Cultural Software

Cultural Software

Author: J. M. Balkin

Publisher: Yale University Press

Published: 1998-01-01

Total Pages: 354

ISBN-13: 9780300084504

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In this book J. M. Balkin offers a strikingly original theory of cultural evolution, a theory that explains shared understandings, disagreement, and diversity within cultures. Drawing on many fields of study--including anthropology, evolutionary theory, cognitive science, linguistics, sociology, political theory, philosophy, social psychology, and law--the author explores how cultures grow and spread, how shared understandings arise, and how people of different cultures can understand and evaluate each other's views. Cultural evolution occurs through the transmission of cultural information and know-how--cultural software--in human minds, Balkin says. Individuals embody cultural software and spread it to others through communication and social learning. Ideology, the author contends, is neither a special nor a pathological form of thought but an ordinary product of the evolution of cultural software. Because cultural understanding is a patchwork of older imperfect tools that are continually adapted to solve new problems, human understanding is partly adequate and partly inadequate to the pursuit of justice. Balkin presents numerous examples that illuminate the sources of ideological effects and their contributions to injustice. He also enters the current debate over multiculturalism, applying his theory to problems of mutual understanding between people who hold different worldviews. He argues that cultural understanding presupposes transcendent ideals and shows how both ideological analysis of others and ideological self-criticism are possible.


Two Bits

Two Bits

Author: Christopher M. Kelty

Publisher: Duke University Press

Published: 2008-06-09

Total Pages: 402

ISBN-13: 9780822342649

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In Two Bits, Christopher M. Kelty investigates the history and cultural significance of Free Software, revealing the people and practices that have transformed not only software but also music, film, science, and education. Free Software is a set of practices devoted to the collaborative creation of software source code that is made openly and freely available through an unconventional use of copyright law. Kelty explains how these specific practices have reoriented the relations of power around the creation, dissemination, and authorization of all kinds of knowledge. He also makes an important contribution to discussions of public spheres and social imaginaries by demonstrating how Free Software is a “recursive public”—a public organized around the ability to build, modify, and maintain the very infrastructure that gives it life in the first place. Drawing on ethnographic research that took him from an Internet healthcare start-up company in Boston to media labs in Berlin to young entrepreneurs in Bangalore, Kelty describes the technologies and the moral vision that bind together hackers, geeks, lawyers, and other Free Software advocates. In each case, he shows how their practices and way of life include not only the sharing of software source code but also ways of conceptualizing openness, writing copyright licenses, coordinating collaboration, and proselytizing. By exploring in detail how these practices came together as the Free Software movement from the 1970s to the 1990s, Kelty also considers how it is possible to understand the new movements emerging from Free Software: projects such as Creative Commons, a nonprofit organization that creates copyright licenses, and Connexions, a project to create an online scholarly textbook commons.


Cultural Analytics

Cultural Analytics

Author: Lev Manovich

Publisher: MIT Press

Published: 2020-10-20

Total Pages: 332

ISBN-13: 0262360632

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A book at the intersection of data science and media studies, presenting concepts and methods for computational analysis of cultural data. How can we see a billion images? What analytical methods can we bring to bear on the astonishing scale of digital culture--the billions of photographs shared on social media every day, the hundreds of millions of songs created by twenty million musicians on Soundcloud, the content of four billion Pinterest boards? In Cultural Analytics, Lev Manovich presents concepts and methods for computational analysis of cultural data. Drawing on more than a decade of research and projects from his own lab, Manovich offers a gentle, nontechnical introduction to the core ideas of data analytics and discusses the ways that our society uses data and algorithms.


Software Theory

Software Theory

Author: Federica Frabetti

Publisher: Rowman & Littlefield

Published: 2014-11-17

Total Pages: 222

ISBN-13: 1783481986

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The cultural and philosophical study of software is crucial, both within and outside of the university, at an international level and across disciplines. Software is increasingly considered the focus of digital media studies because of the perceived need to address the invisibility, ubiquity, and power of digital media. Yet software remains quite obscure to students and scholars in media studies, the social sciences, and the humanities. This unique book engages directly in close readings of technical texts and computer code in order to show how software works and in what sense it can be considered constitutive of culture and even of human thought. Federica Frabetti combines this with an engagement with thinkers such as Bernard Steigler and Jacques Derrida to problematize the very nature of the conceptual system on which software is based and which has shaped its historical evolution. The book argues for a radical demystification of software and digital technologies by addressing the mystery that surrounds its function and that affects our comprehension of its relationship between technology, philosophy, culture, and society.


