Browse Results

Showing 52,826 through 52,850 of 54,142 results

The Promise of Artificial Intelligence: Reckoning and Judgment

by Brian Cantwell Smith

An argument that—despite dramatic advances in the field—artificial intelligence is nowhere near developing systems that are genuinely intelligent.In this provocative book, Brian Cantwell Smith argues that artificial intelligence is nowhere near developing systems that are genuinely intelligent. Second wave AI, machine learning, even visions of third-wave AI: none will lead to human-level intelligence and judgment, which have been honed over millennia. Recent advances in AI may be of epochal significance, but human intelligence is of a different order than even the most powerful calculative ability enabled by new computational capacities. Smith calls this AI ability “reckoning,” and argues that it does not lead to full human judgment—dispassionate, deliberative thought grounded in ethical commitment and responsible action.Taking judgment as the ultimate goal of intelligence, Smith examines the history of AI from its first-wave origins (“good old-fashioned AI,” or GOFAI) to such celebrated second-wave approaches as machine learning, paying particular attention to recent advances that have led to excitement, anxiety, and debate. He considers each AI technology's underlying assumptions, the conceptions of intelligence targeted at each stage, and the successes achieved so far. Smith unpacks the notion of intelligence itself—what sort humans have, and what sort AI aims at. Smith worries that, impressed by AI's reckoning prowess, we will shift our expectations of human intelligence. What we should do, he argues, is learn to use AI for the reckoning tasks at which it excels while we strengthen our commitment to judgment, ethics, and the world.

The Paradoxes of Network Neutralities (Information Policy)

by Russell A. Newman

An argument that the movement for network neutrality was of a piece with its neoliberal environment, solidifying the continued existence of a commercially driven internet.Media reform activists rejoiced in 2015 when the FCC codified network neutrality, approving a set of Open Internet rules that prohibitedproviders from favoring some content and applications over others—only to have their hopes dashed two years later when the agency reversed itself. In this book, Russell Newman offers a unique perspective on these events, arguing that the movement for network neutrality was of a piece with its neoliberal environment rather than counter to it; perversely, it served to solidify the continued existence of a commercially dominant internet and even emergent modes of surveillance and platform capitalism. Going beyond the usual policy narrative of open versus closed networks, or public interest versus corporate power, Newman uses network neutrality as a lens through which to examine the ways that neoliberalism renews and reconstitutes itself, the limits of particular forms of activism, and the shaping of future regulatory processes and policies.Newman explores the debate's roots in the 1990s movement for open access, the transition to network neutrality battles in the 2000s, and the terms in which these battles were fought. By 2017, the debate had become unmoored from its own origins, and an emerging struggle against “neoliberal sincerity” points to a need to rethink activism surrounding media policy reform itself.

Deep Learning (The MIT Press Essential Knowledge series)

by John D. Kelleher

An accessible introduction to the artificial intelligence technology that enables computer vision, speech recognition, machine translation, and driverless cars.Deep learning is an artificial intelligence technology that enables computer vision, speech recognition in mobile phones, machine translation, AI games, driverless cars, and other applications. When we use consumer products from Google, Microsoft, Facebook, Apple, or Baidu, we are often interacting with a deep learning system. In this volume in the MIT Press Essential Knowledge series, computer scientist John Kelleher offers an accessible and concise but comprehensive introduction to the fundamental technology at the heart of the artificial intelligence revolution.Kelleher explains that deep learning enables data-driven decisions by identifying and extracting patterns from large datasets; its ability to learn from complex data makes deep learning ideally suited to take advantage of the rapid growth in big data and computational power. Kelleher also explains some of the basic concepts in deep learning, presents a history of advances in the field, and discusses the current state of the art. He describes the most important deep learning architectures, including autoencoders, recurrent neural networks, and long short-term networks, as well as such recent developments as Generative Adversarial Networks and capsule networks. He also provides a comprehensive (and comprehensible) introduction to the two fundamental algorithms in deep learning: gradient descent and backpropagation. Finally, Kelleher considers the future of deep learning—major trends, possible developments, and significant challenges.

