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Books > Computing & IT > Social & legal aspects of computing > Impact of computing & IT on society
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.
Electric Dreams turns to the past to trace the cultural history of computers. Ted Friedman charts the struggles to define the meanings of these powerful machines over more than a century, from the failure of Charles Babbage's "difference engine" in the nineteenth century to contemporary struggles over file swapping, open source software, and the future of online journalism. To reveal the hopes and fears inspired by computers, Electric Dreams examines a wide range of texts, including films, advertisements, novels, magazines, computer games, blogs, and even operating systems. Electric Dreams argues that the debates over computers are critically important because they are how Americans talk about the future. In a society that in so many ways has given up on imagining anything better than multinational capitalism, cyberculture offers room to dream of different kinds of tomorrow.
This book examines two key themes in terrorism studies, the radicalization process and counter-terrorism policies, through the lens of social networks. The book aims to show that networks should be at the forefront not only when analysing terrorists, but also when assessing the responses to their actions. The volume makes a unique contribution by addressing two relatively new themes for terrorism studies. First it puts social relations and cooperation issues at the forefront - an approach often identified as crucial to future breakthroughs in the field. Second, many contributions tackle the role of the Internet in the process of radicalization and in recruitment more generally, a highly debated topic in the field today. In addition, the book provides a valuable mix of review essays, critical essays, and original empirical studies. This balanced approach is also found in the topics covered by the authors, as well as their academic disciplines, which include sociology, computer science, geography, history, engineering, and criminology as well as political science. Many of the true advances in terrorism studies depend on the successful collaboration of multi-disciplinary teams, each with a different set of methodological and conceptual tools. This volume reflects the newfound diversity in this field and is a true product of its time. This book will be of much interest to students of terrorism studies, social networks, security studies, sociology, criminology and international relations in general.
The first guide to tackle security architecture at the software engineering level
Communities of Computing is the first book-length history of the Association for Computing Machinery (ACM), founded in 1947 and with a membership today of 100,000 worldwide. It profiles ACM's notable SIGs, active chapters, and individual members, setting ACM's history into a rich social and political context. The book's 12 core chapters are organized into three thematic sections. ""Defining the Discipline"" examines the 1960s and 1970s when the field of computer science was taking form at the National Science Foundation, Stanford University, and through ACM's notable efforts in education and curriculum standards. "Broadening the Profession" looks outward into the wider society as ACM engaged with social and political issues - and as members struggled with balancing a focus on scientific issues and awareness of the wider world. Chapters examine the social turbulence surrounding the Vietnam War, debates about the women's movement, efforts for computing and community education, and international issues including professionalization and the Cold War. "Expanding Research Frontiers" profiles three areas of research activity where ACM members and ACM itself shaped notable advances in computing, including computer graphics, computer security, and hypertext. Featuring insightful profiles of notable ACM leaders, such as Edmund Berkeley, George Forsythe, Jean Sammet, Peter Denning, and Kelly Gotlieb, and honest assessments of controversial episodes, the volume deals with compelling and complex issues involving ACM and computing. It is not a narrow organizational history of ACM committees and SIGS, although much information about them is given. All chapters are original works of research. Many chapters draw on archival records of ACM's headquarters, ACM SIGs, and ACM leaders. This volume makes a permanent contribution to documenting the history of ACM and understanding its central role in the history of computing.
Communities of Computing is the first book-length history of the Association for Computing Machinery (ACM), founded in 1947 and with a membership today of 100,000 worldwide. It profiles ACM's notable SIGs, active chapters, and individual members, setting ACM's history into a rich social and political context. The book's 12 core chapters are organized into three thematic sections. "Defining the Discipline" examines the 1960s and 1970s when the field of computer science was taking form at the National Science Foundation, Stanford University, and through ACM's notable efforts in education and curriculum standards. "Broadening the Profession" looks outward into the wider society as ACM engaged with social and political issues - and as members struggled with balancing a focus on scientific issues and awareness of the wider world. Chapters examine the social turbulence surrounding the Vietnam War, debates about the women's movement, efforts for computing and community education, and international issues including professionalization and the Cold War. "Expanding Research Frontiers" profiles three areas of research activity where ACM members and ACM itself shaped notable advances in computing, including computer graphics, computer security, and hypertext. Featuring insightful profiles of notable ACM leaders, such as Edmund Berkeley, George Forsythe, Jean Sammet, Peter Denning, and Kelly Gotlieb, and honest assessments of controversial episodes, the volume deals with compelling and complex issues involving ACM and computing. It is not a narrow organizational history of ACM committees and SIGS, although much information about them is given. All chapters are original works of research. Many chapters draw on archival records of ACM's headquarters, ACM SIGs, and ACM leaders. This volume makes a permanent contribution to documenting the history of ACM and understanding its central role in the history of computing.
