Consciousness: Confessions of a Romantic Reductionist Christof Koch  
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What links conscious experience of pain, joy, color, and smell to bioelectrical activity in the brain? How can anything physical give rise to nonphysical, subjective, conscious states? Christof Koch has devoted much of his career to bridging the seemingly unbridgeable gap between the physics of the brain and phenomenal experience. This engaging book—part scientific overview, part memoir, part futurist speculation—describes Koch's search for an empirical explanation for consciousness. Koch recounts not only the birth of the modern science of consciousness but also the subterranean motivation for his quest—his instinctual (if "romantic") belief that life is meaningful.

Koch describes his own groundbreaking work with Francis Crick in the 1990s and 2000s and the gradual emergence of consciousness (once considered a "fringy" subject) as a legitimate topic for scientific investigation. Present at this paradigm shift were Koch and a handful of colleagues, including Ned Block, David Chalmers, Stanislas Dehaene, Giulio Tononi, Wolf Singer, and others. Aiding and abetting it were new techniques to listen in on the activity of individual nerve cells, clinical studies, and brain-imaging technologies that allowed safe and noninvasive study of the human brain in action.

Koch gives us stories from the front lines of modern research into the neurobiology of consciousness as well as his own reflections on a variety of topics, including the distinction between attention and awareness, the unconscious, how neurons respond to Homer Simpson, the physics and biology of free will, dogs, Der Ring des Nibelungen, sentient machines, the loss of his belief in a personal God, and sadness. All of them are signposts in the pursuit of his life's work—to uncover the roots of consciousness.

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Intentionality: An Essay in the Philosophy of Mind John R. Searle  
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John Searle's Speech Acts (1969) and Expression and Meaning (1979) developed a highly original and influential approach to the study of language. But behind both works lay the assumption that the philosophy of language is in the end a branch of the philosophy of the mind: speech acts are forms of human action and represent just one example of the mind's capacity to relate the human organism to the world. The present book is concerned with these biologically fundamental capacities, and, though third in the sequence, in effect it provides the philosophical foundations for the other two. Intentionality is taken to be the crucial mental phenomenon, and its analysis involves wide-ranging discussions of perception, action, causation, meaning, and reference. In all these areas John Searle has original and stimulating views. He ends with a resolution of the 'mind-body' problem.

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What a Plant Knows  
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Turing's Cathedral: The Origins of the Digital Universe George Dyson  
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How did computers take over the world? In late 1945, a small group of brilliant engineers and mathematicians gathered at the newly created Institute for Advanced Study in Princeton, New Jersey. Their ostensible goal was to build a computer which would be instrumental in the US government's race to create a hydrogen bomb. The mathematicians themselves, however, saw their project as the realization of Alan Turing's theoretical 'universal machine'. In "Turing's Cathedral", George Dyson vividly re-creates the intense experimentation, incredible mathematical insight and pure creative genius that led to the dawn of the digital universe, uncovering a wealth of new material to bring a human story of extraordinary men and women and their ideas to life. From the lowliest iPhone app to Google's sprawling metazoan codes, we now live in a world of self-replicating numbers and self-reproducing machines whose origins go back to a 5-kilobyte matrix that still holds clues as to what may lie ahead.

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The Battle of Brazil: Terry Gilliam v. Universal Pictures in the Fight to the Final Cut Jack Mathews  
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The totally restored, revamped and researched blow-by-blow recounting of the most spectacular title bout in the blood-soaked history of Hollywood. "This book documents in rare detail the back-room haggling and the attempted ego-bashing that is part of the movie business." - Gene Siskel; "Told with the passion of an advocate yet with the objectivity of a crack reporter, The Battle of Brazil is a chilling, inevitably hilarious account of a great film that almost got away." - USA Today.

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Weird  
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The Art of Video Games: From Pac-Man to Mass Effect Chris Melissinos, Patrick O'Rourke  
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In the forty years since the first Magnavox Odyssey pixel winked on in 1972, the home video game industry has undergone a mind-blowing evolution. Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide.

