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  • av Andre Orlean
    745,-

    An argument that conceiving of economic value as a social force makes it possible to develop a new and more powerful theory of market behavior.With the advent of the 2007–2008 financial crisis, the economics profession itself entered into a crisis of legitimacy from which it has yet to emerge. Despite the obviousness of their failures, however, economists continue to rely on the same methods and to proceed from the same underlying assumptions. André Orléan challenges the neoclassical paradigm in this book, with a new way of thinking about perhaps its most fundamental concept, economic value.Orléan argues that value is not bound up with labor, or utility, or any other property that preexists market exchange. Economic value, he contends, is a social force whose vast sphere of influence, amounting to a kind of empire, extends to every aspect of economic life. Markets are based on the identification of value with money, and exchange value can only be regarded as a social institution. Financial markets, for example, instead of defining an extrinsic, objective value for securities, act as a mechanism for arriving at a reference price that will be accepted by all investors. What economists must therefore study,Orléan urges, is the hold that value has over individuals and how it shapes their perceptions and behavior.Awarded the prestigious Prix Paul Ricoeur on its original publication in France in 2011, The Empire of Value has been substantially revised and enlarged for this edition, with an entirely new section discussing the financial crisis of 2007–2008.

  • av James Tabery
    785,-

  • av Ragnhild Brøvig
    525,-

    How sonically distinctive digital “signatures”—including reverb, glitches, and autotuning—affect the aesthetics of popular music, analyzed in works by Prince, Lady Gaga, and others.Is digital production killing the soul of music? Is Auto-Tune the nadir of creative expression? Digital technology has changed not only how music is produced, distributed, and consumed but also—equally important but not often considered—how music sounds. In this book, Ragnhild Brøvig and Anne Danielsen examine the impact of digitization on the aesthetics of popular music. They investigate sonically distinctive “digital signatures”—musical moments when the use of digital technology is revealed to the listener. The particular signatures of digital mediation they examine include digital reverb and delay, MIDI and sampling, digital silence, the virtual cut-and-paste tool, digital glitches, microrhythmic manipulation, and autotuning—all of which they analyze in specific works by popular artists.Combining technical and historical knowledge of music production with musical analyses, aesthetic interpretations, and theoretical discussions, Brøvig and Danielsen offer unique insights into how digitization has changed the sound of popular music and the listener's experience of it. For example, they show how digital reverb and delay have allowed experimentation with spatiality by analyzing Kate Bush's “Get Out of My House”; they examine the contrast between digital silence and the low-tech noises of tape hiss or vinyl crackle in Portishead's “Stranger”; and they describe the development of Auto-Tune—at first a tool for pitch correction—into an artistic effect, citing work by various hip-hop artists, Bon Iver, and Lady Gaga.

  • av Mike Ananny
    645,-

  • av Harold Kincaid
    739,-

  • av Karl S. Zimmerer
    745,-

    Experts discuss the challenges faced in agrobiodiversity and conservation, integrating disciplines that range from plant and biological sciences to economics and political science.Wide-ranging environmental phenomena—including climate change, extreme weather events, and soil and water availability—combine with such socioeconomic factors as food policies, dietary preferences, and market forces to affect agriculture and food production systems on local, national, and global scales. The increasing simplification of food systems, the continuing decline of plant species, and the ongoing spread of pests and disease threaten biodiversity in agriculture as well as the sustainability of food resources. Complicating the situation further, the multiple systems involved—cultural, economic, environmental, institutional, and technological—are driven by human decision making, which is inevitably informed by diverse knowledge systems. The interactions and linkages that emerge necessitate an integrated assessment if we are to make progress toward sustainable agriculture and food systems.This volume in the Strüngmann Forum Reports series offers insights into the challenges faced in agrobiodiversity and sustainability and proposes an integrative framework to guide future research, scholarship, policy, and practice. The contributors offer perspectives from a range of disciplines, including plant and biological sciences, food systems and nutrition, ecology, economics, plant and animal breeding, anthropology, political science, geography, law, and sociology. Topics covered include evolutionary ecology, food and human health, the governance of agrobiodiversity, and the interactions between agrobiodiversity and climate and demographic change.

