Lee, Newton
Overview
Works: | 33 works in 208 publications in 3 languages and 6,723 library holdings |
---|---|
Genres: | History Handbooks and manuals Criticism, interpretation, etc Academic theses Encyclopedias Interactive multimedia Conference papers and proceedings |
Roles: | Editor, Author, htt, Creator |
Classifications: | QA76.575, 006.754 |
Publication Timeline
.
Most widely held works about
Newton Lee
- Six sculptors : Fritz Buehner, Alan Motch, John Avery Newman, Lee Newton, Ed Rothfarb, Jeffrey Schiff, Institute of Contemporary Art, Boston, July 10 to September 2, 1979( Book )
- [Lee Newton] : artist file by Newton Lee( )
- Artist catalog file by Newton Lee( Visual )
- Lee Newton by Newton Lee( Book )
Most widely held works by
Newton Lee
Facebook nation : total information awareness by
Newton Lee(
)
42 editions published between 2012 and 2022 in English and held by 1,412 WorldCat member libraries worldwide
Facebook as a nation in 2012 would be the third largest country in the world with over 900 million citizens, after China and India. This book portrays the social media ecosystem as a world of increasing Total Information Awareness, which is essentially a civilian version of the controversial Total Information Awareness program unveiled in 2002 by the Defense Advanced Research Projects Agency (DARPA) at the U.S. Department of Defense. Back in the 60's, DARPA initiated and funded the research and development of Advanced Research Projects Agency Network (ARPANET) that went online in 1969. The success of ARPANET gave rise to the global commercial Internet in the 90's and the new generation of Fortune 500 companies today including Amazon.com, Google, eBay, and Yahoo!. Private businesses and the ubiquity of social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies and infrastructures necessary for the DARPA-proposed Total Information Awareness program. WikiLeaks founder Julian Assange called Facebook "the most appalling spying machine that has ever been invented." Indeed, military and civilian technologies have interwoven into every fabric of our society, as Facebook co-founder and CEO Mark Zuckerberg said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, the rise of Facebook nation, and Total Information Awareness. Opening with President Ronald Reagan's 1984 National Security Decision Directive and ending with George Orwell's novel 1984, the author takes us on a roller-coaster ride through Facebook's botched IPO, Carrier IQ, Kony 2012, SOPA/PIPA blackout, cyber bullying, crime fighting, and a host of other timely issues facing our Facebook nation
42 editions published between 2012 and 2022 in English and held by 1,412 WorldCat member libraries worldwide
Facebook as a nation in 2012 would be the third largest country in the world with over 900 million citizens, after China and India. This book portrays the social media ecosystem as a world of increasing Total Information Awareness, which is essentially a civilian version of the controversial Total Information Awareness program unveiled in 2002 by the Defense Advanced Research Projects Agency (DARPA) at the U.S. Department of Defense. Back in the 60's, DARPA initiated and funded the research and development of Advanced Research Projects Agency Network (ARPANET) that went online in 1969. The success of ARPANET gave rise to the global commercial Internet in the 90's and the new generation of Fortune 500 companies today including Amazon.com, Google, eBay, and Yahoo!. Private businesses and the ubiquity of social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies and infrastructures necessary for the DARPA-proposed Total Information Awareness program. WikiLeaks founder Julian Assange called Facebook "the most appalling spying machine that has ever been invented." Indeed, military and civilian technologies have interwoven into every fabric of our society, as Facebook co-founder and CEO Mark Zuckerberg said, "We exist at the intersection of technology and social issues." This book offers discourse and practical advice on the privacy issue in the age of big data, the rise of Facebook nation, and Total Information Awareness. Opening with President Ronald Reagan's 1984 National Security Decision Directive and ending with George Orwell's novel 1984, the author takes us on a roller-coaster ride through Facebook's botched IPO, Carrier IQ, Kony 2012, SOPA/PIPA blackout, cyber bullying, crime fighting, and a host of other timely issues facing our Facebook nation
Counterterrorism and cybersecurity : total information awareness by
Newton Lee(
)
24 editions published between 2013 and 2015 in English and held by 934 WorldCat member libraries worldwide
