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Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
Aims to be broad in scope yet practical in approach, so that it can serve the needs of several different audiences, including researchers, teachers, developers, and theologians; Covers a wide variety of issues which have been neglected in other research texts; Studies the impact of creating a digital immortal on relatives and friends, the consequences of persistent digital legacies, and ways digital media are currently being used to expand the possibilities of commemorating the dead and managing the grief of those left behind; Analyzes the extent to which digital media are complementing or replacing the well-established formal structures and religious rituals; Explores the legal and ethical impact of creating a digital immortal.
This revised edition has more breadth and depth of coverage than the first edition. Information Technology: An Introduction for Today's Digital World introduces undergraduate students to a wide variety of concepts that they will encounter throughout their IT studies and careers. The features of this edition include: Introductory system administration coverage of Windows 10 and Linux (Red Hat 7), both as general concepts and with specific hands-on instruction Coverage of programming and shell scripting, demonstrated through example code in several popular languages Updated information on modern IT careers Computer networks, including more content on cloud computing Improved coverage of computer security Ancillary material that includes a lab manual for hands-on exercises Suitable for any introductory IT course, this classroom-tested text presents many of the topics recommended by the ACM Special Interest Group on IT Education (SIGITE). It offers a far more detailed examination of the computer and IT fields than computer literacy texts, focusing on concepts essential to all IT professionals - from system administration to scripting to computer organization. Four chapters are dedicated to the Windows and Linux operating systems so that students can gain hands-on experience with operating systems that they will deal with in the real world.
Big Data, gathered together and re-analysed, can be used to form endless variations of our persons - so-called 'data doubles'. Whilst never a precise portrayal of who we are, they unarguably contain glimpses of details about us that, when deployed into various routines (such as management, policing and advertising) can affect us in many ways. How are we to deal with Big Data? When is it beneficial to us? When is it harmful? How might we regulate it? Offering careful and critical analyses, this timely volume aims to broaden well-informed, unprejudiced discourse, focusing on: the tenets of Big Data, the politics of governance and regulation; and Big Data practices, performance and resistance. An interdisciplinary volume, The Politics of Big Data will appeal to undergraduate and postgraduate students, as well as postdoctoral and senior researchers interested in fields such as Technology, Politics and Surveillance.
Mobile devices' impact on daily life has raised relevant questions regarding public and private space and communication. Both the technological environment (operating systems, platforms, apps) and media ecosystems (interface design, participatory culture, social media) influence how users deal with the public and private, intimate and personal spheres. Leading researchers in communication, art, computer engineering, education, law, sociology, philosophy, and psychology here explore current methodologies for studying the dichotomy of the public and private in mobile communication, providing a foundation for further research.
This book brings together scholars from a variety of disciplines to address critical perspectives on Chinese language social media, internationalizing the state of social media studies beyond the Anglophone paradigm. The collection focuses on the intersections between Chinese language social media and disability, celebrity, sexuality, interpersonal communication, charity, diaspora, public health, political activism and non-governmental organisations (NGOs). The book is not only rich in its theoretical perspectives but also in its methodologies. Contributors use both qualitative and quantitative methods to study Chinese social media and its social-cultural-political implications, such as case studies, in-depth interviews, participatory observations, discourse analysis, content analysis and data mining.
Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.
Humans at Work in the Digital Age explores the roots of twenty-first-century cultures of digital textual labor, mapping the diverse physical and cognitive acts involved, and recovering the invisible workers and work that support digital technologies. Drawing on 14 case studies organized around four sites of work, this book shows how definitions of labor have been influenced by the digital technologies that employees use to produce, interpret, or process text. Incorporating methodology and theory from a range of disciplines and highlighting labor issues related to topics as diverse as census tabulation, market research, electronic games, digital archives, and 3D modeling, contributors uncover the roles played by race, class, gender, sexuality, and national politics in determining how narratives of digital labor are constructed and erased. Because each chapter is centered on the human cost of digital technologies, however, it is individual people immersed in cultures of technology who are the focus of the volume, rather than the technologies themselves. Humans at Work in the Digital Age shows how humanistic inquiry can be a valuable tool in the emerging conversation surrounding digital textual labor. As such, this book will be essential reading for academics and postgraduate students engaged in the study of digital humanities; human-computer interaction; digital culture and social justice; race, class, gender, and sexuality in digital realms; the economics of the internet; and technology in higher education.
