years of the twenty-first century. It offers a sustained analysis of the life of nanotechnology, from the laboratory to society, from scientific promises to societal governance, and attempts to modulate developments.
Nanotech and the Humanities
Title | Nanotech and the Humanities PDF eBook |
Author | Chris P. Toumey |
Publisher | Cambridge Scholars Publishing |
Pages | 254 |
Release | 2019-01-07 |
Genre | Social Science |
ISBN | 1527524256 |
Researchers in the humanities and social sciences have examined nanotechnology for more than twenty years. Their interests include the history of nanotech, religious reactions, and public engagement with it. This collection shows that the humanities and social sciences contribute to our understanding of nanotechnology. It will also serve to accompany textbooks in physics, chemistry, molecular biology, and microelectronics because it illuminates societal and ethical issues in these disciplines.
The World Is Born From Zero
Title | The World Is Born From Zero PDF eBook |
Author | Cameron Kunzelman |
Publisher | Walter de Gruyter GmbH & Co KG |
Pages | 206 |
Release | 2022-07-18 |
Genre | History |
ISBN | 3110719452 |
The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those strategies emerge from, Kunzelman investigates a diverse array of games like The Last of Us, VA-11 Hall-A, and Civilization VI in order to explore what science fiction video games can tell us about their genres, their ways of speculating, and how the medium of the video game does (or does not) direct us down experiential pathways that are both oppressive and liberatory. Taking a multidisciplinary look at these games, The World is Born From Zero offers a unique theorization of science fiction games that provides both science fiction studies and video game studies with new tools for thinking how this medium and mode inform each other.
Ludopolitics
Title | Ludopolitics PDF eBook |
Author | Liam Mitchell |
Publisher | John Hunt Publishing |
Pages | 265 |
Release | 2018-12-14 |
Genre | Computers |
ISBN | 1785354892 |
What can videogames tell us about the politics of contemporary technoculture, and how are designers and players responding to its impositions? To what extent do the technical features of videogames index our assumptions about what exists and what is denied that status? And how can we use games to identify and shift those assumptions without ever putting down the controller? Ludopolitics responds to these questions with a critique of one of the defining features of modern technology: the fantasy of control. Videogames promise players the opportunity to map and master worlds, offering closed systems that are perfect in principle if not in practice. In their numerical, rule-bound, and goal-oriented form, they express assumptions about both the technological world and the world as such. More importantly, they can help us identify these assumptions and challenge them. Games like Spec Ops: The Line, Braid, Undertale, and Bastion, as well as play practices like speedrunning, theorycrafting, and myth-making provide an aesthetic means of mounting a political critique of the pursuit and valorization of technological control.
Research Objects in their Technological Setting
Title | Research Objects in their Technological Setting PDF eBook |
Author | Bernadette Bensaude Vincent |
Publisher | Taylor & Francis |
Pages | 283 |
Release | 2017-02-24 |
Genre | Science |
ISBN | 1351966383 |
What kind of stuff is the world made of? What is the nature or substance of things? These are ontological questions, and they are usually answered with respect to the objects of science. The objects of technoscience tell a different story that concerns the power, promise and potential of things – not what they are but what they can be. Seventeen scholars from history and philosophy of science, epistemology, social anthropology, cultural studies and ethics each explore a research object in its technological setting, ranging from carbon to cardboard, from arctic ice cores to nuclear waste, from wetlands to GMO seeds, from fuel cells to the great Pacific garbage patch. Together they offer fascinating stories and novel analytic concepts, all the while opening up a space for reflecting on the specific character of technoscientific objects. With their promise of sustainable innovation and a technologically transformed future, these objects are highly charged with values and design expectations. By clarifying their mode of existence, we are learning to come to terms more generally with the furniture of the technoscientific world – where, for example, the 'dead matter' of classical physics is becoming the 'smart material' of emerging and converging technologies.