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Andrew, Dudley (1997). The Image in Dispute: Art and Cinema in the Age of Photography. University of Texas Press, Austin, TX. Bartle, Richard A (2003). Designing Virtual Worlds. New Riders Games, Indianapolis, IN. Spanning the literary,economic, sociological, psychological, physical, technological, and ethical underpinnings of VW design, while providing a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. [Amazon] Bartlett, F. Thinking. New York: Basic Books, 1958. Batchen, Geoffrey (1997). Burning With Desire. The Conception of Photography. MIT Press, Cambridge, MA. In an 1828 letter to his partner, Nicéphore Niépce, Louis Daguerre wrote, "I am burning with desire to see your experiments from nature." In this book, Geoffrey Batchen analyzes the desire to photograph as it emerged within the philosophical and scientific milieus that preceded the actual invention of photography. Recent accounts of photography's identity tend to divide between the postmodern view that all identity is determined by context and a formalist effort to define the fundamental characteristics of photography as a medium. Batchen critiques both approaches by way of a detailed discussion of photography's conception in the late eighteenth and early nineteenth centuries. He examines the output of the various nominees for "first photographer," then incorporates this information into a mode of historical criticism informed by the work of Michel Foucault and Jacques Derrida. The result is a way of thinking about photography that persuasively accords with the mediums undeniable conceptual, political, and historical complexity. [Publisher] Baudrillard, Jean (1988). The Ecstasy of Communication, Introduction and Chapter 1, pp. 9-28, Semiotext, NY. Copyright © Yehuda E. Kalay Summer 2007 ARCH 235: PhD seminar in Design Theories and Methods bibliography bibliography ARCH 235: PhD seminar in Design Theories and Methods

Virilio, Paul, Open Sky, (Verso, NY) 1997, Chapter 1, The ...ced.berkeley.edu/downloads/syllabi/arch/2007fa/A235fa0…  · Web viewJean Baudrillard is one of the most important and

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Andrew, Dudley (1997). The Image in Dispute: Art and Cinema in the Age of Photography. University of Texas Press, Austin, TX.

Bartle, Richard A (2003). Designing Virtual Worlds. New Riders Games, Indianapolis, IN.

Spanning the literary,economic, sociological, psychological, physical, technological, and ethical underpinnings of VW design, while providing a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs. [Amazon]

Bartlett, F. Thinking. New York: Basic Books, 1958.

Batchen, Geoffrey (1997). Burning With Desire. The Conception of Photography. MIT Press, Cambridge, MA.

In an 1828 letter to his partner, Nicéphore Niépce, Louis Daguerre wrote, "I am burning with desire to see your experiments from nature." In this book, Geoffrey Batchen analyzes the desire to photograph as it emerged within the philosophical and scientific milieus that preceded the actual invention of photography. Recent accounts of photography's identity tend to divide between the postmodern view that all identity is determined by context and a formalist effort to define the fundamental characteristics of photography as a medium. Batchen critiques both approaches by way of a detailed discussion of photography's conception in the late eighteenth and early nineteenth centuries. He examines the output of the various nominees for "first photographer," then incorporates this information into a mode of historical criticism informed by the work of Michel Foucault and Jacques Derrida. The result is a way of thinking about photography that persuasively accords with the mediums undeniable conceptual, political, and historical complexity. [Publisher]

Baudrillard, Jean (1988). The Ecstasy of Communication, Introduction and Chapter 1, pp. 9-28, Semiotext, NY.

Baudrillard, Jean (1994). “The precession of simulacra.” In Simulacra and Simulation (S.F. Glaser, trans.) pp. 1-42, University of Michigan Press, Ann Arbor.

Baudrillard, Jean (1995). The Gulf War Did Not Take Place. (P. Patton, trans.). Indiana University Press, Bloomington, IN.

Jean Baudrillard is one of the most important and provocative writers in the contemporary era. Widely acclaimed as the prophet of postmodernism, he has famously announced the disappearance of the subject, meaning, truth, class and the notion of reality itself. Although he worked as a sociologist, his writing has enjoyed a wide interdisciplinary popularity and influence. He is read by students of sociology, cultural studies, philosophy, literature, French and geography. In the 1990s Baudrillard became famous for the thesis that ‘the gulf war did not happen.’ For some critics, it revealed the poverty of Baudrillard's approach. For others it showed more profoundly why his thought is an indispensable tool in grappling with the complexities of contemporary society. At all events, Baudrillard's treatment of the war represented a climacteric in critical responses to Baudrillard. In this section the various range of responses to

Copyright © Yehuda E. Kalay Summer 2007

ARCH 235: PhD seminar in Design Theories and Methods

bibliographybibliographyARCH 235: PhD seminar in Design Theories and Methods

Bibliography Page 2

Baudrillard's intervention are precisely delineated, providing the reader with the essential data required to decide if Baudrillard's thesis is right or wrong.

Beckmann, John, ed. (1998). The Virtual Dimension: Architecture, Representation and Crash Culture. Princeton Architectural Press, NY.

Benjamin, Walter (1969). “The Work of Art in the age of mechanical reproduction.” In Illuminations, pp. 217-251, Schocken Books, New York.

Betsky, Aaron (2001). “Let it Rain: The Art of Code.” In Olafur Eliasson: Surrounded Surroundings, Essays on Space and Science (P. Weibel, ed.). MIT Press, Cambridge, MA, and ZKM Center for Art and Media, Karlsruhe, Germany.

