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.
In Cybernetic Revolutionaries, Eden Medina tells the history of two intersecting utopian visions, one political and one technological. The first was Chile’s experiment with peaceful socialist change under Salvador Allende; the second was the simultaneous attempt to build a computer system that would manage Chile’s economy. Neither vision was fully realized--Allende’s government ended with a violent military coup; the system, known as Project Cybersyn, was never completely implemented--but they hold lessons for today about the relationship between technology and politics.
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.
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.
Where were you when the lights went out? At home during a thunderstorm? During the Great Northeastern Blackout of 1965? In California when rolling blackouts hit in 2000? In 2003, when a cascading power failure left fifty million people without electricity? We often remember vividly our time in the dark.
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.
The digital era promises, as did many other technological developments before it, the transformation of society: with the computer, we can transcend time, space, and politics-as-usual. In The Digital Sublime, Vincent Mosco goes beyond the usual stories of technological breakthrough and economic meltdown to explore the myths constructed around the new digital technology and why we feel compelled to believe in them.
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.