Programming Books
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Used price: $24.62

Great intro to XML-RPCReview Date: 2003-03-07
A "complete reference" is oh so hard to find...Review Date: 2003-03-16
The "Web Services" book I've been waiting forReview Date: 2003-01-12
But *THIS* is the book that the other one should have been - it's fantastic. It is chock-full of real live examples *with code*, the introductory and explanatory material is excellent, and the writing style is simply a joy to read.
In particular, the reference material for SOAP::Lite is very much welcome: it was written by the author of the code.
Five very glowing stars for this book.
relevant, practical and well-balancedReview Date: 2003-03-23
The book assumes the reader will have the knowledge of an intermediate level Perl programmer. I.e., the reader is assumed to have a working knowledge of references, data structures, and object-oriented Perl. On the other hand no previous knowledge of XML, XML-RPC, SOAP or XML related technologies is required.
It should also be mentioned that both of the authors Randy J. Ray and Pavel Kulchenko are also the principle developers of the most popular XML-RPC and SOAP Perl modules: XML::RPC and SOAP::Lite respectively. That said, the book is not a soap box for the authors to tout the merits of their tools.
Rather, it is a practical book which starts with grounding fundamentals. Readers should walk away with a core understanding of XML-RPC and SOAP and not just a particular tool set for working with them. The authors examine the alternative XML-RPC and SOAP tools, illustrate how they are used, and give practical and even handed reasons why their modules should be preferred. Which comes down to issues of features, active development, support, and the amount of work required to code to a particular interface. They then settle down to a comfortable and thorough guide to XML::RPC and SOAP::Lite.
The topics and issues are illustrated throughout using real world web services. For example creating an XML-RPC client for O'Reilly's Meerkat news wire, or a SOAP client to covert use.perl.org's journal stream to RSS. Code is presented to the reader filtered down to highlight each particular issue as it is discussed. This is nice in that it avoids listing slight variations of the same code multiple times, but on the down side it can also leave the reader flipping back and forth to reassemble an example in their head. Full code for each example is provided in the appendices. And all of the example code may be downloaded from O'Reilly at [their web site].
All-in-all, the book is a thorough practical introduction to working with XML-RPC, SOAP and related technologies. When I started reading the book, I was a bit disappointed to see that it only covered XML-RPC and SOAP related services. When I finished, I was impressed with how very much information they'd managed to pack into so few pages.
And yet, I was left wishing there'd been a more through coverage of interoperability issues between other SOAP implementations and things like custom de-serializers. To be honest interoperability and de-serialization are mentioned, and the authors do an excellent job of referring the reader on to sources for continued reading on most other topics.
The book does an admirable job balancing content, length, and information density. Not to mention an excellent job delivering the information that will still be relevant years and not just weeks from the date published. Most of the topics I'd wished to see covered in more depth are those that are still developing and consequently most likely to become quickly dated. In short a well balanced practical guide to applying XML-RPC and SOAP to solve problems.
The book is worth it just for RPC::XML infoReview Date: 2003-03-07


Excellent and incredibly resourcefulReview Date: 1997-04-18
A must have book on threadingReview Date: 1999-05-12
Excellant in depthReview Date: 1998-07-14
There are two drawbacks from general point of view, one is the book is not appopriate for Unix beginner. The other one is the examples are taken from handy code, not well trimmed to only pinpoint the topics, but it make me feel more natural and practical.
The best source on threads I can findReview Date: 1999-07-19
A simpler introductory manualReview Date: 2002-03-19
Pros:
- covers Posix threads, including more complex aspects, which are "usually neglected by ... implementors" to quote the authors. Includes threads cancellation and fork behaviour.
- a set of ideas, problems and methods that you may encounter while developing multithreaded software. Most of them are on the simpler side though.
- compact, highly informative chapters (average to 20 pages each).
Cons:
- No word on differences between Unix flavours. Basically it's all refers to Solaris, which I can understand, since Mr. Kleiman is the head of Sun Solaris threading dept (also Posix threads committee member).
- C API only, no existing C++ implementations behaviour or really anything C++ related.
- Mostly recommendations. Nothing on the _existing_ practices, libs or whatever. One or two of the existing bigger pieces of software could have been surgically dissembled to show how it's done. Some math analysis is shown, but it ends with yet another recommendation.
- The methods and problems covered could be more deep, otherwise it's sort of an introduction.
- Some of the samples are too big.
Overall:
- Gives you an impression that the authors are very knowledgeable (yeah, right, see note on who one of the authors is), and capable of explaining complex things with simple words, but a little bit ignorant in that they consider the reader not worth sharing more knowledge with.
- Certain chapters must be stripped out, and more pure theoretical info added.
- A recommended book all in all.
P.S. A stylish cover.