Boole, G. The Mathematical Analysis of Logic. London: George Bell and Cambridge; Macmillan, 1847.

Boole, G. An Investigation of the Laws of Thought. London: Walton and Moberly, 1854.

Boyer, Christine (1996). CyberCities: visual perception in the age of electronic communication. Princeton Architectural Press, New York.

Brody, Florian (1999). “The medium is the memory.” In The Digital Dialectic; New Essays on New Media (P. Lunenfeld, ed.). MIT Press, Cambridge, MA.

Brown, Bill (2004). Things. University of Chicago Press, Chicago, IL.

This book is an invitation to think about why children chew pencils; why we talk to our cars, our refrigerators, our computers; rosary beads and worry beads; Cuban cigars; why we no longer wear hats that we can tip to one another and why we don't seem to long to; what has been described as bourgeois longing. It is an invitation to think about the fetishism of daily life in different times and in different cultures. It is an invitation to rethink several topics of critical inquiry--camp, collage, primitivism, consumer culture, museum culture, the aesthetic object, still life, "things as they are," Renaissance wonders, "the thing itself"--within the rubric of "things," not in an effort to foreclose the question of what sort of things these seem to be, but rather to suggest new questions about how objects produce subjects, about the phenomenology of the material everyday, about the secret life of things.

Bruner, J. S., Goodnow, J. J., & Austin, G. A. A Study of Thinking. New York: Wiley, 1956.

Buck-Morss, Susan (1991). The Dialectics of Seeing: Walter Benjamin and the Arcades Project. MIT Press, Cambridge, MA.

Walter Benjamin's magnum opus was a book he did not live to write. In The Dialectics of Seeing, Susan Buck-Morss offers an inventive reconstruction of the Passagen-Werk, or Arcades Project, as it might have taken form.

Buck-Morss, Susan (1993). “Aesthetics and Anaesthetics: Walter Benjamin's Artwork Essay Reconsidered.” New Formations, no.20, pp. 123-143.

Buttimer, Anne and David Seamon (1980). The Human Experience of Space and Place. Croom Helm, London.

Cadava, Eduardo (1997). Words of Light: Theses on the Photography of History. Princeton University Press, Princeton, NJ.

Bibliography Page 3

Cavallaro, Dani (2000). Cyberpunk and Cyberculture: Science Fiction and the Work of William Gibson. Athlone Press, London.

Champion Erik and Bharat Dave (2002). “Where is this place?” In proceedings of CAADRIA 2002 (Ahmad M.E. Rafi, C.W. Khong, M. Neo, K. TK. Neo, S.N.A.S. Ahmad, eds.), Kuala Lumpur, Malaysia.

‘Place’ is arguably an essential component of most successful virtual environments, yet the concept of what is ‘place’, and what sort of ‘placeness’ is required for digital environments, are seldom discussed. A reflexive argument such as here is a place because it was designed to be a place does not stimulate design guidelines for virtual places, and it certainly does not help us create and evaluate virtual places suitable for audiences who vary in intention or in available technology. To articulate useful distinctions between virtual places, this paper extends design guidelines proposed by Kalay and Marx, reshapes them with the help of Relph’s definitions, into spatial visualisation and activity-based environments, and adds a further category, the hermeneutic. The paper also proposes a graduated matrix for selection of placemaking elements and for selecting a mode of representation appropriate to the design objective of the virtual environment, be it spatial, activity-based, or hermeneutic. [Abstract]

Chandler, Daniel (2001). Semiotics: The Basics. Routledge, London. (On-line version, titled: Semiotics for beginners, can be found at: http://www.aber.ac.uk/media/Documents/S4B/)

Charney, Leo and Vanessa R. Schwartz (1995). Cinema and the Invention of Modern Life. University of California Press, Berkeley, CA.

Chastain, Thomas, Yehuda Kalay, and Christopher Peri (2002). “Square peg in a round hole or horseless carriage? Reflections on the use of computing in architecture.” Automation in Construction 11(2):237-248.

We start with two paradigms that have been used to describe the relationship of computation methods and tools to the production of architecture. The first is that of forcing a square peg into a round hole—implying that the use of a tool is misdirected, or at least poorly fits the processes that have traditionally been part of an architectural design practice. In doing so, the design practice suffers from the use of new technology. The other paradigm describes a state of transformation in relationship to new technology as a horseless carriage in which the process is described in obsolete and ‘backward’ terms. The implication is that there is a lack of appreciation for the emerging potentials of technology to change our relationship with the task. The paper demonstrates these two paradigms through the invention of drawings in the 14th century, which helped to define the profession of Architecture. It then goes on to argue that modern computational tools follow the same paradigms, and like drawings, stand to bring profound changes to the profession of architecture as we know it.

Chomsky, N. “Three models for the description of language.” IRE Transactions on Information Theory, 1956, IT-2(3), 113-124. Also reprinted in R.D. Luce, R. R. Bush, & E. Galanter (Eds.), Readings in

Chomsky, N. Syntactic Structures. The Hague: Mouton, 1957.

Chomsky, N. “On certain formal properties of grammars.” Information & Control, 1959, 2, 137-167. Also reprinted in R.D. Luce, R. R. Bush, & E. Galanter (Eds.), Readings in Mathematical Psychology, Volume II. New York: Wiley1965. Pp. 125-155.