As a testament to the cultural impact of the game industry’s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March.

Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.

Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.

From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games.

Over 100 composite images, created by Patrick O’Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively.

Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers–from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke.

The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction.

*After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

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The Consciousness Paradox: Consciousness, Concepts, and Higher-Order Thoughts Rocco J. Gennaro  
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Consciousness is arguably the most important area within contemporary philosophy of mind and perhaps the most puzzling aspect of the world. Despite an explosion of research from philosophers, psychologists, and scientists, attempts to explain consciousness in neurophysiological, or even cognitive, terms are often met with great resistance. In The Consciousness Paradox, Rocco Gennaro aims to solve an underlying paradox, namely, how it is possible to hold a number of seemingly inconsistent views, including higher-order thought (HOT) theory, conceptualism, infant and animal consciousness, concept acquisition, and what he calls the HOT-brain thesis. He defends and further develops a metapsychological reductive representational theory of consciousness and applies it to several importantly related problems. Gennaro proposes a version of the HOT theory of consciousness that he calls the "wide intrinsicality view" and shows why it is superior to various alternatives, such as self-representationalism and first-order representationalism. HOT theory says that what makes a mental state conscious is that a suitable higher-order thought is directed at that mental state. Thus Gennaro argues for an overall philosophical theory of consciousness while applying it to other significant issues not usually addressed in the philosophical literature on consciousness. Most cognitive science and empirical works on such topics as concepts and animal consciousness do not address central philosophical theories of consciousness. Gennaro's integration of empirical and philosophical concerns will make his argument of interest to both philosophers and nonphilosophers.

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Garbage Pail Kids The Topps Company  
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Garbage Pail Kids—a series of collectible stickers produced by Topps in the 1980s—combined spectacular artwork and over-the-top satire. The result was an inspired collaboration between avant-garde cartoonists and humorists including Art Spiegelman, Mark Newgarden, John Pound, Tom Bunk, and Jay Lynch. A new generation of fans continues to embrace this pop-culture phenomenon as Garbage Pail Kids stickers are still being published. Now, for the first time, all 206 rare and hard-to-find images from Series 1 through 5 are collected in an innovative package, along with a special set of four limited-edition, previously unreleased bonus stickers. This exciting follow up to Wacky Packages is guaranteed to appeal to die-hard collectors as well as a new generation of fans.

Praise for Garbage Pail Kids:

 "If you ask me, reliving my time with Bad Breath Seth and Potty Scotty is worth the cover price alone." —USAToday.com

"I worried that [the Garbage Pail Kids] might seem too time-bound for their own good; but if anything, 27 years later, they’re more poignant. Maybe it’s because I’m a worried, concerned adult, but more likely it’s because nothing is ever as funny as it is when you’re ten years old—and everything is a lot scarier." —CapitalNewYork.com 

"The book is a wonderfully designed tribute to these shit-disturbing cards in all their graphic, full-color glory." —ComicsBeat.com

 

"There's a lot of interesting stuff in Spiegel man's intro, and in the afterward by John Pound, the artist who originated and drew the bulk of the Kids. But the real reason to buy this book is for the graphic brilliance of the art itself…" —Boston Phoenix

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Shatner Rules: Your Guide to Understanding the Shatnerverse and the World at Large William Shatner, Chris Regan  
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You love William Shatner.

You admire his many and varied talents.

You appreciate his creativity and willingness to take risks.

You want to learn his master negotiation techniques.

You wish you could hang out with him.

Admit it. You want to BE William Shatner.

And now...you can (almost).

This collection of rules, illustrated with stories from Bill's illustrious life and career, will show you how Bill became WILLIAM SHATNER, larger than life and bigger than any role he ever played. Shatner Rules is your guide to becoming William Shatner. Or more accurately, beautifully Shatneresque.

Because let's face it...Shatner does rule, doesn't he?

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