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  • af Brad King
    766,95 - 1.705,95 kr.

  • - A literary magazine by The Geeky Press
    af Brad King, Jessica Dyer & Elise Lockwood
    231,95 kr.

  • - Reflections on Race
    af Brad King, Amber Peckham & Nicole Mathew
    167,95 kr.

    This collection takes the issue that most divides this country and moves it to the quiet, intimate stories of people from across the country. This collection isn't meant to advocate a position. Instead, we want the personal stories and reflections from people who come from diverse backgrounds and want to share their American story.

  • - Four Conversations about Artificial Intelligence, Machine Learning, and the Modern World
    af Brad King
    92,95 kr.

    Mary Shelley's novel Frankenstein or, The Modern Prometheus was first published two hundred years ago on March 11, 1818. Shelley's novel warns of the possible sacrifices for knowledge and hints toward the costs to man and society, how new knowledge can redefine human existence and experience. These themes of Frankenstein have been reinterpreted and applied to debates regarding atomic weapons, nuclear energy, cloning, bioengineering, robotics, and artificial intelligence (AI). This collection brings together CMU scholars in the Arts, Humanities, and Sciences to consider the relevance of Shelley's novel today, particularly how it helps frame the responsibility of investigators to consider the consequences of artificial intelligence and a technologically-augmented human society.

  • af Brad King, Amber Peckham & Jessica Dyer
    177,95 kr.

    HoosierLit: A Literary Magazine by The Geeky Press is a publication that features some of the best fiction, non-fiction, essays, poetry, and script writing by Indiana writers.

  • af Brad King, Amber Peckham & Jessica Dyer
    137,95 kr.

    We have no clout whatsoever. We donÕt work for a publishing house, weÕre not hiding a printing press in a basement, and we arenÕt part of whatever mythical body of old white men drinking scotch in a shadowed library determines the literary canon. WeÕre just people who have worked a lot of bad jobs, and put up with a lot of bullshit, and decided we wanted to hear about how that same phenomenon happened to others. If youÕre reading this, itÕs because you want to hear about that too. We think youÕll find the mix of essays, short stories, and poems in this collection speak to common experiences and make you feel less alone in your struggle against the grinding machine of entropy.

  • - A Story of How Computer Games Created a Global Community
    af John Borland & Brad King
    142,95 kr.

    Before the multibillion computer game industry, there was Dungeons & Dragons, a tabletop game created by Gary Gygax and Dave Arneson in 1974. D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today''s massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds.Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today''s digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

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