The Media Snatcher: PC/CORE/TURBO/ENGINE/GRAFX/16/CDROM2/SUPER/DUO/ARCADE/RX (Platform Studies)

by Carl Therrien

An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games.In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine/TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher.Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.

The Sciences of the Artificial, reissue of the third edition with a new introduction by John Laird

by Herbert A. Simon

Herbert Simon's classic work on artificial intelligence in the expanded and updated third edition from 1996, with a new introduction by John E. Laird.Herbert Simon's classic and influential The Sciences of the Artificial declares definitively that there can be a science not only of natural phenomena but also of what is artificial. Exploring the commonalities of artificial systems, including economic systems, the business firm, artificial intelligence, complex engineering projects, and social plans, Simon argues that designed systems are a valid field of study, and he proposes a science of design. For this third edition, originally published in 1996, Simon added new material that takes into account advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action.Simon won the Nobel Prize for Economics in 1978 for his research into the decision-making process within economic organizations and the Turing Award (considered by some the computer science equivalent to the Nobel) with Allen Newell in 1975 for contributions to artificial intelligence, the psychology of human cognition, and list processing. The Sciences of the Artificial distills the essence of Simon's thought accessibly and coherently. This reissue of the third edition makes a pioneering work available to a new audience.

The Joy of Search: A Google Insider's Guide to Going Beyond the Basics (The\mit Press Ser.)

by Daniel M. Russell

How to be a great online searcher, demonstrated with step-by-step searches for answers to a series of intriguing questions (for example, “Is that plant poisonous?”).We all know how to look up something online by typing words into a search engine. We do this so often that we have made the most famous search engine a verb: we Google it—“Japan population” or “Nobel Peace Prize” or “poison ivy” or whatever we want to know. But knowing how to Google something doesn't make us search experts; there's much more we can do to access the massive collective knowledge available online. In The Joy of Search, Daniel Russell shows us how to be great online researchers. We don't have to be computer geeks or a scholar searching out obscure facts; we just need to know some basic methods. Russell demonstrates these methods with step-by-step searches for answers to a series of intriguing questions—from “what is the wrong side of a towel?” to “what is the most likely way you will die?” Along the way, readers will discover essential tools for effective online searches—and learn some fascinating facts and interesting stories. Russell explains how to frame search queries so they will yield information and describes the best ways to use such resources as Google Earth, Google Scholar, Wikipedia, and Wikimedia. He shows when to put search terms in double quotes, how to use the operator (*), why metadata is important, and how to triangulate information from multiple sources. By the end of this engaging journey of discovering, readers will have the definitive answer to why the best online searches involve more than typing a few words into Google.

Virtual Reality (The MIT Press Essential Knowledge series)

by Samuel Greengard

A comprehensive overview of developments in augmented reality, virtual reality, and mixed reality—and how they could affect every part of our lives.After years of hype, extended reality—augmented reality (AR), virtual reality (VR), and mixed reality (MR)—has entered the mainstream. Commercially available, relatively inexpensive VR headsets transport wearers to other realities—fantasy worlds, faraway countries, sporting events—in ways that even the most ultra-high-definition screen cannot. AR glasses receive data in visual and auditory forms that are more useful than any laptop or smartphone can deliver. Immersive MR environments blend physical and virtual reality to create a new reality. In this volume in the MIT Press Essential Knowledge series, technology writer Samuel Greengard offers an accessible overview of developments in extended reality, explaining the technology, considering the social and psychological ramifications, and discussing possible future directions.Greengard describes the history and technological development of augmented and virtual realities, including the latest research in the field, and surveys the various shapes and forms of VR, AR, and MR, including head-mounted displays, mobile systems, and goggles. He examines the way these technologies are shaping and reshaping some professions and industries, and explores how extended reality affects psychology, morality, law, and social constructs. It's not a question of whether extended reality will become a standard part of our world, he argues, but how, when, and where these technologies will take hold. Will extended reality help create a better world? Will it benefit society as a whole? Or will it merely provide financial windfalls for a select few? Greengard's account equips us to ask the right questions about a transformative technology.