Used price: $1.72

Wonderful Tutorial on Quicktime for JavaReview Date: 2005-09-12
First, it tutors you on how to set up Quicktime for Java on a Windows machine. This task is more complex than you would think, and this book hits the mark on the subject. Next, it shows you how to play movies and audio files from your Java program. Next, the book tackles the editing of movies from a Java application. This includes topics such as cutting, pasting, going to specific frames of a movie, and "flattening" a movie. In Chapter four, the programmer is introduced to working with Java components and importing and exporting graphics. In chapter five, the user is introduced to working with QuickDraw, the Apple-originated drawing API. This is essential, since QuickDraw is what is used to work with captured images. Thus in this chapter the reader is taught how to transfer data between images and a movie. Next, the art of capturing both video and audio is explored, including capturing audio and video to the same file. The chapter is rounded out with the code for a motion detector. Chapter seven is devoted entirely to audio media. There are particularly timely topics here, such as how to read information from MP3 and from iTunes AAC files, how to provide basic audio controls, and how to build an audio track from raw samples. Similar information is provided in a separate chapter for information specific to video media.The final chapter discusses the effects available in Quicktime for Java, as well as how to add text captions and timecodes to your media.
All in all, I think the Developer Notebook format works well for this subject. At the beginning of each chapter there is an outline of the topics to be covered. For each topic there is a "How Do I Do That?" section that includes a short piece of Java code that performs the specified task. There is also a sample of the output you would expect to see on the screen that should result from executing the code. Next there is a paragraph entitled "What Just Happened?" that explains the code just shown, and finally each topic usually ends with a "What about.." section that answers common questions you may have about extending the code just shown. All code in the book can be downloaded from the book's website at O'Reilly and Associates.
This book is essential reading for anybody who needs to understand how to code with Quicktime for Java, and it is far better than any other publication on the subject that I have encountered. Amazon does not show the table of contents for this book, so I do so for the purpose of completeness:
Chapter 1. GETTING UP AND RUNNING WITH QUICKTIME FOR JAVA
Setting Up QTJ on Windows
Embedding QuickTime in HTML
Preflighting a QTJ Installation
Compiling QTJ Code
Opening and Closing the QuickTime Session
Playing an Audio File from the Command Line
Chapter 2. PLAYING MOVIES
Building a Simple Movie Player
Adding a Controller
Getting a Movie-Playing JComponent
Controlling a Movie Programmatically
Showing a Movie's Current Time
Listening for Movie State-Changes
Moving Frame by Frame
Playing Movies from URLs
Preventing "Tasking" Problems
Chapter 3. EDITING MOVIES
Copying and Pasting
Performing "Low-Level" Edits
Undoing an Edit
Undoing and Redoing Multiple Edits
Saving a Movie to a File
Flattening a Movie
Saving a Movie with Dependencies
Editing Tracks
Chapter 4. WORKING WITH COMPONENTS
Specifying a Component's Type
Exporting Movies
Exporting Movies to Any Installed Format
Importing and Exporting Graphics
Discovering All Installed Components
Chapter 5. WORKING WITH QUICKDRAW
Getting and Saving Picts
Getting a Pict from a Movie
Converting a Movie Image to a Java Image
A Better Movie-to-Java Image Converter
Drawing with Graphics Primitives
Getting a Screen Capture
Matrix-Based Drawing
Compositing Graphics
Chapter 6. CAPTURE
Capturing and Previewing Audio
Selecting Audio Inputs
Capturing Audio to Disk
Capturing Video to Disk
Capturing Audio and Video to the Same File
Making a Motion Detector
Chapter 7. AUDIO MEDIA
Reading Information from MP3 Files
Reading Information from iTunes AAC Files
Providing Basic Audio Controls
Providing a Level Meter
Building an Audio Track from Raw Samples
Chapter 8. VIDEO MEDIA
Combining Video Tracks
Overlaying Video Tracks
Building a Video Track from Raw Samples
Chapter 9. MISCELLANEOUS MEDIA
Creating Captions with Text Media
Creating Links with HREF Tracks
Adding Timecodes
Creating Zero-Source Effects
Creating One-Source Effects (Filters)
Creating Two-Source Effects (Transitions)
Multimedia and Java made simpleReview Date: 2005-03-15
This notebook makes all the QuickTime supported formats available to a Java developer. Like all the books in the notebook series, plenty of code, plenty of information to get up and running.
I really liked the information on reading the tag info from MP3s and AAC files, very useful.
Multimedia and Java made simple.
An excellent, useful bookReview Date: 2005-03-14
Thorough and surprisingly in-depthReview Date: 2005-01-27
All that is crammed into a trim 200 page frame. This is achieved by concentrating mainly on the code, and effectively using a minimum of images. That's a trick given the graphics intensive nature of the topic.
This is not a book for beginners, it's a fast-paced walkthrough for experience developers who want something less referential than the JavaDocs.
if you do qtjava u need this book!Review Date: 2004-10-25
use QTJava under MacOSX Java1.3 no longer worked under Java1.4 these required changes to most of your older QTJava code- if you wanted to have your code now run under Java1.4. Apple also moved classes to a new packages so to make the developers nightmare complete. BUT DONT WORRY! This book will show you workarounds for them missing classes (sequence grabbing is back! what a gem). Also covers all your needs as a new developer to the powers of QTJava. Time to make your very own QuickTime player in a few hours! You won't believe the stuff QuickTime can do under the hood. This books covers just more and more stuff as you go though it.
For me this QuickTime for Java book will be sitting next to the older most excellent book from Bill Stewart. I hope all books become as clear and well written as this one from Chris Adamson- top work. Sample code all over the shop; step by step stuff. Cuts to the tasks you will have to tackle without lengthy messing around. Brilliant buy if you want to do cool hardcore design media in java. Or just play a nice sound track in the background of your killer application - maybe u want to make the next video editing studio app, or your own media player, or a streaming server, or a image editor, or or or; you want ta take a ride?
Then again don't buy it! I wont have a job to go to in the morning! :).

