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Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
This book is an insightful meta-narrative about schooling which explores the global natural experiment of the COVID-19 pandemic and its potential impact on school culture. The proposed book discusses how the abrupt and somewhat forced digital transformation of schooling on a global scale (caused by the COVID-19 pandemic) did not change the educational status quo. It states that online teaching and learning failed to transform the role of the key school actors, students and teachers as well as the relationship between them, despite megatrends such as digitalisation, automation and the development of artificial intelligence. This focus text discusses why the global experience of distance education did not translate into a significant qualitative change and provides a theoretical framework which enables the reader to interpret and explain the processes that occurred during distance education, as well as understand why extraordinarily little (if nothing) has changed in school culture. It will appeal to scholars and students from the sociology of education and from education studies, particularly those interested in school culture, innovation in education, online teaching and learning, curriculum studies, and education policy.
This book constitutes the refereed proceedings of the 17th IFIP WG 9.4 International Conference on Social Implications of Computers in Developing Countries, ICT4D 2022, which was supposed to be held in Lima, Peru, in May 2021, but was held virtually instead due to the COVID-19 pandemic. The 40 revised full papers presented were carefully reviewed and selected from 58 submissions. The papers present a wide range of perspectives and disciplines including (but not limited to) public administration, entrepreneurship, business administration, information technology for development, information management systems, organization studies, philosophy, and management. They are organized in the following topical sections: digital platforms and gig economy; education and health; inclusion and participation; and business innovation and data privacy.
Computers are already approving financial transactions, controlling
electrical supplies, and driving trains. Soon, service robots will
be taking care of the elderly in their homes, and military robots
will have their own targeting and firing protocols. Colin Allen and
Wendell Wallach argue that as robots take on more and more
responsibility, they must be programmed with moral decision-making
abilities, for our own safety. Taking a fast paced tour through the
latest thinking about philosophical ethics and artificial
intelligence, the authors argue that even if full moral agency for
machines is a long way off, it is already necessary to start
building a kind of functional morality, in which artificial moral
agents have some basic ethical sensitivity. But the standard
ethical theories don't seem adequate, and more socially engaged and
engaging robots will be needed. As the authors show, the quest to
build machines that are capable of telling right from wrong has
begun.
From the Internet's infrastructure to operating systems like GNU/Linux, the open source movement comprises some of the greatest accomplishments in computing over the past quarter century. Its story embraces technological advances, unprecedented global collaboration, and remarkable tools for facilitating distributed development. The evolution of the Internet enabled an enormous expansion of open development, allowing developers to exchange information and ideas without regard to constraints of space, time, or national boundary. The movement has had widespread impact on education and government, as well as historic cultural and commercial repercussions. Part I discusses key open source applications, platforms, and technologies used in open development. Part II explores social issues ranging from demographics and psychology to legal and economic matters. Part III discusses the Free Software Foundation, open source in the public sector (government and education), and future prospects.
This book takes a holistic view of the roles of ICTs during the pandemic through the lens of social informatics, as it is critical to our understanding of the relations between society and technology. Specific attention is given to various stakeholders and social contexts, with analysis at the individual, group, community, and society levels. Pushing the boundaries of information science research with timely and critical research questions, this edited volume showcases information science research in the context of COVID-19, by specifically accentuating sociotechnical practices, activities, and ICT interventions during the pandemic. Its social informatics focus appeals to a broad audience, and its global and international orientation provides a timely, innovative, and much-needed perspective to information science. This book is unique in its interdisciplinary nature as it consists of research studies on the intersections between ICTs and health, culture, social interaction, civic engagement, information dissemination, work, and education. Chapters apply a range of research methods, including questionnaire surveys, content analyses, and case studies from countries in Asia, Europe, and America, as well as global and international comparisons. The book's primary target audience includes scholars and students in information and library science, particularly those interested in the social aspect of the information society. It may be of interest to information professionals, library practitioners, educators, and information policymakers, as well as scholars and students in science and technology studies, cultural studies, political science, public administration, sociology, and communication studies.