Imagine James Bond meets Sherlock Holmes : Counterterrorism and Cybersecurity is the sequel to Facebook Nation in the Total Information Awareness book series by Newton Lee. The book examines U.S. counterterrorism history, technologies, and strategies from a unique and thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from great thought leaders, and even the make-believe of Hollywood. Demystifying Total Information Awareness, the author expounds on the U.S. intelligence community, artificial intelligence in data mining, social media and privacy, cyber attacks and prevention, causes and cures for terrorism, and longstanding issues of war and peace. The book offers practical advice for businesses, governments, and individuals to better secure the world and protect cyberspace. It quotes U.S. Navy Admiral and NATO's Supreme Allied Commander James Stavridis : "Instead of building walls to create security, we need to build bridges." The book also provides a glimpse into the future of Plan X and Generation Z, along with an ominous prediction from security advisor Marc Goodman at TEDGlobal 2012 : "If you control the code, you control the world." Counterterrorism and Cybersecurity : Total Information Awareness will keep you up at night but at the same time give you some peace of mind knowing that "our problems are manmade - therefore they can be solved by man [or woman]," as President John F. Kennedy said at the American University commencement in June 1963
24 editions published between 2013 and 2015 in English and held by 934 WorldCat member libraries worldwide
Imagine James Bond meets Sherlock Holmes : Counterterrorism and Cybersecurity is the sequel to Facebook Nation in the Total Information Awareness book series by Newton Lee. The book examines U.S. counterterrorism history, technologies, and strategies from a unique and thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from great thought leaders, and even the make-believe of Hollywood. Demystifying Total Information Awareness, the author expounds on the U.S. intelligence community, artificial intelligence in data mining, social media and privacy, cyber attacks and prevention, causes and cures for terrorism, and longstanding issues of war and peace. The book offers practical advice for businesses, governments, and individuals to better secure the world and protect cyberspace. It quotes U.S. Navy Admiral and NATO's Supreme Allied Commander James Stavridis : "Instead of building walls to create security, we need to build bridges." The book also provides a glimpse into the future of Plan X and Generation Z, along with an ominous prediction from security advisor Marc Goodman at TEDGlobal 2012 : "If you control the code, you control the world." Counterterrorism and Cybersecurity : Total Information Awareness will keep you up at night but at the same time give you some peace of mind knowing that "our problems are manmade - therefore they can be solved by man [or woman]," as President John F. Kennedy said at the American University commencement in June 1963
Digital Da Vinci : computers in the arts and sciences by
Newton Lee(
)
14 editions published in 2014 in English and held by 910 WorldCat member libraries worldwide
In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Ozkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game Green My Place aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan's dictum the medium is the message. Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman
14 editions published in 2014 in English and held by 910 WorldCat member libraries worldwide
In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Ozkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game Green My Place aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan's dictum the medium is the message. Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman
Google it : total information awareness by
Newton Lee(
)
13 editions published in 2016 in 3 languages and held by 871 WorldCat member libraries worldwide
From Google search to self-driving cars to human longevity, is Alphabet creating a neoteric Garden of Eden or Bentham's Panopticon? Will King Solomon's challenge supersede the Turing test for artificial intelligence? Can transhumanism mitigate existential threats to humankind? These are some of the overarching questions in this book, which explores the impact of information awareness on humanity starting from the Book of Genesis to the Royal Library of Alexandria in the 3rd century BC to the modern day of Google Search, IBM Watson, and Wolfram Alpha. The book also covers Search Engine Optimization, Google AdWords, Google Maps, Google Local Search, and what every business leader must know about digital transformation. "Search is curiosity, and that will never be done," said Google's first female engineer and Yahoo's sixth CEO Marissa Mayer. The truth is out there; we just need to know how to Google it!
