Computers and Creativity, Revised Edition
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About this ebook
Computers and Creativity, Revised Edition explores the many ways people use computers to create software, invent new machines, and express themselves through words, music, graphic art, and multimedia. This updated, full-color resource also explains how computers enable people to collaborate over space and time on a scale never before possible without the use of professional intermediaries. Additionally, it examines the ways in which computer-enabled creativity causes us to rethink copyright and patent law, providing legal protection for the creative works of both artists and inventors.
Chapters include:
- Writing: Farewell to Pen and Paper
- Music: Personal Computer as Piano
- Video: Recording, Editing, and Creating Special Effects
- Programming: How Software Is Created
- Inventing: Using Computers to Drive Innovation
- Collaboration: Bringing People Together Over the Internet
- Disintermediation: Cutting Out the Middleman
- Intellectual Property: Protecting Creativity in the Digital World.
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Computers and Creativity, Revised Edition - Robert Plotkin
Computers and Creativity, Revised Edition
Copyright © 2020 by Robert Plotkin
All rights reserved. No part of this publication may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval systems, without permission in writing from the publisher. For more information, contact:
Chelsea House
An imprint of Infobase
132 West 31st Street
New York NY 10001
ISBN 978-1-4381-8274-2
You can find Chelsea House on the World Wide Web
at http://www.infobase.com
Contents
Preface
Acknowledgments
Introduction
Chapters
Writing: Farewell to Pen and Paper
Music: Personal Computer as Piano
Video: Recording, Editing, and Creating Special Effects
Programming: How Software is Created
Inventing: Using Computers to Drive Innovation
Collaboration: Bringing People Together over the Internet
Disintermediation: Cutting Out the Middleman
Intellectual Property: Protecting Creativity in the Digital World
Support Materials
Chronology
Glossary
Index
Preface
Computers permeate innumerable aspects of people's lives. For example, computers are used to communicate with friends and family, analyze finances, play games, watch movies, listen to music, purchase products and services, and learn about the world. People increasingly use computers without even knowing it, as microprocessors containing software replace mechanical and electrical components in everything from automobiles to microwave ovens to wristwatches.
Conversations about computers tend to focus on their technological features, such as how many billions of calculations they can perform per second, how much memory they contain, or how small they have become. We have good reason to be amazed at advances in computer technology over the last 50 years. According to one common formulation of Moore's law (named after Gordon Moore of Intel Corporation), the number of transistors on a chip doubles roughly every two years. As a result, a computer that can be bought for $1,000 today is as powerful as a computer that cost more than $1 million just 15 years ago.
Although such technological wonders are impressive in their own right, we care about them not because of the engineering achievements they represent but because they have changed how people interact every day. E-mail not only enables communication with existing friends and family more quickly and less expensively but also lets us forge friendships with strangers halfway across the globe. Social networking platforms such as Twitter and Facebook enable nearly instant, effortless communication among large groups of people without requiring the time or effort needed to compose and read e-mail messages. These and other forms of communication are facilitated by increasingly powerful mobile handheld devices, such as the BlackBerry and iPhone, which make it possible for people to communicate at any time and in any place, thereby eliminating the need for a desktop computer with a hardwired Internet connection. Such improvements in technology have led to changes in society, often in complex and unexpected ways.
Understanding the full impact that computers have on society therefore requires an appreciation of not only what computers can do but also how computer technology is used in practice and its effects on human behavior and attitudes.
Computers, Internet, and Society is a timely multivolume set that seeks to provide students with such an understanding. The set includes the following six titles, each of which focuses on a particular context in which computers have a significant social impact:
Communication and Cyberspace
Computer Ethics
Computers and Creativity
Computers in Science and Mathematics
Computers in the Workplace
Privacy, Security, and Cyberspace
It is the goal of each volume to accomplish the following:
explain the history of the relevant computer technology, what such technology can do today, and how it works;
explain how computers interact with human behavior in a particular social context; and
encourage readers to develop socially responsible attitudes and behaviors in their roles as computer users and future developers of computer technology.
New technology can be so engrossing that people often adopt it—and adapt their behavior to it—quickly and without much forethought. Yesterday's students gathered in the schoolyard to plan for a weekend party; today they meet online on a social networking website. People flock to such new features as soon as they come available, as evidenced by the long lines at the store every time a newer, smarter phone is announced.
Most such developments are positive. Yet they also carry implications for our privacy, freedom of speech, and security, all of which are easily overlooked if one does not pause to think about them. The paradox of today's computer technology is that it is both everywhere and invisible. The goal of this set is to make such technology visible so that it, and its impact on society, can be examined, as well as to assist students in using conceptual tools for making informed and responsible decisions about how to both apply and further develop that technology now and as adults.
Although today's students are more computer savvy than all of the generations that preceded them, many students are more familiar with what computers can do than with how computers work or the social changes being wrought by computers. Students who use the Internet constantly may remain unaware of how computers can be used to invade their privacy or steal their identity or how journalists and human rights activists use computer encryption technology to keep their communications secret and secure from oppressive governments around the world. Students who have grown up copying information from the World Wide Web and downloading songs, videos, and feature-length films onto computers, iPods, and cell phones may not understand the circumstances under which those activities are legitimate and when they violate copyright law. And students who have only learned about scientists and inventors in history books probably are unaware that today's innovators are using computers to discover new drugs and write pop music at the touch of a button.
In fact, young people have had such close and ongoing interactions with computers since they were born that they often lack the historical perspective to understand just how much computers have made their lives different from those of their parents. Computers form as much of the background of students' lives as the air they breathe; as a result, they tend to take both for granted. This set, therefore, is highly relevant and important to students because it enables them to understand not only how computers work but also how computer technology has affected their lives. The goal of this set is to provide students with the intellectual tools needed to think critically about computer technology so that they can make informed and responsible decisions about how to both use and further develop that technology now and as adults.