- The author is one of the most influential AI reseachers of recent decades. - Written in an accessible language, the book provides a probing account of AI today and proposes a new narrative to connect and make sense of events that happened in the recent tumultuous past and enable us to think soberly about the road ahead. - The book is divided into ten carefully crafted and easily-digestible chapters, each grapples with an important question for AI, ranging from the scientific concepts that underpin the technology to wider implications for society, using real examples wherever possible.
Nationalism, in China as much as elsewhere, is today adopted, filtered, transformed, enhanced, and accelerated through digital networks. And as we have increasingly seen, nationalism in digital spheres interacts in complicated ways with nationalism "on the ground". If we are to understand the social and political complexities of the twenty-first century, we need to ask: what happens to nationalism when it goes digital? In China's Digital Nationalism, Florian Schneider explores the issue by looking at digital China first hand, exploring what search engines, online encyclopedias, websites, hyperlink networks, and social media can tell us about the way that different actors construct and manage a crucial topic in contemporary Chinese politics: the protracted historical relationship with neighbouring Japan. Using two cases, the infamous Nanjing Massacre of 1937 and the ongoing disputes over islands in the East China Sea, Schneider shows how various stakeholders in China construct networks and deploy power to shape nationalism for their own ends. These dynamics provide crucial lessons on how nation states adapt to the shifting terrain of the digital age and highlight how digital nationalism is today an emergent property of complex communication networks.
Digital Approaches to Inclusion and Participation in Cultural Heritage brings together best examples and practices of digital and interactive approaches and platforms from a number of projects based in European countries to foster social inclusion and participation in heritage and culture. It engages with ongoing debates on the role of culture and heritage in contemporary society relating to inclusion and exclusion, openness, access, and bottom-up participation. The contributions address key themes such as the engagement of marginalised communities, the opening of debates and new interpretations around socially and historically contested heritages, and the way in which digital technologies may foster more inclusive cultural heritage practices. They will also showcase examples of work that can inspire reflection, further research, and also practice for readers such as practice-focused researchers in both HCI and design. Indeed, as well as consolidating the achievements of researchers, the contributions also represent concrete approaches to digital heritage innovation for social inclusion purposes. The book's primary audience is academics, researchers, and students in the fields of cultural heritage, digital heritage, human-computer interaction, digital humanities, and digital media, as well as practitioners in the cultural sector.
Key Features / Selling Points Unique selling point: * The only book to distill the CSEC2017 recommendations down into practical teaching approaches for K-12 classrooms Core audience: * Teachers and educators of cybersecurity, who may or may not have a background in the subject Place in the market: * First book of its kind
Key Features / Selling Points Unique selling point: * The only book to distill the CSEC2017 recommendations down into practical teaching approaches for K-12 classrooms Core audience: * Teachers and educators of cybersecurity, who may or may not have a background in the subject Place in the market: * First book of its kind
How are our societies being transformed by internet and digital economics? This book provides an accessible introduction to the economics of the internet and a comprehensive account of the mechanisms of the digital economy. Leading scholars examine the original economic and business models being developed as a result of the internet system, and explore their impact on our economies and societies. Key issues are analysed, including the development of open source software and on-line communities, peer-to-peer and online sharing of cultural goods, electronic markets and the rise of new information intermediaries, e-retailing and e-banking. The volume examines how internet and digital economics have transformed the organization of firms, industries, markets, commerce, modes of distribution, money, finance, and innovation processes, and provides the analytical tools to understand both these recent transformations and the likely future directions of the 'New Economy'.