Used price: $38.00

Real Sound Synthesis/a reviewReview Date: 2007-01-05
Wonderful long-term goal, but not with today's hardwareReview Date: 2004-05-13
The first section (chapters 1-3) defines digital audio, compression, wave synthesis, and simple filtering techniques. The chapters form the foundation for the later sections and define the common asset formats and techniques currently used in games. Cook emphases that key components of sound manipulation are the sampling rate and quantization of the source audio. The text demonstrates how sounds with higher sampling rates allow for greater manipulation with fewer artifacts but incur a greater computational cost.
The second section (chapters 4-8) introduces sound modeling through simplified physical systems, such as an ideal spring, and Fourier series equations. While an understanding of college physics and calculus is helpful (especially if you'd like to code these methods), the book doesn't require it or bog down in theory or mathematical proofs. (For those interested in the details, they are provided in the appendices). The concepts described in this section are critical in creating computer sound models that represent real world objects.
The last section (chapters 7-16) provides physics equations that allow for the simulation of real world instruments (string instruments, tubes, and multi-dimensional objects). Each chapter describes a different system based on Fourier construction, filtering, and physics-based equations. It's the heart of the book and most interesting. The background in the two previous sections is essential to fully grasp the concepts Cook defines here.
Throughout each chapter, Cook couples clear concise writing with a touch of humor and illustrative diagrams. Cook provides a good initial foundation as the topics covered gradually build in complexity. The clean organizational layout made it easy for me to refer back to previous sections when I felt the need. In many cases, however, I found the writing to be a little too condensed and wished for a paragraph describing a concept rather than the sentence provided. Cook does supply references at the end of each chapter for those readers seeking additional detail.
The book also includes a CD containing audio samples of the topics discussed throughout the book. While reading the book, it was useful to be able to hear the point or technique made in the text. The CD also contains Cook's sound synthesis toolkit and several examples of instruments highlighted in the last section.
Unfortunately in current development, real-time sound synthesis in games has a limited place. Due to the complex calculations of Fourier series, fast digital signal processor chips are required to simulate the audio effects without impacting the rest of the game. Minimally, filters and other simple routines outlined in the book can be written for target hardware to accomplish specialized effects but this is nothing radically new.
However, Cook's research in simulating audio is extremely exciting. During the calculation of an object's dynamic behavior (such as collision response, striking, falling, moving, etc.) a minimal additional amount of time can be spent to determine the audio effects. According to Cook's findings, this amount is generally less than 5% of the total time required to simulate an object's physical behavior. Admittedly, these calculations are on the order of minutes versus milliseconds but eventually Moore's Law will catch up and simplifications will allow unparalleled audio effects in conjunction with physical simulation.
Developers and sound designers interested in the math and physics of creating real-time sounds should pick up this book. Those interested in a fascinating look at the mechanisms of dynamically producing sound might also want to give it a read provided it's with the understanding that the direct applicability to games is at least few years away.
It's a lot more than a cook bookReview Date: 2002-08-30
If so, Perry Cook has written just the book you have been looking for. In 250 pages, Cook explains everything, from the basics of digital filtering to the major alternatives for generating sounds: additive and subtractive synthesis, FM synthesis, and -- the real focus of the book -- physical modeling. Not only that, the accompanying CD-ROM includes lots of sound examples and the Synthesis ToolKit -- a pretty much platform-independent set of C++ classes and algorithms for writing your own code.
Not everything is perfect. Just as the first version of any program contains some bugs, the first printing of any book that uses mathematics contains some errors. In particular, typos in Appendix A could be very frustrating if this is your first exposure to Fourier analysis. (You might want to check Cook's web site for a promised list of errata and code updates.) And don't let the fact that the book is short, attractively produced, very well organized, unusually clear, and entertainingly written lead you to believe that you can master it in a weekend. Although Cook tries his best to make the underlying mathematics unintimidating, there is no getting around the fact that there are some rather deep concepts from wave physics and signals-and-systems theory behind what he has to say.