Chomsky, N. Aspects of the Theory of Syntax. Cambridge, MA: MIT Press, 1965.

Colomina, Beatrice (1996). “Photography.” In Privacy and Publicity; Modern Architecture as Mass Media, pp. 76-139. MIT Press, Cambridge, MA.

Courtour, Lise-Anne, and Hani Rashid (2002). Asymptote: Flux. Phaidon Press, London.

Bibliography Page 4

Crabtree Andy, Mark Rouncefield and Steve Pettifer (2000). “Designing Virtual Environments for Social Interaction." In Virtual Reality International Conferences, Laval, France.

The Distributed Legible City (DLC) is an interactive multi-media art installation enabling a number of ‘cyclists’ to participate in a shared virtual environment. In this paper we describe the evolution of the DLC guided by ethnographic study. We consider the implications and problems associated with designing a virtual environment where the requirements to ‘support social interaction’ are ambiguous and open ended. Although our own work is but exploratory, we identify trans-situational features of social interaction which may be oriented to and explicated in other settings in designing virtual environments to support social interaction. [Abstract]

Crary, Jonathan (1990). Techniques of the Observer: On Vision and Modernity in Nineteenth Century. MIT Press, Cambridge. MA.

Crary, Jonathan (1999). Suspensions of Perception: Attention, Spectacle and Modern Culture. MIT Press, Cambridge, MA.

Daston, Lorraine, ed. (2004). Things That Talk. MIT Press, Cambridge, MA.

Imagine a world without things. There would be nothing to describe, nothing to explain, remark, interpret, or complain about. Without things, we would stop speaking; we would become as mute as things are alleged to be. In nine original essays, internationally renowned historians of art and of science seek to understand how objects become charged with significance without losing their gritty materiality. True to the particularity of things, each of the essays singles out one object for close attention: a Bosch drawing, the freestanding column, a Prussian island, soap bubbles, early photographs, glass flowers, Rorschach blots, newspaper clippings, paintings by Jackson Pollock. Each is revealed to be a node around which meanings accrete thickly. But not just any meanings: what these things are made of and how they are made shape what they can mean. Neither the pure texts of semiotics nor the brute objects of positivism, these things are saturated with cultural significance. Things become talkative when they fuse matter and meaning; they lapse into speechlessness when their matter and meanings no longer mesh.

Deleuze, Gilles, and Felix Guattari (1987). “Concrete Rules and Abstract Machines.” In A Thousand Plateaus: Capitalism and Schizophrenia (B. Massumi, trans.), pp. 501-516. University of Minnesota Press, Minneapolis.

Doanne, Mary Ane (2002). The Emergence of Cinematic Time: Modernity, Contingency, the Archive. Harvard University Press, Cambridge, MA.

Durham, Meenakshi Gigi and Douglas M. Kellner, eds. (2001). Media and Cultural Studies: Key Works. Blackwwell, Oxford, UK.

Elsaesser, Thomas and Alan Barker, eds. (1990). Early Cinema: Space, Frame, Narrative. British Film Institute, London.

Feenberg Andrew (1999). Questioning Technology. Routledge, Oxford.

Feigenbaum, E. A. & Feldman, J. (Eds.) Computers and Thought. New York: McGraw-Hill, 1963.

Feigenbaum, E. A. “The simulation of verbal learning behavior.” Proceedings of the Western Joint Computer Conference, 1961, 19, 121-132. Also reprinted in E. A. Feigenbaum & J. Feldman (Eds.) Computers and Thought. New York: McGraw-Hill, 1963, Pp. 297-309.

Frege, G. Begriffsschrift..Halle: Nebert, 1879.

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Frege, G. “Uber Sinn und Bedeutung.” Zeitschrift fur Philosophie und philosophische Kritik, 1892, 100, 25-50.

Geigel, Joe and Maria Schweppe (2004). “Theatrical Storytelling in Virtual Space.” In Proceedings of the 1st ACM workshop on Story representation, Mechanism and Context, ACM Press, New York, pp. 39-46.

Gibson, William (1984). Neuromancer. Ace books, New York.

Gitelman, Lisa and Geoffrey B. Pingree, eds. (2004). New Media: 1740-1915. MIT Press, Cambridge, MA.

Reminding us that all media were once new, this book challenges the notion that to study new media is to study exclusively today's new media. Examining a variety of media in their historic contexts, it explores those moments of transition when new media were not yet fully defined and their significance was still in flux. Examples range from familiar devices such as the telephone and phonograph to unfamiliar curiosities such as the physiognotrace and the zograscope. Moving beyond the story of technological innovation, the book considers emergent media as sites of ongoing cultural exchange. It considers how habits and structures of communication can frame a collective sense of public and private and how they inform our apprehensions of the "real." By recovering different (and past) senses of media in transition, New Media, 1740-1915 promises to deepen our historical understanding of all media and thus to sharpen our critical awareness of how they acquire their meaning and power. [Amazon]

Godel, K. “Uber formal unentscheidbare Satze der Principia Mathematica und verwandter Systeme, I,” Monatsch. fur Mathematik und Physik, 1931, 38, 173-198. (Trans: On formally undecidable propositions of Principia Mathematica and Related Systems.)

