Author: James Clarke
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
The Media Lab
Author: Stewart Brand
Publisher: Penguin Group
ISBN: 9780140097016
Category : Computers
Languages : en
Pages : 332
Book Description
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
Publisher: Penguin Group
ISBN: 9780140097016
Category : Computers
Languages : en
Pages : 332
Book Description
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
The Sorcerers and Their Apprentices
Author: Frank Moss
Publisher: Broadway Business
ISBN: 0307589102
Category : Technology & Engineering
Languages : en
Pages : 274
Book Description
"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--
Publisher: Broadway Business
ISBN: 0307589102
Category : Technology & Engineering
Languages : en
Pages : 274
Book Description
"From the director of the famed MIT Media Laboratory comes an exhilarating behind the-scenes exploration of the research center where our nation's foremost scientists are creating the innovative new technologies that will transform our future"--
Lifelong Kindergarten
Author: Mitchel Resnick
Publisher: MIT Press
ISBN: 0262536137
Category : Education
Languages : en
Pages : 203
Book Description
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.
Publisher: MIT Press
ISBN: 0262536137
Category : Education
Languages : en
Pages : 203
Book Description
How lessons from kindergarten can help everyone develop the creative thinking skills needed to thrive in today's society. In kindergartens these days, children spend more time with math worksheets and phonics flashcards than building blocks and finger paint. Kindergarten is becoming more like the rest of school. In Lifelong Kindergarten, learning expert Mitchel Resnick argues for exactly the opposite: the rest of school (even the rest of life) should be more like kindergarten. To thrive in today's fast-changing world, people of all ages must learn to think and act creatively—and the best way to do that is by focusing more on imagining, creating, playing, sharing, and reflecting, just as children do in traditional kindergartens. Drawing on experiences from more than thirty years at MIT's Media Lab, Resnick discusses new technologies and strategies for engaging young people in creative learning experiences. He tells stories of how children are programming their own games, stories, and inventions (for example, a diary security system, created by a twelve-year-old girl), and collaborating through remixing, crowdsourcing, and large-scale group projects (such as a Halloween-themed game called Night at Dreary Castle, produced by more than twenty kids scattered around the world). By providing young people with opportunities to work on projects, based on their passions, in collaboration with peers, in a playful spirit, we can help them prepare for a world where creative thinking is more important than ever before.
The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256
Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
Media Labs
Author: James Clarke
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
Publisher: Aurora Metro Publications Ltd.
ISBN: 095663298X
Category : Art
Languages : en
Pages : 219
Book Description
SHORTLISTED FOR PEOPLE'S BOOK PRIZE This is an essential guide to the evolving and dynamic world of digital media. Explains how the media lab as a place (actual or virtual) encourages, nurtures and provides tangible support for creative talents and their projects. While the focus of the book is on filmmaking and gaming, the author also delves into the ‘brave new worlds’ of Virtual Reality and Augmented Reality. Providing an overview of the range of media labs on offer in both academia and festivals, the book is enriched by interviews with contemporary practitioners working in digital media culture around the world. Reviews “... an inspirational and timely new resource, packed with contacts, leading edge initiatives, tips from seasoned media practitioners .... It can’t fail to help you get new creative content made, and seen, around the world.” – Nic Millington, CEO Rural Media “With digital technologies and the blurring of creative boundaries changing the way that content is made and seen, this book proves an invaluable guide for those looking to successfully navigate this constantly evolving landscape.” – Nikki Baughan, Film Industry Journalist About the author James Clarke has written for the magazines 3D Artist, 3DWorld, Moviescope and Empire. His work has also featured in The Guardian, on BBC Radio 3 and for the BFI. As an educator he is a Fellow of the Higher Education Academy and has taught at the University of Gloucestershire, Hereford College of Arts and the University of Warwick. James is currently a Visiting Lecturer at the London Film School. James’s books include the recently published Through Her Lens: The Stories Behind the Photography of Eva Sereny (ACC Books), The Year of the Geek (Aurum Press) and Bodies in Heroic Motion: The Cinema of James Cameron (Columbia University Press). James also writes A Level Film Studies resources for Edusites and has been a consultant to the British Council, writing and producing content on the subject of various literary icons.
