David Edgerton: The Shock of the Old: Technology and Global History Since 1900 (2008)

28 June 2009, dusan

This first ever history of technology casts aside the usual stories of inventions and focuses instead on what people actually use. It reassesses the relationship of technology and society, using unrecognised examples such as Spanish synthetic petrol, Japanese rickshaws, American gas chambers, Soviet tractors and Turkish battleships.

We do not live in an era of ever increasing change, and the most important technologies of the twenty first century are often overlooked today. Drawing on political, economic and cultural history, The Shock of the Old dispels misplaced futurism and exemplifies a radical new way of looking at our world.

Publisher Profile Books Limited, 2008
ISBN 1861973063, 9781861973061
Length 272 pages

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Miller Medina, Jessica Eden: Designing Freedom, Regulating a Nation: Socialist Cybernetics in Allende’s Chile (2006)

28 June 2009, dusan

Abstract
This article presents a history of ‘Project Cybersyn’, an early computer network developed in Chile during the socialist presidency of Salvador Allende (1970–1973) to regulate the growing social property area and manage the transition of Chile’s economy from capitalism to socialism. Under the guidance of British cybernetician Stafford Beer, often lauded as the ‘ father of management cybernetics ’, an interdisciplinary Chilean team designed cybernetic models of factories within the nationalised sector and created a network for the rapid transmission of economic data between the government and the factory floor. The article describes the construction of this unorthodox system, examines how its structure reflected the socialist ideology of the Allende government, and documents the contributions of this technology to the Allende administration.

Published in Journal of Latin American Studies 38, pp. 571–606, Cambridge University Press, 2006

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Related: Eden Medina: Cybernetic Revolutionaries: Technology and Politics in Allende’s Chile (2011)
Related: The State Machine: Politics, Ideology, and Computation in Chile, 1964-1973 (Dissertation thesis, by Medina and Eden, 2005, PDF)

Ian Bogost: Unit Operations: An Approach to Videogame Criticism (2006)

28 June 2009, dusan

“In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of “game studies.”

The richness of Bogost’s comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert’s Madame Bovary, and Joyce’s Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.”

Publisher MIT Press, 2006
ISBN 026202599X, 9780262025997
243 pages

Keywords and phrases
game engines, ludology, Sim City, videogames, Gonzalo Frasca, cellular automata, unit operations, ontology, narratology, Star Wars Galaxies, Janet Murray, Alain Badiou, first-person shooter, Thousand Plateaus, Stephen Wolfram, Tetris, Human Genome Project, psychoanalysis, Lev Manovich, Raph Koster

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