Gumbrecht, Hans Ulrich (1985). “The Body versus the Printing Press: Media in the Early Modern Period, Mentalities in the Reign of Castile, and another History of Literary Forms.” (Glen Burns, tr.) Poetics, 14(34):209-227.

Habermas, Jürgen (1989). “The Public Sphere: And Encyclopedia Article.” In Critical Theory and Society: A Reader (S.E. Bronner & D.M. Kellner, eds., S. Lennox & F. Lennox, trans.), pp. 136-142. Routledge, London.

Hall, Edward T. (1990). Beyond Culture. Anchor Books, New York.

All Edward Hall's writings fall in to the category of 'Aha!' books - explanations of the things that surround us, yet which we are mostly totally oblivious of. And 'Beyond Culture' is perhaps the most illuminating of all his works, since it adresses itself to the whole spectrum of human culture. I've learned more from Hall than from almost any other writer, and each lesson has proved extraordinary valuable in dealing with everyday life. But this knowledge is not power, in the sense of manipulation. It is more like humility in the face of Hall's extraordinary perception and erudition, and the depth of his humanity. One comes away from 'Beyond Culture' awed by what a remarkable species we are, and by the author's insight into what makes us tick. [James Souttar]

Hall, Stuart (1980). “Encoding/decoding.” In Culture, Media, Language, pp. 128-138 (S. Hall, D. Hobson, A. Love & P. Willis, eds.), Hutchinson, NY.

Hansen, Mark B.N. (2004). New Philosophy for New Media. MIT Press, Cambridge, MA.

Mark Hansen defines the image in digital art in terms that go beyond the merely visual. Arguing that the "digital image" encompasses the entire process by which information is made perceivable, he places the body in a privileged position -- as the agent that filters information in order to create images. By doing so, he counters prevailing notions of technological transcendence and argues for the indispensability of the

Bibliography Page 6

human in the digital era. Hansen examines new media art and theory in light of Henri Bergson's argument that affection and memory render perception impure -- that we select only those images precisely relevant to our singular form of embodiment. Hansen updates this argument for the digital age, arguing that we filter the information we receive to create images rather than simply receiving images as preexisting technical forms. This framing function yields what Hansen calls the "digital image." He argues that this new "embodied" status of the frame corresponds directly to the digital revolution: a digitized image is not a fixed representation of reality, but is defined by its complete flexibility and accessibility. It is not just that the interactivity of new media turns viewers into users; the image itself has become the body's process of perceiving it. To illustrate his account of how the body filters information in order to create images, Hansen focuses on new media artists who follow a "Bergsonist vocation"; through concrete engagement with the work of artists like Jeffrey Shaw, Douglas Gordon, and Bill Viola, Hansen explores the contemporary aesthetic investment in the affective, bodily basis of vision. The book includes over 70 illustrations (in both black and white and color) from the works of these and many other new media artists. [MIT Press]

Hansen, Mark B.N. (2004). Framing the Digital-Image: Embodiment and the Aesthetics of New Media: Introduction. Princeton University.

Hansen, Mark B.N. (2002). “Wearable Space.” In Configurations 10, pp. 321-370. The Johns Hopkins University Press and the Society for Literature and Science.

Hansen, Mark B.N. (2001). “Embodying Virtual Reality: Touch and Self-Movement in the work of Char Davies.” In Critical Matrix: The Princeton Journal of Women, Gender and Culture, Vol. 12(1-2), pp. 112-147.

Haraway, Donna (1991). “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the LateTwentieth Century.” In Simians, Cyborgs and Women: The Reinvention of Nature, pp. 149-181. Routledge, New York.

Hayles, N. Katherine (1996). “Embodied Virtuality: or how to put bodies back into that picture.” In Immersed in Technology (M.A. Moser and D. MacLeod, eds.). MIT Press, Cambridge, MA.

The Banff Centre for the Arts has become synonymous for what's hot in the electronic arts, a place where professional artists come to produce new work and develop new skills. This book brings together critical essays along with artists' projects to explore the many issues raised by the creation of virtual environments and to provide a glimpse into worlds that have been much discussed but rarely seen. The book opens with eleven essays that approach the social and cultural implications of cyberspace from the perspective of cultural studies, communications, art history, art criticism, English, and women's studies. These are followed by nine virtual environments (along with statements of what the artists are trying to accomplish in both theoretical and technical terms), created as part of the Art and Virtual Environments Project at the Banff Centre. [MIT Press]

Hayles, N. Katherine (1999). How We Became Posthuman. University of Chicago Press.

A cultural history of the cybernetics movement. Its main point is to criticize the disembodiment of information that is the legacy of the Macy conferences in Cybernetics. [Mark Hansen]

http://www.asc-cybernetics.org/foundations/history.htm

Heim, Michael (1999). “The Cyberspace Dialectic.” In The Digital Dialectic; New Essays on New Media (P. Lunenfeld, ed.), MIT Press, Cambridge, MA.

Ijsselsteijn, Wijnand and Giuseppe Riva (2003). “Being There: The experience of presence in mediated environments.” In Being There: Concepts, effects and measurement of user presence in synthetic environments (G. Riva, F. Davide, and W.A IJsselsteijn, eds.). Ios Press, Amsterdam, The Netherlands.