Perspectives on Impact
Author: Nina Montgomery
Publisher: Routledge
ISBN: 0429840764
Category : Business & Economics
Languages : en
Pages : 254
Book Description
Perspectives on Impact brings together leaders from across sectors to reflect on our approaches to social change. Sharing diverse examples from their work, these authors show how we must think more systemically and work more collaboratively to move the needle on the biggest social, humanitarian, and environmental challenges facing our world. Chapters by: Niko Canner, Shanti Nayak, and Cynthia Warner (Incandescent) Duncan Green (OxFam) Farah Ramzan Golant (Girl Effect, kyu) Sara Holoubek (Luminary Labs) Joi Ito (MIT Media Lab) Leila Janah (Samasource, LXMI, Samaschool) Amirah Jiwa George Kronnisanyon Werner (Republic of Liberia) Chris Larkin (IDEO.org) Eric Maltzer (Medora Ventures, Middlebury College) Jane Nelson (Harvard Kennedy School) Craig Nevill-Manning and Prem Ramaswami (Sidewalk Labs) Jacqueline Novogratz (Acumen) Deena Shakir (GV, formerly Google Ventures) Jose Miguel Sokoloff (MullenLowe Group) Lara Stein (TEDx, Women's March Global) Piyush Tantia (ideas42) Fay Twersky (William & Flora Hewlett Foundation) Sherrie Rollins Westin and Shari Rosenfeld (Sesame Workshop) Perspectives on Impact and its sister book, Perspectives on Purpose, bring together leading voices from across sectors to discuss how we must adapt our organizations for the twenty-first century world. Perspectives on Impact focuses on the recalibration of social impact approaches to tackle complex humanitarian, social, and environmental challenges; Perspectives on Purpose looks at the shifting role of the corporation in society through the lens of purpose.
Publisher: Routledge
ISBN: 0429840764
Category : Business & Economics
Languages : en
Pages : 254
Book Description
Perspectives on Impact brings together leaders from across sectors to reflect on our approaches to social change. Sharing diverse examples from their work, these authors show how we must think more systemically and work more collaboratively to move the needle on the biggest social, humanitarian, and environmental challenges facing our world. Chapters by: Niko Canner, Shanti Nayak, and Cynthia Warner (Incandescent) Duncan Green (OxFam) Farah Ramzan Golant (Girl Effect, kyu) Sara Holoubek (Luminary Labs) Joi Ito (MIT Media Lab) Leila Janah (Samasource, LXMI, Samaschool) Amirah Jiwa George Kronnisanyon Werner (Republic of Liberia) Chris Larkin (IDEO.org) Eric Maltzer (Medora Ventures, Middlebury College) Jane Nelson (Harvard Kennedy School) Craig Nevill-Manning and Prem Ramaswami (Sidewalk Labs) Jacqueline Novogratz (Acumen) Deena Shakir (GV, formerly Google Ventures) Jose Miguel Sokoloff (MullenLowe Group) Lara Stein (TEDx, Women's March Global) Piyush Tantia (ideas42) Fay Twersky (William & Flora Hewlett Foundation) Sherrie Rollins Westin and Shari Rosenfeld (Sesame Workshop) Perspectives on Impact and its sister book, Perspectives on Purpose, bring together leading voices from across sectors to discuss how we must adapt our organizations for the twenty-first century world. Perspectives on Impact focuses on the recalibration of social impact approaches to tackle complex humanitarian, social, and environmental challenges; Perspectives on Purpose looks at the shifting role of the corporation in society through the lens of purpose.
