This book is for students and practitioners of archaeology. It offers an introductory survey of all the applications of mathematical and statistical techniques to their work. These applications are increasingly concerned with computerized data classification and quantification, and their effect is to reduce the level of uncertainty in the interpretation of the evidence that time and chance have left. Any archaeologist wanting to find out what these new methods have to offer has hitherto been forced to search for information in the specialist handbooks, conference proceedings, and review articles of his own, and very often of other, disciplines. This book brings the information conveniently together, so far as it pertains to archaeology, and permits an assessment of its relevance and quality.
Those who have been daunted by the specialist knowledge apparently demanded will now be able to acquire a thorough grasp of principles and practices. Only an elementary knowledge of mathematics is presumed throughout. Part 1 provides a brief introduction to basic concepts in archaeology and mathematics. Part 2 relates the standard archaeological techniques and procedures to mathematics; it concentrates on numerical approaches best suited to archaeological practices. Part 3 examines various automatic seriation techniques and discusses further work that is coming to play an essential part in the development of archaeology.
The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play.
Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art.
One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames—we make metagames.
Imagine attending a lecture at the turn of the twentieth century in which Orville Wright speculates about the future of transportation, or one in which Alexander Graham Bell envisages satellite communications and global data banks. Mind Children, written by an internationally renowned roboticist, offers a comparable experience—a mind-boggling glimpse of a world we may soon share with our artificial progeny. Filled with fresh ideas and insights, this book is one of the most engaging and controversial visions of the future ever written by a serious scholar.
Hans Moravec convincingly argues that we are approaching a watershed in the history of life—a time when the boundaries between biological and postbiological intelligence will begin to dissolve. Within forty years, Moravec believes, we will achieve human equivalence in our machines, not only in their capacity to reason but also in their ability to perceive, interact with, and change their complex environment. The critical factor is mobility. A computer rooted to one place is doomed to static iterations, whereas a machine on the prowl, like a mobile organism, must evolve a richer fund of knowledge about an ever-changing world upon which to base its actions.
In order to achieve anything near human equivalence, robots will need, at the least, the capacity to perform ten trillion calculations per second. Given the trillion-fold increase in computational power since the end of the nineteenth century, and the promise of exotic technologies far surpassing the now-familiar lasers and even superconductors, Moravec concludes that our hardware will have no trouble meeting this forty-year timetable.
But human equivalence is just the beginning, not an upper bound. Once the tireless thinking capacity of robots is directed to the problem of their own improvement and reproduction, even the sky will not limit their voracious exploration of the universe. In the concluding chapters Moravec challenges us to imagine with him the possibilities and pitfalls of such a scenario. Rather than warning us of takeover by robots, the author invites us, as we approach the end of this millennium, to speculate about a plausible, wonderful postbiological future and the ways in which our minds might participate in its unfolding.
"Ever since the creators of the animated television show South Park turned their lovingly sardonic gaze on the massively multiplayer online game World of Warcraft for an entire episode, WoW's status as an icon of digital culture has been secure. My Life as a Night Elf Priest digs deep beneath the surface of that icon to explore the rich particulars of the World of Warcraft player's experience."
—Julian Dibbell, Wired
"World of Warcraft is the best representative of a significant new technology, art form, and sector of society: the theme-oriented virtual world. Bonnie Nardi's pioneering transnational ethnography explores this game both sensitively and systematically using the methods of cultural anthropology and aesthetics with intensive personal experience as a guild member, media teacher, and magical quest Elf."
World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants.
In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes.
Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.
Bonnie A. Nardi is an anthropologist by training and a professor in the Department of Informatics in the Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her research focus is the social implications of digital technologies. She is the author of A Small Matter of Programming: Perspectives on End User Computing and the coauthor of Information Ecologies: Using Technology with Heart and Acting with Technology: Activity Theory and Interaction Design.
Cover art by Jessica Damsky
“Exposes the vast gap between the actual science underlying AI and the dramatic claims being made for it.”
—John Horgan
“If you want to know about AI, read this book…It shows how a supposedly futuristic reverence for Artificial Intelligence retards progress when it denigrates our most irreplaceable resource for any future progress: our own human intelligence.”
—Peter Thiel
Ever since Alan Turing, AI enthusiasts have equated artificial intelligence with human intelligence. A computer scientist working at the forefront of natural language processing, Erik Larson takes us on a tour of the landscape of AI to reveal why this is a profound mistake.
AI works on inductive reasoning, crunching data sets to predict outcomes. But humans don’t correlate data sets. We make conjectures, informed by context and experience. And we haven’t a clue how to program that kind of intuitive reasoning, which lies at the heart of common sense. Futurists insist AI will soon eclipse the capacities of the most gifted mind, but Larson shows how far we are from superintelligence—and what it would take to get there.
“Larson worries that we’re making two mistakes at once, defining human intelligence down while overestimating what AI is likely to achieve…Another concern is learned passivity: our tendency to assume that AI will solve problems and our failure, as a result, to cultivate human ingenuity.”
—David A. Shaywitz, Wall Street Journal
“A convincing case that artificial general intelligence—machine-based intelligence that matches our own—is beyond the capacity of algorithmic machine learning because there is a mismatch between how humans and machines know what they know.”
—Sue Halpern, New York Review of Books
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