Recent shifts in new literacy studies have expanded definitions of text, reading/viewing, and literacy itself. The inclusion of non-traditional media forms is essential, as texts beyond written words, images, or movement across a screen are becoming ever more prominent in media studies. Included in such non-print texts are interactive media forms like computer or video games that can be understood in similar, though distinct, terms as texts that are read by their users. This book examines how people are socially, culturally, and personally changing as a result of their reading of, or interaction with, these texts. This work explores the concept of ergodic ontogeny: the mental development resulting from interactive digital media play experiences causing change in personal identity.
"Digital technologies have given society an extraordinary cultural
potential. If that potential is to be made real, we must reconcile
it with the legitimate and important claims of copyright. In this
beautifully written and careful work, Fisher, more completely than
anyone else, maps the choices that we might make. He argues for a
choice that would produce enormous social good. And while not
everyone will agree with the conclusions he draws, no one who cares
seriously about creators or culture can ignore the framework that
he has set. There are choices that we as a society must make. And
as Rawls did in political theory, or Milton Friedman did in
economics, Fisher provides an understanding that will color policy
analysis for the generations to come."--Lawrence Lessig, Stanford
Law School
As the "information superhighway" moves into the home through interactive media, enhanced telecom services, and hybrid appliances, interest continually grows in how consumers adopt and use Information Technology (IT), the strategies IT marketers use to reach consumers, and the public policies that help and protect consumers. USE COPY FROM THIS POINT ON FOR GENERAL CATALOGS... This book presents a unique collection of papers dealing with the demand side issues of new information technologies in the home. The contributors are from business, academia, and the public policy sector and represent many disciplines including communication, marketing, economics, psychology, engineering, and information systems. This book provides one of the best introductions to complex issues such as: * business forces that will shape "Home IT" of the future; * industry structure of the future "Infotainment" mega-business; * factors affecting consumer adoption and use of IT; * international differences in the management of the IT sector; and * public policies that will shape the deployment and use of IT.
"Bootstrapping" analyzes the genesis of personal computing from
both technological and social perspectives, through a close study
of the pathbreaking work of one researcher, Douglas Engelbart. In
his lab at the Stanford Research Institute in the 1960s, Engelbart,
along with a small team of researchers, developed some of the
cornerstones of personal computing as we know it, including the
mouse, the windowed user interface, and hypertext. Today, all these
technologies are well known, even taken for granted, but the
assumptions and motivations behind their invention are not.
"Bootstrapping" establishes Douglas Engelbart's contribution
through a detailed history of both the material and the symbolic
constitution of his system's human-computer interface in the
context of the computer research community in the United States in
the 1960s and 1970s.
New York Times columnist, Thomas Friedman declared the modern age in which we live as the 'age of distraction' in 2006. The basis of his argument was that technology has changed the ways in which our minds function and our capacity to dedicate ourselves to any particular task. Others assert that our attention spans and ability to learn have been changed and that the use of media devices has become essential to many people's daily lives and indeed the impulse to use technology is harder to resist than unwanted urges for eating, alcohol or sex. This book seeks to portray the see-saw like relationship that we have with technology and how that relationship impacts upon our lived lives. Drawing on a range of theoretical perspectives that cross traditional subject boundaries we examine the ways in which we both react to and are, to an extent, shaped by the technologies we interact with and how we construct the relationships with others that we facilitate via the use of Information Communication Technologies (ICTs) be it as discreet online only relationships or the blending of ICTs enabled communication with real life co present interactions.
