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International Federation for Information Processing The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing. For more information about the 300 other books in the IFIP series, please visit www.springer.com. For more information about IFIP, please visit www.ifip.org.
Human-computer interaction --- Human engineering --- Interaction homme-machine (Informatique) --- Ergonomie --- Congresses --- Congrès --- Computers -- Social aspects -- Congresses. --- Human engineering -- Congresses. --- Human-computer interaction -- Congresses. --- Engineering & Applied Sciences --- Computer Science --- Information Technology --- Computer Science (Hardware & Networks) --- Computer science. --- Computer Science. --- Computer Science, general. --- Informatics --- Science
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How can the world's nearly 3 billion who live on 2 a day or less be lifted out of poverty? Paul Polak (bestselling author of Out of Poverty) and the organizations he has founded have pioneered methods that have already helped nearly 20 million of the world's poorest people to get out of poverty without charitable or government handouts. Now Polak teams with social entrepreneur and author Mal Warwick (bestselling author of Values-Driven Business) to reveal the keys for entrepreneurs, businesses, and others to replicate this success and expand its scale to include hundreds of millions of the po
Computers -- Social aspects. --- Poverty --- Social responsibility of business --- Industrial management --- Business & Economics --- Economic History --- Social aspects --- Poverty. --- Social responsibility of business. --- Social aspects. --- Business --- Corporate accountability --- Corporate responsibility --- Corporate social responsibility --- Corporations --- CSR (Corporate social responsibility) --- Industries --- Social responsibility, Corporate --- Social responsibility of industry --- Destitution --- Social responsibility --- Business ethics --- Issues management --- Wealth --- Basic needs --- Begging --- Poor --- Subsistence economy --- E-books
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This book about America's romance with computer communication looks at the internet, not as harbinger of the future or the next big thing, but as an expression of the times. Streeter demonstrates that our ideas about what connected computers are for have been in constant flux since their invention. In the 1950's they were imagined as the means for fighting nuclear wars, in the 1960's as systems for bringing mathematical certainty to the messy complexity of social life, in the 1970's as countercultural playgrounds, in the 1980's as an icon for what's good about free markets, in the 1990's as a new frontier to be conquered and, by the late 1990's, as the transcendence of markets in an anarchist open source utopia. The Net Effect teases out how culture has influenced the construction of the internet and how the structure of the internet has played a role in cultures of social and political thought. It argues that the internet's real and imagined anarchic qualities are not a product of the technology alone, but of the historical peculiarities of how it emerged and was embraced. Finding several different traditions at work in the development of the internet—most uniquely, romanticism—Streeter demonstrates how the creation of technology is shot through with profoundly cultural forces—with the deep weight of the remembered past, and the pressures of shared passions made articulate.
Internet --- Information technology --- Computers --- Computers and civilization. --- Civilization and computers --- Civilization --- Social aspects. --- Computers and civilization --- Social aspects --- E-books --- Computers -- Social aspects. --- Information technology -- Social aspects. --- Internet -- Social aspects. --- Effect. --- construction. --- culture. --- cultures. --- influenced. --- internet. --- played. --- political. --- role. --- social. --- structure. --- teases. --- thought.
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In order to understand the role of computers in society, it is important to consider the complex relationship between the design and use of computers from the perspective of the user. Computers in Swedish Society reviews this shift in the historiography of computing from inventors and innovations to a user-perspective, and examines how the relevant sources can be created, collected, preserved, and disseminated. The text describes and evaluates a collaborative project in Sweden that documented the stories of around 700 people, and obtained extensive donations of archival records and artifacts. The book also provides a critical discussion on the interpretation of oral evidence, presenting three case studies on how this evidence can inform us about the interaction of computing with large-scale transformations in economies, cultures, and societies. Topics and features: Describes a historiography aimed at addressing the question of how computing shaped and transformed Swedish society between 1950 and 1980 Presents a user-centered perspective on the history of computing, after explaining the benefits of such an approach Examines the documentation of users, describing novel and innovative documentation methods such as witness seminars and Internet-based collections of memories Discusses the pros and cons of collaborative projects between academia and industry Provides case studies on the interpretation of oral evidence, dealing with social networks and flows of knowledge, users and uses of technology, and the materiality and geography of computing The methods and documentation of users described in this unique text/reference will not only be of great interest to historians of computing, technology, science and medicine, but also to researchers in science and technology studies, in library and information studies, and in ethnography, ethnology and folkloristic studies.