The good news is that the effort is richly repaid. Not only will you be able to write programs that can generate controllable sounds in real time, but you will develop insight into how physical instruments produce their distinctive sounds, and you will understand the basics of both the standard and the most advanced techniques that have been developed to model them. Highly recommended.
Excellent book on an under-served subjectReview Date: 2006-02-17
Chapter 1 briefly establishing the fundamentals of digital audio, and includes an introduction to the basics of quantization, compression, and Pulse-Code Modulation (PCM) sampling. Chapter 2 investigates sound synthesis starting with wavetable synthesis. In chapter 3, digital filters are introduced. Included is a concise but clear introduction to Linear Time Invariant (LTI) systems, convolution, Finite Impulse Response (FIR) filters, Infinite Impulse Response (IIR) filters, and Z transforms. The chapter culminates in an introduction to the BiQuad filter.
Chapter 4, which deals with modal synthesis, acts as a stepping-stone to the frequency domain, leading to chapter 5's discussion of the Fourier Transform. This chapter examines Discrete Fourier Transform (DFT), fast convolution, and Short Time Fourier Transform (STFT), and ends with examples of applications.
Chapters 6, 7, and 8 delve deeper into synthesis/analysis concepts such as Linear Predictive Coding (LPC), spectral modeling, additive/subtractive synthesis, noise signals, and inharmonicity, using the frequency domain techniques learned in previous chapters. You'll hardly turn a page without an accompanying picture or block diagram, a particularly valuable feature of this book.
Chapter 9 explores the physical modeling concepts of string vibrations and stiff bars. Modeling algorithms are introduced using basic physics perspectives centered around the familiar string, mass, and damper paradigms first introduced in chapter 4. Here again, rather than bombarding the reader with tons of equations, Mr. Cook explains ideas mainly through diagrams, sound examples, and block diagrams, which is very helpful for the software implementation of algorithms. The ready-to-compile C++ code for this section included on the CD-ROM provide models of a plucked string (Plucked.cpp), a mandolin (Mandolin.cpp), and a bowed string (Bowed.cpp).
In Chapter 11, Tubes and Air Cavities, the author introduces more models while leaving detailed mathematical derivations of equations for the appendix. He concludes chapter 11 with "Building and Blowing a Bottle Model", and includes code and sound examples, as usual. Going into chapter 12, more complex, higher dimensional models are introduced, with the traditional mass-spring model in the context of a meshed membrane starting off the chapter.
Chapter 13 introduces modeling and synthesizing particle interaction. Some of the topics covered include Formant Wave Functions (FOFs) for voice synthesis, single particle models, multi-particle systems, and statistical multi-particle systems such as a simple maraca model, implemented in less than 30 lines of C code with an accompanying block diagram.
Chapter 14 deals with the subtleties of exciting and controlling sound models. For example, Mr. Cook discusses the differences between exciting a string with a plectrum as opposed to using the fleshy part of the thumb. He also shows some fascinating effects of the striking conditions of the Tibetan prayer bowl, which exhibits very different spectra as a function of strike-direction while keeping strike-point constant. Other topics discussed include bowing, scraping, and frictional issues in synthesis. MIDI, OSC (Open Sound Control), and other standards for sound and multimedia control are also briefly examined.
Chapter 15 walks the reader through a complete system called PhOLISE (Physically Oriented Library of Interactive Sound Effects) that could possibly be applied to areas such as gaming, animation, and sound effects in film production. The five sections of the appendix go into greater detail regarding proofs, derivations, and properties of topics such as DFT properties, zero-padding, proof of fast convolution, and ideal string behaviors.
After you grasp the contents of this book, you might want to read "The Physics of Musical Instruments" and use some of Mr. Cook's techniques to synthesize the numerical models explained in that book.
Not just another digital music book....Review Date: 2002-08-23
As a "digital-sound-artist" and someone who teaches this stuff at the university level, I highly recommend this book not only to those who want to learn about the most recent work going on in sound synthesis, but to those who want another perspective on more familiar topics (like the basics of PCM, fourier analysis, basic digital filtering, etc....).

