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Our drive to consume—our desire for food, clothing, smart phones, and megahomes—evolved from our ancestors’ drive to survive. But the psychological and neural processes that originally evolved to guide mammals toward resources that are necessary but scarce may mislead us in modern conditions of material abundance. Such phenomena as obesity, financial bubbles, hoarding, and shopping sprees suggest a mismatch between our instinct to consume and our current environment.

How Audiences Take Shape in a Digital Age

Feature films, television shows, homemade videos, tweets, blogs, and breaking news: digital media offer an always-accessible, apparently inexhaustible supply of entertainment and information. Although choices seems endless, public attention is not. How do digital media find the audiences they need in an era of infinite choice? In The Marketplace of Attention, James Webster explains how audiences take shape in the digital age.

Public Knowledge about Radiation Health Effects after Chernobyl

Before Fukushima, the most notorious large-scale nuclear accident the world had seen was Chernobyl in 1986. The fallout from Chernobyl covered vast areas in the Northern Hemisphere, especially in Europe. Belarus, at the time a Soviet republic, suffered heavily: nearly a quarter of its territory was covered with long-lasting radionuclides. Yet the damage from the massive fallout was largely imperceptible; contaminated communities looked exactly like noncontaminated ones. It could be known only through constructed representations of it.

The Improbable Life of Charlotte Moorman

The Juilliard-trained cellist Charlotte Moorman sat nude behind a cello of carved ice, performed while dangling from helium-filled balloons, and deployed an array of instruments on The Mike Douglas Show that included her cello, a whistle, a cap gun, a gong, and a belch. She did a striptease while playing Bach in Nam June Paik’s Sonata for Adults Only.

A Fissile Material Approach to Nuclear Disarmament and Nonproliferation

Achieving nuclear disarmament, stopping nuclear proliferation, and preventing nuclear terrorism are among the most critical challenges facing the world today. Unmaking the Bomb proposes a new approach to reaching these long-held goals.

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.

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.

The promise of America has long been conceived as the promise of happiness. Being American is all about the opportunity to pursue one’s own bliss. But what is the good life, and are we getting closer to its attainment? In the cacophony of competing conceptions of the good, technological interventions that claim to help us achieve it, and rancorous debate over government’s role in securing it for us, every step toward happiness seems to come with at least one step back.

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.

Crafting e-Fashion with DIY Electronics

Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.

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