The Artist in the Machine: The World of AI-Powered Creativity (The\mit Press Ser.)

by Arthur I. Miller

An authority on creativity introduces us to AI-powered computers that are creating art, literature, and music that may well surpass the creations of humans.Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover the key problem.” He talks to people on the cutting edge of artificial intelligence, encountering computers that mimic the brain and machines that have defeated champions in chess, Jeopardy!, and Go. In the central part of the book, Miller explores the riches of computer-created art, introducing us to artists and computer scientists who have, among much else, unleashed an artificial neural network to create a nightmarish, multi-eyed dog-cat; taught AI to imagine; developed a robot that paints; created algorithms for poetry; and produced the world's first computer-composed musical, Beyond the Fence, staged by Android Lloyd Webber and friends.But, Miller writes, in order to be truly creative, machines will need to step into the world. He probes the nature of consciousness and speaks to researchers trying to develop emotions and consciousness in computers. Miller argues that computers can already be as creative as humans—and someday will surpass us. But this is not a dystopian account; Miller celebrates the creative possibilities of artificial intelligence in art, music, and literature.

Fake Photos (The MIT Press Essential Knowledge Series)

by Hany Farid

A concise and accessible guide to techniques for detecting doctored and fake images in photographs and digital media. Stalin, Mao, Hitler, Mussolini, and other dictators routinely doctored photographs so that the images aligned with their messages. They erased people who were there, added people who were not, and manipulated backgrounds. They knew if they changed the visual record, they could change history. Once, altering images required hours in the darkroom; today, it can be done with a keyboard and mouse. Because photographs are so easily faked, fake photos are everywhere—supermarket tabloids, fashion magazines, political ads, and social media. How can we tell if an image is real or false? In this volume in the MIT Press Essential Knowledge series, Hany Farid offers a concise and accessible guide to techniques for detecting doctored and fake images in photographs and digital media. Farid, an expert in photo forensics, has spent two decades developing techniques for authenticating digital images. These techniques model the entire image-creation process in order to find the digital disruption introduced by manipulation of the image. Each section of the book describes a different technique for analyzing an image, beginning with those requiring minimal technical expertise and advancing to those at intermediate and higher levels. There are techniques for, among other things, reverse image searches, metadata analysis, finding image imperfections introduced by JPEG compression, image cloning, tracing pixel patterns, and detecting images that are computer generated. In each section, Farid describes the techniques, explains when they should be applied, and offers examples of image analysis.

Handmade Pixels: Independent Video Games and the Quest for Authenticity

by Jesper Juul

An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Sharenthood: Why We Should Think before We Talk about Our Kids Online (Strong Ideas)

by Leah A. Plunkett

From baby pictures in the cloud to a high school's digital surveillance system: how adults unwittingly compromise children's privacy online.Our children's first digital footprints are made before they can walk—even before they are born—as parents use fertility apps to aid conception, post ultrasound images, and share their baby's hospital mug shot. Then, in rapid succession come terabytes of baby pictures stored in the cloud, digital baby monitors with built-in artificial intelligence, and real-time updates from daycare. When school starts, there are cafeteria cards that catalog food purchases, bus passes that track when kids are on and off the bus, electronic health records in the nurse's office, and a school surveillance system that has eyes everywhere. Unwittingly, parents, teachers, and other trusted adults are compiling digital dossiers for children that could be available to everyone—friends, employers, law enforcement—forever. In this incisive book, Leah Plunkett examines the implications of “sharenthood”—adults' excessive digital sharing of children's data. She outlines the mistakes adults make with kids' private information, the risks that result, and the legal system that enables “sharenting.”Plunkett describes various modes of sharenting—including “commercial sharenting,” efforts by parents to use their families' private experiences to make money—and unpacks the faulty assumptions made by our legal system about children, parents, and privacy. She proposes a “thought compass” to guide adults in their decision making about children's digital data: play, forget, connect, and respect. Enshrining every false step and bad choice, Plunkett argues, can rob children of their chance to explore and learn lessons. The Internet needs to forget. We need to remember.

