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The thoroughly updated edition of a guide to parallel programming with MPI, reflecting the latest specifications, with many detailed examples. This book offers a thoroughly updated guide to the MPI (Message-Passing Interface) standard library for writing programs for parallel computers. Since the publication of the previous edition of Using MPI, parallel computing has become mainstream. Today, applications run on computers with millions of processors; multiple processors sharing memory and multicore processors with multiple hardware threads per core are common. The MPI-3 Forum recently brought the MPI standard up to date with respect to developments in hardware capabilities, core language evolution, the needs of applications, and experience gained over the years by vendors, implementers, and users. This third edition of Using MPI reflects these changes in both text and example code. The book takes an informal, tutorial approach, introducing each concept through easy-to-understand examples, including actual code in C and Fortran. Topics include using MPI in simple programs, virtual topologies, MPI datatypes, parallel libraries, and a comparison of MPI with sockets. For the third edition, example code has been brought up to date; applications have been updated; and references reflect the recent attention MPI has received in the literature. A companion volume, Using Advanced MPI, covers more advanced topics, including hybrid programming and coping with large data.
A theory of control, equally grounded in syntax and semantics, that argues that obligatory control is achieved either through predication or through logophoric anchoring.
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks.Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art.Sharp describes three communities of practice and offers case studies for each. "Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.
A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts.Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
Memoir, clinical writings, and ethnography inform new perspectives on the experience of technology; personal stories illuminate how technology enters the inner life.
Available again from the MIT Press.
Scholars from a range of disciplines develop an integrated human and environmental history over millennial, centennial, and decadal time scales and make projections for the future.
This comprehensive and accessible text fills the need for a political economy view of global environmental politics, focusing on the ways key economic processes affect environmental outcomes. It examines the main actors and forces shaping global environmental management, particularly in the developing world. Moving beyond the usual academic emphasis on international agreements and institutions, it strives to integrate debates within the real world of global policy and the academic world of theory.
Architectural form reconsidered in light of a unitary conception of architecture and the city.In The Possibility of an Absolute Architecture, Pier Vittorio Aureli proposes that a sharpened formal consciousness in architecture is a precondition for political, cultural, and social engagement with the city. Aureli uses the term absolute not in the conventional sense of "pure,” but to denote something that is resolutely itself after being separated from its other. In the pursuit of the possibility of an absolute architecture, the other is the space of the city, its extensive organization, and its government. Politics is agonism through separation and confrontation; the very condition of architectural form is to separate and be separated. Through its act of separation and being separated, architecture reveals at once the essence of the city and the essence of itself as political form: the city as the composition of (separate) parts. Aureli revisits the work of four architects whose projects were advanced through the making of architectural form but whose concern was the city at large: Andrea Palladio, Giovanni Battista Piranesi, Étienne Louis-Boullée, and Oswald Mathias Ungers. The work of these architects, Aureli argues, addressed the transformations of the modern city and its urban implications through the elaboration of specific and strategic architectural forms. Their projects for the city do not take the form of an overall plan but are expressed as an "archipelago” of site-specific interventions.
The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning.
An argument that resource scarcity and environmental degradation can provide an impetus for cooperation among countries.Common wisdom holds that the earth's dwindling natural resources and increasing environmental degradation will inevitably lead to inter-state conflict, and possibly even set off "resource wars.” Many scholars and policymakers have considered the environmental roots of violent conflict and instability, but little attention has been paid to the idea that scarcity and degradation may actually play a role in fostering inter-state cooperation. Beyond Resource Wars fills this gap, offering a different perspective on the links between environmental problems and inter-state conflict. Although the contributors do not deny that resource scarcity and environmental degradation may become sources of contention, they argue that these conditions also provide the impetus for cooperation, coordination, and negotiation between states. The book examines aspects of environmental conflict and cooperation in detail, across a number of natural resources and issues including oil, water, climate change, ocean pollution, and biodiversity conservation. The contributors argue that increasing scarcity and degradation generally induce cooperation across states, but when conditions worsen (and a problem becomes too costly or a resource becomes too scarce), cooperation becomes more difficult. Similarly, low levels of scarcity may discourage cooperation because problems seem less urgent. With contributions from scholars in international relations, economics, and political science, Beyond Resource Wars offers a comprehensive and robust investigation of the links among scarcity, environmental degradation, cooperation, and conflict.
