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All My Friends Live in My Computer
Trauma, Tactical Media, and Meaning
Samira Rajabi
Rutgers University Press, 2021
All My Friends Live in my Computer combines personal stories, media studies, and interdisciplinary theories to examine case studies from three unique parts of society. From illness narratives among breast cancer patients to political upheaval among Iranian-Americans, this book examines what people do when they go online after they have suffered a trauma. It offers in-depth academic analysis alongside deeply personal stories and case studies to take the reader on a journey through rapidly changing digital/social worlds. When people are traumatized, their worlds stop making sense, and All My Friends Live in My Computer explores how everyday people use social media to try and make a new world for themselves and others who are suffering. Through its attention to personal stories and application of media theory to new contexts, this book highlights how, when given the tools, people will make meaning in creative, novel, and healing ways.

 
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Arte Programmata
Freedom, Control, and the Computer in 1960s Italy
Lindsay Caplan
University of Minnesota Press, 2022

Tracing the evolution of the Italian avant-garde’s pioneering experiments with art and technology and their subversion of freedom and control

In postwar Italy, a group of visionary artists used emergent computer technologies as both tools of artistic production and a means to reconceptualize the dynamic interrelation between individual freedom and collectivity. Working contrary to assumptions that the rigid, structural nature of programming limits subjectivity, this book traces the multifaceted practices of these groundbreaking artists and their conviction that technology could provide the conditions for a liberated social life.

Situating their developments within the context of the Cold War and the ensuing crisis among the Italian left, Arte Programmata describes how Italy’s distinctive political climate fueled the group’s engagement with computers, cybernetics, and information theory. Creating a broad range of immersive environments, kinetic sculptures, domestic home goods, and other multimedia art and design works, artists such as Bruno Munari, Enzo Mari, and others looked to the conceptual frameworks provided by this new technology to envision a way out of the ideological impasses of the age.

Showcasing the ingenuity of Italy’s earliest computer-based art, this study highlights its distinguishing characteristics while also exploring concurrent developments across the globe. Centered on the relationships between art, technology, and politics, Arte Programmata considers an important antecedent to the digital age. 

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Computer
Paul Atkinson
Reaktion Books, 2010

The pixelated rectangle we spend most of our day staring at in silence is not the television as many long feared, but the computer—the ubiquitous portal of work and personal lives. At this point, the computer is almost so common we don’t notice it in our view. It’s difficult to envision that not that long ago it was a gigantic, room-sized structure only to be accessed by a few inspiring as much awe and respect as fear and mystery. Now that the machine has decreased in size and increased in popular use, the computer has become a prosaic appliance, little-more noted than a toaster. These dramatic changes, from the daunting to the ordinary, are captured in Computer by design historian Paul Atkinson.

Here, Atkinson chronicles the changes in physical design of the computer and shows how these changes in design are related to changes in popular attitude. Atkinson is fascinated by how the computer has been represented and promoted in advertising. For example, in contrast to ads from the 1970s and ’80s, today’s PC is very PC—genderless, and largely status free. Computer also considers the role of the computer as a cultural touchstone, as evidenced by its regular appearance in popular culture, including the iconography of the space age, HAL from 2001: A Space Odyssey, James Bond’s gadgetry, and Stars War and Star Trek.

Computer covers many issues ignored by other histories of computing, which have focused on technology and the economics involved in their production, but rarely on the role of fashion in the physical design and promotion of computers and their general reception. The book will appeal to professionals and students of design and technology as well as those interested in the history of computers and how they have shaped—and been shaped by—our lives.

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The Computer and the Mind
An Introduction to Cognitive Science
Philip Johnson-Laird
Harvard University Press, 1988

In a field choked with seemingly impenetrable jargon, Philip N. Johnson-Laird has done the impossible: written a book about how the mind works that requires no advance knowledge of artificial intelligence, neurophysiology, or psychology. The mind, he says, depends on the brain in the same way as the execution of a program of symbolic instructions depends on a computer, and can thus be understood by anyone willing to start with basic principles of computation and follow his step-by-step explanations.