Human Rights in the Age of Platforms (Information Policy)

by Rikke Frank Jørgensen

Scholars from across law and internet and media studies examine the human rights implications of today's platform society.Today such companies as Apple, Facebook, Google, Microsoft, and Twitter play an increasingly important role in how users form and express opinions, encounter information, debate, disagree, mobilize, and maintain their privacy. What are the human rights implications of an online domain managed by privately owned platforms? According to the Guiding Principles on Business and Human Rights, adopted by the UN Human Right Council in 2011, businesses have a responsibility to respect human rights and to carry out human rights due diligence. But this goal is dependent on the willingness of states to encode such norms into business regulations and of companies to comply. In this volume, contributors from across law and internet and media studies examine the state of human rights in today's platform society.The contributors consider the “datafication” of society, including the economic model of data extraction and the conceptualization of privacy. They examine online advertising, content moderation, corporate storytelling around human rights, and other platform practices. Finally, they discuss the relationship between human rights law and private actors, addressing such issues as private companies' human rights responsibilities and content regulation.ContributorsAnja Bechmann, Fernando Bermejo, Agnès Callamard, Mikkel Flyverbom, Rikke Frank Jørgensen, Molly K. Land, Tarlach McGonagle, Jens-Erik Mai, Joris van Hoboken, Glen Whelan, Jillian C. York, Shoshana Zuboff, Ethan ZuckermanOpen access edition published with generous support from Knowledge Unlatched and the Danish Council for Independent Research.

Circuit Design with VHDL, third edition (The\mit Press Ser.)

by Volnei A. Pedroni

A completely updated and expanded comprehensive treatment of VHDL and its applications to the design and simulation of real, industry-standard circuits.This comprehensive treatment of VHDL and its applications to the design and simulation of real, industry-standard circuits has been completely updated and expanded for the third edition. New features include all VHDL-2008 constructs, an extensive review of digital circuits, RTL analysis, and an unequaled collection of VHDL examples and exercises. The book focuses on the use of VHDL rather than solely on the language, with an emphasis on design examples and laboratory exercises.The third edition begins with a detailed review of digital circuits (combinatorial, sequential, state machines, and FPGAs), thus providing a self-contained single reference for the teaching of digital circuit design with VHDL. In its coverage of VHDL-2008, it makes a clear distinction between VHDL for synthesis and VHDL for simulation. The text offers complete VHDL codes in examples as well as simulation results and comments. The significantly expanded examples and exercises include many not previously published, with multiple physical demonstrations meant to inspire and motivate students. The book is suitable for undergraduate and graduate students in VHDL and digital circuit design, and can be used as a professional reference for VHDL practitioners. It can also serve as a text for digital VLSI in-house or academic courses.

The Charisma Machine: The Life, Death, and Legacy of One Laptop per Child (Infrastructures)

by Morgan G. Ames

A fascinating examination of technological utopianism and its complicated consequences.In The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per Child project and explains why—despite its failures—the same utopian visions that inspired OLPC still motivate other projects trying to use technology to “disrupt” education and development. Announced in 2005 by MIT Media Lab cofounder Nicholas Negroponte, One Laptop per Child promised to transform the lives of children across the Global South with a small, sturdy, and cheap laptop computer, powered by a hand crank. In reality, the project fell short in many ways—starting with the hand crank, which never materialized. Yet the project remained charismatic to many who were captivated by its claims of access to educational opportunities previously out of reach. Behind its promises, OLPC, like many technology projects that make similarly grand claims, had a fundamentally flawed vision of who the computer was made for and what role technology should play in learning.Drawing on fifty years of history and a seven-month study of a model OLPC project in Paraguay, Ames reveals that the laptops were not only frustrating to use, easy to break, and hard to repair, they were designed for “technically precocious boys”—idealized younger versions of the developers themselves—rather than the children who were actually using them. The Charisma Machine offers a cautionary tale about the allure of technology hype and the problems that result when utopian dreams drive technology development.

