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Estudios de Plataformas

Esta serie profundiza en la intrincada interacción entre el diseño de hardware y software de los sistemas informáticos y las obras creativas producidas en ellos. Explora cómo la arquitectura de estos sistemas moldea la expresión artística y viceversa. Esta colección es esencial para cualquiera interesado en las profundas conexiones entre tecnología y creatividad.

Platform Studies: The Future Was Here
Peripheral Vision
Minitel
  • Minitel

    • 240 páginas
    • 9 horas de lectura

    The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon.

    Minitel
    3,8
  • Peripheral Vision

    • 133 páginas
    • 5 horas de lectura

    How the S-C 4020-a mainframe peripheral intended to produce scientific visualizations-shaped a series of early computer art projects that emerged from Bell Labs.

    Peripheral Vision
    3,7
  • Platform Studies: The Future Was Here

    The Commodore Amiga

    • 344 páginas
    • 13 horas de lectura

    In 1985, personal computers were largely divided into two categories: playful game machines from companies like Atari and Commodore, and utilitarian business machines from IBM. The former offered limited real-world utility, while the latter focused solely on functionality, lacking any sense of fun. Enter the Commodore Amiga 1000, a groundbreaking personal computer that introduced a palette of 4,096 colors, advanced animation capabilities, four-channel stereo sound, multitasking, a graphical user interface, and impressive processing power. According to Jimmy Maher, this was the world's first true multimedia computer. He argues that the Amiga's ability to store and display color photos, manipulate video, and use real-world sound recordings laid the groundwork for the digital media future, influencing technologies like digital cameras, Photoshop, MP3 players, and platforms such as YouTube and Flickr. Maher explores various aspects of the Amiga, including Deluxe Paint, AmigaOS, and Cinemaware, painting a vivid picture of the platform and its vibrant community. While acknowledging its flaws—such as a clunky DOS component and frequent crashes—he highlights how, for a brief period, the Amiga empowered engineers, programmers, and artists to redefine the landscape of computing before Commodore's bankruptcy in 1994.

    Platform Studies: The Future Was Here
    3,7