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Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
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.
From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education, all fall under its influence. Virtual Ascendance tells the story of a formerly fringe enterprise that, when few were paying attention, exploded into a multi-billion dollar industry affecting the very way we live. Griffiths paints a thorough and vivid picture of the video game industry, illuminating the various, and often bizarre, ways it's changing how we work, play and live. He brings readers along on his own journey of discovery, from the back room of a small Irish pub where members of the second-largest industry enclave meet each month, to a university clinic where the Wii is being used to treat Parkinson's sufferers - and everywhere in between. Virtual Ascendance is more than just a story about video games, though. It's the story of an awakening, of a realization that a childhood pastime has exploded into a thriving enterprise - one rooted in entertainment but whose tendrils reach into virtually all aspects of life and society.
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.
This volume contains a selection of authoritative essays exploring the central questions raised by the conjectured technological singularity. In informed yet jargon-free contributions written by active research scientists, philosophers and sociologists, it goes beyond philosophical discussion to provide a detailed account of the risks that the singularity poses to human society and, perhaps most usefully, the possible actions that society and technologists can take to manage the journey to any singularity in a way that ensures a positive rather than a negative impact on society. The discussions provide perspectives that cover technological, political and business issues. The aim is to bring clarity and rigor to the debate in a way that will inform and stimulate both experts and interested general readers.
Cyber Security Innovation for the Digital Economy considers possible solutions to the relatively new scientific-technical problem of developing innovative solutions in the field of cyber security for the Digital Economy. The solutions proposed are based on the results of exploratory studies conducted by the author in the areas of Big Data acquisition, cognitive information technologies (cogno-technologies), new methods of analytical verification of digital ecosystems on the basis of similarity invariants and dimensions, and "computational cognitivism," involving a number of existing models and methods. In practice, this successfully allowed the creation of new entities - the required safe and trusted digital ecosystems - on the basis of the development of digital and cyber security technologies, and the resulting changes in their behavioral preferences. Here, the ecosystem is understood as a certain system of organizations, created around a certain Technological Platform that use its services to make the best offers to customers and access to them to meet the ultimate needs of clients - legal entities and individuals. The basis of such ecosystems is a certain technological platform, created on advanced innovative developments, including the open interfaces and code, machine learning, cloud technologies, Big Data collection and processing, artificial intelligence technologies, etc. The mentioned Technological Platform allows creating the best offer for the client both from own goods and services and from the offers of external service providers in real time. This book contains four chapters devoted to the following subjects: - Relevance of the given scientific-technical problems in the cybersecurity of Digital Economy - Determination of the limiting capabilities - Possible scientific and technical solutions - Organization of perspective research studies in the area of Digital Economy cyber security in Russia
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.
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.
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.
One of the most significant and important advancements in information and communication technology over the past 20 years is the introduction and expansion of the Internet. Now almost universally available, the Internet brings us email, global voice and video communications, research repositories, reference libraries, and almost unlimited opportunities for daily activities. Bridging geographical distances in unprecedented ways, the Internet has impacted all aspects of our daily lives - from facilitating the running of businesses, the attainment of services and keeping in touch with friends and family. Accessible at any time and for many of us from our mobile phones, the Internet has opened up a world of knowledge and communication platforms that we cannot now imagine living without. This book explores the concept that the Internet has become a second action space for individuals. Coexisting with traditional and "obvious" real space, the Internet serves as a novel spatial platform and action space to its subscribers all over the world. Kellerman expertly discusses this notion and examines the practical integration of cyberspace with real space. Part I examines the Internet as a platform for action and presents its relations with physical space concerning a range of uses and applications which were traditionally performed in physical space only. It discusses the idea that the Internet has become a second space and explores theoretical perspectives surrounding this notion. The Internet has undeniably made humankind more efficient and connected. Part II explores the Internet as an action space for human life, considering basic human needs, curiosity, identity and social relations. It further considers instances whereby use and application of the Internet cannot be fully performed in real space, mainly regarding people's presentation of identity. Part III explores daily actions over the Internet, such as work, shopping, banking and social interactions. Kellerman also briefly touches on the darker aspects that the expansion of the Internet has made possible - including its role in fraud and other crimes. The concluding chapter discusses people living across the two spaces and identifies potential future developments. The Internet as Second Actions Space will appeal to students across the social sciences, in particular those studying Geography, Sociology, Media Studies, Internet Studies, Business and related disciplines.
