In the years between the world wars, millions of people heard the world through a box on the dresser. In Britain, radio listeners relied on the British Broadcasting Corporation for information on everything from interior decoration to Hitler’s rise to power. One subject covered regularly on the wireless was architecture and the built environment. Between 1927 and 1945, the BBC aired more than six hundred programs on this topic, published a similar number of articles in its magazine, The Listener, and sponsored several traveling exhibitions.
Aluminum shaped the twentieth century. It enabled high-speed travel and gravity-defying flight. It was the material of a streamlined aesthetic that came to represent modernity. And it became an essential ingredient in industrial and domestic products that ranged from airplanes and cars to designer chairs and artificial Christmas trees. It entered modern homes as packaging, foil, pots and pans and even infiltrated our bodies through food, medicine, and cosmetics.
In Networking Peripheries, Anita Chan shows how digital cultures flourish beyond Silicon Valley and other celebrated centers of technological innovation and entrepreneurship. The evolving digital cultures in the Global South vividly demonstrate that there are more ways than one to imagine what digital practice and global connection could look like.
Engineering education in the United States was long regarded as masculine territory. For decades, women who studied or worked in engineering were popularly perceived as oddities, outcasts, unfeminine (or inappropriately feminine in a male world). In Girls Coming to Tech!, Amy Bix tells the story of how women gained entrance to the traditionally male field of engineering in American higher education.
After a decade and a half, human pluripotent stem cell research has been normalized. There may be no consensus on the status of the embryo—only a tacit agreement to disagree—but the debate now takes place in a context in which human stem cell research and related technologies already exist.
In July 1969, ninety-four percent of American televisions were tuned to coverage of Apollo 11’s mission to the moon. How did space exploration, once the purview of rocket scientists, reach a larger audience than My Three Sons? Why did a government program whose standard operating procedure had been secrecy turn its greatest achievement into a communal experience? In Marketing the Moon, David Meerman Scott and Richard Jurek tell the story of one of the most successful marketing and public relations campaigns in history: the selling of the Apollo program.
Representation in Scientific Practice, published by the MIT Press in 1990, helped coalesce a long-standing interest in scientific visualization among historians, philosophers, and sociologists of science and remains a touchstone for current investigations in science and technology studies. This volume revisits the topic, taking into account both the changing conceptual landscape of STS and the emergence of new imaging technologies in scientific practice.
In a rapidly changing world, we rely upon experts to assess the promise and risks of new technology. But how do these experts make sense of a highly uncertain future? In Arguments that Count, Rebecca Slayton offers an important new perspective. Drawing on new historical documents and interviews as well as perspectives in science and technology studies, she provides an original account of how scientists came to terms with the unprecedented threat of nuclear-armed intercontinental ballistic missiles (ICBMs).
A decade ago, the customizable ringtone was ubiquitous. Almost any crowd of cell phone owners could produce a carillon of tinkly, beeping, synthy, musicalized ringer signals. Ringtones quickly became a multi-billion-dollar global industry and almost as quickly faded away. In The Ringtone Dialectic, Sumanth Gopinath charts the rise and fall of the ringtone economy and assesses its effect on cultural production.
Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland’s Sketchpad program drew lines that created recognizable images.