Provides advanced system implementation for Smart Cities using Artificial Intelligence Addresses the complete functional framework workflow in Artificial Intelligence Explores basic and high-level concepts, thus servicing as a manual for those in the industry while also helping beginners Based on the latest technologies, and covering the major challenges, issues, and advances in Artificial Intelligence and Cybersecurity Discusses intelligent data management and automated systems through Artificial Intelligence and Cyber Security
This book constitutes the refereed post-proceedings of the 4th IFIP WG 9.7 Conference on the History of Nordic Computing, HiNC 4, held in Copenhagen, Denmark, in August 2014. The 37 revised full papers were carefully reviewed and selected for inclusion in this volume. The papers focus on innovative ICT milestones that transformed the nordic societies and on the new ideas, systems and solutions that helped creating the welfare societies of today, in particular solutions and systems for public services, e.g., tax, social benefits, health care and education; solutions and systems for the infrastructure of the society, e.g., banking, insurance, telephones, transport and energy supply; and technologies and IT policies behind the major IT milestones, e.g., user centric innovation, programming techniques and IT ethics. They are organized in topical sections on IT policy, infrastructure, public services, private services, telesystems, health care, IT in banking, transport and IT technology.
Blockchain technologies Bitcoins Web 3.0
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
This book provides a critical overview of the changing ways people mourn, commemorate and interact with the remains of the dead, including bodies, materials and digital artefacts. It focuses on how residues of death persist and circulate through different spaces, materials, data and mediated memories, refiguring how the disposal of the dead is understood, enacted and contested across the globe. The volume contains contributions by scholars from a number of disciplines and includes a diverse range of case studies drawn from Asia, Europe and North America. Together they reveal how rapidly changing practices, industries and experiences around death's remains involve the entwining of digital technologies with other material and ritualised forms of commemoration, as well as with shifting boundaries between the sacred and the profane, the institutional and the vernacular, the public and the private.
"New York's South Asian cabbies probably had no idea they were
straddling the digital divide when they used their own CB channels
to organize surprise strikes and demonstrations. But in
Technicolor: Race, Technology, and Everyday Life, the editors bring
together a series of essays that broaden the concept far beyond the
borders of your average two-part Times series." aWhat is revealed? Powerful visions, future-fantasies that as
science fiction writer Nalo Hopkinson would argue, acan make the
impossible, possiblea The cultural impact of new information and communication technologies has been a constant topic of debate, but questions of race and ethnicity remain a critical absence. TechniColor fills this gap by exploring the relationship between race and technology. a"Technicolor" is at once heroic and tragic: an anthology that
will prompt new conversations.a From Indian H-1B Workers and Detroit techno music to karaoke and the Chicano interneta, TechniColor's specific case studies document the ways in which people of color actually use technology. The results rupture such racial stereotypes as Asian whiz-kids and Black and Latino techno-phobes, while fundamentally challenging many widely-held theoretical and political assumptions. Incorporating a broader definition of technology and technological practices--to include not only those technologies thought to create "revolutions" (computer hardware and software) but also cars, cellular phones, and other everyday technologies--TechniColor reflects the larger history of technology use by people of color. Contributors: Vivek Bald, Ben Chappell, Beth Coleman, McLean Greaves, Logan Hill, Alicia Headlam Hines, Karen Hossfeld, Amitava Kumar, Casey Man Kong Lum, Alondra Nelson, Mimi Nguyen, Guillermo Gomez-Pena, Tricia Rose, Andrew Ross, Thuy Linh Nguyen Tu, and Ben Williams.
