The Diamond Age

The Diamond Age

Decades into our future, a stone's throw from the ancient city of Shanghai, a brilliant nanotechnologist named John Percival Hackworth has just broken the rigorous moral code of his tribe, the powerful neoVictorians. He's made an illicit copy of a state-of-the-art interactive device called A Young Ladys Illustrated Primer Commissioned by an eccentric duke for his grandchild, stolen for Hackworth's own daughter, the Primer's purpose is to educate and raise a girl capable of thinking for herself. It performs its function superbly. Unfortunately for Hackworth, his smuggled copy has fallen into the wrong hands. Young Nell and her brother Harv are thetes--members of the poor, tribeless class. Neglected by their mother, Harv looks after Nell. When he and his gang waylay a certain neo-Victorian--John Percival Hackworth-- in the seamy streets of their neighborhood, Harv brings Nell something special: the Primer. Following the discovery of his crime, Hackworth begins an odyssey of his own. Expelled from the neo-Victorian paradise, squeezed by agents of Protocol Enforcement on one side and a Mandarin underworld crime lord on the other, he searches for an elusive figure known as the Alchemist. His quest and Nell's will ultimately lead them to another seeker whose fate is bound up with the Primer-- a woman who holds the key to a vast, subversive information network that is destined to decode and reprogram the future of humanity. Vividly imagined, stunningly prophetic, and epic in scope, The Diamond Age is a major novel from one of the most visionary writers of our time From the Paperback edition.

The Diamond Age

The Diamond Age

A major writer in the "cyberpunk" genre, the author of Snow Crash imagines a future ruled by a rebirth of Victorian thinking, inhabited by a brilliant technologist who dares to rebel against it. Reprint.

Cyberpunk Novels

Neuromancer, the Diamond Age, the Shockwave Rider, Snow Crash, Labyrinth of Reflections, False Mirrors, Islands in The

Cyberpunk Novels

Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Commentary (novels not included). Pages: 42. Chapters: Neuromancer, The Diamond Age, The Shockwave Rider, Snow Crash, Labyrinth of Reflections, False Mirrors, Islands in the Net, Count Zero, All Tomorrow's Parties, He, She and It, Ware Tetralogy, Babylon Babies, When Gravity Fails, Virtual Light, Idoru, Dr. Adder, Mona Lisa Overdrive, Wetware, Manna, Software, Transparent Stained-Glass Windows, The Exile Kiss, Signal to Noise, A Fire in the Sun, Tea from an Empty Cup, Dreaming Metal, Breakpoint, Ambient, Polymorph, Mindplayers, Night Sky Mine, Eclipse Trilogy, Voice of the Whirlwind, Trouble and Her Friends, A Signal Shattered, The Enclaves. Excerpt: The Diamond Age: Or, A Young Lady's Illustrated Primer is a postcyberpunk novel by Neal Stephenson. It is a bildungsroman focused on a young girl named Nell, and set in a world in which nanotechnology affects all aspects of life. Some main motifs include: education, social class, ethnicity, and the nature of artificial intelligence. The Diamond Age was first published in 1995 by Bantam Books, as a Bantam Spectra hardcover edition. In 1996, it won both the Hugo and Locus Awards, and was shortlisted for the Nebula and other awards, placing it among the most-honored works of science fiction in recent history. A six-hour mini series adapted from the novel is being developed for the Syfy Channel. The protagonist in the story is Nell, a thete (or person without a tribe; equivalent to the lowest working class) living in the Leased Territories, a lowland slum belt on the artificial, diamondoid island of New Chusan, located offshore from the mouth of the Yangtze River, northwest of Shanghai. At age 4, Nell receives a stolen copy of an interactive book, Young Lady's Illustrated Primer: a Propaedeutic Enchiridion in which is told the tale of Princess Nell and her various friends, kin, associates, .

Practical Fashion Tech

Wearable Technologies for Costuming, Cosplay, and Everyday

Practical Fashion Tech

Pull back the curtain on making fun and innovative costumes and accessories incorporating technologies like low-cost microprocessors, sensors and programmable LEDs. Fashion tech can require skills in design, pattern-making, sewing, electronics, and maybe 3D printing. Besides the tech skills, making a good costume or accessory also requires knowledge of the intangibles of what makes a good costume. This book is a collaboration between two technologists and a veteran teacher, costumer, and choreographer. Regardless of whether you are coming at this from the theater costuming, sewing, or electronics side, the authors will help you get started with the other skills you need. More than just a book of projects (although it has those too), Practical Fashion Tech teaches why things are done a certain way to impart the authors’ collective wealth of experience. Whether you need a book for a wearable tech class or you just want to get started making fantastic costumes and wearables on your own, Practical Fashion Tech will get you there. What you will learn: The fundamentals of both the sewing and the technology aspects of wearable tech for fashion How to make a memorable costume that reacts to its wearer or environment Ideas for using this book as a textbook Who this is for: Electronics enthusiasts, hipsters, costume designers, teachers, and students who want to learn how to make fashion or cosplay wearables. Cosplay fans wanting to incorporate sensors and more into their costumes.

