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Design and the Culture of Board Riding

Surfboards were once made of wood and shaped by hand, objects of both cultural and recreational significance. Today most surfboards are mass-produced with fiberglass and a stew of petrochemicals, moving (or floating) billboards for athletes and their brands, emphasizing the commercial rather than the cultural. Surf Craft maps this evolution, examining surfboard design and craft with 150 color images and an insightful text.

Edited by Lucy Steeds

This anthology provides a multivocal critique of the exhibition of contemporary art, bringing together the writings of artists, curators, and theorists. Collectively these diverse perspectives are united by the notion that although the focus for modernist discussion was individual works of art, it is the exhibition that is the prime cultural carrier of contemporaneity.

All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games.

Influencing a generation of artists, musicians and theorists, Christian Marclay has explored the interplay between sound, audio cultures and art across a diversity of media: performance, sculpture, photography, collage, musical composition, film, video, and installation. Born in 1955, Marclay first became internationally known in the 1980s for sculptures and reassembled readymades generated from such evocative materials as fragmented vinyl records and album covers.

Edited by Amelia Jones

It has been argued, most notably in psychoanalytic and modernist art discourse, that the production of works of art is fundamentally driven by sexual desire. It has been further argued, particularly since the early 1970s, that sexual drives and desires also condition the distribution, display and reception of art.

The goal of machine learning is to program computers to use example data or past experience to solve a given problem. Many successful applications of machine learning exist already, including systems that analyze past sales data to predict customer behavior, optimize robot behavior so that a task can be completed using minimum resources, and extract knowledge from bioinformatics data. Introduction to Machine Learning is a comprehensive textbook on the subject, covering a broad array of topics not usually included in introductory machine learning texts.

How Americans Think about Energy in the Age of Global Warming

How do Americans think about energy? Is the debate over fossil fuels highly partisan and ideological? Does public opinion about fossil fuels and alternative energies divide along the fault between red states and blue states? And how much do concerns about climate change weigh on their opinions? In Cheap and Clean, Stephen Ansolabehere and David Konisky show that Americans are more pragmatic than ideological in their opinions about energy alternatives, more unified than divided about their main concerns, and more local than global in their approach to energy.

A Symptom or a Stage?

When children are late in hitting developmental milestones, parents worry. And no delay causes more parental anxiety than late talking, which is associated in many parents’ minds with such serious conditions as autism and severe intellectual disability. In fact, as children’s speech expert Stephen Camarata points out in this enlightening book, children are late in beginning to talk for a wide variety of reasons.

What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.

Mobile apps promise to deliver (h)appiness to our devices at the touch of a finger or two. Apps offer gratifyingly immediate access to connection and entertainment. The array of apps downloadable from the app store may come from the cloud, but they attach themselves firmly to our individual movement from location to location on earth. In The Imaginary App, writers, theorists, and artists--including Stephen Wolfram (in conversation with Paul Miller) and Lev Manovich--explore the cultural and technological shifts that have accompanied the emergence of the mobile app.

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