This book deals comprehensively with the question of the scope of copyright protection for computer programs. Offering a unique blend of scholarship, technical rigor, and readability, it dispels the confusion and controversy that surround the application of copyright law to computer programs. Through an orderly development of facts and analysis it shows why the copyright law is the appropriate regime for software protection and explains the nature of copyright protection for software. Alternating between essay format and case study, the book provides expert counsel to those interested in this interface between technology and law. "Software, Copyright, and Competition: The Look and Feel' of the LaW," is undoubtedly one of the best pieces of legal scholarship in any subject this editor has ever had the pleasure to read. As to its subject matter, it is the best analysis of look and feel' written to date. . . . The book is very readable. Not only does the author explain' the law for the non-lawyer, but he explains the zen' of computer programming to the non-programmer. With wit and insight he puts to rest the many old wives tales the legal community believes about programmers. . . . In the best of all possible worlds, this book would be mandatory reading for any judge or arbitrator faced with a look and feel' case. "The Software Law Bulletin," January 1990 Two forces, innovation and imitation, fuel the intense competition that underlies the dramatic technological progress taking place in the computer industry. As the competitive battleground shifts increasingly to the software sector, a vigorous debate has arisen over whether the principal legal regime for protecting the asset value of computer programs--the copyright law--encourages or inhibits that competition. Industry executives, computer lawyers, law professors and lawmakers alike are participating in the debate, the outcome of which will quite literally shape the future of the computer industry. This book deals comprehensively with the question of the scope of copyright protection for computer programs. Offering a unique blend of scholarship, technical rigor, and readability, it dispels the confusion and controversy that surround the application of copyright law to computer programs. Through an orderly development of facts and analysis it shows why the copyright law is the appropriate regime for software protection and explains the nature of copyright protection for software. Alternating between essay format and case study, the book provides expert counsel to those interested in this interface between technology and law.
Being a digital citizen has transformed from a process of familiarizing ones self with terminology and techniques to a full-time responsibility in the hands of any who want to stay abreast of the latest technological change in their respective field. Current Trends and Future Practices for Digital Literacy and Competence offers a look at the latest research within digital literacy and competence, setting the bar for the digital citizen of today and tomorrow. Presented in the form of case studies, frameworks, methodologies, architectures, and research, this compendium offers a vital resource for practitioners and academics in any field looking to stay up-to-date on their digital literacy. Chapters range from technically fundamental to the layman to complex, from experts around the world in a variety of jobs and countries.
Since Computational Intelligence is a latest technological aspect, the book is likely to be adopted in almost all leading Universities. This book aims to provide state-of-art research in the context of Computational Intelligence related with Healthcare its applications, challenges and management and it would promote how optimization or intelligent techniques envisage the role of Artificial Intelligence-Machine/Deep Learning (AI-ML/DL) in Healthcare.
It explore issues of diversity and inclusion in relation to artificial intelligence (AI). The author leads a research group on Digitalization and Robotization of Society at NTNU Norwegian University of Science and Technology.
Explores text mining and IoT applications for monitoring and controlling smart industrial systems Describes the key principles and techniques for Big-data analytics, security, and optimization for industrial applications. Provides context-aware insights, human-centric industry, smart computing for next-generation industry
Thematically organized around three of the most pressing ethical issues of the digital age (shifting of professional norms, moderating offensive content, and privacy), this volume offers a window into some of the hot-button ethical issues facing a society where digital has become the new normal. Straddling an applied ethical and theoretical approach, the research represented not only reflects on how our ethical frameworks have been changed and challenged by digital technology, but also provides insights for those confronted with specific ethical dilemmas related to digital technology. With contributions from established experts and up-and-coming scholars alike, this book cuts across disciplines and with appeal to communication scholars, philosophers, and anyone with an interest in ethics and technology.
Latent in the current environment of rapid technological advances are breakthroughs waiting to be discovered that will have profound impacts on how organizations will cope with the direction civilization is taking. Information Technology and Societal Development examines in depth the full range of impacts of information technology on civilization and the development of societies. Uniquely broad in the scope of examining the societal implications of informational technology, this groundbreaking reference work makes an essential contribution to research libraries worldwide.
