texts

University of California, Santa Cruz / Department of Film & Digital Media

Software Studies

F i l m  &  D i g i t a l   M e d i a   2 2 5

required:

  • Fuller, Matthew. Software Studies: A Lexicon. Cambridge, Mass: MIT Press, 2008.
  • Wardrip-Fruin, Noah. Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Cambridge, Mass: MIT Press, 2009.
  • The Wardrip-Fruin and Fuller books can be obtained at the Literary Guillotine on Locust Street, off Pacific. There will also be a course reader. The reader and its distribution will be discussed at the first class meeting.
  • Finally, you will also need texts to help you learn the programming techniques and implementation details of the software and technologies we will be studying. Many these can be gotten via UCSC's subscription to O'Reilly's Safari Technical Books service. We need to log on from campus or use the library proxy. If you're off campus, first connect to the library server at this url: http://oca.ucsc.edu/menu. next proceed to this url to access the o'reilly safari service: http://proquest.safaribooksonline.com.oca.ucsc.ed

software sites :

references

  • The following is a list of books that could be of interest to those doing software studies.
    • Abelson, Harold, and Andrea A. DiSessa. Turtle Geometry: The Computer As a Medium for Exploring Mathematics. Cambridge, MA: MIT Press, 1978.
    • Abelson, Harold, Gerald Jay Sussman, and Julie Sussman. Structure and Interpretation of Computer Programs. The MIT electrical engineering and computer science series. Cambridge, Mass: MIT Press, 1985.
    • Agre, Philip. Computation and Human Experience. Learning in doing. Cambridge: Cambridge University Press, 1997.
    • Babbage, Charles, Philip Morrison, and Emily Morrison. Charles Babbage on the Principles and Development of the Calculator: And Other Seminal Writings. New York: Dover Publications, 1961.
    • Barthes, Roland. Mythologies. New York: Hill and Wang, 1972.
    • Beniger, James R. The Control Revolution: Technological and Economic Origins of the Information Society. Cambridge, Mass: Harvard University Press, 1986.
    • Black, Maurice J. The Art of Code. Thesis (Ph.D. in English) -- University of Pennsylvania, 2002.
    • Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press, 2007.
    • Bolter, Jay David. Turing’s Man: Western Culture in the Computer Age. Chapel Hill: Univ. of North Carolina Press, 1984.
    • Ceruzzi, Paul E. A History of Modern Computing. London, Eng: MIT Press, 2003.
    • Chun, Wendy Hui Kyong, and Thomas Keenan. New Media, Old Media: A History and Theory Reader. New York: Routledge, 2006.
    • Cramer, Florian. Words Made Flesh: Code, Culture, Imagination -- Media Design Research, Piet Zwart Institute, Willem de Kooning Academy Hogeschool, Rotterdam, The Netherlands, 2005.
    • Day, Ronald E. The Modern Invention of Information: Discourse, History, and Power. Carbondale: Southern Illinois University Press, 2001.
    • Davis, Martin. The Universal Computer: The Road from Leibniz to Turing. New York: Norton, 2000.
    • De Landa, Manuel. War in the Age of Intelligent Machines. New York: Zone Books, 1991.
    • DiSessa, Andrea A. Changing Minds: Computers, Learning, and Literacy. Cambridge, Mass: MIT Press, 2000.
    • Drucker, Johanna and Bethany Nowviskie. “Speculative Computing: Aesthetic Provocations in Humanities Computing.” In A Companion to Digital Humanities, ed. Susan Schreibman, Ray Siemens, John Unsworth. Oxford: Blackwell, 2004.
    • Edwards, Paul N. The Closed World: Computers and the Politics of Discourse in Cold War America. Inside technology. Cambridge, Mass: MIT Press, 1996.
    • Fishwick, Paul A. Aesthetic Computing. Cambridge, Mass: MIT Press, 2006.
    • Fleck, Glen. A Computer Perspective: Background to the Computer Age. Cambridge, Mass: Harvard University Press, 1990.
    • Floreano, Dario, and Claudio Mattiussi. Bio-Inspired Artificial Intelligence: Theories, Methods, and Technologies. Cambridge, Mass: MIT Press, 2008.
    • Fuller, Matthew. Behind the Blip: Essays on the Culture of Software. Brooklyn, NY, USA: Autonomedia, 2003.
    • Fuller, Matthew. Software Studies: A Lexicon. Cambridge, Mass: MIT Press, 2008.
    • Galloway, Alexander. "Language Wants To Be Overlooked: On Software and Ideology." Journal of Visual Culture. 5. 3 (2006): 315-331.
    • Galloway, Alexander R., and Eugene Thacker. The Exploit: A Theory of Networks. Electronic mediations, v. 21. Minneapolis: University of Minnesota Press, 2007.
    • Gere, Charlie. Digital Culture. London: Reaktion Books, 2002.
    • Goriunova, Olga, and Alexei Shulgin. Read_Me: Software & Art Cultures. Århus, Denmark: Digital Aesthetics Research Centre, University of Aarhus, 2004.
    • Greenberg., Ira. Processing Creative Coding and Computational Art. Berkeley, CA: Apress, 2007.
    • Grier, David Alan. When Computers Were Human. Princeton: Princeton University Press, 2005.
    • Havelock, Eric Alfred. Preface to Plato. A History of the Greek mind, v. 1. Cambridge: Belknap Press, Harvard University Press, 1963.
    • Hayles, N. Katherine. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago, Ill: University of Chicago Press, 1999.
    • Hayles, N. Katherine. Writing Machines. Cambridge, Mass: MIT Press, 2002.