With the leverage of digital reproducibility, historical messages of hate are finding new recipients with breathtaking speed and scope. The rapid growth in popularity of right-wing extremist groups in response to transnational economic crises underscores the importance of examining in detail the language and political mobilization strategies of the New Right. In Europe, for example, populist right-wing activists organized around an anti-immigration agenda are becoming more vocal, providing pushback against the increase in migration flows from North Africa and Eastern Europe and countering support for integration with a categorical rejection of multiculturalism. In the United States, anti-immigration sentiment provides a rallying point for political and personal agendas that connect the rhetoric of borders with national, racial, and security issues. Digital Media Strategies of the Far Right in Europe and the United States is an effort to examine and understand these issues, informed by the conviction that an interdisciplinary and transnational approach can allow productive comparison of far-right propaganda strategies in Europe and the United States. With a special emphasis on performing ideology in the far-right music scene, on violent anti-immigrant stances, and on the far right's skillful creation and manipulation of virtual communities, the contributions foreground the cultural shibboleths that are exchanged among far-right supporters on the Internet, which serve to generate a sense of group belonging and the illusion of power far greater that the known numbers of neo-Nazis in any one country might suggest. Moreover, with attention to transatlantic right-wing movements and their use of particularly digital media, the essays in this volume put pressure on the similarities among the various national agents, while accommodating differences in the virtual and sometimes violent identities created and nurtured online.
This book is concerned with the importance of Human Computer Interaction (HCI), Usability, user participants, and Sustainability in the Information Communication Technology (ICT) industry throughout the world. ICTs have become a crucial instrument for communication, entertainment, commerce and research and this increased usage is presenting new environmental and sustainability issues as we try and meet the ever-growing needs of both businesses and individuals. Sustainability and sustainable design must become central to the design of new technologies to make a concerted effort to tackle the environmental concerns we face now and in the future. Development frameworks, tools and models are used and explored, and the New Participative Methodology for Sustainable Design (NPMSD) is introduced as a way of identifying key factors needed in developing more sustainable systems including new smart technology and portable devices. In this book, the sustainable step in the design stage is evaluated and assessed by 11 countries: namely, Australia, Brazil, China, Germany, India, Norway, Singapore, South Korea, Sweden, UK, and USA. The new results are generated confirming that sustainable design awareness should be considered by designers, and users to minimize and reduce the carbon emissions, raw materials usage, and global warming, since these problems should be tackled soon, otherwise, it will be too late to solve it. Further research is needed in the future to implement and assess the sustainable design step with large IT companies to ensure compliance with environmental standards and rules for sustainable systems. Sustainable Design is an invaluable resource for students and researchers, designers and business managers who are interested in the human-centered, environmental concerns of sustainable technologies.
This volume brings together research on cyberbullying across contexts, age groups, and cultures to gain a fuller perspective of the prevalence and impact of electronic mistreatment on individual, group, and organizational outcomes. This is the first book to integrate research on cyberbullying across three contexts: schools, workplaces, and romantic relationships, providing a unique synthesis of lifespan contexts. For each context, the expert chapter authors bring together three different 'lenses': existing research on the predictors and outcomes of cyberbullying within that context; a cross-cultural review across national borders and cultural boundaries; and a developmental perspective that examines age-related differences in cyberbullying within that context. The book closes by drawing commonalities across these different contexts leading to a richer understanding of cyberbullying as a whole and some possible avenues for future research and practice. This is fascinating reading for researchers and upper-level students in social psychology, counseling, school psychology, industrial-organizational psychology, and developmental psychology, as well as educators and administrators.
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.
Digital media have become deeply immersed in our lives, heightening both hopes and fears of their affordances. While the internet, mobile phones, and social media offer their users many options, they also engender concerns about their manipulations and intrusions. Emotions Online explores the visions that shape responses to media and the emotional regimes that govern people's engagements with them. This book critically examines evidence on the role of digital media in emotional life. Offering a sociological perspective and using ideas from science and technology studies and media studies, it explores: * The dimensions and operations of the online emotional economy * Growing concerns about online harms and abuse, especially to children * 'Deepfakes' and other forms of image-based abuse * The role of hope in shaping online behaviours * 'Digital well-being' and its market * COVID-19's impacts on perceptions of digital media and Big Tech * Growing challenges to centralised control of the internet, and the implications for future emotional life The book breaks new ground in the sociological study of digital media and the emotions. It reveals the dynamics of online emotional regimes showing how deceptive designs and algorithm-driven technologies serve to attract and engage users. As it argues, digital media rely on the emotional labours of many people, including social media inf luencers and content moderators who make the internet seem smart. The book provides an invaluable overview of the evidence and debates on the role of digital media in emotional life and guidance for future research, policy, and action.