Bibliography Page 7

Presence, the experience of ‘being there’ in a mediated environment, has become closely associated with VR and other advanced media. Different types of presence are discussed, including physical presence, social presence, and co-presence. Fidelity-based approaches to presence research emphasize the fact that as media become increasingly interactive, perceptually realistic, and immersive, the experience of presence becomes more convincing. In addition, the ecological-cultural approach is described, pointing out the importance of the possibility of action in mediated environments, as well as the role that a common cultural framework plays in engendering a sense of presence. In particular for multi-user or collaborative virtual environments (CVEs), processes of negotiation and community creation need to be supported by the CVE design to enable communication and the creation of a social context within the CVE.

Kalay, Yehuda. E. and John Marx (2001). “Architecture and the Internet: Designing Places in Cyberspace.” In proceedings of ACADIA 2001 (W. Jabi, ed.), Buffalo NY.

The advent of computers and computer-based telecommunication has opened up new opportunities to inhabit a different kind of space—the Information space. Unlike the telephone network, Cyberspace has quickly become more that just another means of communication: it has become a destination in and of itself, an alternative kind of space where everyday economic, cultural, educational, and other human activities ‘take place.’ People, however, do not simply occupy space. They occupy place. Space is only one key ingredient of place: the other key ingredients are the people themselves, and the activities they perform there. This triad makes it possible to think of Cyberspace as a potential locus of human activities, because even though one of the key ingredients is very different from its physical counterpart, the other two may not be different. What modifications are needed allow the use of Cyberspace as a place? Which aspects of physical design can be used to organize the information space into meaningful places? For which activities? Which ones cannot?

Kalay, Yehuda E. (2004). “Virtual Learning Environments.” Information Technology in Construction, Vol. 9, pp. 195-207.

Cyberspace, an information space created through ubiquitously networked computers, has been transformed from fiction to fact in the past decade thanks to the advent of the World Wide Web. Although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to architectural principles, rather than the prevailing document (page) metaphor. This need is most evident in learning environments, which rely on social and contextual attributes as much as they rely on content. This paper describes the underlying theory and our efforts to develop such virtual learning environments, and the software that allows users to access and inhabit them. [Abstract]

Kalay Yehuda E. (2006). “The impact of information technology on design methods, products and practices.” Design Studies (27)3: 357-380, May 2006.

The paper examines the impact of the IT revolution on the design the professions, especially that of architecture. It looks at the impacts of past technological revolutions on established methods, products, and practices, and examines the potential impacts of ubiquitous computing, telecommunication, mass-customization and embedded computing on methods of design and construction, and on the products of architecture. This examination leads to conclusions about the implications of these technologies on the nature of architectural practice in the future.

Kalay, Yehuda E. (2007). “Impact of New Media on Scholarly Publishing.” Policy Futures in Education, Special Issue (forthcoming, 2007).

Over the past decade we have been witnessing the making of a technological revolution that already has affected most intellectual activities involving the production, dissemination, and consumption of information. New Media—a collection of representation and communication tools based on digital technologies—have become the primary, if not exclusive vehicle to write and read scholarly papers, communicate with fellow researchers worldwide, search for information, and a myriad of related activities. But historical precedents have taught us that the effects of technological revolutions are never limited to technology alone. They always bring about social, cultural, economic, political, and legal changes as well.

Bibliography Page 8

Like other technological revolutions when they first emerge, New Media can be viewed through two different lenses: a “square peg in a round hole” lens, implying a dysfunction between the affordances of the new technologies and the practices to which they are applied; or a “horseless carriage” lens, implying that the potential of the new technologies is misunderstood, because they are viewed in obsolete terms. Both views imply that the status of the new technologies, in relation to established, known ones and their social, cultural, and economic practices, is uncertain. Not only is their place in society ill-defined, but their ultimate meaning and impacts are not well-understood. They were born from a confluence of technological innovations that resonate with perceived needs, but their efficacy is yet to be recognized by other, non-related needs and opportunities, which the new technologies shape and affect in unforeseen ways.

Scientific publishing is one of the areas that are affected by New Media. Scientific publishing has many purposes: it is the primary means by which knowledge is created, validated, disseminated, and becomes part of society’s cultural capital. How will it be affected by New Media? How will the new means of production, dissemination, and consumption of information impact scientific publishing? How will they affect the social, cultural, legal, and economic modalities of its practice? How will they affect the practitioners and the institutions that rely on it? How will they affect society at large?

These questions were explored in a workshop, held in UC Berkeley in June 2006, organized by The Center for New Media and supported by Elsevier, the leading publisher of scholarly journals. This paper summarizes a few key results of the workshop, in terms of how New Media affects personal information behavior, research group behavior, and issues affecting scholarly communication generally.

Kern, Stephen (1983). The Culture of Time and Space, 1880-1918. Harvard University Press, Cambridge, MA.

Krell, David Farrell (1993). Basic Writings: Martin Heidegger. Routledge: London.

Kripke, S. A. “A completeness theorem in modal logic.” Journal of Symbolic Logic, 1959, 24, 1-14.

Kwinter, Sanford (2002). “The complex and the Singular.” In Architectures of Time: Towards a Theory of the Event in Modernist Culture, pp. 2-31. MIT Press, Cambridge, MA.