What is the uniquely human factor in finding and using information to produce new knowledge? Is there an underlying aspect of our thinking that cannot be imitated by the AI-equipped machines that will increasingly dominate our lives? This book answers these questions, and tells us about our consciousness - its drive or intention in seeking information in the world around us, and how we are able to construct new knowledge from this information. The book is divided into three parts, each with an introduction and a conclusion that relate the theories and models presented to the real-world experience of someone using a search engine. First, Part I defines the exceptionality of human consciousness and its need for new information and how, uniquely among all other species, we frame our interactions with the world. Part II then investigates the problem of finding our real information need during information searches, and how our exceptional ability to frame our interactions with the world blocks us from finding the information we really need. Lastly, Part III details the solution to this framing problem and its operational implications for search engine design for everyone whose objective is the production of new knowledge. In this book, Charles Cole deliberately writes in a conversational style for a broader readership, keeping references to research material to the bare minimum. Replicating the structure of a detective novel, he builds his arguments towards a climax at the end of the book. For our video-game, video-on-demand times, he has visualized the ideas that form the book's thesis in over 90 original diagrams. And above all, he establishes a link between information need and knowledge production in evolutionary psychology, and thus bases his arguments in our origins as a species: how we humans naturally think, and how we naturally search for new information because our consciousness drives us to need it.
This absorbing anthology uses in-depth interdisciplinary case studies from across the globe to examine the practice and concept of microcelebrity. Expanding on the existing theoretical framing of the online celebrity experience, the editors re-theorize microcelebrity to accommodate developments in global internet governance, the evolution of platform politics, the emergence of hybrid forms of celebrity, and the collapsing networks between old and new media. Chapters analyse experiences across Asia, Europe, Latin America and Australia, and consider microcelebrities at all stages of their careers, from everyday users and beginners to veteran influencers. Arguing for new perspectives and theories of microcelebrity that take into account colonial geographies, cross-media networks between influencers and legacy media, and gendered aggression and political discourses in a social media-saturated age, this volume will be of huge value to students and scholars of microcelebrity, social media, digital labour, creative industries and internet culture.
This book presents an introduction to strategies for qualitative digital social research on emotions in a digital world. The book emphasizes the connections that exist between emotional ecologies, emotions as texts, and the virtual / mobile / digital world that brings us closer to a hermeneutics of the practices of feeling. In the context of 'Society 4.0', the book explores: Changes in the organization of daily life and work in virtual, mobile and digital environments. The impact of apps and social networks on sensations, emotions and sensibilities. Necessary changes in social research to employ the power of these apps and networks for social enquiry. As such, this book shares a set of social inquiry practices developed and applied to capture and understand emotions today. It should be considered as a first step in a long journey of exploring the close connections between sensibilities, emotions, and social research methodology. The book will appeal to students and instructors of emotion studies from across the social sciences, including sociology, psychology, organization studies, ethnography, history, and political science.
Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.
This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples
This book is an important collection for scholars and students interested in the critical analysis of digital games, and will be of interest across several disciplines including game studies, game design and development, internet studies, visual studies, cultural studies, communication studies, and media studies, as well as disability studies The book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokemon Go The book also asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples
CLARIN, the "Common Language Resources and Technology Infrastructure", has established itself as a major player in the field of research infrastructures for the humanities. This volume provides a comprehensive overview of the organization, its members, its goals and its functioning, as well as of the tools and resources hosted by the infrastructure. The many contributors representing various fields, from computer science to law to psychology, analyse a wide range of topics, such as the technology behind the CLARIN infrastructure, the use of CLARIN resources in diverse research projects, the achievements of selected national CLARIN consortia, and the challenges that CLARIN has faced and will face in the future. The book will be published in 2022, 10 years after the establishment of CLARIN as a European Research Infrastructure Consortium by the European Commission (Decision 2012/136/EU). Watch our talk with the editors Darja Fiser and Andreas Witt here: https://youtu.be/ZOoiGbmMbxI |
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