  • av Niels Brügger
    525,-

    "How will the history of the present be written? As life continues to move online, the web becomes ever more important for an understanding of the past. This book offers an original theoretical framework for approaching the web of the past, both as a source and as an object of study in its own right"--

  • av Barry Hoffmaster
    745,-

  • av James Meese
    595,-

  • av William Hirstein
    785,-

  • av Jaroslav Svelch
    745,-

  • av Derek Bickerton
    835,-

    Interdisciplinary perspectives on the evolutionary and biological roots of syntax, describing current research on syntax in fields ranging from linguistics to neurology.

  • av Stephen L. Cochi
    685,-

    Experts explore the biological, social, and economic complexities of eradicating disease.

  • av John Bolender
    595,-

    A proposal that the basic mental models used to structure social interaction result from self-organization in brain activity.

  • av James F. Leckman
    759,-

    Experts investigate the role of child development in promoting a culture of peace, reporting on research in biology, neuroscience, genetics, and psychology.

  • av Theresa Enright
    669,-

    A critical examination of metropolitan planning in Paris--the "Grand Paris" initiative--and the building of today's networked global city.

  • av George S. Greenstein
    449,-

  • av Jack Linchuan Qiu
    785,-

    An examination of how the availability of low-end information and communication technology has provided a basis for the emergence of a working-class network society in China.

  • av Robin Clark
    839,-

    An engaging introduction to the use of game theory to study lingistic meaning.

  • av Nicholas Agar
    785,-

  • av Sherry Turkle
    645,-

    How the simulation and visualization technologies so pervasive in science, engineering, and design have changed our way of seeing the world.Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more "e;real"e; than experiments in physical laboratories.Echoing architect Louis Kahn's famous question, "e;What does a brick want?"e;, Turkle asks, "e;What does simulation want?"e; Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as "e;drunk with code."e; Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies. From both sides of a generational divide, there is anxiety that in simulation, something important is slipping away. Turkle's examination of simulation over the past twenty years is followed by four in-depth investigations of contemporary simulation culture: space exploration, oceanography, architecture, and biology.

  • - How Designers and Architects Created the Digital Landscape
    av Molly Wright Steenson
    645,-

    Architects who engaged with cybernetics, artificial intelligence, and other technologies poured the foundation for digital interactivity. In Architectural Intelligence, Molly Wright Steenson explores the work of four architects in the 1960s and 1970s who incorporated elements of interactivity into their work. Christopher Alexander, Richard Saul Wurman, Cedric Price, and Nicholas Negroponte and the MIT Architecture Machine Group all incorporated technologies--including cybernetics and artificial intelligence--into their work and influenced digital design practices from the late 1980s to the present day. Alexander, long before his famous 1977 book A Pattern Language, used computation and structure to visualize design problems; Wurman popularized the notion of "information architecture"; Price designed some of the first intelligent buildings; and Negroponte experimented with the ways people experience artificial intelligence, even at architectural scale. Steenson investigates how these architects pushed the boundaries of architecture--and how their technological experiments pushed the boundaries of technology. What did computational, cybernetic, and artificial intelligence researchers have to gain by engaging with architects and architectural problems? And what was this new space that emerged within these collaborations? At times, Steenson writes, the architects in this book characterized themselves as anti-architects and their work as anti-architecture. The projects Steenson examines mostly did not result in constructed buildings, but rather in design processes and tools, computer programs, interfaces, digital environments. Alexander, Wurman, Price, and Negroponte laid the foundation for many of our contemporary interactive practices, from information architecture to interaction design, from machine learning to smart cities.