A critical guide to the modern history of time and to the interplay between the physical sciences and the arts. Tracing the transformation of twentieth-century epistemology to the rise of thermodynamics and statistical mechanics, Kwinter explains how the demise of the concept of absolute time, and of the classical notion of space as a fixed background against which things occur, led to field theory and a physics of the "event." Kwinter examines theory of time and space in Einstein's theories of relativity and shows how these ideas were reflected in the writings of the sculptor Umberto Boccioni, the town planning schema of the Futurist architect Antonio Sant'Elia, the philosophy of Henri Bergson, and the writings of Franz Kafka. He argues that the writings of Boccioni and the visionary architecture of Sant'Elia represent the earliest and most profound deployments of the concepts of field and event. In discussing Kafka's work, he moves away from the thermodynamic model in favor of the closely related one of Bergsonian duree, or virtuality. He argues that Kafka's work manifests a coherent cosmology that can be understood only in relation to the constant temporal flux that underlies it. [Amazon]

Lashley, K.S. “The problem of serial order in behavior.” In L.A. Jeffress (Ed.), Cerebral Mechanisms in Behavior. New York: Wiley, 1951. Pp. 112-136.

Latour, Bruno (1988). Science in Action: How to Follow Scientists and Engineers Through Society. Harvard University Press, Cambridge, Ma.

Intro and Chapter 1: “Literature" pulls together pragmatism, social networks, the historical method, history of science, and the ecology of texts and media. [John Canny]

Lemert, Charles and Ann Branaman (1997). The Goffman Reader. Blackwell Publishing, Oxford, UK.

Chapters 2, 3, 4, 9, 11. [John Canny]

Bibliography Page 9

Lewis, C. I. & Langford, C. H. Symbolic logic. New York: Dover, 1932.

Liu, Alan (1999). The Laws of Cool: Knowledge Work and the Culture of Information. University of Chicago Press.

A really interesting book on how the conditions of production are changing in the humanities - and how they should change – in the context of what Liu (loosely following Friedrich Kittler) calls "discourse network 2000."  What in my opinion is really strong about the book (which itself is way too long) is Liu's patient digestion of all kinds of business manuals that preach the values of "efficiency" and "flexibility" of information transmission, basically the values of the sender-receiver model of communication inherited from Shannon.  Liu's claim is that the humanities need to contest how information is understood, though not from the outside of this discourse network (since to do that is to imperil the very relevance and force of the humanities).  [Mark Hansen]

Lunenfeld, Peter (1999). “Unfinished Business.” In The Digital Dialectic; New Essays on New Media (P. Lunenfeld, ed.), MIT Press, Cambridge, MA.

Manovich, Lev (2001). The Language of New Media. MIT Press, Cambridge, MA.

In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses new media's reliance on conventions of old media, such as the rectangular frame and mobile camera, and shows how new media works create the illusion of reality, address the viewer, and represent space. He also analyzes categories and forms unique to new media, such as interface and database. Manovich uses concepts from film theory, art history, literary theory, and computer science and also develops new theoretical constructs, such as cultural interface, spatial montage, and cinegratography. The theory and history of cinema play a particularly important role in the book. Among other topics, Manovich discusses parallels between the histories of cinema and of new media, digital cinema, screen and montage in cinema and in new media, and historical ties between avant-garde film and new media. [MIT Press]

Markov A. A Theory of Algorithms. Moscow: National Academy of Sciences, 1954.

McCarthy, J. “Programs with common sense.” Mechanisation of Thought Processes, Proc. the Symp. Nat. Phys. Lab., 1958, vol I, pp. 77-84, London: Her Majesty's Stationary Office.

McCullough, Malcolm (1998). Abstracting Craft: The Practiced Digital Hand. MIT Press, Cambridge, MA.

McCullough discusses what current-day digital craft people are doing with today's tools and software and how their actions fit within our larger intellectual history. He argues that there is little difference between traditional visual, tactile craft design as practiced throughout history and the current digital architecture undertaken with Photoshop and virtual reality modeling. The actions and mind sets are very similar. [Reed Business Information]

McLuhan, Marshall (1964). “The Medium is the Message.” In Understanding Media: The Extensions of Man, pp. 23-35. Signet, New York.

McLuhan, Marshall (1965). “Is it Natural that one medium should appropriate and exploit another?” In Essential McLuhan (M. McLuhan, E. McLuhan & F. Zingrone, eds.), pp. 180-188, Basic Books, NY.

Miller, G. A., Galanter, E. & Pribram, K. H. Plans and the Structure of Behavior. New York: Holt, Rinehart & Winston, 1960.

Minsky, M. “Steps toward artificial intelligence.” In E. A. Feigembaum & J. Feldman (Eds.), Computers and Thought. New York: McGraw Hill, 1963. Pp. 406-456.

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Minsky, M. & Papert, S. Perceptrons: An Introduction to Computational Geometry. Cambridge, MA: MIT, 1969.

Minsky, M. “A Framework for Representing Knowledge.” In P. H. Winston (Ed.), The Psychology of Computer Vision. NY: McGraw-Hill, 1975. Pp. 211-277.

Mitchell, William J. (1995). City of bits: space, place and the Infobahn. MIT Press: Cambridge, MA.

