Do Androids Dream of Electric Sheep? was published in 1968. Grim and foreboding, even today it is a masterpiece ahead of its time. By 2021, the World War had killed millions, driving entire species into extinction and sending mankind off-planet. Those who remained coveted any living creature, and for people who couldn't afford one, companies built incredibly realistic simulacrae: horses, birds, cats, sheep. . . They even built humans. Emigrées to Mars received androids so sophisticated it was impossible to tell them from true men or women. Fearful of the havoc these artificial humans could wreak, the government banned them from Earth. But when androids didn't want to be identified, they just blended in. Rick Deckard was an officially sanctioned bounty hunter whose job was to find rogue androids, and to retire them. But cornered, androids tended to fight back, with deadly results. "[Dick] sees all the sparkling and terrifying possibilities. . . that other authors shy away from." --Paul Williams, Rolling Stone From the Trade Paperback edition.
Winner of the Hugo and Nebula Awards In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut-young Ender is the Wiggin drafted to the orbiting Battle Schoolfor rigorous military training. Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders.
The three laws of Robotics: 1) A robot may not injure a human being or, through inaction, allow a human being to come to harm 2) A robot must obey orders givein to it by human beings except where such orders would conflict with the First Law. 3) A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. With this, Asimov changed our perception of robots forever when he formulated the laws governing their behavior. In I, Robot, Asimov chronicles the development of the robot through a series of interlinked stories: from its primitive origins in the present to its ultimate perfection in the not-so-distant future--a future in which humanity itself may be rendered obsolete. Here are stories of robots gone mad, of mind-read robots, and robots with a sense of humor. Of robot politicians, and robots who secretly run the world--all told with the dramatic blend of science fact & science fiction that became Asmiov's trademark.
The Matrix is a world within the world, a global consensus- hallucination, the representation of every byte of data in cyberspace . . . Case had been the sharpest data-thief in the business, until vengeful former employees crippled his nervous system. But now a new and very mysterious employer recruits him for a last-chance run. The target: an unthinkably powerful artificial intelligence orbiting Earth in service of the sinister Tessier-Ashpool business clan. With a dead man riding shotgun and Molly, mirror-eyed street-samurai, to watch his back, Case embarks on an adventure that ups the ante on an entire genre of fiction. Hotwired to the leading edges of art and technology, Neuromancer ranks with 1984 and Brave New World as one of the century's most potent visions of the future. .
Here is an animated and wonderfully engaging work of cultural history that lays out America's unruly past by describing the ways in which cutting loose has always been, and still is, an essential part of what it means to be an American. nbsp; From the time the Pilgrims landed at Plymouth Rock, Americans have defied their stodgy rules and hierarchies with pranks, dances, stunts, and wild parties, shaping the national character in profound and lasting ways. In the nation's earlier eras, revelers flouted Puritans, Patriots pranked Redcoats, slaves lampooned masters, and forty-niners bucked the saddles of an increasingly uptight middle class. In the twentieth century, fun-loving Americans celebrated this heritage and pushed it even further: flappers "barney-mugged" in "petting pantries," Yippies showered the New York Stock Exchange with dollar bills, and B-boys invented hip-hop in a war zone in the Bronx. nbsp; This is the surprising and revelatory history that John Beckman recounts in American Fun.
This is the most culturally sophisticated history of the Internet yet written. We can’t make sense of what the Internet means in our lives without reading Schulte’s elegant account of what the Internet has meant at various points in the past 30 years.” —Siva Vaidhyanathan, Chair of the Department of Media Studies at The University of Virginia nbsp; In the 1980s and 1990s, the internet became a major player in the global economy and a revolutionary component of everyday life for much of the United States and the world. It offered users new ways to relate to one another, to share their lives, and to spend their time—shopping, working, learning, and even taking political or social action. Policymakers and news media attempted—and often struggled—to make sense of the emergence and expansion of this new technology. They imagined the internet in conflicting terms: as a toy for teenagers, a national security threat, a new democratic frontier, an information superhighway, a virtual reality, and a framework for promoting globalization and revolution. Schulte maintains that contested concepts had material consequences and helped shape not just our sense of the internet, but the development of the technology.
Mass media have taken the digital turn: they have made the transition from the analog past into our digital future. Today's communication students need a book that keeps pace with those changes—and with their own experiences as media consumers. While students may be familiar with the latest technology, Media & Culture can help enhance their understanding of how we arrived at this point, and where we're headed. The new edition explores the effects of the digital turn with new and informative part openers that dig into our media consumption habits, a brand-new chapter on digital gaming that goes deeper and further than other media books, and an integrated VideoCentral program throughout the book that converges the print text with the Web. Using its signature critical process and cultural perspective, Media & Culture shows how digital media really work—and how students can become informed media consumers and critics.
A behind-the-scenes look at how the military uses video game technology to train soldiers, treat veterans, and entice new recruits How does the U.S. military train its soldiers for new forms of armed conflict, all within the constraints of diminished defense budgets? Increasingly, the answer is cutting-edge video game technology. Corey Mead shows us training sessions where soldiers undertake multiplayer "missions" that test combat skills, develop unit cohesion, and teach cultural awareness. He immerses himself in 3-D battle simulations so convincing that they leave his heart racing. And he shows how the military, which has shaped American education more than any other force over the last century, fuels the adoption of games as learning tools--and recruitment come-ons. Mead also details how the military uses games to prepare soldiers for their return to the home front and to treat PTSD. Military-funded researchers were closely involved with the computing advances that led to the invention of the Internet. Now, as Mead proves, we are poised at the brink of a similar explosion in game technology.