bluuebunny/crossref_metadata_2025_split huggingface dataset:
Soft Is Fast
Authors: Morse Meredith 
Published: August 2019

An innovative analysis of Simone Forti's interdisciplinary art, viewing her influential 1960s “dance constructions” as negotiating the aesthetic strategies of John Cage and Anna Halprin.
Simone Forti's art developed within the overlapping circles of New York City's advanced visual art, dance, and music of the early 1960s. Her “dance constructions” and related works of the 1960s were important for both visual art and dance of the era. Artists Robert Morris and Yvonne Rainer have both acknowledged her influence.
Forti seems to have kept one foot inside visual art's frames of meaning and the other outside them. In Soft Is Fast, Meredith Morse adopts a new way to understand Forti's work, based in art historical analysis but drawing upon dance history and cultural studies and the history of American social thought. Morse argues that Forti introduced a form of direct encounter that departed radically from the spectatorship proposed by Minimalism, and prefigured the participatory art of recent decades.
Morse shows that Forti's work negotiated John Cage's ideas of sound, score, and theater through the unique approach to movement, essentially improvisational and grounded in anatomical exploration, that she learned from performer and teacher Ann (later Anna) Halprin. Attentive to Robert Whitman's and La Monte Young's responses to Cage, Forti reshaped Cage's concepts into models that could accommodate Halprin's charged spaces and imagined, interpenetrative understanding of other bodies.
Morse considers Forti's use of sound and her affective use of materials as central to her work; examines Forti's text pieces, little discussed in art historical literature; analyzes Huddle, considered one of Forti's signature works; and explicates Forti's later improvisational practice.
Forti has been relatively overlooked by art historians, perhaps because of her work's central concern with modes of feeling and embodiment, unlike other art of the 1960s, which was characterized by strategies of depersonalization and affectlessness. Soft Is Fast corrects this critical oversight.
Elbow Room
Authors: Dennett Daniel C. 
Published: August 2019

A landmark book in the debate over free will that makes the case for compatibilism.
In this landmark 1984 work on free will, Daniel Dennett makes a case for compatibilism. His aim, as he writes in the preface to this new edition, was a cleanup job, “saving everything that mattered about the everyday concept of free will, while jettisoning the impediments.” In Elbow Room, Dennett argues that the varieties of free will worth wanting—those that underwrite moral and artistic responsibility—are not threatened by advances in science but distinguished, explained, and justified in detail.
Dennett tackles the question of free will in a highly original and witty manner, drawing on the theories and concepts of fields that range from physics and evolutionary biology to engineering, automata theory, and artificial intelligence. He shows how the classical formulations of the problem in philosophy depend on misuses of imagination, and he disentangles the philosophical problems of real interest from the “family of anxieties” in which they are often enmeshed—imaginary agents and bogeymen, including the Peremptory Puppeteer, the Nefarious Neurosurgeon, and the Cosmic Child Whose Dolls We Are. Putting sociobiology in its rightful place, he concludes that we can have free will and science too. He explores reason, control and self-control, the meaning of “can” and “could have done otherwise,” responsibility and punishment, and why we would want free will in the first place. A fresh reading of Dennett's book shows how much it can still contribute to current discussions of free will.
This edition includes as its afterword Dennett's 2012 Erasmus Prize essay.
Bradford Books imprint
Giving Voice
Authors: Alper Meryl 
Published: August 2019

How communication technologies meant to empower people with speech disorders—to give voice to the voiceless—are still subject to disempowering structural inequalities.
Mobile technologies are often hailed as a way to “give voice to the voiceless.” Behind the praise, though, are beliefs about technology as a gateway to opportunity and voice as a metaphor for agency and self-representation. In Giving Voice, Meryl Alper explores these assumptions by looking closely at one such case—the use of the Apple iPad and mobile app Proloquo2Go, which converts icons and text into synthetic speech, by children with disabilities (including autism and cerebral palsy) and their families. She finds that despite claims to empowerment, the hardware and software are still subject to disempowering structural inequalities. Views of technology as a great equalizer, she illustrates, rarely account for all the ways that culture, law, policy, and even technology itself can reinforce disparity, particularly for those with disabilities.
Alper explores, among other things, alternative understandings of voice, the surprising sociotechnical importance of the iPad case, and convergences and divergences in the lives of parents across class. She shows that working-class and low-income parents understand the app and other communication technologies differently from upper- and middle-class parents, and that the institutional ecosystem reflects a bias toward those more privileged.
Handing someone a talking tablet computer does not in itself give that person a voice. Alper finds that the ability to mobilize social, economic, and cultural capital shapes the extent to which individuals can not only speak but be heard.
Iterate
Authors: Sharp John , Macklin Colleen , Davis Steven , Chen Yu Jen , Ozkan Tuba , Pitarch Carla Molins 
Published: August 2019