Ethics for Robots describes and defends a method for designing and evaluating ethics algorithms for autonomous machines, such as self-driving cars and search and rescue drones. Derek Leben argues that such algorithms should be evaluated by how effectively they accomplish the problem of cooperation among self-interested organisms, and therefore, rather than simulating the psychological systems that have evolved to solve this problem, engineers should be tackling the problem itself, taking relevant lessons from our moral psychology. Leben draws on the moral theory of John Rawls, arguing that normative moral theories are attempts to develop optimal solutions to the problem of cooperation. He claims that Rawlsian Contractarianism leads to the 'Maximin' principle - the action that maximizes the minimum value - and that the Maximin principle is the most effective solution to the problem of cooperation. He contrasts the Maximin principle with other principles and shows how they can often produce non-cooperative results. Using real-world examples - such as an autonomous vehicle facing a situation where every action results in harm, home care machines, and autonomous weapons systems - Leben contrasts Rawlsian algorithms with alternatives derived from utilitarianism and natural rights libertarianism. Including chapter summaries and a glossary of technical terms, Ethics for Robots is essential reading for philosophers, engineers, computer scientists, and cognitive scientists working on the problem of ethics for autonomous systems.
The computerization of the workplace confronts us with a paradox. While almost everyone agrees that the fusion of new information and communication technologies (I/CT) is radically transforming the way society works, some individuals argue that the implementation of any single I/CT is disappointing. Studies report that these individual experiences in computerization often fail to measure up to expectation. The Computerization of Work offers an explanation for the gap between the expectations and the often less-than-satisfactory results. Written by renowned professionals in the fields of information and communication technologies, this volume explores the subject matter through the discussion of theory and field studies as well as insights from other research. Students and researchers alike will appreciate this rare look into the world of technology and society.
In The Digital Hand, James W. Cortada combines detailed analysis with narrative history to provide a broad overview of computing's role in sixteen industries, accounting for nearly half of the U.S. economy. Beginning in 1950, when commercial applications of digital technology began to appear, Cortada examines the ways different industries adopted new technologies, as well as the ways their innovative applications influenced other industries and the U.S economy. In addition, to this account of computers' impact on industry, Cortada also demonstrates how industries themselves influenced the nature of digital technology. Managers, economists, and anyone interested in the history of modern business will appreciate this historical analysis of digital technology's many roles and its future possibilities in a wide array of industries. A detailed picture of what the infrastructure of the Information Age really looks like and how we got there, The Digital Hand is a sweeping survey of how computers transformed the American economy.
A pandemic does not only bring health concerns for society but also significantly affects individuals and government and business operations. Recently, COVID-19 has substantially hampered conventional businesses and organizations worldwide. Digital technology can help achieve business continuity and overcome challenges caused by pandemic situations. Digital innovation is the application of digital technology to existing business problems. Ideas such as digital transformation and digitization are closely related to digital innovation. In this pandemic period, many businesses recognize that they need to transform, innovate, and adopt new technologies to stay competitive. However, digital transformation is an inherently complex process, and the time pressure to adopt quickly may result in further complexities for organizations in fostering digital technologies. Digital Innovations for Pandemics: Concepts, Challenges, Constraints, and Opportunities presents the potential of digital responses to the COVID-19 pandemic. It explores new digital concepts for learning and teaching, provides an overview of organizational responses to the crisis through digital technologies, and examines digital solutions developed to manage the crisis. Examining how information systems researchers can contribute to these global efforts, this book seeks to showcase how consumers, citizens, entrepreneurs, organizations, institutions, and governments are leveraging new and emerging digital innovations to disrupt and transform value creation in the pandemic era. It captures the breadth of digital innovations carried out to handle the pandemic and looks at the use of digital technologies to strengthen various processes. The book features the following: Solutions on how digital technologies enable responses to a global crisis An analysis of information systems used during the management of the COVID-19 pandemic New concepts for digital business and innovative content models for different sectors This book is written for advanced undergraduate students, postgraduate students, researchers, and scholars in the field of digital business, education, and healthcare. It includes theoretical chapters and case studies from leading scholars and practitioners on the technology-adoption practices of non-government organizations (NGOs), government, and business.
