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1

Marco, Colombetti, ed. Robot shaping: An experiment in behavior engineering. Cambridge, Mass: MIT Press, 1998.

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2

Building IBM: Shaping an industry and its technology. Cambridge, Mass: MIT Press, 1995.

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3

Cooper, Carolyn. Shaping invention: Thomas Blanchard's machinery and patent management in nineteenth-century America. New York: Columbia University Press, 1991.

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4

Shaping invention: Thomas Blanchard's machinery and patent management in nineteenth-century America. New York: Columbia University Press, 1991.

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5

Lathe and Shaping Machine Tools (Past Masters S.). 2nd ed. TEE Publishing Ltd, 1992.

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6

Colombetti, Marco, and Marco Dorigo. Robot Shaping: An Experiment in Behavior Engineering (Intelligent Robotics and Autonomous Agents). The MIT Press, 1997.

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7

Hosanagar, Kartik. Human's Guide to Machine Intelligence: How Algorithms Are Shaping Our Lives and How We Can Stay in Control. Penguin Publishing Group, 2020.

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8

A Human's Guide to Machine Intelligence: How Algorithms Are Shaping Our Lives and How We Can Stay in Control. New York, USA: Viking, 2019.

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9

Cooper, Carolyn. Shaping Invention. Columbia University Press, 1991.

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10

Patrick, Tsay Chung-Biau, and United States. National Aeronautics and Space Administration. Scientific and Technical Information Division., eds. Helical gears with circular arc teeth: Generation geometry, precision and adjustment to errors, computer aided simulation of conditions of meshing, and bearing contact. [Washington, DC]: National Aeronautics and Space Administration, Scientific and Technical Information Division, 1987.

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11

Pugh, Emerson W. Building IBM: Shaping an Industry and Its Technology. MIT Press, 2018.

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12

Pugh, Emerson W. Building IBM: Shaping an Industry and Its Technology. MIT Press, 2009.

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13

Pugh, Emerson W., Thomas J. Misa, and William Jr Aspray. Building IBM: Shaping an Industry and Its Technology. MIT Press, 2017.

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14

McAlpine, Kenneth B. The Atari VCS. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0002.

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This chapter explores the Atari VCS, the machine that took video games out of the arcades and into the living room and established Atari as the dominant player in the home video games industry, at least for a time. It examines the context that surrounded the birth of the Atari VCS and how that influenced its hardware design, in turn shaping both the sound and people’s expectations of video game music. The Atari’s sound chip, the Television Interface Adaptor, gave the Atari VCS what might charitably be described as a ‘characterful’ voice. By reviewing the hardware, this chapter explores how and why the Atari VCS sounded just the way it did, and by exploring some of the games that were released for the platform the chapter shows how, while sound games did indeed sound dreadful, with a little musical ingenuity they could work wonderfully as game soundtracks.
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15

Parker, Philip M. The World Market for Metal Shaping or Slotting Machines: A 2007 Global Trade Perspective. ICON Group International, Inc., 2006.

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16

The World Market for Metal Shaping or Slotting Machines: A 2004 Global Trade Perspective. Icon Group International, Inc., 2005.

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17

Guins, Raiford. Atari Design. Bloomsbury Publishing Plc, 2020. http://dx.doi.org/10.5040/9781474284561.

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Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari’s industrial and graphic designers contributed to the development of the coin-op cabinet. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging, and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in cabinet design. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks, and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.
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18

Supp-Montgomerie, Jenna. When the Medium Was the Mission. NYU Press, 2021. http://dx.doi.org/10.18574/nyu/9781479801480.001.0001.

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When the Medium Was the Mission traces the shaping influence of religion—particularly US Protestantism—on network culture through the story of the Atlantic Telegraph Cable of 1858. In the middle of the nineteenth century, this medium was emphatically the mission of Protestant missionaries to “civilize” non-Protestants, public figures who used the telegraph to establish an implicitly Christian national culture, of utopianists who understood this new technology to herald the advent of global and divine accord, and of all the many who passionately believed the cable would connect the world. People acting in the name of religion—from US Protestant missionaries to the Ottoman sultan—spread Samuel Morse’s telegraph machine around the world and linked the telegraph to an emerging discourse of global unity. Christian tropes infused enthusiasm into fantastical public discourse about telegraphs’ capacity to connect, new religious communities in the United States indelibly affiliated networks with promises of perfect harmony, and Protestant-inflected religious affect charged essentially meaningless signals with profound cultural significance. In all of these activities, religion forged imaginaries of networks as connective, so much so that connection now defines networks, despite networks’ regular reliance on disconnection. The book analyzes documentary evidence of US enthusiasm for telegraph infrastructure—including missionary accounts, public speeches, celebratory memorabilia, religious publications, and telegrams—to demonstrate the vital ways religion helped to establish communication networks and produce an abiding sense of what networks are and what they can do.
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19

Hasen, Richard L. Electoral laws. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190934163.003.0002.

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Chapter 2 provides an overview of the legal and political integrity issues raised in the 2016 elections. It begins by describing the now normal voting wars between the hyperpolarized parties, lawsuits aimed at shaping the rules for the registration of voters, the conduct of voting, and the counting of ballots. Restrictive voting laws have increased in number and severity in many states with Republican legislatures, and the judiciary itself often divides along partisan lines in determining controversial laws’ legality. The chapter then turns to the troubling escalation in the wars, from candidate Donald Trump’s unsubstantiated claims of fraud and election rigging to Russian (and other) meddling, the rise of “fake news,” and problems with vote-counting machinery and election administration. It concludes by considering the role that governmental and nongovernmental institutions can play in protecting American election administration from internal and external threats and restoring confidence in elections.
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20

McAlpine, Kenneth B. Bits and Pieces. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.001.0001.

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This book explores the development of and the social, cultural, and historical context of chiptune, a form of electronic music that emerged from the first generation of video game consoles and home computers in the 1980s. Through a combination of musical and procedural analysis and practitioner interviews, the book explores the role the technical constraints of early video game hardware played in shaping the sound of 8-bit video game music and the inventive approaches to coding and composition musicians used to circumvent them. It examines the sounds, culture, and personalities behind the music and shows how chiptune links as closely to the music of Bach as to the aggressive posturing of punk or the driving electronic sounds of house. The book begins by looking at chiptune’s roots in video game music and discusses how, as the sound chips that gave rise to its distinctive voice were superseded by more sophisticated hardware, chiptune moved underground to become an important part of the demoscene, a networked community of digital artists. It discusses chiptune’s reemergence in the late 1990s as a new wave of young musicians rediscovered these obsolete machines and began to use them as quirky and characterful musical instruments, in the process taking chiptune from the desktop and placing it centre stage. The book concludes by contemplating what lies ahead; as more people incorporate the chiptune sound into their work, will it ever hit the mainstream or will it remain firmly countercultural as part of the digital underground?
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