Virtual, Augmented and Mixed Reality

8th International Conference, VAMR 2016, Held as Part of HCI International 2016, Toronto, Canada, July 17-22, 2016. Proceedings

Virtual, Augmented and Mixed Reality

This volume constitutes the refereed proceedings of the 8th International Conference on HCI in Virtual, Augmented and Mixed Reality, VAMR 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, which took place in Toronto, Canada, in July 2016. HCII 2016 received a total of 4354 submissions, of which 1287 papers were accepted for publication after a careful reviewing process. The 70 papers presented in this volume are organized in topical sections named: Usability, User Experience and Design in VAMR, Perception, Cognition, Psychology and Behaviour in VAMR, Multimodal Interaction in VAMR, Novel Devices and Technologies in VAMR, VAMR Applications in Aviation, Space and the Military, Medicine, Health and Well-Being Applications of VAMR, VAMR in Industry, Design and Engineering, Novel Virtual Environments.

Ecocritical Explorations in Literary and Cultural Studies

Fences, Boundaries, and Fields

Ecocritical Explorations in Literary and Cultural Studies

In Ecocritical Explorations, Patrick D. Murphy explores environmental literature and environmental cultural issues through both theoretical and applied criticism. He engages with the concepts of referentiality, simplicity, the nation state, and virtual reality in the first section of the book, and then goes on to interrogate these issues in contemporary environmental literature, both American and international. He concludes his argument with a discussion of the larger frames of family dynamics and un-natural disasters, such as hurricanes and global warming, ending with a chapter on the integration of scholarship and pedagogy in the classroom, with reference to his own teaching experiences. Murphy's study provides a wide ranging discussion of contemporary literature and cultural phenomena through the lens of ecological literary criticism, giving attention to both theoretical issues and applied critiques. In particular, he looks at popular literary genres, such as mystery and science fiction, as well as actual disasters and disaster scenarios. Ecocritical Explorations in Literary and Cultural Studies is a timely contribution to ecological literary criticism and an insightful look into how we represent our relationship with the environment.

Metamodernism

Historicity, Affect, and Depth after Postmodernism

Metamodernism

Brings together many of the most influential voices in the scholarly and critical debate about post-postmodernism and twenty-first century aesthetics, arts and culture.

Standing on the Sun

How the Explosion of Capitalism Abroad Will Change Business Everywhere

Standing on the Sun

For half a century the US has sat at the center of the global economic system, and Western-style capitalism has dominated. Now, it's no secret that the center of gravity is shifting. The advanced economies that in 2000 consumed 75% of the world's output will, by 2050, consume just 32%. Meanwhile, the emerging economies of the world--Brazil, India, China, and others--will surge forward. As these fast-growing, low-income economies mature, will they adopt the practices of the old guard? Or will they make their own way, and create the next prevailing version of capitalism? What new opportunities will that create for firms around the world? Standing on the Sun tackles these questions with fresh ideas and provocative examples. Based on firsthand observations of companies defying capitalism's old rules yet prospering, the authors outline new principles for commercial success. Among them: · The obsession with return on equity gives way to more broad-based measurements of success. · Adam Smith's invisible hand of the market is redeemed by the "invisible handshake" of collaborative networks. · Businesses take ownership of the impacts they now call "externalities." Those who need to understand the emerging shape of global capitalism will benefit from Standing on the Sun.

Wetwares

Experiments in Postvital Living

Wetwares

The mind of the machine, the body suspended in time, organs exchanged, thought computed, genes manipulated, DNA samples abducted by aliens: the terrain between science and speculation, fraught with the possibility of technological and perhaps even evolutionary transformations, is the territory Richard Doyle explores in Wetwares. In a manner at once sober and playful, Doyle maps potentials for human transformation by new ecologies of information in the early twenty-first century. Wetwares ranges over recent research in artificial life, cloning, cryonics, computer science, organ transplantation, and alien abduction. Moving between actual technical practices, serious speculative technology, and science fiction, Doyle shows us emerging scientific paradigms where "life" becomes more a matter of information than of inner vitality--in short, becomes "wetwares" for DNA and computer networks. Viewing technologies of immortality--from cryonics to artificial life--as disciplines for welcoming a thoroughly other future, a future of neither capital, god, human, nor organism, the book offers tools for an evolutionary, transhuman mutation in the utterly unpredictable decades to come.

The Diamond Age

The Diamond Age

From the author of Snow Crash, the story of an engineer who creates a device to raise a girl capable of thinking for herself reveals what happens when a young girl of the poor underclass obtains the device.