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities. With a focus on empathy, embodiment and ethics, the book interrogates the use of immersive technologies for formal and informal educational contexts. Taking a critical approach to discourses around emerging technology and learning, the book presents the idea that a new literacy is emerging and an emphasis on media and technology is needed in the context of education to explore and experience cultural diversities. Employing a personal reflexive narrative, the chapters highlight key issues through research and interviews with leading practitioners in the field. Understanding Virtual Reality will be of great interest to academics and students interested in the effects of immersive realities on the education experience, and to anyone keen on exploring the paradigm shift from entertainment to education.
Drawing lessons from the eFez Project in Morocco, this volume offers practical supporting material to decision makers in developing countries on information and communication technologies for development, specifically e-government implementation.
On publication of the previous edition of Computers and the Law, developments such as the Internet and electronic commerce were as yet unthought of. The second edition strives to bring the reader up to date with such developments. It also attempts to gauge the law's reaction, or lack of it, to these developments.
The recent surge of technology outsourcing has intensified the cross-cultural effects of information systems designs and constructions, as well as the potential shortage of suitable information specialists at strategic locations. Millions of dollars of investments in information systems are at risk of being underutilized or rejected by users for cultural reasons. ""Information Resources Management: Global Challenges"" addresses challenges in managing information resources in dynamic social environments across cultures, including research on key factors for social acceptance of information technology, and user adoption of information management methods. ""Information Resources Management: Global Challenges"" explores new paradigms under which information resources will generate original meanings for a contemporary generator of users, with increasing interest toward user-centered and culturecentric information systems.
With all our contemporary connectivity, are we really connected? What does the nature of connectivity tell us about interpersonal and community relationships? What ethical concerns are raised through an always-on culture? Communication in today's world is characterised by a condition of persistent, semi-permanent connectivity, which seems to bring us closer together, but which can also be profoundly alienating. The Death of Web 2.0 takes a retrospective look at a moment in recent media history that has had, and will continue to have, a lasting impact upon the predominant attitude towards cultures of connectivity. Greg Singh draws from a range of approaches, intellectual traditions and scholarly disciplines to engage key questions underpinning the contemporary communications media ecosystem. Bringing together influences from communitarian ethics, recognition theory and relational and depth psychology, Singh synthesises key approaches to produce a critical inquiry that projects the tensions at the heart of connectivity as a principle of Web 2.0. He argues that Web 2.0 is a cultural moment that is truly over, and that what is popularly described as 'Web 2.0' is an altogether different set of principles and practices. The Death of Web 2.0 recognises the consequences of our 'always-on' culture, where judgments are made quickly and where impacts can be far-reaching, affecting our relationships, wellbeing, mental health and the health of our communities, and it concludes by asking what an ethics of connectivity would look like. This unique interdisciplinary work will be essential reading for academics and students of Jungian and post-Jungian studies, media and cultural studies and psychosocial studies as well as anyone interested in the social implications of new media.
With all our contemporary connectivity, are we really connected? What does the nature of connectivity tell us about interpersonal and community relationships? What ethical concerns are raised through an always-on culture? Communication in today's world is characterised by a condition of persistent, semi-permanent connectivity, which seems to bring us closer together, but which can also be profoundly alienating. The Death of Web 2.0 takes a retrospective look at a moment in recent media history that has had, and will continue to have, a lasting impact upon the predominant attitude towards cultures of connectivity. Greg Singh draws from a range of approaches, intellectual traditions and scholarly disciplines to engage key questions underpinning the contemporary communications media ecosystem. Bringing together influences from communitarian ethics, recognition theory and relational and depth psychology, Singh synthesises key approaches to produce a critical inquiry that projects the tensions at the heart of connectivity as a principle of Web 2.0. He argues that Web 2.0 is a cultural moment that is truly over, and that what is popularly described as 'Web 2.0' is an altogether different set of principles and practices. The Death of Web 2.0 recognises the consequences of our 'always-on' culture, where judgments are made quickly and where impacts can be far-reaching, affecting our relationships, wellbeing, mental health and the health of our communities, and it concludes by asking what an ethics of connectivity would look like. This unique interdisciplinary work will be essential reading for academics and students of Jungian and post-Jungian studies, media and cultural studies and psychosocial studies as well as anyone interested in the social implications of new media. |
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