Computing technology is an indispensable feature of modern life. Our rapid-paced world seems more and more remote from the world narrated in sacred scriptures. However, despite its pervasiveness, there remains a dearth of theological reflection about computer technology and what it means to live as a faithful individual in a digitally - saturated society. The Web and Faith provides a brief theology of technology, rooted in the Islamic tradition and oriented around the grand themes of creation, redemption and new creation. The book combines a concise, accessible style with penetrating cultural and theological analysis. Building on the work of Marshall McLuhan and Neil Postman, and drawing from a wide range of enlightened Islamic thinkers, the book situates computer technology within the big picture of the story of creation. Technology is not neutral, but neither is there an exclusively ''faith-based'' form of technological production and use. Instead, this book guides us to see the digital world as part of a larger creation, which is redeemable according to the law of faith. Responsibly used, technology can become an integral part of religious wisdom world-wide.
GitOps and Kubernetes introduces a radical idea-managing your infrastructure with the same Git pull requests you use to manage your codebase. In this in-depth tutorial, you'll learn to operate infrastructures based on powerful-but-complex technologies with the same Git version control tools most developers use daily. GitOps and Kubernetes is half reference, half practical tutorial for operating Kubernetes the GitOps way. Through fast-paced chapters, you'll unlock the benefits of GitOps for flexible configuration management, monitoring, robustness, multi-environment support, and discover tricks and tips for managing secrets in the unique GitOps fashion. Key Features * Multiple-environments management with branching, namespace, and configuration * Access Control with Git, Kubernetes, and Pipeline * Using Kubernetes with Argo CD, JenkinsX, and Flux * Multi-step deployment strategies like Blue-Green, Canary in a declarative GitOps model For developers familiar with Continuous Delivery principles and the basics of Git and Kubernetes. About the technology The tools to monitor and manage software delivery and deployment can be complex to set up and intimidating to learn. But with the "GitOps" method, you can manage your entire Kubernetes infrastructure with Git pull requests, giving you a single control interface and making it easy to assess and roll back changes! Billy Yuen, Alexander Matyushentsev, Todd Ekenstam, and Jesse Suen are principal engineers for the Intuit platform. They are widely recognized as industry leads in GitOps for Kubernetes, having presented numerous related talks at industry conferences.
Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today's information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives - socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development
Cutting though the exaggerated and fanciful beliefs about the new possibilities of `net life', Hine produces a distinctive understanding of the significance of the net and addresses such questions as: what challenges do the new technologies of communication pose for research methods? Does the Internet force us to rethink traditional categories of `culture' and `society'? In this compelling and thoughtful book, Hine shows that the Internet is both a site for cultural formations and a cultural artefact which is shaped by people's understandings and expectations. The Internet requires a new form of ethnography. The author considers the shape of this new ethnography and guides readers through its application in multiple settings.
The aesthetic nature and purposes of computer culture in the contemporary world are investigated in this book. Sean Cubitt casts a cool eye on the claims of cybertopians, tracing the globalization of the new medium and enquiring into its effects on subjectivity and sociality. Drawing on historical scholarship, philosophical aesthetics and the literature of cyberculture, the author argues for a genuine democracy beyond the limitations of the free market and the global corporation. Digital arts are identified as having a vital part to play in this process. Written in a balanced and penetrating style, the book both conveniently summarizes a huge literature and sets a new agenda for research and theory.