Dot-Com Design
Author: Megan Sapnar Ankerson
Publisher: NYU Press
ISBN: 1479892904
Category : Business & Economics
Languages : en
Pages : 261
Book Description
From dial-up to wi-fi, an engaging cultural history of the commercial web industry In the 1990s, the World Wide Web helped transform the Internet from the domain of computer scientists to a playground for mass audiences. As URLs leapt off computer screens and onto cereal boxes, billboards, and film trailers, the web changed the way many Americans experienced media, socialized, and interacted with brands. Businesses rushed online to set up corporate “home pages” and as a result, a new cultural industry was born: web design. For today’s internet users who are more familiar sharing social media posts than collecting hotlists of cool sites, the early web may seem primitive, clunky, and graphically inferior. After the dot-com bubble burst in 2000, this pre-crash era was dubbed “Web 1.0,” a retronym meant to distinguish the early web from the social, user-centered, and participatory values that were embodied in the internet industry’s resurgence as “Web 2.0” in the 21st century. Tracking shifts in the rules of “good web design,” Ankerson reimagines speculation and design as a series of contests and collaborations to conceive the boundaries of a new digitally networked future. What was it like to go online and “surf the Web” in the 1990s? How and why did the look and feel of the web change over time? How do new design paradigms like user-experience design (UX) gain traction? Bringing together media studies, internet studies, and design theory, Dot-com Design traces the shifts in, and struggles over, the web’s production, aesthetics, and design to provide a comprehensive look at the evolution of the web industry and into the vast internet we browse today.
Publisher: NYU Press
ISBN: 1479892904
Category : Business & Economics
Languages : en
Pages : 261
Book Description
From dial-up to wi-fi, an engaging cultural history of the commercial web industry In the 1990s, the World Wide Web helped transform the Internet from the domain of computer scientists to a playground for mass audiences. As URLs leapt off computer screens and onto cereal boxes, billboards, and film trailers, the web changed the way many Americans experienced media, socialized, and interacted with brands. Businesses rushed online to set up corporate “home pages” and as a result, a new cultural industry was born: web design. For today’s internet users who are more familiar sharing social media posts than collecting hotlists of cool sites, the early web may seem primitive, clunky, and graphically inferior. After the dot-com bubble burst in 2000, this pre-crash era was dubbed “Web 1.0,” a retronym meant to distinguish the early web from the social, user-centered, and participatory values that were embodied in the internet industry’s resurgence as “Web 2.0” in the 21st century. Tracking shifts in the rules of “good web design,” Ankerson reimagines speculation and design as a series of contests and collaborations to conceive the boundaries of a new digitally networked future. What was it like to go online and “surf the Web” in the 1990s? How and why did the look and feel of the web change over time? How do new design paradigms like user-experience design (UX) gain traction? Bringing together media studies, internet studies, and design theory, Dot-com Design traces the shifts in, and struggles over, the web’s production, aesthetics, and design to provide a comprehensive look at the evolution of the web industry and into the vast internet we browse today.
Demand
Author: Adrian Slywotzky
Publisher: Crown Currency
ISBN: 0307887340
Category : Business & Economics
Languages : en
Pages : 339
Book Description
In DEMAND: Giving People What They Love Before They Know They Want It (Crown Business; October 2011), Adrian Slywotzky, named by Industry Week one of the world’s six most influential management thinkers, provides a radically new way to think about demand, with a big idea and a host of practical applications—not just for people in business but also for social activists, governments leaders, non-profit managers, and other would-be innovators. They all need to master such ground-breaking concepts as the hassle map (and the secrets of fixing it); the curse of the incomplete product (and how to avoid it); why very good ≠ magnetic; how what you don’t see can make or break a product; the art of transforming fence sitters into customers; why there’s no such thing as an average customer; and why real demand comes from a 45-degree angle of improvement (rather than the five degrees most organizations manage).