Digital technology is turning traditional architectural theory and planning upside down, contends Mitchell, who teaches architecture and media arts at MIT. In this rigorous, highly engaging study, he charts both the architecture of cyberspace and the transformation of buildings and living space in the information age. Examining a wide range of digital phenomena, such as the Internet, encryption tools, the major online services and virtual reality, he explains that the architectural paradigms put forth by civic planners and critics, from Aristotle to Baron Haussmann and Lewis Mumford, do not apply to cyberspace. Mitchell argues that online communities, transcending geographic boundaries and social contexts, offer new ways of thinking about urban design, private and public space, the separation of work and home life and personal identity. In more speculative chapters, he walks us through the changes in civic institutions such as libraries, hospitals, museums, banks and bookstores, changes made possible by computer technology. Complete with architectural blueprints, illustrations of digital gadgetry and an index of related Internet "surf sites," this is a particularly clever and evocative look at the "soft cities" of the 21st century. [Reed Business Information, Inc.]

Mitchell, William J.(1999). “Replacing Place.” In The Digital Dialectic; New Essays on New Media (P. Lunenfeld, ed.). MIT Press, Cambridge, MA.

Mitchell, William J. (2003). ME++ The cyborg self and the networked city. MIT Press, Cambridge.

Murray, Janet H. (2001). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, Cambridge, MA.

Naughton, John (2000). A Brief History of the Future: From Radio Days to internet years in a Lifetime. Overlook Press: Woodstock and New York.

Newell, A., Shaw, J.C., & Simon, H.A. “Report on a general problem-solving program.” In Proceedings of the International Conference on Information Processing, Paris: UNESCO House, 1959, Pp. 256-264.Newell, A., Shaw, J.C., & Simon, H.A. “Empirical explorations of the logic theory machine.” Proceedings of the Western Joint Computer Conference, 1957, pp. 218-239. Also reprinted in E. A. Feigenbaum & J. Feldman (Eds.) Computers and Thought. New York: McGraw-Hill, 1963, Pp. 109-133.

Newell, A., Shaw, J.C., & Simon, H.A. “Elements of a theory of human problem-solving.” Psychological Review, 1958, 65, 151-166

Newell, A. & Simon, H.A. “GPS, a program that simulates human thought.” Lernende Automaten. Munich: R. Oldenbourg KG, 1961. Also reprinted in E. A. Feigenbaum & J. Feldman (Eds.) Computers and Thought. New York: McGraw-Hill, 1963, Pp. 279-293. Newell, A. & Simon, H. Human Problem Solving. Englewood Cliffs, NJ: Prentice Hall, 1972.

Newell, A. “Production Systems: Models of Control Structures.” In W.G. Chase (Ed.), Visual Information Processing. NY: Academic Press, 1973. Pp. 463-525.

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Newell, A. & Simon, H. “Computer science as empirical inquiry: Symbols and search.” Communications of the ACM, 1975, 19, 113-126.

Noë, Alva (2006). Action in Perception. MIT Press, Cambridge, MA.

Noë argues that perception and perceptual consciousness depend on capacities for action and thought -- that perception is a kind of thoughtful activity: "Perception is not something that happens to us, or in us, it is something we do." Touch, not vision, should be our model for perception. Perception is not a process in the brain, but a kind of skillful activity of the body as a whole. We enact our perceptual experience. To perceive, according to this enactive approach to perception, is not merely to have sensations; it is to have sensations that we understand. Noë investigates the forms this understanding can take. He begins by arguing, on both phenomenological and empirical grounds, that the content of perception is not like the content of a picture; the world is not given to consciousness all at once but is gained gradually by active inquiry and exploration. Noë then argues that perceptual experience acquires content thanks to our possession and exercise of practical bodily knowledge, and examines, among other topics, the problems posed by spatial content and the experience of color. He considers the perspectival aspect of the representational content of experience and assesses the place of thought and understanding in experience. Finally, he explores the implications of the enactive approach for our understanding of the neuroscience of perception. [MIT Press]

Novak, Marcos (2001). “Liquid~, Trans~, Invisible~; The Ascent and Speciation of the digital in Architecture. A story” in Digital/Real: Blobmeister/First Built Projects (P.C Schmal, ed.). Birkhauser Verlag, Basel.

Post, E. L. “On a simple class of deductive systems.” Bulletin of the American Mathematical Society, 1921, 27, 396-397.

Poster, Mark (1995). “Postmodern Virtualities.” In Cyberspace/Cyberbodies/Cyberpunk (M. Featherstone & R. Burrows, eds.), pp. 79-95 Sage, Thousand Oaks, CA.

Rheingold, Howard (1993). The Virtual Community: Homesteading on the Electronic Frontier. Addison-Wesley, Boston, MA.

Riva, Giuseppe and Carlo Galimberti, eds. (2001). Towards cyberpsychology : mind, cognition, and society in the Internet age. IOS Press, Amsterdam, The Netherlands.

Drawing on research in the social sciences, communications, and other fields, this book wants to analyze how the online environment is influencing the experience of psychology. However, understanding how the Internet is changing our everyday experience presents a substantial challenge for the psychologists. Now, research in this area is still sparse and limited in both the number and scope of studies: actual research, especially studies with strict methodologies, is only just beginning. The contributions in this book are among the first scientific attempts to take a serious look at various aspects of Internet-related psychology. However, we need not start from scratch. Psychology has a broad knowledge about the factors that affect human behavior in other setting. So, the papers collected for this book are descriptive and practical-oriented in nature.

