Carlo Middione's Traditional Pasta Carlo Middione Carlo Pasta! Cooking It, Loving It Middione  
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Carlo Middione owns two well-respected restaurants in San Francisco. A Sicilian-American, he emphasizes cooking pasta properly, pairing it attentively with the right amount of the right sauce, and serving it in moderate-size portions. This warmly illustrated, well-sized paperback updates what Middione originally wrote in 1982. Many of the 65 recipes are Sicilian, including Rigatoni alla Donnafugata and Fettuccine with "Busted" Tomatoes. The brief chapter on fried pasta is a treasure. Middione suggests includes wines to accompany most dishes.

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Batman: The Dark Knight Returns Frank Miller  
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If any comic has a claim to have truly reinvigorated the genre, then The Dark Knight Returns by Frank Miller—known also for his excellent Sin City series and his superb rendering of the blind superhero Daredevil—is probably the top contender. Batman represented all that was wrong in comics and Miller set himself a tough task taking on the camp crusader and turning this laughable, innocuous children's cartoon character into a hero for our times. The great Alan Moore (V for Vendetta, Swamp Thing, the arguably peerless Watchmen) argued that only someone of Miller's stature could have done this. Batman is a character known well beyond the confines of the comic world (as are his retinue) and so reinventing him, while keeping his limiting core essentials intact, was a huge task.

Miller went far beyond the call of duty. The Dark Knight is a success on every level. Firstly it does keep the core elements of the Batman myth intact, with Robin, Alfred the butler, Commissioner Gordon, and the old roster of villains, present yet brilliantly subverted. Secondly the artwork is fantastic—detailed, sometimes claustrophobic, psychotic. Lastly it's a great story: Gotham City is a hell on earth, street gangs roam but there are no heroes. Decay is ubiquitous. Where is a hero to save Gotham? It is 10 years since the last recorded sighting of the Batman. And things have got worse than ever. Bruce Wayne is close to being a broken man but something is keeping him sane: the need to see change and the belief that he can orchestrate some of that change. Batman is back. The Dark Knight has returned. Awesome. —Mark Thwaite

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Digital Apollo: Human and Machine in Spaceflight David A. Mindell  
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As Apollo 11's Lunar Module descended toward the moon under automatic control, a program alarm in the guidance computer’s software nearly caused a mission abort. Neil Armstrong responded by switching off the automatic mode and taking direct control. He stopped monitoring the computer and began flying the spacecraft, relying on skill to land it and earning praise for a triumph of human over machine.

In Digital Apollo, engineer-historian David Mindell takes this famous moment as a starting point for an exploration of the relationship between humans and computers in the Apollo program. In each of the six Apollo landings, the astronaut in command seized control from the computer and landed with his hand on the stick. Mindell recounts the story of astronauts' desire to control their spacecraft in parallel with the history of the Apollo Guidance Computer. From the early days of aviation through the birth of spaceflight, test pilots and astronauts sought to be more than "spam in a can" despite the automatic controls, digital computers, and software developed by engineers. Digital Apollo examines the design and execution of each of the six Apollo moon landings, drawing on transcripts and data telemetry from the flights, astronaut interviews, and NASA's extensive archives.

Mindell's exploration of how human pilots and automated systems worked together to achieve the ultimate in flight—a lunar landing—traces and reframes the debate over the future of humans and automation in space. The results have implications for any venture in which human roles seem threatened by automated systems, whether it is the work at our desktops or the future of exploration.

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City of Bits: Space, Place, and the Infobahn William J. Mitchell  
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Cliche alert: just as railroads influenced settlement patterns and economics of the 19th century, and automobiles influenced settlement, commerce, and recreation in the 20th century, computer networks will influence how we live, work, and move (and how and even whether we move) in the 21st century.

William Mitchell, from MIT, is one of the first scholars to rigorously examine this modern cliche, and draws heavily on the history of architecture, and urbanism. If you suspect there is truth in these truisms, and want to get beyond facile sloganeering prophesying an infintely ductile future, I highly recommend this book. Mitchell does a very job of explaining not just how things are likely to change, but also of examining historical precendents such as telephony, and to what degree previous prognostications came true.

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Racing the Beam: The Atari Video Computer System Nick Montfort, Ian Bogost  
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The Atari Video Computer System dominated the home videogame market so completely that "Atari" became the generic term for a videogame console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives.

Studies of digital media have rarely investigated platforms—the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games.

Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Platform Studies series

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