  • - Theory and Algorithms
    av Ralf Herbrich
    925

    An overview of the theory and application of kernel classification methods. Linear classifiers in kernel spaces have emerged as a major topic within the field of machine learning. The kernel technique takes the linear classifier--a limited, but well-established and comprehensively studied model--and extends its applicability to a wide range of nonlinear pattern-recognition tasks such as natural language processing, machine vision, and biological sequence analysis. This book provides the first comprehensive overview of both the theory and algorithms of kernel classifiers, including the most recent developments. It begins by describing the major algorithmic advances: kernel perceptron learning, kernel Fisher discriminants, support vector machines, relevance vector machines, Gaussian processes, and Bayes point machines. Then follows a detailed introduction to learning theory, including VC and PAC-Bayesian theory, data-dependent structural risk minimization, and compression bounds. Throughout, the book emphasizes the interaction between theory and algorithms: how learning algorithms work and why. The book includes many examples, complete pseudo code of the algorithms presented, and an extensive source code library.

  • - A History of American Engineering Education for Women
    av Amy Sue Bix
    785,-

    How women coped with both formal barriers and informal opposition to their entry into the traditionally masculine field of engineering in American higher education. 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. As Bix explains, a few women breached the gender-reinforced boundaries of engineering education before World War II. During World War II, government, employers, and colleges actively recruited women to train as engineering aides, channeling them directly into defense work. These wartime training programs set the stage for more engineering schools to open their doors to women. Bix offers three detailed case studies of postwar engineering coeducation. Georgia Tech admitted women in 1952 to avoid a court case, over objections by traditionalists. In 1968, Caltech male students argued that nerds needed a civilizing female presence. At MIT, which had admitted women since the 1870s but treated them as a minor afterthought, feminist-era activists pushed the school to welcome more women and take their talent seriously. In the 1950s, women made up less than one percent of students in American engineering programs; in 2010 and 2011, women earned 18.4% of bachelor's degrees, 22.6% of master's degrees, and 21.8% of doctorates in engineering. Bix's account shows why these gains were hard won.

  • av Steve Benford
    739,-

    A computer scientist and a performance and new media theorist define and document the emerging field of mixed reality performance. Working at the cutting edge of live performance, an emerging generation of artists is employing digital technologies to create distinctive forms of interactive, distributed, and often deeply subjective theatrical performance. The work of these artists is not only fundamentally transforming the experience of theater, it is also reshaping the nature of human interaction with computers. In this book, Steve Benford and Gabriella Giannachi offer a new theoretical framework for understanding these experiences--which they term mixed reality performances--and document a series of landmark performances and installations that mix the real and the virtual, live performance and interactivity. Benford and Giannachi draw on a number of works that have been developed at the University of Nottingham's Mixed Reality Laboratory, describing collaborations with artists (most notably the group Blast Theory) that have gradually evolved a distinctive interdisciplinary approach to combining practice with research. They offer detailed and extended accounts of these works from different perspectives, including interviews with the artists and Mixed Reality Laboratory researchers. The authors develop an overarching theory to guide the study and design of mixed reality performances based on the approach of interleaved trajectories through hybrid structures of space, time, interfaces, and roles. Combinations of canonical, participant, and historic trajectories show how such performances establish complex configurations of real and virtual, local and global, factual and fictional, and personal and social.

  • - A Pragmatic Introduction to the Coq Proof Assistant
    av Adam Chlipala
    925

    A handbook to the Coq software for writing and checking mathematical proofs, with a practical engineering focus. The technology of mechanized program verification can play a supporting role in many kinds of research projects in computer science, and related tools for formal proof-checking are seeing increasing adoption in mathematics and engineering. This book provides an introduction to the Coq software for writing and checking mathematical proofs. It takes a practical engineering focus throughout, emphasizing techniques that will help users to build, understand, and maintain large Coq developments and minimize the cost of code change over time. Two topics, rarely discussed elsewhere, are covered in detail: effective dependently typed programming (making productive use of a feature at the heart of the Coq system) and construction of domain-specific proof tactics. Almost every subject covered is also relevant to interactive computer theorem proving in general, not just program verification, demonstrated through examples of verified programs applied in many different sorts of formalizations. The book develops a unique automated proof style and applies it throughout; even experienced Coq users may benefit from reading about basic Coq concepts from this novel perspective. The book also offers a library of tactics, or programs that find proofs, designed for use with examples in the book. Readers will acquire the necessary skills to reimplement these tactics in other settings by the end of the book. All of the code appearing in the book is freely available online.