13 editions published in 2016 in 3 languages and held by 871 WorldCat member libraries worldwide
From Google search to self-driving cars to human longevity, is Alphabet creating a neoteric Garden of Eden or Bentham's Panopticon? Will King Solomon's challenge supersede the Turing test for artificial intelligence? Can transhumanism mitigate existential threats to humankind? These are some of the overarching questions in this book, which explores the impact of information awareness on humanity starting from the Book of Genesis to the Royal Library of Alexandria in the 3rd century BC to the modern day of Google Search, IBM Watson, and Wolfram Alpha. The book also covers Search Engine Optimization, Google AdWords, Google Maps, Google Local Search, and what every business leader must know about digital transformation. "Search is curiosity, and that will never be done," said Google's first female engineer and Yahoo's sixth CEO Marissa Mayer. The truth is out there; we just need to know how to Google it!
Disney stories : getting to digital by
Newton Lee(
)
21 editions published between 2012 and 2020 in English and held by 594 WorldCat member libraries worldwide
Explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in video games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games
21 editions published between 2012 and 2020 in English and held by 594 WorldCat member libraries worldwide
Explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in video games and on the Internet. Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences. Through an insider's perspective of Disney's legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games
Digital Da Vinci : computers in music by
Newton Lee(
)
17 editions published between 2014 and 2016 in English and held by 449 WorldCat member libraries worldwide
This book opens with interviews with music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper
17 editions published between 2014 and 2016 in English and held by 449 WorldCat member libraries worldwide
This book opens with interviews with music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper
Game dynamics : best practices in procedural and dynamic game content generation by
Oliver Korn(
)
13 editions published between 2017 and 2018 in 3 languages and held by 320 WorldCat member libraries worldwide
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge
13 editions published between 2017 and 2018 in 3 languages and held by 320 WorldCat member libraries worldwide
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge
Emotion in video game soundtracking by
Newton Lee(
)
12 editions published in 2018 in English and Undetermined and held by 279 WorldCat member libraries worldwide
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future
12 editions published in 2018 in English and Undetermined and held by 279 WorldCat member libraries worldwide
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear - Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future
The transhumanism handbook(
)
11 editions published in 2019 in English and held by 249 WorldCat member libraries worldwide
Modern humanity with some 5,000 years of recorded history has been experiencing growing pains, with no end in sight. It is high time for humanity to grow up and to transcend itself by embracing transhumanism. Transhumanism offers the most inclusive ideology for all ethnicities and races, the religious and the atheists, conservatives and liberals, the young and the old regardless of socioeconomic status, gender identity, or any other individual qualities. This book expounds on contemporary views and practical advice from more than 70 transhumanists. Astronaut Neil Armstrong said on the Apollo 11 moon landing in 1969, "One small step for a man, one giant leap for mankind." Transhumanism is the next logical step in the evolution of humankind, and it is the existential solution to the long-term survival of the human race
11 editions published in 2019 in English and held by 249 WorldCat member libraries worldwide
Modern humanity with some 5,000 years of recorded history has been experiencing growing pains, with no end in sight. It is high time for humanity to grow up and to transcend itself by embracing transhumanism. Transhumanism offers the most inclusive ideology for all ethnicities and races, the religious and the atheists, conservatives and liberals, the young and the old regardless of socioeconomic status, gender identity, or any other individual qualities. This book expounds on contemporary views and practical advice from more than 70 transhumanists. Astronaut Neil Armstrong said on the Apollo 11 moon landing in 1969, "One small step for a man, one giant leap for mankind." Transhumanism is the next logical step in the evolution of humankind, and it is the existential solution to the long-term survival of the human race
