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Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could(...)
Automation and utopia: human flourishing in a world without work
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Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.
Architectural Theory
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Is there a cultural logic of what we have come to call the information age? Have the technologies and techniques centered on the computer provided not only tools but also the metaphors through which we now understand the social and economic formation of our world? In Control, Seb Franklin addresses the conditions of knowledge that make the concept of the "information(...)
Control: digitality as cultural logic
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$48.00
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Is there a cultural logic of what we have come to call the information age? Have the technologies and techniques centered on the computer provided not only tools but also the metaphors through which we now understand the social and economic formation of our world? In Control, Seb Franklin addresses the conditions of knowledge that make the concept of the "information economy" possible while at the same time obscuring its effects on material social spaces. In so doing, Franklin traces three intertwined threads: the relationships among information, labor, and social management that emerged in the nineteenth century; the mid-twentieth-century diffusion of computational metaphors; and the appearance of informatic principles in certain contemporary socioeconomic and cultural practices. Drawing on critical theory, media theory, and the history of science, Franklin names control as the episteme grounding late capitalism. Beyond any specific device or set of technically mediated practices, digitality functions within this episteme as the logical basis for reshaped concepts of labor, subjectivity, and collectivity, as well as for the intensification of older modes of exclusion and dispossession. In tracking the pervasiveness of this logical mode into the present, Franklin locates the cultural traces of control across a diverse body of objects and practices, from cybernetics to economic theory and management styles, and from concepts of language and subjectivity to literary texts, films, and video games.
Archive, library and the digital
books
Description:
200 pages : illustrations (color, black & white) ; 21 cm
Brussels : Accattone, [2021].
Objects of fascination / [edited by Sophie Dars and Roxane Le Grelle].
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200 pages : illustrations (color, black & white) ; 21 cm
books
Brussels : Accattone, [2021].
books
Ethereum Foundation 2024
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Ethereum Foundation 2024
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SculptureCenter 2019
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SculptureCenter 2019
books
Description:
xix, 953 pages ; 25 cm
New York : Oxford University Press, 1965.
The modern tradition : backgrounds of modern literature / edited by Richard Ellmann and Charles Feidelson, Jr.
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xix, 953 pages ; 25 cm
books
New York : Oxford University Press, 1965.
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Justin Kimball : elegy.
Description:
1 volume (unpaged) : chiefly color illustrations ; 34 cm
Santa Fe, NM : Radius Books, [2016], New York, NY : D.A.P./Distributed Art Publishers, ©2016
Justin Kimball : elegy.
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1 volume (unpaged) : chiefly color illustrations ; 34 cm
books
Santa Fe, NM : Radius Books, [2016], New York, NY : D.A.P./Distributed Art Publishers, ©2016
$67.95
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Summary:
Upon his death, Stéphane Mallarmé (1842–98) left hundreds of notes on an unrealized great work he called ''The Book.'' Housed in a clear Plexiglas box, this card-deck conception of his project draws from that material, and from other writings alluding to its possible forms, including a letter in which he describes ''a book that is architectural... The orphic explanation(...)
The glorious lie/The gloy of the lie : A poetry card game inspired by Stéphane Mallarmé's ''The Book''
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Summary:
Upon his death, Stéphane Mallarmé (1842–98) left hundreds of notes on an unrealized great work he called ''The Book.'' Housed in a clear Plexiglas box, this card-deck conception of his project draws from that material, and from other writings alluding to its possible forms, including a letter in which he describes ''a book that is architectural... The orphic explanation of the Earth, which is the sole duty of the poet, and the literary game par excellence.'' The title of this game derives from another letter in which Mallarmé writes, ''perhaps the title of my volume of lyric poetry will be 'The Glory of the Lie, or The Glorious Lie.' ” Each deck contains 48 cards: three with artwork on each side, and 45 with words or phrases on each side. The size of the cards, their gold edging and the physical housing of the decks in the box reflect descriptions and clues in Mallarmé’s notes. The manner of playing the game is left open, but quotes and diagrams by Mallarmé in the accompanying 20-page booklet point to the idea of pulling cards from each of the four decks and laying them out for one reading, then flipping the cards over for a second reading. The image cards function like the Arcana of Tarot, providing a visual language equal to the word cards. The readings might be used to create poetry or, like Tarot, to divine or illuminate.
Literature and poetry
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Orizzontale 2019
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Orizzontale 2019
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Link Editions 2016
books
Link Editions 2016