Today, big-brand companies seem to be making commitments to sustainability that go beyond the usual “greenwashing” efforts undertaken largely for public relations purposes. McDonald’s promises to use only beef, coffee, fish, chicken, and cooking oil obtained from sustainable sources. Coca-Cola promises to achieve water neutrality. Walmart has pledged to become carbon neutral. This BIT examines some of these corporate sustainability efforts and their ultimate goal.
The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. This BIT examines the interplay between computation and culture in the Atari emulator Stella and the Atari VCS game Combat.
The humanities can add valuable insights to the study of memory. This BIT draws on recent neuroscientific research to explore one of the great masterpieces of fifteenth-century Flemish painting, Rogier van der Weyden’s Descent from the Cross. It connects memory to the direct and indirect bodily responses to a work of art.
Few people know that women were a significant presence in the early decades of computing in both the United States and Britain; programming in postwar years was considered woman’s work (perhaps in contrast to the more manly task of building the computers themselves). This BIT offers a chapter in this untold history of women and computing, describing women’s career stratagems in academic computing—recounting both the obstacles female scholars have faced and their resourceful strategies for gaining credentials and finding alternative ladders to visibility and career advancement.
Jill Stoner’s architect’s eye tracks differently from most, drawn not to the lauded and iconic but to what she calls “the landscape of our constructed mistakes”—metropolitan hinterlands rife with failed and foreclosed developments, undersubscribed office parks, chain hotels, and abandoned malls. In this BIT, Stoner introduces the idea of “minor architectures” that emerge from the bottoms of power structures and within the language of those structures.
Do we consciously cause our actions, or do they happen to us? Philosophers, psychologists, neuroscientists, theologians, and lawyers have long debated the existence of free will versus determinism. This BIT, excerpted from an influential book by the late Daniel Wegner, offers an innovative view of one aspect of free will. Wegner argues that when people project action to imaginary agents, they create virtual agents, apparent sources of their own volition.
Parallax can be defined as the apparent displacement of an object, caused by a change in observational position. Slavoj Žižek is interested in the “parallax gap” separating two points between which no synthesis or mediation is possible, linked by an “impossible short circuit” of levels that can never meet. In this BIT, Žižek draws on Lacan, F. Scott Fitzgerald, Kant, Hegel, and Marx to explore the philosophical implications of parallax.
What links conscious experience of pain, joy, color, and smell to bioelectrical activity in the brain? How can anything physical give rise to nonphysical, subjective, conscious states? Christof Koch has devoted much of his career to bridging the seemingly unbridgeable gap between the physics of the brain and phenomenal experience. In this BIT, Koch argues that consciousness is a fundamental property of networked entities, and rhapsodizes about integrated information theory—how it explains many puzzling facts about consciousness and provides a blueprint for building sentient machines.
Bestselling author Steven Pinker’s early works on language acquisition have become classics in cognitive science. This BIT offers Pinker’s look back at this work and two pivotal chapters from Learnability and Cognition.
In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.