How to confront, embrace, and learn from the unavoidable failures of creative practice; with case studies that range from winemaking to animation.
Failure is an inevitable part of any creative practice. As game designers, John Sharp and Colleen Macklin have grappled with crises of creativity, false starts, and bad outcomes. Their tool for coping with the many varieties of failure: iteration, the cyclical process of conceptualizing, prototyping, testing, and evaluating. Sharp and Macklin have found that failure—often hidden, covered up, a source of embarrassment—is the secret ingredient of iterative creative process. In Iterate, they explain how to fail better.
After laying out the four components of creative practice—intention, outcome, process, and evaluation—Sharp and Macklin describe iterative methods from a wide variety of fields. They show, for example, how Radiolab cohosts Jad Abumrad and Robert Krulwich experiment with radio as a storytelling medium; how professional skateboarder Amelia Bródka develops skateboarding tricks through trial and error; and how artistic polymath Miranda July explores human frailty through a variety of media and techniques. Whimsical illustrations tell parallel stories of iteration, as hard-working cartoon figures bake cupcakes, experiment with levitating office chairs, and think outside the box in toothbrush design (“let's add propellers!”). All, in their various ways, use iteration to transform failure into creative outcomes. With Iterate, Sharp and Macklin offer useful lessons for anyone interested in the creative process.
Case Studies: Allison Tauziet, winemaker; Matthew Maloney, animator; Jad Abumrad and Robert Krulwich, Radiolab cohosts; Wylie Dufresne, chef; Nathalie Pozzi, architect, and Eric Zimmerman, game designer; Andy Milne, jazz musician; Amelia Bródka, skateboarder; Baratunde Thurston, comedian; Cas Holman, toy designer; Miranda July, writer and filmmaker
Resonant Games
Authors: Klopfer Eric , Haas Jason , Osterweil Scot , Rosenheck Louisa 
Published: August 2019

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.
Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
The open access edition of this book was made possible by generous funding from the MIT Libraries and Klopfer's lab.
GPS
Authors: Ceruzzi Paul E. 
Published: August 2019

A concise history of GPS, from its military origins to its commercial applications and ubiquity in everyday life.
GPS is ubiquitous in everyday life. GPS mapping is standard equipment in many new cars and geolocation services are embedded in smart phones. GPS makes Uber and Lyft possible; driverless cars won't be able to drive without it. In this volume in the MIT Press Essential Knowledge series, Paul Ceruzzi offers a concise history of GPS, explaining how a once-obscure space technology became an invisible piece of our infrastructure, as essential to modern life as electric power or clean water.
GPS relays precise time and positioning information from orbiting satellites to receivers on the ground, at sea, and in the air. It operates worldwide, and its basic signals are free, although private companies can commodify the data provided. Ceruzzi recounts the origins of GPS and its predecessor technologies, including early aircraft navigation systems and satellites. He describes the invention of GPS as a space technology in the post-Apollo, pre-Space Shuttle years and its first military and commercial uses. Ceruzzi explains how the convergence of three major technological developments—the microprocessor, the Internet, and cellular telephony—enabled the development and application of GPS technology. Recognizing the importance of satellite positioning systems in a shifting geopolitical landscape—and perhaps doubting U.S. assurances of perpetual GPS availability—other countries are now building or have already developed their own systems, and Ceruzzi reports on these efforts in the European Union, Russia, India, China, and Japan.
Meaning in the Brain
Authors: Baggio Giosuè 
Published: August 2019