    • Hayles, N. Katherine. "Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis." Poetics Today. 25. 1 (2004): 67-90.
    • Hillis, W. Daniel. The Pattern on the Stone: The Simple Ideas That Make Computers Work. New York: Basic Books, 1998.
    • Hofstadter, Douglas R. Goedel, Escher, Bach: An Eternal Golden Braid. New York: Vintage Books, 1980.
    • Illich, Ivan, and Barry Sanders. ABC: The Alphabetization of the Popular Mind. San Francisco: North Point Press, 1988.
    • Johnston, John. The Allure of Machinic Life: Cybernetics, Artificial Life, and the New AI. Cambridge, MA: MIT Press, 2008.
    • Kay, Alan C. “The Real Computer Revolution Hasn’t Happened Yet: Remarks on being awarded an honorary degree from the University of Pisa in Italy (June 15, 2007).” VPRI Memo M-2007-007-a. Glendale, CA: Viewpoints Research Institute.
    • Kirschenbaum, Matthew G. Mechanisms: New Media and the Forensic Imagination. Cambridge, Mass: MIT Press, 2008.
    • Kirschenbaum, Matthew. "Where Computer Science and Cultural Studies Collide." Chronicle of Higher Education. 55. 20 (2009).
    • Kittler, Friedrich. "Computer Graphics: A Semi-Technical Introduction." Grey Room. 1. 2 (2001): 30-45.
    • Kittler, Friedrich. "Number and Numeral." Theory, Culture & Society. 23. 7-8 (2006): 51-61.
    • Knuth, Donald Ervin. Literate Programming. CSLI lecture notes, no. 27. [Stanford, Calif.]: Center for the Study of Language and Information, 1992.
    • Lessig, Lawrence. “The Architecture of Privacy” – Cambridge, Mass: Harvard Law School.
    • Lessig, Lawrence. Code. New York: Basic Books, 2006.
    • Lyotard, Jean-François. The Postmodern Condition: A Report on Knowledge. Theory and history of literature, v. 10. Minneapolis: University of Minnesota Press, 1984.
    • Mackenzie, Adrian. Cutting Code: Software and Sociality. Digital formations, v. 30. New York: Peter Lang, 2006.
    • Manovich, Lev. Software Takes Command. Cambridge, MA: MIT Press, forthcoming.
    • Marino, Mark C. “Critical Code Studies” Electronic Book Review. 12-04-2006. http://www.electronicbookreview.com/thread/electropoetics/codology
    • Mateas, Michael. "Procedural Literacy: Educating the New Media Practitioner." On The Horizon - The Strategic Planning Resource for Education Professionals. 13. 2 (2005): 101-111.
    • Mattelart, Armand. The Information Society: An Introduction. London: Sage, 2003.
    • McLuhan, Marshall. Understanding Media; The Extensions of Man. New York: McGraw-Hill, 1964.
    • Mirowski, Philip. Machine Dreams: Economics Becomes a Cyborg Science. Cambridge: Cambridge University Press, 2002.
    • Montfort, Nick, and Ian Bogost. Racing the Beam The Atari Video Computer System. Cambridge, Mass: MIT Press, 2009.
    • Netz, Reviel. The Shaping of Deduction in Greek Mathematics: A Study in Cognitive History. Ideas in context, 51. Cambridge: Cambridge University Press, 1999.
    • Newell, Allen. The Knowledge Level. Pittsburgh, Pa: Carnegie-Mellon University, Dept. of Computer Science, 1981.
    • Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London: Methuen, 1982.
    • Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, 1980.
    • Petzold, Charles. Code: The Hidden Language of Computer Hardware and Software. Redmond, Wash: Microsoft Press, 1999.
    • Petzold, Charles. The Annotated Turing: A Guided Tour Through Alan Turing's Historic Paper on Computability and the Turing Machine. Indianapolis, Ind: Wiley Pub, 2008.
    • Propp, V.I.A., Morphology of the Folktale. Publications of the American Folklore Society, v. 9. Austin: University of Texas Press, 1968.
    • Reas, Casey, and Ben Fry. Processing A Programming Handbook for Visual Designers and Artists. Cambridge, Mass: MIT Press, 2007.
    • Sack, Warren. The Software Arts. unpublished manuscript.
    • Schank, Roger C., and Christopher K. Riesbeck. Inside Computer Understanding: Five Programs Plus Miniatures. New Haven, Ct: Yale University, Computer Science Dept, 1981.
    • Shiffman, Daniel. Learning Processing: A Beginner's Guide to Programming Images, Animation, and Interaction. Amsterdam: Morgan Kaufmann/Elsevier, 2008.
    • Simon, Herbert A. The Sciences of the Artificial. Cambridge, Mass: MIT Press, 1981.
    • Stocker, Gerfried and Christine Schöpf. Code: the language of our time : code=law code=art code=life. Ostfildern-Ruit, Germany: Hatje Cantz, 2003.
    • Suchman, Lucille Alice. Human-Machine Reconfigurations: Plans and Situated Actions. Cambridge: Cambridge University Press, 2007.
    • Turing, Alan Mathison. "On Computable Numbers: With an Application to the Entscheidungsproblem." Proceedings of the London Mathematical Society. 42 (1936): 3-4.
    • Turing, Alan Mathison. "On Computable Numbers, with an Application to the Entscheidungsproblem: A Correction." Proceedings of the London Mathematical Society. 43 (1937).
    • Wardrip-Fruin, Noah. Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Cambridge, Mass: MIT Press, 2009.
    • Wardrip-Fruin, Noah, and Nick Montfort. The New Media Reader. Cambridge, Mass: MIT Press, 2003.
    • Williams, Raymond. Keywords: A Vocabulary of Culture and Society. New York: Oxford University Press, 1976.
    • Wolfram, Stephen. A New Kind of Science. Champaign, IL: Wolfram Media, 2002.