It has become increasingly difficult to ignore the ways that the centrality of new media and technologies - from the global networking of information systems and social media to new possibilities for altering human genetics - seem to make obsolete our traditional ways of thinking about ethics and persuasive communication inherited from earlier humanist paradigms. This book argues that rather than devoting our critical energies towards critiquing humanist touchstones, we should instead examine the ways in which media and technologies have always worked as crucial cultural forces in shaping ethics and rhetoric. Pruchnic combines this historical itinerary with critical interrogations of diverse cultural and technological sites - the logic of video games and artificial intelligence, the ethics of life extension in contemporary medicine, the transition to computer-automated trading in world stock markets, the state of critical theory in the contemporary humanities - along with innovative analyses of the works of such figures as the Greek Sophists, Kenneth Burke, Martin Heidegger, Michel Foucault, Friedrich Nietzsche, and Gilles Deleuze. This book argues that our best strategies for crafting persuasive communication and producing ethical relations between individuals will be those that creatively replicate and appropriate, rather than resist, the logics of dominant forms of media and technology.
Infrastructure makes worlds. Software coordinates labor. Logistics governs movement. These pillars of contemporary capitalism correspond with the materiality of digital communication systems on a planetary scale. Ned Rossiter theorizes the force of logistical media to discern how subjectivity and labor, economy and society are tied to the logistical imaginary of seamless interoperability. Contingency haunts logistical power. Technologies of capture are prone to infrastructural breakdown, sabotage, and failure. Strategies of evasion, anonymity, and disruption unsettle regimes of calculation and containment. We live in a computational age where media, again, disappear into the background as infrastructure. Software, Infrastructure, Labor intercuts transdisciplinary theoretical reflection with empirical encounters ranging from the Cold War legacy of cybernetics, shipping ports in China and Greece, the territoriality of data centers, video game design, and scrap metal economies in the e-waste industry. Rossiter argues that infrastructural ruins serve as resources for the collective design of blueprints and prototypes demanded of radical politics today.
It's the founding myth of humanities computing and digital humanities: In 1949, the Italian Jesuit scholar, Roberto Busa, S.J., persuaded IBM to offer technical and financial support for the mechanized creation of a massive lemmatized concordance to the works of St. Thomas Aquinas. Using Busa's own papers, recently accessioned in Milan, as well as IBM archives and other sources, Jones illuminates this DH origin story. He examines relationships between the layers of hardware, software, human agents, culture, and history, and answers the question of how specific technologies afford and even constrain cultural practices, including in this case the academic research agendas of humanities computing and, later, digital humanities.
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry.
A form of 'electronic opium' is how some people have characterised young people's internet use in China. The problem of 'internet addiction' (wangyin) is seen by some parents as so severe that they have sought psychiatric help for their children. This book, which is based on extensive original research, including discussions with psychiatrists, parents and 'internet-addicted' young people, explores the conflicting attitudes which this issue reveals. It contrasts the views of young people who see internet use, especially gaming, as a welcome escape from the dehumanising pressures of contemporary Chinese life, with the approach of those such as their parents, who medicalise internet overuse and insist that working hard for good school grades is the correct way to progress. The author shows that these contrasting attitudes lead to battles which are often fierce and violent, and argues that the greater problem may in fact lie with parents and other authority figures, who misguidedly apply high pressure to enforce young people to conform to the empty values of a modern, dehumanised consumer-oriented society.
Adopting a multidisciplinary perspective, this book explores the key challenges associated with the proliferation of cyber capabilities. Over the past two decades, a new man-made domain of conflict has materialized. Alongside armed conflict in the domains of land, sea, air, and space, hostilities between different types of political actors are now taking place in cyberspace. This volume addresses the challenges posed by cyberspace hostility from theoretical, political, strategic and legal perspectives. In doing so, and in contrast to current literature, cyber-security is analysed through a multidimensional lens, as opposed to being treated solely as a military or criminal issues, for example. The individual chapters map out the different scholarly and political positions associated with various key aspects of cyber conflict and seek to answer the following questions: do existing theories provide sufficient answers to the current challenges posed by conflict in cyberspace, and, if not, could alternative approaches be developed?; how do states and non-state actors make use of cyber-weapons when pursuing strategic and political aims?; and, how does the advent of conflict in cyberspace challenge our established legal framework? By asking important strategic questions on the theoretical, strategic, ethical and legal implications and challenges of the proliferation of cyber warfare capabilities, the book seeks to stimulate research into an area that has hitherto been neglected. This book will be of much interest to students of cyber-conflict and cyber-warfare, war and conflict studies, international relations, and security studies.