Real Games: What's Legitimate and What's Not in Contemporary Videogames (Playful Thinking)

by Mia Consalvo Christopher A. Paul

How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them.In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them.Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."

Computational Thinking (The MIT Press Essential Knowledge Series)

by Peter J. Denning Matti Tedre

An introduction to computational thinking that traces a genealogy beginning centuries before the digital computer. A few decades into the digital era, scientists discovered that thinking in terms of computation made possible an entirely new way of organizing scientific investigation; eventually, every field had a computational branch: computational physics, computational biology, computational sociology. More recently, “computational thinking” has become part of the K–12 curriculum. But what is computational thinking? This volume in the MIT Press Essential Knowledge series offers an accessible overview, tracing a genealogy that begins centuries before digital computers and portraying computational thinking as pioneers of computing have described it. The authors explain that computational thinking (CT) is not a set of concepts for programming; it is a way of thinking that is honed through practice: the mental skills for designing computations to do jobs for us, and for explaining and interpreting the world as a complex of information processes. Mathematically trained experts (known as “computers”) who performed complex calculations as teams engaged in CT long before electronic computers. The authors identify six dimensions of today's highly developed CT—methods, machines, computing education, software engineering, computational science, and design—and cover each in a chapter. Along the way, they debunk inflated claims for CT and computation while making clear the power of CT in all its complexity and multiplicity.

Reinforcement Learning, second edition: An Introduction (Adaptive Computation and Machine Learning series #173)

by Richard S. Sutton Andrew G. Barto

The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence.Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field's key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics.Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning's relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.

A Billion Little Pieces: RFID and Infrastructures of Identification (Infrastructures)

by Jordan Frith

How RFID, a ubiquitous but often invisible mobile technology, identifies tens of billions of objects as they move through the world.RFID (Radio Frequency Identification) is ubiquitous but often invisible, a mobile technology used by more people more often than any flashy smartphone app. RFID systems use radio waves to communicate identifying information, transmitting data from a tag that carries data to a reader that accesses the data. RFID tags can be found in credit cards, passports, key fobs, car windshields, subway passes, consumer electronics, tunnel walls, and even human and animal bodies—identifying tens of billions of objects as they move through the world. In this book, Jordan Frith looks at RFID technology and its social impact, bringing into focus a technology that was designed not to be noticed.RFID, with its ability to collect unique information about almost any material object, has been hyped as the most important identification technology since the bar code, the linchpin of the Internet of Things—and also seen (by some evangelical Christians) as a harbinger of the end times. Frith views RFID as an infrastructure of identification that simultaneously functions as an infrastructure of communication. He uses RFID to examine such larger issues as big data, privacy, and surveillance, giving specificity to debates about societal trends. Frith describes how RFID can monitor hand washing in hospitals, change supply chain logistics, communicate wine vintages, and identify rescued pets. He offers an accessible explanation of the technology, looks at privacy concerns, and pushes back against alarmist accounts that exaggerate RFID's capabilities. The increasingly granular practices of identification enabled by RFID and other identification technologies, Frith argues, have become essential to the working of contemporary networks, reshaping the ways we use information.

The Software Arts (Software Studies)

by Warren Sack

An alternative history of software that places the liberal arts at the very center of software's evolution.In The Software Arts, Warren Sack offers an alternative history of computing that places the arts at the very center of software's evolution. Tracing the origins of software to eighteenth-century French encyclopedists' step-by-step descriptions of how things were made in the workshops of artists and artisans, Sack shows that programming languages are the offspring of an effort to describe the mechanical arts in the language of the liberal arts. Sack offers a reading of the texts of computing—code, algorithms, and technical papers—that emphasizes continuity between prose and programs. He translates concepts and categories from the liberal and mechanical arts—including logic, rhetoric, grammar, learning, algorithm, language, and simulation—into terms of computer science and then considers their further translation into popular culture, where they circulate as forms of digital life. He considers, among other topics, the “arithmetization” of knowledge that presaged digitization; today's multitude of logics; the history of demonstration, from deduction to newer forms of persuasion; and the post-Chomsky absence of meaning in grammar. With The Software Arts, Sack invites artists and humanists to see how their ideas are at the root of software and invites computer scientists to envision themselves as artists and humanists.