This set reflects my long-standing personal and professional interest in the intersection between computer technology, law, and society. I started programming computers when I was about 10 years old and my fascination with the technology has endured ever since. I had the honor of studying computer science and engineering at the Massachusetts Institute of Technology (MIT) and then studying law at the Boston University School of Law, where I now teach a course entitled, Software and the Law.
Although I spend most of my time as a practicing patent lawyer, focusing on patent protection for computer technology, I have also spoken and written internationally on topics including patent protection for software, freedom of speech, electronic privacy, and ethical implications of releasing potentially harmful software. My book, The Genie in the Machine, explores the impact of computer-automated inventing on law, businesses, inventors, and consumers.
What has been most interesting to me has been to study not any one aspect of computer technology, but rather to delve into the wide range of ways in which such technology affects, and is affected by, society. As a result, a multidisciplinary set such as this is a perfect fit for my background and interests. Although it can be challenging to educate non-technologists about how computers work, I have written and spoken about such topics to audiences including practicing lawyers, law professors, computer scientists and engineers, ethicists, philosophers, and historians. Even the work that I have targeted solely to lawyers has been multidisciplinary in nature, drawing on the history and philosophy of computer technology to provide context and inform my legal analysis. I specifically designed my course on Software and the Law
to be understandable to law students with no background in computer technology. I have leveraged this experience in explaining complex technical concepts to lay audiences in the writing of this multidisciplinary set for a student audience in a manner that is understandable and engaging to students of any background.
The world of computers changes so rapidly that it can be difficult even for those of us who spend most of our waking hours learning about the latest developments in computer technology to stay up to date. The term technological singularity has even been coined to refer to a point, perhaps not too far in the future, when the rate of technological change will become so rapid that essentially no time elapses between one technological advance and the next. For better or worse, time does elapse between writing a series of books such as this and the date of publication. With full awareness of the need to provide students with current and relevant information, every effort has been made, up to the time at which these volumes are shipped to the printers, to ensure that each title in this set is as up to date as possible.
Acknowledgments
Many people deserve thanks for making this series a reality. First, my thanks to my literary agent, Jodie Rhodes, for introducing me to Facts On File. When she first approached me, it was to ask whether I knew any authors who were interested in writing a set of books on a topic that I know nothing about—I believe it was biology. In response, I asked whether there might be interest in a topic closer to my heart—computers and society—and, as they say, the rest is history.
Frank Darmstadt, my editor, has not only held my hand through all of the high-level planning and low-level details involved in writing a series of this magnitude but also exhibited near superhuman patience in the face of drafts whose separation in time could be marked by the passing of the seasons. He also helped me to toe the fine dividing line between the forest and the trees and between today's technological marvels and tomorrow's long-forgotten fads—a distinction that is particularly difficult to draw in the face of rapidly changing technology.
Several research assistants, including Catie Watson, Rebekah Judson, Jessica McElrath, and Sue Keeler, provided invaluable aid in uncovering and summarizing information about technologies ranging from the ancient to the latest gadgets we carry in our pockets. In particular, Luba Jabsky performed extensive research that formed the foundation of many of the book's chapters and biographies.
The artwork and photographs have brought the text to life. Although computer science, with its microscopic electronic components and abstract software modules, is a particularly difficult field to illustrate, artist Bobbi McCutcheon and photo researcher Suzie Tibor could not have matched visuals to text more perfectly.
Last, but not least, I thank my family, including my partner, Melissa, and my dog, Maggie, for standing by my side and at my feet, respectively, as I spent my evenings and weekends trying, through words and pictures, to convey to the next generation some of the wonder and excitement in computer technology that I felt as a teenager.
Introduction
Computers and Creativity explores the wide variety of ways in which people use computers to express themselves through words, music, graphic art, and multimedia and to create software and invent new machines. This volume also explains how computers are enabling people to collaborate over space and time on a scale never before possible, and to do so without using professional intermediaries. Finally, Computers and Creativity examines the ways in which computer-enabled creativity is causing us to rethink copyright and patent law, which provide legal protection for the creative works of both artists and inventors.
The first modern computers were designed by mathematicians and engineers in the 1940s to perform tedious number-crunching tasks for government agencies and large corporations, such as calculating the path of bombs through the air and creating financial reports. Few people at that time dreamed that computers would evolve to become the greatest tool for enhancing creativity in history. Computers and Creativity provides a brief history of computers as tools for boosting creativity, followed by many examples of how computers are being used today in an increasingly wide range of creative endeavors.
Chapter 1 of this volume describes how computers have replaced pen, paper, and the typewriter as the dominant tool for written communication. It tracks the evolution of the typewriter, from its development in the 18th century through the electric models of the 20th century. The differences between typewriters and computer word processors are discussed, and the impact of each tool on the creativity of the writer is examined. For example, although most are familiar with using a word processor merely as a tool for typing documents more quickly than by hand, many people do not realize just how much even a standard word processor—used properly—can facilitate creative writing. For example, the outline editor in every word processor allows shifting effortlessly from writing individual words to rearranging entire sections of a document, something that was impossible to do with a typewriter. This ability to restructure documents as they are created enables authors to make their documents flow more logically than if they were written linearly from start to finish. Computers and Creativity traces the history of word processing technology and the ways in which professional authors and researchers today use even more powerful software to write and edit manuscripts more easily than ever. Other software tools to aid writing are also described. New types of written communication, including e-mail, social networking, online collaboration, blogging, and microblogging (i.e., tweeting), are discussed as well in chapter 1.
Chapter 2 examines the use of computers in the creation and recording of music. The history of recorded sound is described, beginning with early analog devices, such as Thomas