The Unity Game Engine and the Circuits of Cultural Software

The Unity Game Engine and the Circuits of Cultural Software

Author: Benjamin Nicoll

Publisher: Springer Nature

Published: 2019-08-22

Total Pages: 128

ISBN-13: 3030250121

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Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.


The Art of UNIX Programming

The Art of UNIX Programming

Author: Eric S. Raymond

Publisher: Addison-Wesley Professional

Published: 2003-09-23

Total Pages: 560

ISBN-13: 0132465884

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The Art of UNIX Programming poses the belief that understanding the unwritten UNIX engineering tradition and mastering its design patterns will help programmers of all stripes to become better programmers. This book attempts to capture the engineering wisdom and design philosophy of the UNIX, Linux, and Open Source software development community as it has evolved over the past three decades, and as it is applied today by the most experienced programmers. Eric Raymond offers the next generation of "hackers" the unique opportunity to learn the connection between UNIX philosophy and practice through careful case studies of the very best UNIX/Linux programs.


Cultures and Organizations: Software for the Mind

Cultures and Organizations: Software for the Mind

Author: Geert Hofstede

Publisher: McGraw Hill Professional

Published: 2004-10-03

Total Pages: 449

ISBN-13: 0071505687

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The landmark study of cultural differences across 70 nations, Cultures and Organizations helps readers look at how they think—and how they fail to think—as members of groups. Based on decades of painstaking field research, this new edition features the latest scientific results published in Geert Hofstede’s scholarly work Culture’s Consequences, Second Edition. Original in thought and profoundly important, Cultures and Organizations offers vital knowledge and insight on issues that will shape the future of cultures and nations in a globalized world.


Software Studies

Software Studies

Author: Matthew Fuller

Publisher: MIT Press

Published: 2008

Total Pages: 349

ISBN-13: 0262062747

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This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures.


Push

Push

Author: Mike D'Errico

Publisher: Oxford University Press

Published: 2022

Total Pages: 337

ISBN-13: 0190943300

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Push: Software Design and the Cultural Politics of Music Production shows how changes in the design of music software in the first decades of the twenty-first century shaped the production techniques and performance practices of artists working across media, from hip-hop and electronic dance music to video games and mobile apps. Emerging alongside developments in digital music distribution such as peer-to-peer file sharing and the MP3 format, digital audio workstations like FL Studio and Ableton Live introduced design affordances that encouraged rapid music creation workflows through flashy, user-friendly interfaces. Meanwhile, software such as Avid's Pro Tools attempted to protect its status as the industry standard, professional DAW of choice by incorporating design elements from pre-digital music technologies. Other software, like Cycling 74's Max, asserted its alterity to commercial DAWs by presenting users with nothing but a blank screen. These are more than just aesthetic design choices. Push examines the social, cultural, and political values designed into music software, and how those values become embodied by musical communities through production and performance. It reveals ties between the maximalist design of FL Studio, skeuomorphic design in Pro Tools, and gender inequity in the music products industry. It connects the computational thinking required by Max, as well as iZotope's innovations in artificial intelligence, with the cultural politics of Silicon Valley's design thinking. Finally, it thinks through what happens when software becomes hardware, and users externalize their screens through the use of MIDI controllers, mobile media, and video game controllers. Amidst the perpetual upgrade culture of music technology, Push provides a model for understanding software as a microcosm for the increasing convergence of globalization, neoliberal capitalism, and techno-utopianism that has come to define our digital lives.


The Metainterface

The Metainterface

Author: Christian Ulrik Andersen

Publisher: MIT Press

Published: 2023-10-31

Total Pages: 249

ISBN-13: 0262549670

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How the interface has moved from the PC into cultural platforms, as seen in a series of works of net art, software art and electronic literature. The computer interface is both omnipresent and invisible, at once embedded in everyday objects and characterized by hidden exchanges of information between objects. The interface has moved from office into culture, with devices, apps, the cloud, and data streams as new cultural platforms. In The Metainterface, Christian Ulrik Andersen and Søren Bro Pold examine the relationships between art and interfaces, tracing the interface's disruption of everyday cultural practices. They present a new interface paradigm of cloud services, smartphones, and data capture, and examine how particular art forms—including net art, software art, and electronic literature—seek to reflect and explore this paradigm. Andersen and Pold argue that despite attempts to make the interface disappear into smooth access and smart interaction, it gradually resurfaces; there is a metainterface to the displaced interface. Art can help us see this; the interface can be an important outlet for aesthetic critique. Andersen and Pold describe the “semantic capitalism” of a metainterface industry that captures user behavior; the metainterface industry's disruption of everyday urban life, changing how the city is read, inhabited, and organized; the ways that the material displacement of the cloud affects the experience of the interface; and the potential of designing with an awareness of the language and grammar of interfaces.