Computer science -- Sweden -- History. --- Computers -- Social aspects -- Sweden -- History. --- Computer science --- Computers --- Engineering & Applied Sciences --- Computer Science --- History --- Social aspects --- History. --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Informatics --- Computer science. --- Computers. --- Computers and civilization. --- Computer Science. --- History of Computing. --- Computers and Society. --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Science --- Civilization and computers --- Civilization
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"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--
Jeux vidéo. --- Jeux vidéo --- Video games --- Video games industry --- Aspect social. --- Design. --- Social aspects. --- Social aspects --- SOCIAL SCIENCE / Popular Culture. --- COMPUTERS / Social Aspects / General. --- GAMES / Video & Electronic. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Video games industry - Social aspects --- Video games - Design --- Jeu vidéo --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Design --- Jeux vidéo. --- Jeux vidéo
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Technology and Engagement is based on a four-year study of how first generation college students use social media, aimed at improving their transition to and engagement with their university. Through web technology, including social media sites, students were better able to maintain close ties with family and friends from home, as well as engage more with social and academic programs at their university. This 'ecology of transition' was important in keeping the students focused on why they were in college, and helped them become more integrated into the university setting. By showing the gains in campus capital these first-generation college students obtained through social media, the authors offer concrete suggestions for how other universities and college-retention programs can utilize the findings to increase their own retention of first-generation college students.
COMPUTERS / Educational Software. --- TECHNOLOGY & ENGINEERING / Social Aspects. --- COMPUTERS / Social Aspects / Human-Computer Interaction. --- EDUCATION / Computers & Technology. --- EDUCATION / Higher. --- Educational technology --- College preparation programs --- First-generation college students --- College students --- Pre-college programs --- Education, Secondary --- Universities and colleges --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Study and teaching (Higher) --- Admission --- Aids and devices --- academic program. --- academics. --- campus. --- college student. --- college. --- facebook. --- internet. --- online. --- social media. --- teachnology. --- technology. --- twitter. --- university. --- website.
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"A multi-authored comprehensive introduction to live coding's potential open up deeper questions about contemporary cultural production and computational culture"--
Computer programming --- Philosophy --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Programming --- Agile software development. --- Creation (Literary, artistic, etc.) --- Algorithms --- Philosophy. --- Psychological aspects. --- SOCIAL SCIENCE / Media Studies --- COMPUTERS / Social Aspects --- ART / Digital --- Algorism --- Algebra --- Arithmetic --- Creative ability in art --- Creative ability in literature --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- Agile development (Computer science) --- Agile methods (Computer science) --- Agile processes (Computer science) --- Computer software --- Foundations --- Development --- Agile software development --- Arts graphiques --- Art numérique --- Société numérique
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This book covers the relationship between information and communication technologies (ICTs) and communities – both physical and virtual. The chapters deal with such subjects as online social network communities, implicit online communities, tools for researching communities, user generated content communities, communities of practice, and trust in communities. Among the many contexts for community technology applications studied in these chapters are businesses and professional settings, health care, game communities, e-government, rural communities, low income communities and physical neighborhoods. Collectively, they demonstrate the dynamic and interdisciplinary nature of evolving communities and technologies scholarship.
Computer Science. --- Information Systems and Communication Service. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Social and Behavioral Sciences. --- Computer science. --- Information systems. --- Social sciences --- Informatique --- Sciences sociales --- Data processing. --- Information storage and retrieval systems --- Systèmes d'information --- Computers -- Social aspects -- Congresses. --- Computers and civilization -- Congresses. --- Information society -- Congresses. --- Computers and civilization --- Information society --- Computers --- Engineering & Applied Sciences --- Computer Science --- Social aspects --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computers. --- User interfaces (Computer systems). --- Application software. --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace
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International Federation for Information Processing The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing. For more information about the 300 other books in the IFIP series, please visit www.springer.com. For more information about IFIP, please visit www.ifip.org.
Microcomputers --- Computers --- Household electronics --- Telematics --- Micro-ordinateurs --- Ordinateurs --- Télématique --- Congresses --- Social aspects --- Congrès --- Aspect social --- Computers -- Social aspects -- Congresses. --- Household electronics -- Congresses. --- Microcomputers -- Congresses. --- Telematics -- Congresses. --- Computer Science --- Engineering & Applied Sciences --- Information Technology --- Computer Science (Hardware & Networks) --- CMC systems --- Computer-mediated communication --- Consumer electronics --- Home electronics --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer science. --- Computer Science. --- Computer Science, general. --- Telecommunication --- Cyberspace --- Electronic apparatus and appliances --- Electronics --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Informatics --- Science
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Every day we share encounters with others as we inhabit the space around us. In offering insights and knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding of the nature and value of shared encounters in everyday life. Divided into four sections, each section comprises a set of chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and – last but not least – Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part offer particular perspectives on the main topic and provide detailed insights from the author’s own research background. A valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be useful to researchers, students and practitioners in fields ranging from computer science to urban studies.
Computers -- Social aspects. --- Human-computer interaction. --- Mobile computing. --- Ubiquitous computing. --- Social media --- Groupware (Computer software) --- Ubiquitous computing --- Social Change --- Computer Science --- Sociology & Social History --- Engineering & Applied Sciences --- Social Sciences --- Human-computer interaction --- Mobile computing --- Computers --- Social aspects --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer science. --- User interfaces (Computer systems). --- Application software. --- Computers and civilization. --- Graphic design. --- Sociology. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Social and Behavioral Sciences. --- Computers and Society. --- Interaction Design. --- Sociology, general. --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace
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