Big Tech has sold us the illusion that artificial intelligence is a frictionless technology that will bring wealth and prosperity to humanity. But hidden beneath this smooth surface lies the grim reality of a precarious global workforce of millions that labour under often appalling conditions to make AI possible. Feeding the Machine presents an urgent, riveting investigation of the intricate network of organisations that maintain this exploitative system, revealing the untold truth of AI. Based on hundreds of interviews and thousands of hours of fieldwork over more than a decade, this book shows us the lives of the workers often deliberately concealed from view and the systems of power that determine their future. It shows how AI is an extraction machine that churns through ever-larger datasets and feeds off humanity's labour and collective intelligence to power its algorithms. Feeding the Machine is a call to arms against this exploitative system and details what we need to do, individually and collectively, to fight for a more just digital future.
"From Snapshots to Social Media" describes the history and future of domestic photography as mediated by technological change. Domestic photography refers to the culture of ordinary people capturing, sharing and using photographs, and is in a particular state of flux today as photos go digital. The book argues that this digital era is the third major chapter in the 170 year history of the area; following the portrait and Kodak eras of the past. History shows that despite huge changes in photographic technology and the way it has been sold, people continue to use photographs to improve memory, support communication and reinforce identity. The future will involve a shift in the balance of these core activities and a replacement of the family album with various multimedia archives for individuals, families and communities. This raises a number of issues that should be taken into account when designing new technologies and business services in this area, including: the ownership and privacy of content, multimedia standards, home ICT infrastructure, and younger and older users of images. The book is a must for designers and engineers of imaging technology and social media who want a better understanding of the history of domestic photography in order to shape its future. It will also be of value to students and researchers in science and technology studies and visual culture, as a fascinating case study of the evolving use of photographs and photographic technology in Western society. "
This book explores the making of robots in labs at the Massachusetts Institute of Technology (MIT). It examines the cultural ideas that go into the making of robots, and the role of fiction in co-constructing the technological practices of the robotic scientists. The book engages with debates in anthropological theorizing regarding the way that robots are reimagined as intelligent, autonomous and social and weaved into lived social realities. Richardson charts the move away from the "worker" robot of the 1920s to the "social" one of the 2000s, as robots are reimagined as companions, friends and therapeutic agents.
In Industry Unbound, Ari Ezra Waldman exposes precisely how the tech industry conducts its ongoing crusade to undermine our privacy. With research based on interviews with scores of tech employees and internal documents outlining corporate strategies, Waldman reveals that companies don't just lobby against privacy law; they also manipulate how we think about privacy, how their employees approach their work, and how they weaken the law to make data-extractive products the norm. In contrast to those who claim that privacy law is getting stronger, Waldman shows why recent shifts in privacy law are precisely the kinds of changes that corporations want and how even those who think of themselves as privacy advocates often unwittingly facilitate corporate malfeasance. This powerful account should be read by anyone who wants to understand why privacy laws are not working and how corporations trap us into giving up our personal information.
Death and Digital Media provides a critical overview of how people mourn, commemorate and interact with the dead through digital media. It maps the historical and shifting landscape of digital death, considering a wide range of social, commercial and institutional responses to technological innovations. The authors examine multiple digital platforms and offer a series of case studies drawn from North America, Europe and Australia. The book delivers fresh insight and analysis from an interdisciplinary perspective, drawing on anthropology, sociology, science and technology studies, human-computer interaction, and media studies. It is key reading for students and scholars in these disciplines, as well as for professionals working in bereavement support capacities.
The internet could have been purpose-built for fostering the growth of the social movements and citizen initiatives which have had such a significant impact on the political landscape since the 1990s. In "Cyberprotest" the contributors explore the effects of this synergy between ICTs (Information Communication Technologies) and people power, analysing the implications for politics and social policy at both a national and a global level.;Through a number of different international examples answers are sought to questions such as: to what extent and in what forms do social movements use ICTs?; how do new ICTs facilitate new patterns and forms of citizen mobilization?; how does this use affect the relationship between social movements and their members?; how do ICTs change the way social movement organizations communicate with each other?; and how do they affect the way these movements mobilize and intervene in public debates and political conflicts? |
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