- Hall of Mirrors - Roy Lichtenstein and the Face of Painting in the 1960s
A sustained study of Lichtenstein's pop oeuvre, offering new readings of such canonical works as Look Mickey and Happy Tears.
In Hall of Mirrors, Graham Bader traces the development of Roy Lichtenstein's art into, through, and beyond his classic pop oeuvre of the 1960s. Bader charts the trajectory of Lichtenstein's practice from his student days in the late 1940s to his mirror paintings of the 1970s, offering new readings of such canonical paintings as Look Mickey and Girl with Ball as well as examinations of lesser-known works across a range of media. Bader's analysis goes beyond the standard critical view of pop as a reaction to the high-culture pieties of abstract expressionism. Instead, Bader sees Lichtenstein's work as motivated by the forces of "unoriginal originality"--Lichtenstein's discovery that he could make art by "borrowing" from other images--and "disembodied bodies"--his use of flattened and schematic forms to reinvigorate figurative painting. Bader argues that 1961's Look Mickey, Lichtenstein's inaugural pop work, established a template for the tension between embodiment and disembodiment that animates much of his 1960s practice: between an evacuation of sensory experience, on the one hand, and a repeated focus on emphatic bodily acts (squeezing, kissing, crying, etc.) on the other. A similar dialectical friction exists between Lichtenstein's process and product: consistently hand-painted canvases that increasingly feign the look of industrial production. Hall of Mirrors moves chronologically, beginning with Lichtenstein's studies at Ohio State University and late-'50s moves toward pop, through his seminal canvases of the early 1960s, to his late-'60s experiments across sculpture, painting, installation, and film. The book ends with an examination of Lichtenstein's Mirror paintings of 1969-72. These little-discussed works, Bader argues, exemplify Lichtenstein's late-'60s shift of focus to the embodied experience of his own viewers--and thus culminate and conclude his practice of the decade.
- Minitel: Welcome to the Internet
The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon.
A decade before the Internet became a medium for the masses in the United States, tens of millions of users in France had access to a network for e-mail, e-commerce, chat, research, game playing, blogging, and even an early form of online porn. In 1983, the French government rolled out Minitel, a computer network that achieved widespread adoption in just a few years as the government distributed free terminals to every French telephone subscriber. With this volume, Julien Mailland and Kevin Driscoll offer the first scholarly book in English on Minitel, examining it as both a technical system and a cultural phenomenon.
Mailland and Driscoll argue that Minitel was a technical marvel, a commercial success, and an ambitious social experiment. Other early networks may have introduced protocols and software standards that continue to be used today, but Minitel foretold the social effects of widespread telecomputing. They examine the unique balance of forces that enabled the growth of Minitel: public and private, open and closed, centralized and decentralized. Mailland and Driscoll describe Minitel's key technological components, novel online services, and thriving virtual communities. Despite the seemingly tight grip of the state, however, a lively Minitel culture emerged, characterized by spontaneity, imagination, and creativity. After three decades of continuous service, Minitel was shut down in 2012, but the history of Minitel should continue to inform our thinking about Internet policy, today and into the future.
- Making in America - From Innovation to Market
How America can rebuild its industrial landscape to sustain an innovative economy.
America is the world leader in innovation, but many of the innovative ideas that are hatched in American start-ups, labs, and companies end up going abroad to reach commercial scale. Apple, the superstar of innovation, locates its production in China (yet still reaps most of its profits in the United States). When innovation does not find the capital, skills, and expertise it needs to come to market in the United States, what does it mean for economic growth and job creation? Inspired by the MIT Made in America project of the 1980s, Making in America brings experts from across MIT to focus on a critical problem for the country.
MIT scientists, engineers, social scientists, and management experts visited more than 250 firms in the United States, Germany, and China. In companies across America--from big defense contractors to small machine shops and new technology start-ups--these experts tried to learn how we can rebuild the industrial landscape to sustain an innovative economy. At each stop, they asked this basic question: "When you have a new idea, how do you get it into the market?" They found gaping holes and missing pieces in the industrial ecosystem.
Even in an Internet-connected world, proximity to innovation and users matters for industry. Making in America describes ways to strengthen this connection, including public-private collaborations, new government-initiated manufacturing innovation institutes, and industry/community college projects. If we can learn from these ongoing experiments in linking innovation to production, American manufacturing could have a renaissance.
- Zones of Control: Perspectives on Wargaming
Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts.
Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures.
Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.
Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong
- Advanced Microeconomic Theory: An Intuitive Approach With Examples
An introduction to advanced topics in microeconomics that emphasizes the intuition behind assumptions and results, providing examples that show how to apply theory to practice.
This textbook offers an introduction to advanced microeconomic theory that emphasizes the intuition behind mathematical assumptions, providing step-by-step examples that show how to apply theoretical models. It covers standard topics such as preference relations, demand theory and applications, producer theory, choice under uncertainty, partial and general equilibrium, monopoly, game theory and imperfect competition, externalities and public goods, and contract theory; but its intuitive and application-oriented approach provides students with a bridge to more technical topics. The book can be used by advanced undergraduates as well as Masters students in economics, finance, and public policy, and by PhD students in programs with an applied focus.
The text connects each topic with recent findings in behavioral and experimental economics, and discusses these results in context, within the appropriate chapter. Step-by-step examples appear immediately after the main theoretical findings, and end-of chapter exercises help students understand how to approach similar exercises on their own. An appendix reviews basic mathematical concepts. A separate workbook, Practice Exercises for Advanced Microeconomic Theory, offers solutions to selected problems with detailed explanations. The textbook and workbook together help students improve both their theoretical and practical preparation in advanced microeconomics.