Computers Of Star Trek
Title | Computers Of Star Trek PDF eBook |
Author | Lois H. Gresh |
Publisher | Basic Books |
Pages | 198 |
Release | 2008-01-04 |
Genre | Computers |
ISBN | 0465011756 |
The depiction of computers on the various "Star Trek" series has ranged from lame to breathtakingly imaginative. This book covers the gamut, and makes lucid and entertaining comparison of these fictional computers with those that now exist or are likely to inhabit our future. Throughout its history, "Star Trek" has been an accurate reflection of contemporary ideas about computers and their role in our lives. Affectionately but without illusions, The Computers of Star Trek shows how those ideas compare with what we now know we can and will do with computers.
20th Century Computers and how They Worked
Title | 20th Century Computers and how They Worked PDF eBook |
Author | Jennifer Flynn |
Publisher | Alpha Computer |
Pages | 192 |
Release | 1993 |
Genre | Computers |
ISBN | 9781567612578 |
A visual tour of personal computer technology in the '90s, from the vantage point of a 24th-century Starfleet Academy course in computer history. This licensed Star Trek computer book focuses on the Next Generation characters and the starship Enterprise, using the characters as contributing authors who introduce topic areas and comment on these topics throughout the presentation of material.
The Computer's Voice
Title | The Computer's Voice PDF eBook |
Author | Liz W. Faber |
Publisher | U of Minnesota Press |
Pages | 232 |
Release | 2020-12-22 |
Genre | Performing Arts |
ISBN | 1452964130 |
A deconstruction of gender through the voices of Siri, HAL 9000, and other computers that talk Although computer-based personal assistants like Siri are increasingly ubiquitous, few users stop to ask what it means that some assistants are gendered female, others male. Why is Star Trek’s computer coded as female, while HAL 9000 in 2001: A Space Odyssey is heard as male? By examining how gender is built into these devices, author Liz W. Faber explores contentious questions around gender: its fundamental constructedness, the rigidity of the gender binary, and culturally situated attitudes on male and female embodiment. Faber begins by considering talking spaceships like those in Star Trek, the film Dark Star, and the TV series Quark, revealing the ideologies that underlie space-age progress. She then moves on to an intrepid decade-by-decade investigation of computer voices, tracing the evolution from the masculine voices of the ’70s and ’80s to the feminine ones of the ’90s and ’00s. Faber ends her account in the present, with incisive looks at the film Her and Siri herself. Going beyond current scholarship on robots and AI to focus on voice-interactive computers, The Computer’s Voice breaks new ground in questions surrounding media, technology, and gender. It makes important contributions to conversations around the gender gap and the increasing acceptance of transgender people.
Make It So
Title | Make It So PDF eBook |
Author | Nathan Shedroff |
Publisher | Rosenfeld Media |
Pages | 369 |
Release | 2012-09-17 |
Genre | Computers |
ISBN | 1933820764 |
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Basic Computer Games
Title | Basic Computer Games PDF eBook |
Author | David H. Ahl |
Publisher | |
Pages | 185 |
Release | 1981 |
Genre | BASIC (Computer program language) |
ISBN |
What Algorithms Want
Title | What Algorithms Want PDF eBook |
Author | Ed Finn |
Publisher | MIT Press |
Pages | 267 |
Release | 2017-03-10 |
Genre | Computers |
ISBN | 0262035928 |
The gap between theoretical ideas and messy reality, as seen in Neal Stephenson, Adam Smith, and Star Trek. We depend on—we believe in—algorithms to help us get a ride, choose which book to buy, execute a mathematical proof. It's as if we think of code as a magic spell, an incantation to reveal what we need to know and even what we want. Humans have always believed that certain invocations—the marriage vow, the shaman's curse—do not merely describe the world but make it. Computation casts a cultural shadow that is shaped by this long tradition of magical thinking. In this book, Ed Finn considers how the algorithm—in practical terms, “a method for solving a problem”—has its roots not only in mathematical logic but also in cybernetics, philosophy, and magical thinking. Finn argues that the algorithm deploys concepts from the idealized space of computation in a messy reality, with unpredictable and sometimes fascinating results. Drawing on sources that range from Neal Stephenson's Snow Crash to Diderot's Encyclopédie, from Adam Smith to the Star Trek computer, Finn explores the gap between theoretical ideas and pragmatic instructions. He examines the development of intelligent assistants like Siri, the rise of algorithmic aesthetics at Netflix, Ian Bogost's satiric Facebook game Cow Clicker, and the revolutionary economics of Bitcoin. He describes Google's goal of anticipating our questions, Uber's cartoon maps and black box accounting, and what Facebook tells us about programmable value, among other things. If we want to understand the gap between abstraction and messy reality, Finn argues, we need to build a model of “algorithmic reading” and scholarship that attends to process, spearheading a new experimental humanities.
The Star Wars Question & Answer Book about Computers
Title | The Star Wars Question & Answer Book about Computers PDF eBook |
Author | Fred D'Ignazio |
Publisher | Random House Books for Young Readers |
Pages | 68 |
Release | 1983 |
Genre | Juvenile Nonfiction |
ISBN | 9780394856865 |
Question and answer format presents information on how computers work, what their insides are like, and the wide variety of uses to which they have been put today--inside robots, in games, and inside human bodies.