Gorf's Pond


Book Description




Noise, Water, Meat


Book Description

An examination of the role of sound in twentieth-century arts. This interdisciplinary history and theory of sound in the arts reads the twentieth century by listening to it—to the emphatic and exceptional sounds of modernism and those on the cusp of postmodernism, recorded sound, noise, silence, the fluid sounds of immersion and dripping, and the meat voices of viruses, screams, and bestial cries. Focusing on Europe in the first half of the century and the United States in the postwar years, Douglas Kahn explores aural activities in literature, music, visual arts, theater, and film. Placing aurality at the center of the history of the arts, he revisits key artistic questions, listening to the sounds that drown out the politics and poetics that generated them. Artists discussed include Antonin Artaud, George Brecht, William Burroughs, John Cage, Sergei Eisenstein, Fluxus, Allan Kaprow, Michael McClure, Yoko Ono, Jackson Pollock, Luigi Russolo, and Dziga Vertov.




Milliken's Complete Book of Instant Activities - Grade 3


Book Description

With more than 110 easy-to-use, reproducible worksheets, this series is ideal for enrichment or for use as reinforcement. The instant activities in these books are perfect for use at school or as homework. They feature basic core subject areas including language arts, math, science, and social studies.




Animals and Plants


Book Description

Offering easy-to-use, reproducible worksheets, this packet is ideal for enrichment or for use as reinforcement. The instant activities provided are perfect for use at school or as homework, and they allow your students ample opportunity to contemplate and learn about various animals and plants.




Bioinformatics for Beginners


Book Description

Bioinformatics for Beginners: Genes, Genomes, Molecular Evolution, Databases and Analytical Tools provides a coherent and friendly treatment of bioinformatics for any student or scientist within biology who has not routinely performed bioinformatic analysis. The book discusses the relevant principles needed to understand the theoretical underpinnings of bioinformatic analysis and demonstrates, with examples, targeted analysis using freely available web-based software and publicly available databases. Eschewing non-essential information, the work focuses on principles and hands-on analysis, also pointing to further study options. - Avoids non-essential coverage, yet fully describes the field for beginners - Explains the molecular basis of evolution to place bioinformatic analysis in biological context - Provides useful links to the vast resource of publicly available bioinformatic databases and analysis tools - Contains over 100 figures that aid in concept discovery and illustration




Finite Fields and Applications


Book Description

This volume represents the refereed proceedings of the Fifth International Conference on Finite Fields and Applications (F q5) held at the University of Augsburg (Germany) from August 2-6, 1999, and hosted by the Department of Mathematics. The conference continued a series of biennial international conferences on finite fields, following earlier conferences at the University of Nevada at Las Vegas (USA) in August 1991 and August 1993, the University ofGlasgow (Scotland) in July 1995, and the University ofWaterloo (Canada) in August 1997. The Organizing Committee of F q5 comprised Thomas Beth (University ofKarlsruhe), Stephen D. Cohen (University of Glasgow), Dieter Jungnickel (University of Augsburg, Chairman), Alfred Menezes (University of Waterloo), Gary L. Mullen (Pennsylvania State University), Ronald C. Mullin (University of Waterloo), Harald Niederreiter (Austrian Academy of Sciences), and Alexander Pott (University of Magdeburg). The program ofthe conference consisted offour full days and one halfday ofsessions, with 11 invited plenary talks andover80contributedtalks that re- quired three parallel sessions. This documents the steadily increasing interest in finite fields and their applications. Finite fields have an inherently fasci- nating structure and they are important tools in discrete mathematics. Their applications range from combinatorial design theory, finite geometries, and algebraic geometry to coding theory, cryptology, and scientific computing. A particularly fruitful aspect is the interplay between theory and applications which has led to many new perspectives in research on finite fields.







The Three Ecologies


Book Description

This work is the ideal introduction to the work of one of Europe's most radical thinkers.







I Am Error


Book Description

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.