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Artz, John
George Washington University
Washington, Washington DC
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John M. Artz is an associate professor of information systems in the School of Business at The George Washington University in Washington, DC. He teaches technical courses in relational databases, data warehousing, web-based systems development, and various programming languages. He teaches philosophical courses in the ethics of technology and the philosophy of science as it applies to business research. Historically, his research interests were in the philosophical foundations of information systems; philosophical issues in relational database and data warehouse design; and the philosophy of science as it applies to information systems research. Artz has written nearly four dozen scholarly articles on a wide variety of topics including philosophical issues in database design, and the epistemological role of stories in the ethics of technology. In addition, he has published over 100 book and article reviews in ACM Computing Reviews. Artz has a wide variety of interests that focus, generally, on making sense out of emerging information technologies, such as virtual worlds, video games, and, most recently, big data, bringing both technical and philosophical expertise to bear on these new phenomena.

Artz joined the faculty of the School of Business and Public Management in the Fall of 1992. He was promoted to associate professor in 1998. During his time at GWU, in addition to his teaching and research responsibilities, Artz has served on the Faculty Senate from 2005 to the present; as the program director of the Master of Science in Information Technology program from Fall 1999 to Fall 2003; as the webmaster for the School of Business and Public Management from Fall 1996 to Fall 2000; and on the Faculty Advisory Committee for the University Teaching Center from Fall 1993 to Fall 1996. In addition to these major commitments, Artz has participated in a wide variety of lesser service roles too numerous to mention.

Prior to moving into academia, he spent nearly 20 years in the corporate world including The MITRE Corporation, Arbitron Ratings, Southwest Research Institute, General Electric Information Systems, American Management Systems, and Washington Gas Light Company. While serving in industry, Artz took on a variety of roles primarily related to database development and administration and software development. He has industry expertise in relational databases (serving several times as DBA), enterprise networks, expert systems, and graphical user interfaces. He holds a patent (#5,025,382 - Data link Controller Interface) on a direct manipulation user interface for air traffic controllers in a digital communications environment. In addition, he has done professional software development in nearly a dozen different programming languages including Fortran, COBOL, PL/1, Pascal, C, C++, Prolog, Lisp, and Visual Basic.

Date Reviewed  
- 10 of 184 reviews

  Pedagogy of game design
Michael John. YouTube, 00:47:27, published on Aug 2, 2016, Stanford, Type: Video

Should video game design, or for that matter any sort of software design, be taught by a practitioner or an academic? The academic will have an organized and abstract understanding of the design process, which makes sense but is very different fro...

Mar 21 2017  
   Big data is (at least) four different problems
Mike Stonebraker. YouTube, 01:02:35, published on Jun 2, 2016, stanfordonline, Type: Video

This video is an hour-long talk by Michael Stonebraker on potential disruptions in the world of big data. “Wait, a minute!” you might say, “I thought big data was the disrupter. How can it be disrupted as well?” Well, it ca...

Feb 8 2017  
   Debugging game history: a critical lexicon
Lowood H., Guins R.,  The MIT Press, Cambridge, MA, 2016. 464 pp. Type: Book (978-0-262034-19-7)

Game history has not, according to the editors of this book, emerged from the era of chronicles. This is not necessarily a bad thing. The editors go on to say: “Chronicles have many good qualities. They establish essential chronologies, and ...

Oct 21 2016  
  Data wrangling with Python: tips and tools to make your life easier
Kazil J., Jarmul K.,  O’Reilly Media, Inc., 2016. 508 pp. Type: Book (978-1-491948-81-1)

“Wrangle” is a new version of an old word that has evolved in some interesting and revealing ways. Originally, wrangle meant to argue or dispute. For example, you might wrangle with your neighbor over a property line. The meaning drift...

Sep 22 2016  
  Updating to remain the same: habitual new media
Chun W.,  The MIT Press, Cambridge, MA, 2016. 264 pp. Type: Book (978-0-262034-49-4)

This book can best be described as a semi-poetic media studies rant. It reminded me of some of the works I have read by Marshall McLuhan, most of which I barely understood but some bits of which provided profoundly deep insights. To be honest, whe...

Sep 19 2016  
   Gamer psychology and behavior
Bostan B.,  Springer International Publishing, New York, NY, 2016. 153 pp. Type: Book (978-3-319299-03-7)

This book, a collection of nine individual papers on gamer psychology, reads like the proceedings from a third-rate conference on the topic. There is no introduction to provide unifying themes, nor any conclusion to draw out any larger patterns. T...

Sep 8 2016  
   Learn to program with Minecraft: transform your world with the power of Python
Richardson C.,  No Starch Press, San Francisco, CA, 2015. 320 pp. Type: Book (978-1-593276-70-6), Reviews: (2 of 2)

Minecraft is a very popular virtual world video game with a user base that exceeds 100 million registered users. Python is an open-source, interpreted programming language growing in popularity because of the number and variety of open-source exte...

Jul 21 2016  
   Big data fundamentals: concepts, drivers & techniques
Erl T., Khattak W., Buhler P.,  Prentice Hall Press, Upper Saddle River, NJ, 2016. 240 pp. Type: Book (978-0-134291-07-9)

This book is mistitled, probably to take advantage of the demand for titles in big data. In the first place, I don’t believe there are any “fundamentals” to big data in the way that normalization and ACID (an acronym for atomicit...

May 2 2016  
   Towards a framework for tangible narratives
Harley D., Chu J., Kwan J., Mazalek A.  TEI 2016 (Proceedings of the 10th International Conference on Tangible, Embedded, and Embodied Interaction, Eindhoven, the Netherlands,  Feb 14-17, 2016) 62-69, 2016. Type: Proceedings

The purpose of this paper, as the title suggests, is to provide a preliminary framework for classifying tangible user interfaces (TUIs). It would be useful for the purposes of this review to define and explain what a tangible user interface is and...

Apr 6 2016  
   Program arcade games: with Python and Pygame (4th ed.)
Craven P.,  Apress, New York, NY, 2015. 392 pp. Type: Book (978-1-484217-89-4)

This book, as the title suggests, is about Python programming using the library Pygame to create simple video games. It is an eclectic collection of topics introduced at a rather superficial level. Topics include Python programming, of course, but...

Mar 7 2016  
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