In Progressive Enlightenment, Leslie Tomory examines the origins of the gaslight industry, from invention to consolidation as a large integrated urban network. Tomory argues that gas was the first integrated large-scale technological network, a designation usually given to the railways. He shows how the first gas network was constructed and stabilized through the introduction of new management …
An overview of emerging topics, theories, methods, and practices in sonic interactive design, with a focus on the multisensory aspects of sonic experience. Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The in…
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'. This book offers a different perspective on the links between environmental problems and inter-state conflict.OCLC-licensed vendor bibliographic record.
A detailed analysis of the policy effects of conservatives' decades-long effort to dismantle the federal regulatory framework for environmental protection.Since the 1970s, conservative activists have invoked free markets and distrust of the federal government as part of a concerted effort to roll back environmental regulations. They have promoted a powerful antiregulatory storyline to counter e…
Computing isn't simply about hardware or software, or calculation or applications. Computing, writes Paul Rosenbloom, is an exciting and diverse, yet remarkably coherent, scientific enterprise that is highly multidisciplinary yet maintains a unique core of its own. In On Computing, Rosenbloom proposes that computing is a great scientific domain on a par with the physical, life, and social scien…
Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigat…
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking O…
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role …
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for …