The author begins with a brief account of the history of psychology and the birth of cognitive science after World War II. He then describes clearly and simply the nature of symbols and the theory of computation, and follows with sections devoted to current computational models of how the mind carries out all its major tasks, including visual perception, learning, memory, the planning and control of actions, deductive and inductive reasoning, and the formation of new concepts and new ideas. Other sections discuss human communication, meaning, the progress that has been made in enabling computers to understand natural language, and finally the difficult problems of the conscious and unconscious mind, free will, needs and emotions, and self-awareness. In an envoi, the author responds to the critics of cognitive science and defends the computational view of the mind as an alternative to traditional dualism: cognitive science integrates mind and matter within the same explanatory framework.

This first single-authored introduction to cognitive science will command the attention of students of cognitive science at all levels including psychologists, linguists, computer scientists, philosophers, and neuroscientists--as well as all readers curious about recent knowledge on how the mind works.

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Excavating the Memory Palace
Arts of Visualization from the Agora to the Computer
Seth Long
University of Chicago Press, 2020
With the prevalence of smartphones, massive data storage, and search engines, we might think of today as the height of the information age. In reality, every era has faced its own challenges of storing, organizing, and accessing information. While they lacked digital devices, our ancestors, when faced with information overload, utilized some of the same techniques that underlie our modern interfaces: they visualized and spatialized data, tying it to the emotional and sensory spaces of memory, thereby turning their minds into a visual interface for accessing information.

In Excavating the Memory Palace, Seth David Long mines the history of Europe’s arts of memory to find the origins of today’s data visualizations, unearthing how ancient constructions of cognitive pathways paved the way for modern technological interfaces. Looking to techniques like the memory palace, he finds the ways that information has been tied to sensory and visual experience, turning raw data into lucid knowledge. From the icons of smart phone screens to massive network graphs, Long shows us the ancestry of the cyberscape and unveils the history of memory as a creative act.
 
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My Mother Was a Computer
Digital Subjects and Literary Texts
N. Katherine Hayles
University of Chicago Press, 2005
We live in a world, according to N. Katherine Hayles, where new languages are constantly emerging, proliferating, and fading into obsolescence. These are languages of our own making: the programming languages written in code for the intelligent machines we call computers. Hayles's latest exploration provides an exciting new way of understanding the relations between code and language and considers how their interactions have affected creative, technological, and artistic practices.

My Mother Was a Computer explores how the impact of code on everyday life has become comparable to that of speech and writing: language and code have grown more entangled, the lines that once separated humans from machines, analog from digital, and old technologies from new ones have become blurred. My Mother Was a Computer gives us the tools necessary to make sense of these complex relationships. Hayles argues that we live in an age of intermediation that challenges our ideas about language, subjectivity, literary objects, and textuality. This process of intermediation takes place where digital media interact with cultural practices associated with older media, and here Hayles sharply portrays such interactions: how code differs from speech; how electronic text differs from print; the effects of digital media on the idea of the self; the effects of digitality on printed books; our conceptions of computers as living beings; the possibility that human consciousness itself might be computational; and the subjective cosmology wherein humans see the universe through the lens of their own digital age.

We are the children of computers in more than one sense, and no critic has done more than N. Katherine Hayles to explain how these technologies define us and our culture. Heady and provocative, My Mother Was a Computer will be judged as her best work yet.
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Purity in Print
Book Censorship in America from the Gilded Age to the Computer Age
Paul S. Boyer
University of Wisconsin Press, 2002

The first edition of Purity in Print documented book censorship in America from the 1870s to the 1930s, embedding it within the larger social and cultural history of the time. In this second edition, Boyer adds two new chapters carrying his history forward to the beginning of the twenty-first century.

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