Call Number: Valley City State University 3rd Floor (002.09 H8185b )
Publication Date: 2016-08-23
We may love books, but do we know what lies behind them? In The Book, Keith Houston reveals that the paper, ink, thread, glue, and board from which a book is made tell as rich a story as the words on its pages--of civilizations, empires, human ingenuity, and madness. In an invitingly tactile history of this 2,000-year-old medium, Houston follows the development of writing, printing, the art of illustrations, and binding to show how we have moved from cuneiform tablets and papyrus scrolls to the hardcovers and paperbacks of today. Sure to delight book lovers of all stripes with its lush, full-color illustrations, The Book gives us the momentous and surprising history behind humanity's most important--and universal--information technology.
Call Number: Valley City State University 2nd Floor (794.8 P2296d )
Publication Date: 2017-06-13
"The finest book on video games yet. Simon Parkin thinks like a critic, conjures like a novelist, and writes like an artist at the height of his powers--which, in fact, he is." --Tom Bissell, author of Extra Lives: Why Video Games Matter On January 31, 2012, a twenty-three-year-old student was found dead at his keyboard in an internet caf#65533; while the video game he had been playing for three days straight continued to flash on the screen in front of him. Trying to reconstruct what had happened that night, investigative journalist Simon Parkin would discover that there have been numerous other incidents of "death by video game." And so begins a journey that takes Parkin around the world in search of answers: What is it about video games that inspires such tremendous acts of endurance and obsession? Why do we so thoroughly lose our sense of time and reality within this medium? How in the world can people play them . . . to death? In Death by Video Game, Parkin examines the medical evidence and talks to the experts to determine what may be happening, and introduces us to the players and game developers at the frontline of virtual extremism: the New York surgeon attempting to break the Donkey Kong world record . . . the Minecraft player three years into an epic journey toward the edge of the game's vast virtual world . . . the German hacker who risked prison to discover the secrets behind Half-Life 2 . . . Riveting and wildly entertaining, Death by Video Game will change the way we think about our virtual playgrounds as it investigates what it is about them that often proves compelling, comforting, and irresistible to the human mind--except for when it's not. From the Hardcover edition.
Call Number: Valley City State University 3rd Floor (001.4226 K723s )
Publication Date: 2015-11-02
Don't simply show your data--tell a story with it! Storytelling with Data teaches you the fundamentals of data visualization and how to communicate effectively with data. You'll discover the power of storytelling and the way to make data a pivotal point in your story. The lessons in this illuminative text are grounded in theory, but made accessible through numerous real-world examples--ready for immediate application to your next graph or presentation. Storytelling is not an inherent skill, especially when it comes to data visualization, and the tools at our disposal don't make it any easier. This book demonstrates how to go beyond conventional tools to reach the root of your data, and how to use your data to create an engaging, informative, compelling story. Specifically, you'll learn how to: Understand the importance of context and audience Determine the appropriate type of graph for your situation Recognize and eliminate the clutter clouding your information Direct your audience's attention to the most important parts of your data Think like a designer and utilize concepts of design in data visualization Leverage the power of storytelling to help your message resonate with your audience Together, the lessons in this book will help you turn your data into high impact visual stories that stick with your audience. Rid your world of ineffective graphs, one exploding 3D pie chart at a time. There is a story in your data--Storytelling with Data will give you the skills and power to tell it!
Call Number: Valley City State University 3rd Floor (025 R869w )
Publication Date: 2016-03-01
Our memory gives the human species a unique evolutionary advantage. Our stories, ideas, and innovations--in a word, our "culture"--can be recorded and passed on to future generations. Our enduring culture and restless curiosity have enabled us to invent powerful information technologies that give us invaluable perspective on our past and define our future. Today, we stand at the very edge of a vast, uncharted digital landscape, where our collective memory is stored in ephemeral bits and bytesand lives in air-conditioned server rooms. What sources will historians turn to in 100, let alone 1,000 years to understand our own time if all of our memory lives in digital codes that may no longer be decipherable? InWhen We Are No MoreAbby Smith Rumsey explores human memory from pre-history to the present to shed light on the grand challenge facing our world--the abundance of information and scarcity of human attention. Tracing the story from cuneiform tablets and papyrus scrolls, to movable type, books, and the birth of the Library of Congress, Rumsey weaves a compelling narrative that explores how humans have dealt with the problem of too much information throughout our history, and indeed how we might begin solve the same problem for our digital future. Serving as a call to consciousness,When We Are No More explains why data storage is not memory; why forgetting is the first step towards remembering; and above all, why memory is about the future, not the past. "If we're thinking 1,000 years, 3,000 years ahead in the future, we have to ask ourselves, how do we preserve all the bits that we need in order to correctly interpret the digital objects we create? We are nonchalantly throwing all of our data into what could become an information black hole without realizing it." --Vint Cerf, Chief Evangelist at Google, at a press conference in February, 2015.
