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The Bourne Identity meets The Terminator in this fast-paced technothriller for boys aged 10 to 14. Unknown to the world, a superintelligence has emerged and it wants to eliminate fifteen-year-old Bram Argent ...The superintelligence can control any machine connected to the net, and it uses them as its unstoppable agents to achieve its ends. And the superintelligence is paranoid. Controlling the entire world is its only way to ensure its own existence. Bram's mother is a high-level computer scientist. She's been investigating the possibility of the emergence of a superintelligence and she has evidence copies of which she has given to her son and husband for safekeeping. But the superintelligence has become aware of her and decided she needs to be eliminated. Bram's mother escapes, warning her son and husband to do the same. Now Bram must flee and find his parents while being hunted by every machine on the planet. His friend Stella is caught up in the pursuit and becomes a target because of their friendship. Together, they must survive in an interconnected world where any machine might instantly become a lethal predator ...
Om betydningen af den mekaniserede krigsførelse såvel i teori som i praksis.
The author aims to show how the emergence of intelligent and autonomous bombs and missiles equipped with artificial perception and decision-making capabilities represents a profound historical shift in the relation of human beings both to machines and to information.
Almost six months after the Battle of Grantsburg, things for the Dark Horse Commando Squad are rather quiet. The strenuous training for the next expectant offensive operation has begun to wear on them. Captain Fischer, the commander of the squad, sends some on leave, while he tries to get the attention of his superiors that they're ready to go. One of those on leave is Lieutenant Madison Brookes, who is heading back to New Omaha to visit her mother. But while there, she learns from her mother, a High Council member in the UN, of a new secret weapon about to be revealed at a bond drive in a couple of days. Could this new secret weapon be the trump card humanity desperately needs?
Twelve-year-old Jordan Steel moves with his family from California to the City of Materials in Ohio, where science and technology permeate all aspects of daily life. At his new school, the Roberts Academy, Jordan discovers the secret world of the Robotics Club and the awe-inspiring Robot Wars. Even though underclassmen are rarely allowed to join the Robotics Club and participate in the Robot Wars, Jordan gets in with his new friends, the Silver triplets. They soon forge a team called the Warriors of the Old Republic. Paris is the electronics wiz and Friday is the welding guru. Goldie brings magnetics to life, and Nick is a computer ace. Together, they learn to depend on each others strengths to build a robot to compete in the Robot Wars. But not everyone wants an underclassman team in the Robot Wars. Jordan and his teammates cant be sure who their real friends are as they try to understand their new school, the secret Robotics Club and their competition. Even darker than some of their competitors intentions, however, is a secret housed in the halls of the Roberts Academy a secret that seems drawn to Jordan and his friends.
For those who know... that something is going on... The witnesses are legion, scattered across the world and dotted through history, people who looked up and saw something impossible lighting up the night sky. What those objects were, where they came from, and who—or what—might be inside them is the subject of fierce debate and equally fierce mockery, so that most who glimpsed them came to wish they hadn’t. Most, but not everyone. Among those who know what they’ve seen, and—like the toll of a bell that can’t be unrung—are forever changed by it, are a pilot, an heiress, a journalist, and a prisoner of war. From the waning days of the 20th century’s final great war to the fraught fields of Afghanistan to the otherworldly secrets hidden amid Nevada’s dusty neverlands—the truth that is out there will propel each of them into a labyrinth of otherworldly technology and the competing aims of those who might seek to prevent—or harness—these beings of unfathomable power. Because, as it turns out, we are not the only ones who can invent and build...and destroy. Featuring actual events and other truths drawn from sources within the military and intelligence community, Tom DeLonge and A.J. Hartley offer a tale at once terrifying, fantastical, and perhaps all too real. Though it is, of course, a work of... fiction?
Collecting Darth Vader (2017) 1-6. From acclaimed writer Charles Soule comes a brand-new, exhilarating series exploring Darth Vader's early history. Picking up directly where Star Wars: Episode III - Revenge of the Sith ends, follow Vader as he receives his legendary red lightsaber and witness Vader's rise to power as a Dark Lord of the Sith!
Shortlisted for the Andrew Carnegie Medal for Excellence in Nonfiction Finalist for The California Book Award in Nonfiction The San Francisco Chronicle's Best of the Year List Foreign Affairs Best Books of the Year In These Times “Best Books of the Year" Huffington Post's Ten Excellent December Books List LitHub's “Five Books Making News This Week” From the legendary whistle-blower who revealed the Pentagon Papers, an eyewitness exposé of the dangers of America's Top Secret, seventy-year-long nuclear policy that continues to this day. Here, for the first time, former high-level defense analyst Daniel Ellsberg reveals his shocking firsthand account of America's nuclear program in the 1960s. From the remotest air bases in the Pacific Command, where he discovered that the authority to initiate use of nuclear weapons was widely delegated, to the secret plans for general nuclear war under Eisenhower, which, if executed, would cause the near-extinction of humanity, Ellsberg shows that the legacy of this most dangerous arms buildup in the history of civilization--and its proposed renewal under the Trump administration--threatens our very survival. No other insider with high-level access has written so candidly of the nuclear strategy of the late Eisenhower and early Kennedy years, and nothing has fundamentally changed since that era. Framed as a memoir--a chronicle of madness in which Ellsberg acknowledges participating--this gripping exposé reads like a thriller and offers feasible steps we can take to dismantle the existing "doomsday machine" and avoid nuclear catastrophe, returning Ellsberg to his role as whistle-blower. The Doomsday Machine is thus a real-life Dr. Strangelove story and an ultimately hopeful--and powerfully important--book about not just our country, but the future of the world.
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.