An argument that the meaning of written or auditory linguistic signals is not derived from the input but results from the brain's internal construction process.
When we read a text or listen to speech, meaning seems to be given to us instantaneously, as if it were part of the input. In Meaning in the Brain, Giosuè Baggio explains that this is an illusion created by the tremendous speed at which sensory systems and systems for meaning and grammar operate in the brain. Meaning, Baggio argues, is not derived from input but results from the brain's internal construction process. With this book, Baggio offers the first integrated, multilevel theory of semantics in the brain, describing how meaning is generated during language comprehension, production, and acquisition.
Baggio's theory draws on recent advances in formal semantics and pragmatics, including vector-space semantics, discourse representation theory, and signaling game theory. It is designed to explain a growing body of experimental results on semantic processing that have accumulated in the absence of a unifying theory since the introduction of electrophysiology and neuroimaging methods.
Baggio argues that there is evidence for the existence of three semantic systems in the brain—relational semantics, interpretive semantics, and evolutionary semantics—and he discusses each in turn, developing neural theories of meaning for all three. Moreover, in the course of his argument, Baggio addresses several long-standing issues in the neuroscience of language, including the role of compositionality as a principle of meaning construction in the brain, the role of sensory-motor processes in language comprehension, and the neural and evolutionary links among meaning, consciousness, sociality, and action.
Inventive Minds
Authors: Minsky Marvin , Xiao Xiao 
Published: August 2019

Six essays by artificial intelligence pioneer Marvin Minsky on how education can foster inventiveness, paired with commentary by Minsky's former colleagues and students.
Marvin Minsky was a pioneering researcher in artificial intelligence whose work led to both theoretical and practical advances. His work was motivated not only by technological advancement but also by the desire to understand the workings of our own minds. Minsky's insights about the mind provide fresh perspectives on education and how children learn. This book collects for the first time six essays by Minsky on children, learning, and the potential of computers in school to enrich children's development. In these essays Minsky discusses the shortcomings of conventional education (particularly in mathematics) and considers alternative approaches; reflects on the role of mentors; describes higher-level strategies for thinking across domains; and suggests projects for children to pursue. Each essay is paired with commentary by one of Minsky's former colleagues or students, which identifies Minsky's key ideas and connects his writings to current research. Minsky once observed that in traditional teaching, “instead of promoting inventiveness, we focus on preventing mistakes.” These essays offer Minsky's unique insights into how education can foster inventiveness.
Commentary by Hal Abelson, Walter Bender, Alan Kay, Margaret Minsky, Brian Silverman, Gary Stager, Mike Travers, Patrick Henry Winston
The Scientific Attitude
Authors: McIntyre Lee 
Published: August 2019

An argument that what makes science distinctive is its emphasis on evidence and scientists' willingness to change theories on the basis of new evidence.
Attacks on science have become commonplace. Claims that climate change isn't settled science, that evolution is “only a theory,” and that scientists are conspiring to keep the truth about vaccines from the public are staples of some politicians' rhetorical repertoire. Defenders of science often point to its discoveries (penicillin! relativity!) without explaining exactly why scientific claims are superior. In this book, Lee McIntyre argues that what distinguishes science from its rivals is what he calls “the scientific attitude”—caring about evidence and being willing to change theories on the basis of new evidence. The history of science is littered with theories that were scientific but turned out to be wrong; the scientific attitude reveals why even a failed theory can help us to understand what is special about science.
McIntyre offers examples that illustrate both scientific success (a reduction in childbed fever in the nineteenth century) and failure (the flawed “discovery” of cold fusion in the twentieth century). He describes the transformation of medicine from a practice based largely on hunches into a science based on evidence; considers scientific fraud; examines the positions of ideology-driven denialists, pseudoscientists, and “skeptics” who reject scientific findings; and argues that social science, no less than natural science, should embrace the scientific attitude. McIntyre argues that the scientific attitude—the grounding of science in evidence—offers a uniquely powerful tool in the defense of science.
Cellular Automata Machines
Authors: Toffoli Tommaso , Margolus Norman 
Published: August 2019