Publisher: Crown Currency
ISBN: 0307887340
Category : Business & Economics
Languages : en
Pages : 339
Book Description
In DEMAND: Giving People What They Love Before They Know They Want It (Crown Business; October 2011), Adrian Slywotzky, named by Industry Week one of the world’s six most influential management thinkers, provides a radically new way to think about demand, with a big idea and a host of practical applications—not just for people in business but also for social activists, governments leaders, non-profit managers, and other would-be innovators. They all need to master such ground-breaking concepts as the hassle map (and the secrets of fixing it); the curse of the incomplete product (and how to avoid it); why very good ≠ magnetic; how what you don’t see can make or break a product; the art of transforming fence sitters into customers; why there’s no such thing as an average customer; and why real demand comes from a 45-degree angle of improvement (rather than the five degrees most organizations manage).
Proxies
Author: Dylan Mulvin
Publisher: MIT Press
ISBN: 0262045141
Category : Technology & Engineering
Languages : en
Pages : 289
Book Description
How those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. Our world is built on an array of standards we are compelled to share. In Proxies, Dylan Mulvin examines how we arrive at those standards, asking, "To whom and to what do we delegate the power to stand in for the world?" Mulvin shows how those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. For designers of technology, some bits of the world end up standing in for other bits, standards with which they build and calibrate. These "proxies" carry specific values, even as they disappear from view. Mulvin explores the ways technologies, standards, and infrastructures inescapably reflect the cultural milieus of their bureaucratic homes. Drawing on archival research, he investigates some of the basic building-blocks of our shared infrastructures. He tells the history of technology through the labor and communal practices of, among others, the people who clean kilograms to make the metric system run, the women who pose as test images, and the actors who embody disease and disability for medical students. Each case maps the ways standards and infrastructure rely on prototypical ideas of whiteness, able-bodiedness, and purity to control and contain the messiness of reality. Standards and infrastructures, Mulvin argues, shape and distort the possibilities of representation, the meaning of difference, and the levers of change and social justice.
Publisher: MIT Press
ISBN: 0262045141
Category : Technology & Engineering
Languages : en
Pages : 289
Book Description
How those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. Our world is built on an array of standards we are compelled to share. In Proxies, Dylan Mulvin examines how we arrive at those standards, asking, "To whom and to what do we delegate the power to stand in for the world?" Mulvin shows how those with the power to design technology, in the very moment of design, are allowed to imagine who is included--and who is excluded--in the future. For designers of technology, some bits of the world end up standing in for other bits, standards with which they build and calibrate. These "proxies" carry specific values, even as they disappear from view. Mulvin explores the ways technologies, standards, and infrastructures inescapably reflect the cultural milieus of their bureaucratic homes. Drawing on archival research, he investigates some of the basic building-blocks of our shared infrastructures. He tells the history of technology through the labor and communal practices of, among others, the people who clean kilograms to make the metric system run, the women who pose as test images, and the actors who embody disease and disability for medical students. Each case maps the ways standards and infrastructure rely on prototypical ideas of whiteness, able-bodiedness, and purity to control and contain the messiness of reality. Standards and infrastructures, Mulvin argues, shape and distort the possibilities of representation, the meaning of difference, and the levers of change and social justice.
Visions
Author: Michio Kaku
Publisher: Oxford Paperbacks
ISBN: 0192880187
Category : Science
Languages : en
Pages : 416
Book Description
This volume collects the research of today's scientists to explore the possibilities of the science of tomorrow. Among the issues covered are how decoding DNA will allow us to alter and reshape our genetic heritage, and how quantum physicists will harness the energy of the Universe.
Publisher: Oxford Paperbacks
ISBN: 0192880187
Category : Science
Languages : en
Pages : 416
Book Description
This volume collects the research of today's scientists to explore the possibilities of the science of tomorrow. Among the issues covered are how decoding DNA will allow us to alter and reshape our genetic heritage, and how quantum physicists will harness the energy of the Universe.