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology by
Newton Lee(
)
3 editions published in 2005 in English and held by 249 WorldCat member libraries worldwide
3 editions published in 2005 in English and held by 249 WorldCat member libraries worldwide
Proceedings of the International Conference on Advances in Computer Entertainment Technology : Salzburg (Austria), June 13-15,
2007 by ACM SIGCHI International Conference on Advances in Computer Entertainment Technology(
)
2 editions published in 2007 in English and held by 244 WorldCat member libraries worldwide
2 editions published in 2007 in English and held by 244 WorldCat member libraries worldwide
Encyclopedia of Computer Graphics and Games(
)
12 editions published between 2019 and 2020 in English and held by 93 WorldCat member libraries worldwide
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games
12 editions published between 2019 and 2020 in English and held by 93 WorldCat member libraries worldwide
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games
America! What's my name? : the "other" poets unfurl the flag(
Book
)
1 edition published in 2007 in English and held by 60 WorldCat member libraries worldwide
Selections by poets of "all colors, ethnicities, sizes, genders, and sexual preferences"--Introduction
1 edition published in 2007 in English and held by 60 WorldCat member libraries worldwide
Selections by poets of "all colors, ethnicities, sizes, genders, and sexual preferences"--Introduction
Encyclopedia of Computer Graphics and Games(
)
1 edition published in 2019 in English and held by 21 WorldCat member libraries worldwide
1 edition published in 2019 in English and held by 21 WorldCat member libraries worldwide
ACM SIGCHI International Conference on Advances in Computer Entertainment Technology : Valencia, Spain, 15th-17th June 2005 by
International Conference on Advances in Computer Entertainment Technology(
)
2 editions published in 2005 in English and held by 10 WorldCat member libraries worldwide
2 editions published in 2005 in English and held by 10 WorldCat member libraries worldwide
Encyclopedia of Computer Graphics and Games(
)
in English and held by 6 WorldCat member libraries worldwide
in English and held by 6 WorldCat member libraries worldwide
Synthesis and reactions of sulfonium salts by
Newton Lee(
Book
)
3 editions published in 2000 in English and held by 5 WorldCat member libraries worldwide
3 editions published in 2000 in English and held by 5 WorldCat member libraries worldwide
Facebook nation : total information awareness by
Newton Lee(
)
1 edition published in 2021 in English and held by 3 WorldCat member libraries worldwide
1 edition published in 2021 in English and held by 3 WorldCat member libraries worldwide
Analysis of business records of Chung Tai Company by
Newton Lee(
)
1 edition published in 1975 in English and held by 1 WorldCat member library worldwide
1 edition published in 1975 in English and held by 1 WorldCat member library worldwide
Counterterrorism and cybersecurity 2015 by
Newton Lee(
Book
)
1 edition published in 2015 in English and held by 1 WorldCat member library worldwide
1 edition published in 2015 in English and held by 1 WorldCat member library worldwide
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Associated Subjects
American poetry Animation (Cinematography) Art and computers Art and technology Artificial intelligence Big data--Social aspects California--Los Angeles Computer animation Computer composition (Music) Computer games Computer graphics Computer networks--Security measures Computer science Data mining Data protection Emotions in music Entertainment computing Facebook (Electronic resource) Facebook (Firm) Google Information science Information science--Sociological aspects Interactive multimedia--Authorship Internet marketing Internet searching Internet--Security measures Marketing--Technological innovations Medicine Motion picture studios Multimedia data mining Multimedia systems Music Music--Computer programs Online social networks Online social networks--Social aspects Philosophy Privacy, Right of Science--Computer programs Science--Data processing Sound recordings--Production and direction Technology--Religious aspects Terrorism--Prevention Transhumanism United States Video game music Video games--Design Video games--Sound effects Walt Disney Company Walt Disney Pictures Web search engines
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Alternative Names
Newton Lee American computer scientist
Newton Lee Amerikaans informaticus
Newton Lee informatico statunitense
Newton Lee informáticu teóricu estauxunidense
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