Recently, cellular automata machines with the size, speed, and flexibility for general experimentation at a moderate cost have become available to the scientific community. These machines provide a laboratory in which the ideas presented in this book can be tested and applied to the synthesis of a great variety of systems. Computer scientists and researchers interested in modeling and simulation as well as other scientists who do mathematical modeling will find this introduction to cellular automata and cellular automata machines (CAM) both useful and timely. Cellular automata are the computer scientist's counterpart to the physicist's concept of 'field' They provide natural models for many investigations in physics, combinatorial mathematics, and computer science that deal with systems extended in space and evolving in time according to local laws. A cellular automata machine is a computer optimized for the simulation of cellular automata. Its dedicated architecture allows it to run thousands of times faster than a general-purpose computer of comparable cost programmed to do the same task. In practical terms this permits intensive interactive experimentation and opens up new fields of research in distributed dynamics, including practical applications involving parallel computation and image processing.
Contents Introduction • Cellular Automata • The CAM Environment • A Live Demo • The Rules of the Game • Our First rules • Second-order Dynamics • The Laboratory • Neighbors and Neighborhood • Running • Particle Motion • The Margolus Neighborhood • Noisy Neighbors • Display and Analysis • Physical Modeling • Reversibility • Computing Machinery • Hydrodynamics • Statistical Mechanics • Other Applications • Imaging Processing • Rotations • Pattern Recognition • Multiple CAMS • Perspectives and Conclusions
Cellular Automata Machines is included in the Scientific Computation Series, edited by Dennis Cannon.
Computational Explorations in Cognitive Neuroscience
Authors: O'Reilly Randall C. , Munakata Yuko 
Published: August 2019

This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the computational cognitive neuroscience.
The goal of computational cognitive neuroscience is to understand how the brain embodies the mind by using biologically based computational models comprising networks of neuronlike units. This text, based on a course taught by Randall O'Reilly and Yuko Munakata over the past several years, provides an in-depth introduction to the main ideas in the field. The neural units in the simulations use equations based directly on the ion channels that govern the behavior of real neurons, and the neural networks incorporate anatomical and physiological properties of the neocortex. Thus the text provides the student with knowledge of the basic biology of the brain as well as the computational skills needed to simulate large-scale cognitive phenomena.
The text consists of two parts. The first part covers basic neural computation mechanisms: individual neurons, neural networks, and learning mechanisms. The second part covers large-scale brain area organization and cognitive phenomena: perception and attention, memory, language, and higher-level cognition. The second part is relatively self-contained and can be used separately for mechanistically oriented cognitive neuroscience courses. Integrated throughout the text are more than forty different simulation models, many of them full-scale research-grade models, with friendly interfaces and accompanying exercises. The simulation software (PDP++, available for all major platforms) and simulations can be downloaded free of charge from the Web. Exercise solutions are available, and the text includes full information on the software.
Bradford Books imprint
Computer Environments for Children
Authors: Solomon Cynthia 
Published: August 2019

What are computers in education being used for? In this book, Cynthia Solomon takes a welcome look at the possibilities and issues of learning with and about computers in schools or in any other learning environment.Solomon focuses on the use of computers within the framework of recent innovative theories of learning and education, particularly in elementary school mathematics. She devotes an entire chapter each to the work of Patrick Suppes, Robert Davis, Tom Dwyer, and Seymour Papert.
Cynthia Solomon received a doctorate in education from Harvard and has worked with Seymour Papert's group at MIT and with the Atari Research Laboratory in Cambridge, Massachusetts.
Direct-Drive Robots
Authors: Asada Haruhiko , Youcef-Toumi Kamal 
Published: August 2019

This book describes the design concept and discusses the control issues related to the performance of a direct-drive robot, specifically, a direct-drive mechanical arm capable of carrying up to 10 kilograms, at 10 meters per second, accelerating at 5 G (a unit of acceleration equal to the acceleration of gravity). These are remarkable achievements compared to current industrial robots that move with speeds on the order of 1 meter per second. Direct-Drive Robot presents the most current research in manipulator design and control, emphasizing the high-performance direct-drive robot arm in which the shafts of articulated joints are directly coupled to the rotors of motors with high torque. It describes fundamental technologies of key components such as motors, amplifiers and sensors, arm linkage design, and control system design, and makes significant contributions in the areas of power efficiency analysis, dynamic mass balancing, and decoupling theory. The book provides a good balance between theory and practice, covering the practical design and implementation of this special robot as well as the theoretical design tools.
Contents Part I: Direct-Drive Technologies • Introduction • Components • Part II: Arm Design Theory • Power Efficiency • Arm Design for Simplified Dynamics • Actuator Relocation • Design of Decoupled Arm Structures • Part III: Development of the MIT Arm • Mechanisms • Control Systems • Part IV: Selected Papers on Direct-Drive Robot Design and Control