Official U.S. edition with full color illustrations throughout.
NEW YORK TIMES BESTSELLER
Yuval Noah Harari, author of the critically-acclaimed New York Times bestseller and international phenomenon Sapiens, returns with an equally original, compelling, and provocative book, turning his focus toward humanityâs future, and our quest to upgrade humans into gods.
Over the past century humankind has managed to do the impossible and rein in famine, plague, and war. This may seem hard to accept, but, as Harari explains in his trademark styleâthorough, yet rivetingâfamine, plague and war have been transformed from incomprehensible and uncontrollable forces of nature into manageable challenges. For the first time ever, more people die from eating too much than from eating too little; more people die from old age than from infectious diseases; and more people commit suicide than are killed by soldiers, terrorists and criminals put together. The average American is a thousand times more likely to die from binging at McDonalds than from being blown up by Al Qaeda.
What then will replace famine, plague, and war at the top of the human agenda? As the self-made gods of planet earth, what destinies will we set ourselves, and which quests will we undertake? Homo DeusÂ explores the projects, dreams and nightmares that will shape the twenty-first centuryâfrom overcoming death to creating artificial life. It asks the fundamental questions: Where do we go from here? And how will we protect this fragile world from our own destructive powers? This is the next stage of evolution. This isÂ Homo Deus.
With the same insight and clarity that made Sapiens an international hit and a New York Times bestseller, Harari maps out our future.
Computer: A History of the Information Machine traces the history of the computer and shows how business and government were the first to explore its unlimited, information-processing potential. Old-fashioned entrepreneurship combined with scientific know-how inspired now famous computer engineers to create the technology that became IBM. Wartime needs drove the giant ENIAC, the first fully electronic computer. Later, the PC enabled modes of computing that liberated people from room-sized, mainframe computers.
This third edition provides updated analysis on software and computer networking, including new material on the programming profession, social networking, and mobile computing. It expands its focus on the IT industry with fresh discussion on the rise of Google and Facebook as well as how powerful applications are changing the way we work, consume, learn, and socialize. Computer is an insightful look at the pace of technological advancement and the seamless way computers are integrated into the modern world. Through comprehensive history and accessible writing, Computer is perfect for courses on computer history, technology history, and information and society, as well as a range of courses in the fields of computer science, communications, sociology, and management.
Silicon Valley gets all the credit for digital creativity, but this account of the pre-PC world, when computing meant more than using mature consumer technology, challenges that triumphalism.
The invention of the personal computer liberated users from corporate mainframes and brought computing into homes. But throughout the 1960s and 1970s a diverse group of teachers and students working together on academic computing systems conducted many of the activities we now recognize as personal and social computing. Their networks were centered in New Hampshire, Minnesota, and Illinois, but they connected far-flung users. Joy Rankin draws on detailed records to explore how users exchanged messages, programmed music and poems, fostered communities, and developed computer games like The Oregon Trail. These unsung pioneers helped shape our digital world, just as much as the inventors, garage hobbyists, and eccentric billionaires of Palo Alto.
By imagining computing as an interactive commons, the early denizens of the digital realm seeded todayâs debate about whether the internet should be a public utility and laid the groundwork for the concept of net neutrality. Rankin offers a radical precedent for a more democratic digital culture, and new models for the next generation of activists, educators, coders, and makers.
Legendary venture capitalist John Doerr reveals how the goal-setting system of Objectives and Key Results (OKRs) has helped tech giants from Intel to Google achieve explosive growth - and how it can help any organization thrive.
In the fall of 1999, John Doerr met with the founders of a start-up whom he'd just given $12.5 million, the biggest investment of his career. Larry Page and Sergey Brin had amazing technology, entrepreneurial energy, and sky-high ambitions, but no real business plan. For Google to change the world (or even to survive), Page and Brin had to learn how to make tough choices on priorities while keeping their team on track. They'd have to know when to pull the plug on losing propositions, to fail fast. And they needed timely, relevant data to track their progress - to measure what mattered.
Doerr taught them about a proven approach to operating excellence: Objectives and Key Results. He had first discovered OKRs in the 1970s as an engineer at Intel, where the legendary Andy Grove ("the greatest manager of his or any era") drove the best-run company Doerr had ever seen. Later, as a venture capitalist, Doerr shared Grove's brainchild with more than 50 companies. Wherever the process was faithfully practiced, it worked.
In this goal-setting system, objectives define what we seek to achieve; key results are how those top-priority goals will be attained with specific, measurable actions within a set time frame. Everyone's goals, from entry level to CEO, are transparent to the entire organization.
The benefits are profound. OKRs surface an organization's most important work. They focus effort and foster coordination. They keep employees on track. They link objectives across silos to unify and strengthen the entire company. Along the way, OKRs enhance workplace satisfaction and boost retention.
In Measure What Matters, Doerr shares a broad range of first-person, behind-the-scenes case studies, with narrators including Bono and Bill Gates, to demonstrate the focus, agility, and explosive growth that OKRs have spurred at so many great organizations. This book will help a new generation of leaders capture the same magic.
Read by John Doerr, William Davidow, Brett Kopf, Jini Kim, Mike Lee, Atticus Tysen, Patti Stonesifer, Susan Wojcicki, Cristos Goodrow, Julia Collins, Alex Garden, Joseph Suzuki, Andrew Cole, Bono, and othersÂ
This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history.
This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text.
"Wildly imaginative, really interesting." âPresident Barack Obama on The Three-Body Problem trilogyThe Three-Body Problem is the first chance for English-speaking readers to experience the Hugo Award-winning phenomenon from China's most beloved science fiction author, Liu Cixin.
Set against the backdrop of China's Cultural Revolution, a secret military project sends signals into space to establish contact with aliens. An alien civilization on the brink of destruction captures the signal and plans to invade Earth. Meanwhile, on Earth, different camps start forming, planning to either welcome the superior beings and help them take over a world seen as corrupt, or to fight against the invasion. The result is a science fiction masterpiece of enormous scope and vision.
The Remembrance of Earth's Past TrilogyThe Three-Body ProblemThe Dark ForestDeath's End
Other BooksBall Lightning (forthcoming)
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