This two-volume handbook set introduces the state-of-the-art development in research and applications related to usability and user-experience. Volume one includes methods and techniques and volume two covers research and case Studies. This handbook set is essential for everyone that is interested in understanding how the principles of usability and user-experience can contribute to a design that ensures that the needs of the users have been properly met. The books will cover several areas, such as the conceptual aspects of usability and user-experience, the knowledge of human characteristics in design, the methodological aspects; the books will include intervention, examples of consumer products, digital systems, and augmented and virtual realities. This set will be of interest to those working in the fields of ergonomics, designers, engineers, as well as students and practitioners.
Edmund C. Berkeley (1909 - 1988) was a mathematician, insurance actuary, inventor, publisher, and a founder of the Association for Computing Machinery (ACM). His book Giant Brains or Machines That Think (1949) was the first explanation of computers for a general readership. His journal Computers and Automation (1951-1973) was the first journal for computer professionals. In the 1950s, Berkeley developed mail-order kits for small, personal computers such as Simple Simon and the Braniac. In an era when computer development was on a scale barely affordable by universities or government agencies, Berkeley took a different approach and sold simple computer kits to average Americans. He believed that digital computers, using mechanized reasoning based on symbolic logic, could help people make more rational decisions. The result of this improved reasoning would be better social conditions and fewer large-scale wars. Although Berkeley's populist notions of computer development in the public interest did not prevail, the events of his life exemplify the human side of ongoing debates concerning the social responsibility of computer professionals. This biography of Edmund Berkeley, based on primary sources gathered over 15 years of archival research, provides a lens to understand social and political decisions surrounding early computer development, and the consequences of these decisions in our 21st century lives.
Edmund C. Berkeley (1909 - 1988) was a mathematician, insurance actuary, inventor, publisher, and a founder of the Association for Computing Machinery (ACM). His book Giant Brains or Machines That Think (1949) was the first explanation of computers for a general readership. His journal Computers and Automation (1951-1973) was the first journal for computer professionals. In the 1950s, Berkeley developed mail-order kits for small, personal computers such as Simple Simon and the Braniac. In an era when computer development was on a scale barely affordable by universities or government agencies, Berkeley took a different approach and sold simple computer kits to average Americans. He believed that digital computers, using mechanized reasoning based on symbolic logic, could help people make more rational decisions. The result of this improved reasoning would be better social conditions and fewer large-scale wars. Although Berkeley's populist notions of computer development in the public interest did not prevail, the events of his life exemplify the human side of ongoing debates concerning the social responsibility of computer professionals. This biography of Edmund Berkeley, based on primary sources gathered over 15 years of archival research, provides a lens to understand social and political decisions surrounding early computer development, and the consequences of these decisions in our 21st century lives.
Cyber security has become a focal point for conflicting domestic and international interests, and increasingly for the projection of state power. The military utility of the cyber domain is linked to the economic and social potential of information and communications technologies (ICTs), while technologies with military and national-security applications have become essential to the conduct of modern life. In light of this, Evolution of the Cyber Domain provides a holistic review of the strategic, operational and technical issues at the centre of the international cyber-security debate. The Dossier charts and contextualises the key developments and trends that have shaped the cyber domain since the 1950s. As well as tracking the events and decisions underlying the military potential of ICTs, it examines the issues and policies that affect global governance of the internet. The Dossier analyses: * The geopolitics of international cyber security and technological development. * The challenges of creating methods for managing conflict within the cyber domain based on international law. * The tension between issues of privacy, freedom of information and national security. * Intelligence as a state practice in peace and war. * The development and use of cyber military capabilities. The Dossier is an important point of reference for further research and analysis on complex cyber-security issues, and it provides a series of insights into national positions, as well as regional and global agreements and policies. Evolution of the Cyber Domain is a useful resource for readers who seek a comprehensive picture of cyber affairs, and who wish to understand the social, economic and politico-military challenges that have guided the development and use of ICTs in the past six decades. By summarising the ways in which governments are addressing these challenges at the strategic level, it helps prepare decision-makers and researchers involved in the formulation of cyber-security policy, strategy and analysis. The Dossier also contains a glossary of the key terms and concepts in the cyber-security dialogue.