Used price: $0.47

Great introductory course on how to make real world videoReview Date: 2005-01-05
It starts from current DV technology (like CCD and DV formats) and then introduces various DV camcorder types depending whether you are normal consumer or pro-sumer or professional users. (It even shows you the approximate price range for various camcorder class.)
It then introduces how scripts planning should be like for making different scenes of video (newscast or documentary or movie). It teaches different techniques of shooting pictures/video by cameras/comcorders (angles, views, lighting and audio control). I likes the book giving you various examples of lighting equipments and audio equipments required for making good video.
For movie pre-production process, it tells what kind of production crews and things you will need and do for different stages (including cost ranges). For movie post-production process, it shows how to edit all movie and audio footages into final movies and how to fix video/audio problems. It also describes what types of movie editing systems (computers, hardware equipments and software video applications) available in the market depending on high-end, mid-range, or low-end production and budgets. It also describes how the final process of movie copies are generated and delivered to the world.
I like the book because it gives me pretty good ideas how DV movies are made with real equipments that are availalbe in the current market. This book is highly recommended especially for serious beginning DV/movie producers.
a crash course in how to make your DV production easierReview Date: 2003-04-15
Digital Video Reference Book and DVD for All Earthlings!Review Date: 2003-01-08
The authors approach the Digital Video Universe in a real world, common sense and entertaining prose...allowing the reader to apply their level of interest, budget, technical background, project objectives and pace to a surprisingly current and comprehensively deep offering of digital video material.
The supportive DVD is awesome!
Digital Dynamite!Review Date: 2003-05-23
All of the detail hurdles in making a movieReview Date: 2003-03-23
It all starts with planning, from the initial idea, on to budgeting, clearing all legal hurdles, organizing and shooting the scenes, editing and cleaning the stored scenes, and ending with publicizing and distributing the finished product. All are so complex, that you do not make a movie, you survive its' creation. The fact that the movie can now be stored on digital devices only significantly affects one of these steps.
Written primarily for those who are interested in making DV projects for entertainment, this is one of the most interesting books I have ever read. The number of detail hurdles that need to be cleared to make a movie are astounding, and kudos to the authors for explaining all of those hurdles in great detail.