The second edition of a comprehensive introduction to all aspects of mobile robotics, from algorithms to mechanisms.Mobile robots range from the Mars Pathfinder mission's teleoperated Sojourner to the cleaning robots in the Paris Metro. This text offers students and other interested readers an introduction to the fundamentals of mobile robotics, spanning the mechanical, motor, sensory, perceptual, and cognitive layers the field comprises. The text focuses on mobility itself, offering an overview of the mechanisms that allow a mobile robot to move through a real world environment to perform its tasks, including locomotion, sensing, localization, and motion planning. It synthesizes material from such fields as kinematics, control theory, signal analysis, computer vision, information theory, artificial intelligence, and probability theory. The book presents the techniques and technology that enable mobility in a series of interacting modules. Each chapter treats a different aspect of mobility, as the book moves from low-level to high-level details. It covers all aspects of mobile robotics, including software and hardware design considerations, related technologies, and algorithmic techniques.This second edition has been revised and updated throughout, with 130 pages of new material on such topics as locomotion, perception, localization, and planning and navigation. Problem sets have been added at the end of each chapter. Bringing together all aspects of mobile robotics into one volume, Introduction to Autonomous Mobile Robots can serve as a textbook or a working tool for beginning practitioners.Curriculum developed by Dr. Robert King, Colorado School of Mines, and Dr. James Conrad, University of North Carolina-Charlotte, to accompany the National Instruments LabVIEW Robotics Starter Kit, are available. Included are 13 (6 by Dr. King and 7 by Dr. Conrad) laboratory exercises for using the LabVIEW Robotics Starter Kit to teach mobile robotics concepts.
In 2006, even though he could barely type, China¿s most famous artist started blogging. For more than three years, Ai Weiwei turned out a steady stream of scathing social commentary, criticism of government policy, thoughts on art and architecture, and autobiographical writings. He wrote about the Sichuan earthquake (and posted a list of the schoolchildren who died because of the government¿s ¿tofu-dregs engineering¿), reminisced about Andy Warhol and the East Village art scene, described the irony of being investigated for ¿fraud¿ by the Ministry of Public Security, made a modest proposal for tax collection. Then, on June 1, 2009, Chinese authorities shut down the blog. This book offers a collection of Ai¿s notorious online writings translated into English--the most complete, public documentation of the original Chinese blog available in any language. The New York Times called Ai ¿a figure of Warholian celebrity.¿ He is a leading figure on the international art scene, a regular in museums and biennials, but in China he is a manifold and controversial presence: artist, architect, curator, social critic, justice-seeker. He was a consultant on the design of the famous ¿Bird¿s Nest¿ stadium but called for an Olympic boycott; he received a Chinese Contemporary Art ¿lifetime achievement award¿ in 2008 but was beaten by the police in connection with his ¿citizen investigation¿ of earthquake casualties in 2009. Ai Weiwei's Blog documents Ai¿s passion, his genius, his hubris, his righteous anger, and his vision for China
How the twenty-one-layer Apollo spacesuit, made by Playtex, was a triumph of intimacy over engineering. When Neil Armstrong and Buzz Aldrin stepped onto the lunar surface in July of 1969, they wore spacesuits made by Playtex: twenty-one layers of fabric, each with a distinct yet interrelated function, custom-sewn for them by seamstresses whose usual work was fashioning bras and girdles. This book is the story of that spacesuit. It is a story of the triumph over the military-industrial complex by the International Latex Corporation, best known by its consumer brand of "Playtex"—a victory of elegant softness over engineered hardness, of adaptation over cybernetics. Playtex's spacesuit went up against hard armor-like spacesuits designed by military contractors and favored by NASA's engineers. It was only when those attempts failed—when traditional engineering firms could not integrate the body into mission requirements—that Playtex, with its intimate expertise, got the job. In Spacesuit, Nicholas de Monchaux tells the story of the twenty-one-layer spacesuit in twenty-one chapters addressing twenty-one topics relevant to the suit, the body, and the technology of the twentieth century. He touches, among other things, on eighteenth-century androids, Christian Dior's New Look, Atlas missiles, cybernetics and cyborgs, latex, JFK's carefully cultivated image, the CBS lunar broadcast soundstage, NASA's Mission Control, and the applications of Apollo-style engineering to city planning. The twenty-one-layer spacesuit, de Monchaux argues, offers an object lesson. It tells us about redundancy and interdependence and about the distinctions between natural and man-made complexity; it teaches us to know the virtues of adaptation and to see the future as a set of possibilities rather than a scripted scenario.
Why Americans do not divide neatly into red and blue or right and left but form coalitions across party lines on hot-button issues ranging from immigration to same-sex marriage.
An analysis of the understanding, classification, and explanation of mental disorders that proposes that psychiatry adopt the best practices of the cognitive sciences.
The implications for philosophy and cognitive science of developments in statistical learning theory.
An examination of the two most radical dissociation syndromes of the human pain experience-pain without painfulness and painfulness without pain-and what they reveal about the complex nature of pain and its sensory, cognitive, and behavioral components.
This is designed for the cancer patient or health professional who seeks a comprehensive overview of the available choices both in treatment and in living with cancer. Included are evaluations of a wide range of complementary therapies and traditional medicines from around the world.
A comprehensive, in-depth, and thematically integratedanalysis of key issues in environmental governance today, fromperspectives including environmental economics, democratic theory, public policy, law, political science, and public administration.
In these engaging tales describing the growth of knowledge about the brain-from the early Egyptians and Greeks to the Dark Ages and the Renaissance to the present time-Gross attempts to answer the question of how the discipline of neuroscience evolved into its modern incarnation through the twists and turns of history.
This second volume continues the study of the relationships of the ideals of design and the realities of construction in modern architecture, beginning in the late 1920s and extending to the present day.
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