material computing
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Author(s):  
John Winnie

At first sight, computers would seem to be of minimal philosophical importance; mere symbol manipulators that do the sort of things that we can do anyway, only faster and more conveniently. Nevertheless, computers are being used to illuminate the cognitive abilities of the human and animal mind, explore the organizational principles of life, and open up new approaches to modelling nature. Furthermore, the study of computation has changed our conception of the limits and methodology of scientific knowledge. Computers have been able to do all this for two reasons. The first is that material computing power (accuracy, storage and speed) permits the development and exploration of models of physical (and mental) systems that combine structural complexity with mathematical intransigence. Through simulation, computational power allows exploration where mathematical analysis falters. The second reason is that a computer is not merely a concrete device, but also can be studied as an abstract object whose rules of operation can be specified with mathematical precision; consequently, its strengths and limitations can be systematically investigated, exploited and appreciated. Herein lies that area of computer science of most interest to philosophers: the theory of computation and algorithms. It is here where we have learned what computers can and cannot do in principle.



Author(s):  
Michael Eisenberg ◽  
Leah Buechley ◽  
Nwanua Elumeze

The reigning portrait of mobile technology for children has, by and large, been founded on a portrait of computing derived from an earlier generation of desktop devices. That is, the recurring image of “mobile computing” employs a full-scale personal computer shrunk down to handheld size (as in a PDA or iPhone). While this image suggests avenues for innovation, it nevertheless reflects a highly constrained view of computing that fails to do justice to the educational possibilities of children’s informal day-to-day activities. This article seeks to challenge the “PDA-centric” view of children’s mobile technology by discussing two major design themes that lead in alternative directions: namely, material computing (endowing physical substrates of various kinds with computational capabilities) and piecewise computing (enhancing mobility through the dissociation of various functional capabilities of traditional computers). In discussing these themes, the authors draw on design projects.



2010 ◽  
Vol 15 (2) ◽  
pp. 115-121 ◽  
Author(s):  
E. Rehmi Post ◽  
Kit Waal


2010 ◽  
Vol 15 (2) ◽  
pp. 113-114 ◽  
Author(s):  
Leah Buechley ◽  
Marcelo Coelho


2010 ◽  
Vol 2 (2) ◽  
pp. 37-52
Author(s):  
Michael Eisenberg ◽  
Leah Buechley ◽  
Nwanua Elumeze

The reigning portrait of mobile technology for children has, by and large, been founded on a portrait of computing derived from an earlier generation of desktop devices. That is, the recurring image of “mobile computing” employs a full-scale personal computer shrunk down to handheld size (as in a PDA or iPhone). While this image suggests avenues for innovation, it nevertheless reflects a highly constrained view of computing that fails to do justice to the educational possibilities of children’s informal day-to-day activities. This article seeks to challenge the “PDA-centric” view of children’s mobile technology by discussing two major design themes that lead in alternative directions: namely, material computing (endowing physical substrates of various kinds with computational capabilities) and piecewise computing (enhancing mobility through the dissociation of various functional capabilities of traditional computers). In discussing these themes, the authors draw on design projects.



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