Call Number: Valley City State University 3rd Floor (006.3 Sh182t )
Publication Date: 2015-08-07
The idea of technological singularity, and what it would mean if ordinary human intelligence were enhanced or overtaken by artificial intelligence. The idea that human history is approaching a "singularity" -- that ordinary humans will someday be overtaken by artificially intelligent machines or cognitively enhanced biological intelligence, or both -- has moved from the realm of science fiction to serious debate. Some singularity theorists predict that if the field of artificial intelligence (AI) continues to develop at its current dizzying rate, the singularity could come about in the middle of the present century. Murray Shanahan offers an introduction to the idea of the singularity and considers the ramifications of such a potentially seismic event. Shanahan's aim is not to make predictions but rather to investigate a range of scenarios. Whether we believe that singularity is near or far, likely or impossible, apocalypse or utopia, the very idea raises crucial philosophical and pragmatic questions, forcing us to think seriously about what we want as a species. Shanahan describes technological advances in AI, both biologically inspired and engineered from scratch. Once human-level AI -- theoretically possible, but difficult to accomplish -- has been achieved, he explains, the transition to superintelligent AI could be very rapid. Shanahan considers what the existence of superintelligent machines could mean for such matters as personhood, responsibility, rights, and identity. Some superhuman AI agents might be created to benefit humankind; some might go rogue. (Is Siri the template, or HAL?) The singularity presents both an existential threat to humanity and an existential opportunity for humanity to transcend its limitations. Shanahan makes it clear that we need to imagine both possibilities if we want to bring about the better outcome.
Call Number: Valley City State University 3rd Floor (004 D422 )
Publication Date: 2015-01-16
Computing is usually viewed as a technology field that advances at the breakneck speed of Moore's Law. If we turn away even for a moment, we might miss a game-changing technological breakthrough or an earthshaking theoretical development. This book takes a different perspective, presenting computing as a science governed by fundamental principles that span all technologies. Computer science is a science of information processes. We need a new language to describe the science, and in this book Peter Denning and Craig Martell offer the great principles framework as just such a language. This is a book about the whole of computing -- its algorithms, architectures, and designs. Denning and Martell divide the great principles of computing into six categories: communication, computation, coordination, recollection, evaluation, and design. They begin with an introduction to computing, its history, its many interactions with other fields, its domains of practice, and the structure of the great principles framework. They go on to examine the great principles in different areas: information, machines, programming, computation, memory, parallelism, queueing, and design. Finally, they apply the great principles to networking, the Internet in particular. Great Principles of Computing will be essential reading for professionals in science and engineering fields with a "computational" branch, for practitioners in computing who want overviews of less familiar areas of computer science, and for non-computer science majors who want an accessible entry way to the field.
Call Number: Valley City State University 2nd Floor (384.3 P442h )
Publication Date: 2016-03-25
How, despite thirty years of effort, Soviet attempts to build a national computer network were undone by socialists who seemed to behave like capitalists. Between 1959 and 1989, Soviet scientists and officials made numerous attempts to network their nation -- to construct a nationwide computer network. None of these attempts succeeded, and the enterprise had been abandoned by the time the Soviet Union fell apart. Meanwhile, ARPANET, the American precursor to the Internet, went online in 1969. Why did the Soviet network, with top-level scientists and patriotic incentives, fail while the American network succeeded? In How Not to Network a Nation, Benjamin Peters reverses the usual cold war dualities and argues that the American ARPANET took shape thanks to well-managed state subsidies and collaborative research environments and the Soviet network projects stumbled because of unregulated competition among self-interested institutions, bureaucrats, and others. The capitalists behaved like socialists while the socialists behaved like capitalists. After examining the midcentury rise of cybernetics, the science of self-governing systems, and the emergence in the Soviet Union of economic cybernetics, Peters complicates this uneasy role reversal while chronicling the various Soviet attempts to build a "unified information network." Drawing on previously unknown archival and historical materials, he focuses on the final, and most ambitious of these projects, the All-State Automated System of Management (OGAS), and its principal promoter, Viktor M. Glushkov. Peters describes the rise and fall of OGAS -- its theoretical and practical reach, its vision of a national economy managed by network, the bureaucratic obstacles it encountered, and the institutional stalemate that killed it. Finally, he considers the implications of the Soviet experience for today's networked world.