All Data Are Local: Thinking Critically in a Data-Driven Society

by Yanni Alexander Loukissas

How to analyze data settings rather than data sets, acknowledging the meaning-making power of the local.In our data-driven society, it is too easy to assume the transparency of data. Instead, Yanni Loukissas argues in All Data Are Local, we should approach data sets with an awareness that data are created by humans and their dutiful machines, at a time, in a place, with the instruments at hand, for audiences that are conditioned to receive them. The term data set implies something discrete, complete, and portable, but it is none of those things. Examining a series of data sources important for understanding the state of public life in the United States—Harvard's Arnold Arboretum, the Digital Public Library of America, UCLA's Television News Archive, and the real estate marketplace Zillow—Loukissas shows us how to analyze data settings rather than data sets.Loukissas sets out six principles: all data are local; data have complex attachments to place; data are collected from heterogeneous sources; data and algorithms are inextricably entangled; interfaces recontextualize data; and data are indexes to local knowledge. He then provides a set of practical guidelines to follow. To make his argument, Loukissas employs a combination of qualitative research on data cultures and exploratory data visualizations. Rebutting the “myth of digital universalism,” Loukissas reminds us of the meaning-making power of the local.

From Fingers to Digits: An Artificial Aesthetic (Leonardo)

by Margaret A. Boden Ernest A. Edmonds

Essays on computer art and its relation to more traditional art, by a pioneering practitioner and a philosopher of artificial intelligence.In From Fingers to Digits, a practicing artist and a philosopher examine computer art and how it has been both accepted and rejected by the mainstream art world. In a series of essays, Margaret Boden, a philosopher and expert in artificial intelligence, and Ernest Edmonds, a pioneering and internationally recognized computer artist, grapple with key questions about the aesthetics of computer art. Other modern technologies—photography and film—have been accepted by critics as ways of doing art. Does the use of computers compromise computer art's aesthetic credentials in ways that the use of cameras does not? Is writing a computer program equivalent to painting with a brush?Essays by Boden identify types of computer art, describe the study of creativity in AI, and explore links between computer art and traditional views in philosophical aesthetics. Essays by Edmonds offer a practitioner's perspective, considering, among other things, how the experience of creating computer art compares to that of traditional art making. Finally, the book presents interviews in which contemporary computer artists offer a wide range of comments on the issues raised in Boden's and Edmonds's essays.

Hacking Life: Systematized Living and Its Discontents (Strong Ideas)

by Joseph M. Reagle

In an effort to keep up with a world of too much, life hackers sometimes risk going too far.Life hackers track and analyze the food they eat, the hours they sleep, the money they spend, and how they're feeling on any given day. They share tips on the most efficient ways to tie shoelaces and load the dishwasher; they employ a tomato-shaped kitchen timer as a time-management tool.They see everything as a system composed of parts that can be decomposed and recomposed, with algorithmic rules that can be understood, optimized, and subverted. In Hacking Life, Joseph Reagle examines these attempts to systematize living and finds that they are the latest in a long series of self-improvement methods. Life hacking, he writes, is self-help for the digital age's creative class.Reagle chronicles the history of life hacking, from Benjamin Franklin's Poor Richard's Almanack through Stephen Covey's 7 Habits of Highly Effective People and Timothy Ferriss's The 4-Hour Workweek. He describes personal outsourcing, polyphasic sleep, the quantified self movement, and hacks for pickup artists. Life hacks can be useful, useless, and sometimes harmful (for example, if you treat others as cogs in your machine). Life hacks have strengths and weaknesses, which are sometimes like two sides of a coin: being efficient is not the same thing as being effective; being precious about minimalism does not mean you are living life unfettered; and compulsively checking your vital signs is its own sort of illness. With Hacking Life, Reagle sheds light on a question even non-hackers ponder: what does it mean to live a good life in the new millennium?