  • - Greater Boston's Development from Railroad Suburbs to Smart Growth
    av James C O'Connell
    645,-

    The evolution of the Boston metropolitan area, from country villages and streetcar suburbs to exurban sprawl and "smart growth." Boston's metropolitan landscape has been two hundred years in the making. From its proto-suburban village centers of 1800 to its far-flung, automobile-centric exurbs of today, Boston has been a national pacesetter for suburbanization. In The Hub's Metropolis, James O'Connell charts the evolution of Boston's suburban development.The city of Boston is compact and consolidated--famously, "the Hub." Greater Boston, however, stretches over 1,736 square miles and ranks as the world's sixth largest metropolitan area. Boston suburbs began to develop after 1820, when wealthy city dwellers built country estates that were just a short carriage ride away from their homes in the city. Then, as transportation became more efficient and affordable, the map of the suburbs expanded. The Metropolitan Park Commission's park-and-parkway system, developed in the 1890s, created a template for suburbanization that represents the country's first example of regional planning.O'Connell identifies nine layers of Boston's suburban development, each of which has left its imprint on the landscape: traditional villages; country retreats; railroad suburbs; streetcar suburbs (the first electric streetcar boulevard, Beacon Street in Brookline, was designed by Frederic Law Olmsted); parkway suburbs, which emphasized public greenspace but also encouraged commuting by automobile; mill towns, with housing for workers; upscale and middle-class suburbs accessible by outer-belt highways like Route 128; exurban, McMansion-dotted sprawl; and smart growth. Still a pacesetter, Greater Boston has pioneered antisprawl initiatives that encourage compact, mixed-use development in existing neighborhoods near railroad and transit stations.O'Connell reminds us that these nine layers of suburban infrastructure are still woven into the fabric of the metropolis. Each chapter suggests sites to visit, from Waltham country estates to Cambridge triple-deckers.

  • Spara 11%
    - How Role-Playing Games Forged Their Identity
    av Jon Peterson
    385,-

    How the early Dungeons & Dragons community grappled with the nature of role-playing games, theorizing a new game genre. When Dungeon & Dragons made its debut in the mid-1970s, followed shortly thereafter by other, similar tabletop games, it sparked a renaissance in game design and critical thinking about games. D&D is now popularly considered to be the first role-playing game. But in the original rules, the term "role-playing" is nowhere to be found; D&D was marketed as a war game. In The Elusive Shift, Jon Peterson describes how players and scholars in the D&D community began to apply the term to D&D and similar games--and by doing so, established a new genre of games.

  • av Jesper Simonsen
    785,-

    A handbook of situated design methods, with analyses and cases that range from designing study processes to understanding customer experiences to developing interactive installations. All design is situated--carried out from an embedded position. Design involves many participants and encompasses a range of interactions and interdependencies among designers, designs, design methods, and users. Design is also multidisciplinary, extending beyond the traditional design professions into such domains as health, culture, education, and transportation. This book presents eighteen situated design methods, offering cases and analyses of projects that range from designing interactive installations, urban spaces, and environmental systems to understanding customer experiences. Each chapter presents a different method, combining theoretical, methodological, and empirical discussions with accounts of actual experiences. The book describes methods for defining and organizing a design project, organizing collaborative processes, creating aesthetic experiences, and incorporating sustainability into processes and projects. The diverse and multidisciplinary methods presented include a problem- and project-based approach to design studies; a "Wheel of Rituals" intended to promote creativity; a pragmatist method for situated experience design that derives from empirical studies of film production and performance design; and ways to transfer design methods in a situated manner. The book will be an important resource for researchers, students, and practitioners of interdisciplinary design.

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