Samuel, A.L. “Some studies in machine learning using the game of checkers.” IBM Journal of Research and Development, 1959, 3, 210-229.

Schivelbusch, Wolfgang (1986). The Railway Journey: The Industrialization of Time and Space in the Nineteenth Century. University of California Press, Berkeley, CA.

Shannon, C.E. “A symbolic analysis of relay and switching circuits.” Transactions of the American Institute of Electrical Engineers, 1938, 57, 713-723.

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Simon, H. The Sciences of the Artificial. Cambridge, MA: MIT, 1969.

Sobchack, Vivian (1995). The Persistence of History: Cinema, Television and the Modern Event. Routledge, London.

Spiller, Neil, ed. (2002). Cyber reader : critical writings for the digital era. Phaidon, London.

Cyber Reader is an anthology of extracts from key texts related to the theme of cyberspace - the virtual communicative space created by digital technologies. Approaching the subject from a variety of fields, including science fiction, this book reflects the multidisciplinary basis of cyberspace and illustrates how different disciplines can inform one another. Over forty texts are presented in chronological order, beginning with some precursors to cyberspace theory as we know it today. Writings by early theoreticians such as Charles Babbage and Alan Turing, or authors such as EM Forster, help to give a historical perspective to the subject, while texts on theoretical developments show the parallels between real and imagined worlds. Each extract is prefaced by a short introduction by editor Neil Spiller explaining key themes and terms and providing cross references to related texts. An extensive bibliography enables readers to pursue strands of study that interest them. [Amazon]

Stephenson, Neil (1991). Snow Crash. Bantam Books, New York.

Strate, Lance, Ronald L. Jacobson, Stephanie Gibson, and Gary Gumpert, eds. (1996). Communication and Cyberspace: Social Interaction in an Electronic Environment. Hampton Press, New Jersey.

Thorburn, David and Henry Jenkins, eds. (2003). Rethinking Media Change: The Aesthetics of Transition. MIT Press, Cambridge, MA.

The essays in this edited book center on a variety of media forms at moments of disruption and cultural transformation. The editors' introduction sketches an aesthetics of media transition -- patterns of development and social dispersion that operate across eras, media forms, and cultures. The book includes case studies of such earlier media as the book, the phonograph, early cinema, and television. It also examines contemporary digital forms, exploring their promise and strangeness. A final section probes aspects of visual culture in such environments as the evolving museum, movie spectaculars, and "the virtual window." The contributors reject apocalyptic scenarios of media revolution, demonstrating instead that media transition is always a mix of tradition and innovation, an accretive process in which emerging and established systems interact, shift, and collude with one another. [MIT Press]

Turing, A. M. “On computable numbers, with an application to the Entscheidungsproblem.” Proceedings of the London Mathematical Society, 1936, ser. 2, vol. 42, pp. 230-265; vol 43, pp. 544-546.

Turkle, Sherry (1997). Life on the Screen: Identity in the Age of the Internet. Simon & Schuster, New York.

Virilio, Paul (1997). “The Third Interval.”In Open Sky, pp. 9-21, Verso, NY.

Wardrip-Fruin, Noah and Nick Montfort (2003). New Media  Reader. MIT Ress, Cambridge, MA.

This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge

Bibliography Page 13

Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation. [MIT Press]

Whitehead, A. N., & Russell, B. A. W. Principia mathematica. Cambridge: Cambridge Univ. Press, 3 Vols. 1910-1913.

Wilson, Stephen (2002). Information Arts: Intersections of art, science, and technology. MIT Press, Cambridge, MA.

A new breed of contemporary artist engages science and technology--not just to adopt the vocabulary and gizmos, but to explore and comment on the content, agendas, and possibilities. Indeed, proposes Stephen Wilson, the role of the artist is not only to interpret and to spread scientific knowledge, but to be an active partner in determining the direction of research. Years ago, C. P. Snow wrote about the "two cultures" of science and the humanities; these developments may finally help to change the outlook of those who view science and technology as separate from the general culture. In this rich compendium, Wilson offers the first comprehensive survey of international artists who incorporate concepts and research from mathematics, the physical sciences, biology, kinetics, telecommunications, and experimental digital systems such as artificial intelligence and ubiquitous computing. In addition to visual documentation and statements by the artists, Wilson examines relevant art-theoretical writings and explores emerging scientific and technological research likely to be culturally significant in the future. He also provides lists of resources including organizations, publications, conferences, museums, research centers, and Web sites. [MIT Press]

Wittgenstein, L. Tractatus Logico-Philosophicus. London: Kegan Paul, 1922.

Wittgenstein, L. Philosophical Investigations. 1945-49.

World Wide Web:

Miller, Hugh, The Hypertext Home: images and Metaphors of home on World Wide Web home pages, http://ess.ntu.ac.uk/miller/cyberpsych/homeweb.htm (sourced on June 14, 2005)

Miller, Hugh, The presentation of Self in www Home Pages, http://ess.ntu.ac.uk/miller/cyberpsych/millmath.htm (sourced on June 14, 2005)

Donath, Judith, Inhabiting the Virtual City, http://smg.media.mit.edu/people/Judith/Thesis/ (sourced 24/06/2005)

Resource Center for Cyberculture Study at University of Washington. They have an extraordinary list of book reviews that you might find helpful. http://www.com.washington.edu/rccs/