Value Sensitive Design: Shaping Technology with Moral Imagination

by Batya Friedman David G. Hendry

Using our moral and technical imaginations to create responsible innovations: theory, method, and applications for value sensitive design. Implantable medical devices and human dignity. Private and secure access to information. Engineering projects that transform the Earth. Multigenerational information systems for international justice. How should designers, engineers, architects, policy makers, and others design such technology? Who should be involved and what values are implicated? In Value Sensitive Design, Batya Friedman and David Hendry describe how both moral and technical imagination can be brought to bear on the design of technology. With value sensitive design, under development for more than two decades, Friedman and Hendry bring together theory, methods, and applications for a design process that engages human values at every stage. After presenting the theoretical foundations of value sensitive design, which lead to a deep rethinking of technical design, Friedman and Hendry explain seventeen methods, including stakeholder analysis, value scenarios, and multilifespan timelines. Following this, experts from ten application domains report on value sensitive design practice. Finally, Friedman and Hendry explore such open questions as the need for deeper investigation of indirect stakeholders and further method development. This definitive account of the state of the art in value sensitive design is an essential resource for designers and researchers working in academia and industry, students in design and computer science, and anyone working at the intersection of technology and society.

Introduction to Deep Learning (Addison-wesley Data And Analytics Ser.)

by Eugene Charniak

A project-based guide to the basics of deep learning.This concise, project-driven guide to deep learning takes readers through a series of program-writing tasks that introduce them to the use of deep learning in such areas of artificial intelligence as computer vision, natural-language processing, and reinforcement learning. The author, a longtime artificial intelligence researcher specializing in natural-language processing, covers feed-forward neural nets, convolutional neural nets, word embeddings, recurrent neural nets, sequence-to-sequence learning, deep reinforcement learning, unsupervised models, and other fundamental concepts and techniques. Students and practitioners learn the basics of deep learning by working through programs in Tensorflow, an open-source machine learning framework. “I find I learn computer science material best by sitting down and writing programs,” the author writes, and the book reflects this approach.Each chapter includes a programming project, exercises, and references for further reading. An early chapter is devoted to Tensorflow and its interface with Python, the widely used programming language. Familiarity with linear algebra, multivariate calculus, and probability and statistics is required, as is a rudimentary knowledge of programming in Python. The book can be used in both undergraduate and graduate courses; practitioners will find it an essential reference.

Log-Linear Models, Extensions, and Applications (Neural Information Processing Series)

by Aleksandr Aravkin Anna Choromanska Georg Heigold Li Deng Tony Jebara

Advances in training models with log-linear structures, with topics including variable selection, the geometry of neural nets, and applications. Log-linear models play a key role in modern big data and machine learning applications. From simple binary classification models through partition functions, conditional random fields, and neural nets, log-linear structure is closely related to performance in certain applications and influences fitting techniques used to train models. This volume covers recent advances in training models with log-linear structures, covering the underlying geometry, optimization techniques, and multiple applications. The first chapter shows readers the inner workings of machine learning, providing insights into the geometry of log-linear and neural net models. The other chapters range from introductory material to optimization techniques to involved use cases. The book, which grew out of a NIPS workshop, is suitable for graduate students doing research in machine learning, in particular deep learning, variable selection, and applications to speech recognition. The contributors come from academia and industry, allowing readers to view the field from both perspectives. Contributors Aleksandr Aravkin, Avishy Carmi, Guillermo A. Cecchi, Anna Choromanska, Li Deng, Xinwei Deng, Jean Honorio, Tony Jebara, Huijing Jiang, Dimitri Kanevsky, Brian Kingsbury, Fabrice Lambert, Aurélie C. Lozano, Daniel Moskovich, Yuriy S. Polyakov, Bhuvana Ramabhadran, Irina Rish, Dimitris Samaras, Tara N. Sainath, Hagen Soltau, Serge F. Timashev, Ewout van den Berg

Refine Search

Showing 52,826 through 52,850 of 54,142 results