What is life? Is it just the biologically familiar--birds, trees, snails, people--or is it an infinitely complex of patterns that a computer could simulate? Emmeche outlines many of the challenges and controversies involved in the dynamic and curious science of artifical life, touching on every aspect of this complex and rapidly developing discipline. 1 halftone. 25 figs.
The volume reexamines the trope of the intrusive machine and the regenerative pastoral garden, laid out fifty years ago by Leo Marx in "The Machine in the Garden," one of the founding texts of American Studies. Contributions explore the lasting influence of the trope in American culture and the arts, rereading it as a dialectics where nature is as much technologized as technology is naturalized. They trace this dialectic trope in filmic and literary representations of industrial, bureaucratic, and digital gardens; they explore its function in the aftermath of the civil war, the rural electrification during the New Deal, in landscape art, and in ethnic literatures; and they discuss the historical premises and lasting influence of Leo Marx's seminal study.
"This book is MacDonald's magnum opus: it represents a deep immersion in and advocacy for independent, experimental cinema."—Patricia R. Zimmerman, author of States of Emergency: Documentaries, Wars, Democracies "This is a brilliant study--learned, authoritative, and often eloquent. One reads this book with astonishment at the wealth of thoughtful and playful and provocative work that has occurred in this medium--and astonishment too that most scholars of environmental literature and nature in the visual arts have had minimal contact with independent film and video. MacDonald provides an immensely valuable, readable overview of this field, profoundly relevant to my own work and that of many other contemporary ecocritics."—Scott Slovic, editor of ISLE: Interdisciplinary Studies in Literature and Environment "The Garden in the Machine is clearly MacDonald's major work. It is very original and wide reaching especially in its analysis of the relationship of American avant-garde films to the poetry and painting of the native landscape. MacDonald's authority is evident everywhere: he probably knows more about most of the films he discusses than anyone alive."—P. Adams Sitney, author of Modernist Montage : The Obscurity of Vision in Cinema and Literature "The Garden in the Machine reflects Scott MacDonald's career-long lived engagement with avant-garde film and filmmakers. With deep respect for the artists and a rich, wide-ranging curiosity about the cultural histories that inform these films, MacDonald makes a powerful argument for why they should be screened, taught, and discussed within the wider context of American Studies. Throughout, MacDonald analyzes themes of race, history, personal and public memory, and the central role of avant-garde films in shaping our possible futures."—Angela Miller, author of Empire of the Eye: Landscape Representation and American Cultural Politics, 1825-1875
What is life? Is it just the biologically familiar--birds, trees, snails, people--or is it an infinitely complex set of patterns that a computer could simulate? What role does intelligence play in separating the organic from the inorganic, the living from the inert? Does life evolve along a predestined path, or does it suddenly emerge from what appeared lifeless and programmatic? In this easily accessible and wide-ranging survey, Claus Emmeche outlines many of the challenges and controversies involved in the dynamic and curious science of artificial life. Emmeche describes the work being done by an international network of biologists, computer scientists, and physicists who are using computers to study life as it could be, or as it might evolve under conditions different from those on earth. Many artificial-life researchers believe that they can create new life in the computer by simulating the processes observed in traditional, biological life-forms. The flight of a flock of birds, for example, can be reproduced faithfully and in all its complexity by a relatively simple computer program that is designed to generate electronic "boids." Are these "boids" then alive? The central problem, Emmeche notes, lies in defining the salient differences between biological life and computer simulations of its processes. And yet, if we can breathe life into a computer, what might this mean for our other assumptions about what it means to be alive? The Garden in the Machine touches on every aspect of this complex and rapidly developing discipline, including its connections to artificial intelligence, chaos theory, computational theory, and studies of emergence. Drawing on the most current work in the field, this book is a major overview of artificial life. Professionals and nonscientists alike will find it an invaluable guide to concepts and technologies that may forever change our definition of life.
"My stomach feels like it's tied up in a knot. My knees lock up, and my face feels hot. You know what I mean? I'm Wilma Jean, The Worry Machine." Anxiety is a subjective sense of worry, apprehension, and/or fear. It is considered to be the number one health problem in America. Although quite common, anxiety disorders in children are often misdiagnosed and overlooked. Everyone feels fear, worry and apprehension from time to time, but when these feelings prevent a person from doing what he/she wants and/or needs to do, anxiety becomes a disability. This fun and humorous book addresses the problem of anxiety in a way that relates to children of all ages. It offers creative strategies for parents and teachers to use that can lessen the severity of anxiety. The goal of the book is to give children the tools needed to feel more in control of their anxiety. For those worries that are not in anyone's control (i.e. the weather) a worry hat is introduced. A fun read for Wilmas of all ages! Includes a note to parents and educators with tips on dealing with an anxious child.
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.
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.
The Tennessee Valley Authority was the largest single agency created under the auspices of the New Deal legislation. Until 1933, when the project was initiated, the Tennessee Valley was known romantically as "a region of untapped potential" and, less romantically, as one of the most impoverished and isolated areas of the country. The TVA was responsible for three large-scale environmental projects–the river, land, and power machines–but the project also had social, even utopian, goals. In service to the latter, the TVA put together a cadre of regional planners, architects, and landscape architects that Avigail Sachs calls the "atelier TVA." These professionals contributed to the design of the system of multipurpose dams, arranged visitor centers and scenic routes, built housing and communities (although both were segregated), and instigated a regional recreation industry. In addition to its planning and design history audience, this volume will be of interest to environmental historians and historians of the Progressive Era. Publication of this volume was assisted by a grant from Furthermore: a program of the J. M. Kaplan Fund.