
Cutting Code
Software and Sociality
Adrian Mackenzie(Author)
Peter Lang Verlag
Published on 22. March 2006
Book
Paperback/Softback
216 pages
978-0-8204-7823-4 (ISBN)
Description
Software has often been marginalized in accounts of digital cultures and network societies. Although software is everywhere, it is hard to say what it actually is. Cutting Code: Software and Sociality is one of the first books to treat software seriously as a full-blown cultural process and as a subtly powerful material in contemporary communication. From deCSS to Java, from Linux to Extreme Programming, this book analyses software artworks, operating systems, commercial products, infrastructures, and programming practices. It explores social forms, identities, materialities, and power relations associated with software, and it asks how software provokes the re-thinking of production, consumption and distribution as entwined cultural processes. Cutting Code argues that analysis of code as a mosaic of algorithms, protocols, infrastructures, and programming conventions offers valuable insights into how contemporary social formations invent new kinds of personhood and new ways of acting.
More details
Series
Edition
New edition
Language
English
Place of publication
New York
United States
Target group
College/higher education
Professional and scholarly
Edition type
New edition
Dimensions
Height: 225 mm
Width: 150 mm
Thickness: 13 mm
Weight
322 gr
ISBN-13
978-0-8204-7823-4 (9780820478234)
Schweitzer Classification
Person
Adrian Mackenzie researches and teaches in the Institute for Cultural Research, Lancaster University. He has degrees in science and philosophy, and received his Ph.D in philosophy from Sydney University. In addition to professional experience as a software developer, he is author of Transductions: Bodies and Machines at Speed (2002), and numerous scholarly articles.
Content
Introduction: Softwarily - Opening Code: Expression and Execution in Software - Algorithms: Sequence and Convolution - Kernel: Code in Time and Space - Java: Practical Virtuality - "Pits" and "Traders": Infrastructures in Software - Extreme Programming: Code as Prototype for Software - Conclusion - Notes - References - Index.