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Published in: NanoEthics 1/2016

11-01-2016 | Book Review

Mondo Nano: Fun and Games in the World of Digital Matter

Colin Milburn. 2015 (Duke University Press) ISBN: 978-0-8223-5743-8. 424 pp.

Author: Stephanie E. Vasko

Published in: NanoEthics | Issue 1/2016

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Excerpt

Nano-narratives weave their way into our lived experience, from art exhibitions at the Museum of Modern Art featuring nanoscale origami smiley faces [1] to the TiO2 nanoparticles present in our sunscreen and donuts [2]. Colin Milburn’s Mondo Nano focuses on identifying and exploring how nano-narratives involving fun and play are found in the lab, as well as in comic books and video games. From the outset, Milburn primes the reader for an exploration of these narratives in the digital realm by using binary instead of cardinal/decimal numbers for chapter numbers (e.g. what would be Chapter 6 is listed as 0110) and by using characters reminiscent of those used in coding, including underscores and angle brackets. …

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Footnotes
1
This author also has experience with creating a nanoscale PacMan, see: Vasko, S. E.; Kapetanović, A.; Talla, V.; Brasino, M. D.; Zhu, Z.; Scholl, A.; Torrey, J. D.; Rolandi, M., Serial and Parallel Si, Ge, and SiGe Direct-Write with Scanning Probes and Conducting Stamps. Nano Letters 2011, 11 (6), 2386–2389.
 
2
“Athleisure,” at its most basic definition, refers to the trend of wearing clothing designed for athletic purposes as everyday wear.
 
Metadata
Title
Mondo Nano: Fun and Games in the World of Digital Matter
Colin Milburn. 2015 (Duke University Press) ISBN: 978-0-8223-5743-8. 424 pp.
Author
Stephanie E. Vasko
Publication date
11-01-2016
Publisher
Springer Netherlands
Published in
NanoEthics / Issue 1/2016
Print ISSN: 1871-4757
Electronic ISSN: 1871-4765
DOI
https://doi.org/10.1007/s11569-015-0247-9

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