This book explores contemporary transformations of identities in a digitizing society across a range of domains of modern life. As digital technology and ICTs have come to pervade virtually all aspects of modern societies, the routine registration of personal data has increased exponentially, thus allowing a proliferation of new ways of establishing who we are. Rather than representing straightforward progress, however, these new practices generate important moral and socio-political concerns. While access to and control over personal data is at the heart of many contemporary strategic innovations domains as diverse as migration management, law enforcement, crime and health prevention, "e-governance," internal and external security, to new business models and marketing tools, we also see new forms of exclusion, exploitation, and disadvantage emerging.
Smart Urbanism (SU) - the rebuilding of cities through the integration of digital technologies with buildings, neighbourhoods, networked infrastructures and people - is being represented as a unique emerging 'solution' to the majority of problems faced by cities today. SU discourses, enacted by technology companies, national governments and supranational agencies alike, claim a supremacy of urban digital technologies for managing and controlling infrastructures, achieving greater effectiveness in managing service demand and reducing carbon emissions, developing greater social interaction and community networks, providing new services around health and social care etc. Smart urbanism is being represented as the response to almost every facet of the contemporary urban question. This book explores this common conception of the problematic of smart urbanism and critically address what new capabilities are being created by whom and with what exclusions; how these are being developed - and contested; where is this happening both within and between cities; and, with what sorts of social and material consequences. The aim of the book is to identify and convene a currently fragmented and disconnected group of researchers, commentators, developers and users from both within and outside the mainstream SU discourse, including several of those that adopt a more critical perspective, to assess 'what' problems of the city smartness can address The volume provides the first internationally comparative assessment of SU in cities of the global north and south, critically evaluates whether current visions of SU are able to achieve their potential; and then identifies alternative trajectories for SU that hold radical promise for reshaping cities.
Smart Urbanism (SU) - the rebuilding of cities through the integration of digital technologies with buildings, neighbourhoods, networked infrastructures and people - is being represented as a unique emerging 'solution' to the majority of problems faced by cities today. SU discourses, enacted by technology companies, national governments and supranational agencies alike, claim a supremacy of urban digital technologies for managing and controlling infrastructures, achieving greater effectiveness in managing service demand and reducing carbon emissions, developing greater social interaction and community networks, providing new services around health and social care etc. Smart urbanism is being represented as the response to almost every facet of the contemporary urban question. This book explores this common conception of the problematic of smart urbanism and critically address what new capabilities are being created by whom and with what exclusions; how these are being developed - and contested; where is this happening both within and between cities; and, with what sorts of social and material consequences. The aim of the book is to identify and convene a currently fragmented and disconnected group of researchers, commentators, developers and users from both within and outside the mainstream SU discourse, including several of those that adopt a more critical perspective, to assess 'what' problems of the city smartness can address The volume provides the first internationally comparative assessment of SU in cities of the global north and south, critically evaluates whether current visions of SU are able to achieve their potential; and then identifies alternative trajectories for SU that hold radical promise for reshaping cities.
The financial/social cataclysm beginning in 2007 ended notions of a "great moderation" and the view that capitalism had overcome its systemic tendencies to crisis. The subsequent failure of contemporary social formations to address the causes of the crisis gives renewed impetus to better analysis in aid of the search for a better future. This book contributes to this search by reviving a broad discussion of what we humans might want a post-capitalist future to be like. It argues for a comparative anthropological critique of capital notions of value, thereby initiating the search for a new set of values, as well as identifying a number of selected computing practices that might evoke new values. It articulates a suggestive set of institutions that could support these new values, and formulates a group of measurement practices usable for evaluating the proposed institutions. The book is grounded in contemporary social science, political theory, and critical theory. It aims to leverage the possibility of alternative futures implied by some computing practices while avoiding hype and technological determinism, and uses these computing practices to explicate one possible way to think about the future. |
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