Used price: $3.24

Great C# book for getting started!Review Date: 2001-11-09
Great book for first-time C# programmersReview Date: 2002-04-17
Well spent weekendReview Date: 2002-01-27
A quick transition to C#!Review Date: 2001-12-22
Great bookReview Date: 2002-06-22

Used price: $10.17

This is the best integrated information I have ever read all in one book.Review Date: 2008-11-18
Stealing a skillReview Date: 2008-11-18
This book is clearly geared at people who already have experience with trance or are hypnotists, and is more detailed. If you're like me, you will find the book to be very free flowing, and an easier read than his earliest works. As you might expect, his trance work has become even more and more refined, there is a grace and fluidity about what he does.
This is apparent in the client session trance scripts included at the back. The embedded commands are italicised. If you don't already know much about Milton Model and Meta Model patterns, you will find resource files at the end, which will enable you to get up to speed very quickly.
My favorite line from the book is: 'So you only torture youself in your spare time?' spoken with typical irreverence.
I particularly like the stealing from a genius exercise. Its similar to something I already do.
Another one, you may find interesting is The Magic of False Memories.
One particular item I saw him do on a clip from Paul McKenna's tv show.
He was demonstrating -spinning feelings. That process is described in - Get the Life you want.
If you're unsure about which book to get, they are both excellent, and highly recommended.
I hope you find this review helpful, and, if you do, please click yes.
The Best of BandlerReview Date: 2008-11-09
Everything I was looking for.Review Date: 2008-11-09
A Dessert Island BookReview Date: 2008-10-19
I have not been this jazzed by RB's work since I first used Using Your Brain For A Change in 1988.
Please pick up Magic In Practice and Get The Life You Want while you are here for truly powerful and passionate directions for your family, friends and communities.
Well written works all packed with fun and hope.
Cheers,
Stephen

Used price: $0.01

me pleaseReview Date: 2007-06-26
Started my professional computer career with this book.Review Date: 1999-10-05
Thank you Mr. Van Wolverton!
P.S. Just buy it -- you will be glad you did.
THE Reference Book for DOSReview Date: 2000-05-13
If you wanted only one book on DOS, this is the one!
Fundamental but a little OLD!Review Date: 2000-01-21
Excellent Beginner BookReview Date: 1999-03-17

Used price: $41.00

ExcellentReview Date: 2007-05-25
One of the very few good SAS BooksReview Date: 2007-04-06
The best book I ever bought...Review Date: 2007-01-23
Excellent Overview of Pharma Programming and ReportingReview Date: 2006-11-16

Used price: $13.44

A classic - every researcher should have read!Review Date: 2001-07-12
Priceless Early Look at Hackers with "The Right Stuff"Review Date: 2000-04-07
Update of 31 May 08 to add links:
THE HACKER CRACKDOWN: LAW AND DISORDER ON THE ELECTRONIC FRONTIER
Hackers: Heroes of the Computer Revolution
Information Payoff: The Transformation of Work in the Electronic Age
Collective Intelligence: Mankind's Emerging World in Cyberspace (Helix Books)
The Unfinished Revolution: Human-Centered Computers and What They Can Do For Us
The Wealth of Networks: How Social Production Transforms Markets and Freedom
Collective Intelligence: Creating a Prosperous World at Peace
A little bit of an open door.Review Date: 2002-04-26
_The Second Self_ is divided into three parts:
Part I: Growing Up with Computers: The Animation of
the Machine
Part II: The New Computer Cultures: The Mechanization of the Mind
Part III: Into a New Age
a worthy updateReview Date: 2005-08-06
By and large, her analysis in 1984 proved on the mark. As computers have improved in power, and become smaller and more portable, their users tend to identify with them. And here it should be said that the cellphones of today are considered, and are indeed, computers in the context of this text. Certainly, a typical cellphone has a raw computational capacity exceeding the personal computers of 1984.
To some readers, the most puzzling thing may be why some users so identify with their computers, or half-jokingly, attribute personalities to them. There seems to be some innate urge in many people for this.
Needless to say, suppose we project out another 20 years. The trend is for more such behaviour. The sophistication and personalisation possible in those future mobile machines makes this inevitable. And this is even NOT assuming any breakthroughs in artificial intelligence, which might endow the devices with true personalities.
A bold academic foray into a new mediaReview Date: 1997-08-11
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