Gr 7–10—Broad of scope and well stocked with concrete examples, these surveys offer young readers detailed pictures of the role of technology in several fields. Though the authors focus on technology's present state and future possibilities, there are glances back—to, for instance, Thomas Edison's wax cylinders in
Music and cave painting in
Art—that establish adequate contexts for explanations of significant new developments. In Art, as an example, to descriptions of traditional materials and media Woolf adds photography and filmmaking, digital sculpting, Internet art, and video games. Also, along with newer ways of creating art and music, the authors look at copyright and uniqueness issues, as well as crowdsourcing, social media, and other means of financing and dissemination.
Sports covers areas such as exercise science, sports nutrition, and instant replay, and
Archaeology looks at electron microscopy, aerial mapping, and digital modeling. Each volume includes sidebar profiles of select inventors or performers. Each ends with glimpses of the future and a handful of projects or activities.
VERDICT Strong options to round out STEM collections.
Technology offers new ways of manipulating sounds and rhythms to make music. Practice time is shortened; notation and editing are simplified. This volume surveys software technologies for music production, including historical background. The pages are busy with photos and captions, diagrams, text boxes, sidebars, and "case studies." A timeline provides perspective: from Edison's 1877 phonograph to the first robot-band performance in 2014. Reading list. Glos., ind.
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