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Computer crimes --- Computer crimes. --- Computers --- Social aspects. --- Criminalité informatique --- Ordinateurs --- Social aspects --- Aspect social --- Computers and crime --- Cyber crimes --- Cybercrimes --- Electronic crimes (Computer crimes) --- Internet crimes --- Crime --- Privacy, Right of --- Computer crimes - United States. --- Computers - Social aspects.
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The internet has altered how people engage with each other in myriad ways, including offering opportunities for people to act distrustfully. This fascinating set of essays explores the question of trust in computing from technical, socio-philosophical, and design perspectives. Why has the identity of the human user been taken for granted in the design of the internet? What difficulties ensue when it is understood that security systems can never be perfect? What role does trust have in society in general? How is trust to be understood when trying to describe activities as part of a user requirement program? What questions of trust arise in a time when data analytics are meant to offer new insights into user behavior and when users are confronted with different sorts of digital entities? These questions and their answers are of paramount interest to computer scientists, sociologists, philosophers and designers confronting the problem of trust.
Computers --- Internet --- Trust --- Computer security --- Computer networks --- Information technology --- Social aspects --- Security measures --- Reliability --- Computers - Social aspects --- Internet - Social aspects --- Computer networks - Security measures --- Computer networks - Reliability --- Information technology - Social aspects --- Trust. --- Computer security. --- Social aspects. --- Security measures. --- Reliability.
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Computers --- Computers. --- Social aspects. --- -681.3*K4 --- Computerwetenschap--?*K4 --- Sociology of knowledge --- Computer. Automation --- Sociology of work --- Social aspects --- 681.3*K4 --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Computers - Social aspects --- Artificial intelligence --- Digitization --- Human-computer interaction
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We depend on -- we believe in -- algorithms to help us get a ride, choose which book to buy, execute a mathematical proof. It's as if we think of code as a magic spell, an incantation to reveal what we need to know and even what we want. Humans have always believed that certain invocations -- the marriage vow, the shaman's curse -- do not merely describe the world but make it. Computation casts a cultural shadow that is shaped by this long tradition of magical thinking. In this book, Ed Finn considers how the algorithm -- in practical terms, a method for solving a problem -- has its roots not only in mathematical logic but also in cybernetics, philosophy, and magical thinking. Finn argues that the algorithm deploys concepts from the idealized space of computation in a messy reality, with unpredictable and sometimes fascinating results. Drawing on sources that range from Neal Stephenson's Snow Crash to Diderot's Encyclopedie, from Adam Smith to the Star Trek computer, Finn explores the gap between theoretical ideas and pragmatic instructions. He examines the development of intelligent assistants like Siri, the rise of algorithmic aesthetics at Netflix, Ian Bogost's satiric Facebook game Cow Clicker, and the revolutionary economics of Bitcoin. He describes Google's goal of anticipating our questions, Uber's cartoon maps and black box accounting, and what Facebook tells us about programmable value, among other things.If we want to understand the gap between abstraction and messy reality, Finn argues, we need to build a model of algorithmic reading and scholarship that attends to process, spearheading a new experimental humanities.Bron : http://www.bol.com
Information technology --- Computers --- Algorithms --- Algorithmes --- Ordinateurs --- Social aspects. --- Aspect social --- Algorism --- Algebra --- Arithmetic --- Foundations --- Aspect social. --- Algoritmi. --- Elaboratori elettronici - Aspetti sociali. --- Informatica - Aspetti sociali. --- Tecnologia - Aspetti sociali. --- Algoritmen --- Data --- Informatica --- Informatietechnologie --- Creativiteit --- Social aspects --- Algoritme --- IT --- Musiceren --- Information technology - Social aspects --- Computers - Social aspects --- Algorithms - Social aspects
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Terminal signs : computers and social change in Africa Approaches to Semiotics [AS]
Social change --- Computer. Automation --- Semiotics --- Africa --- Computers --- Social aspects --- Computers - Social aspects - Africa. --- Computers and civilization. --- Civilization and computers --- Civilization --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace
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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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Benedetta Brevini investigates the extent to which a Public Service Broadcasting (PSB) ethos has been extended to the online world in Europe. She examines the most significant policy initiatives carried out by PSBs in Europe on online platforms, and analyzes how the public service philosophy is being reinvented by policy makers (at both the national and European level), by PSB institutions and by their competitors. Brevini examines Denmark, France, Italy, Spain and the UK, where PSB has been the subject of landmark reforms that have changed its legal and policy frameworks. Concurrently, at the European level, the debate about the redefinition and expansion of PSB in the new media has been vigorous. As such, Brevini elaborates on and discusses a normative democratic framework for PSB online in Europe named 'PSB 2.0'. She argues that, if the online world is to be infused with the same public service ethos which characterizes traditional broadcasting, European policy makers and institutions need to understand that a reconfiguration of public service values and principles in.Bron : http://www.amazon.com
Telecommunication services --- Europe --- Public broadcasting --- Internet television --- Broadcasting policy --- Television --- Social aspects --- Openbare omroep --- EU --- Mediabeleid --- Internet --- Journalistieke ethiek --- Computers --- Social science --- General. --- Social Aspects --- Media Studies. --- #SBIB:309H1012 --- #SBIB:309H1713 --- COMPUTERS / Internet / General. --- COMPUTERS / Social Aspects / General. --- SOCIAL SCIENCE / Media Studies. --- 316.77 <4> --- Radio vision --- TV --- Artificial satellites in telecommunication --- Electronic systems --- Optoelectronic devices --- Telecommunication --- Astronautics --- Broadcasting --- Broadcasting and state --- Mass media policy --- Internet TV --- Net television --- Net TV --- Web television --- Web TV --- Webcasting --- Non-commercial broadcasting --- Noncommercial broadcasting --- Media: communicatiepolitieke aspecten / mediabeleid (nationaal en internationaal) --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Communicatiesociologie--Europa --- Optical communication systems --- Government policy --- 316.77 <4> Communicatiesociologie--Europa --- COMPUTERS / Internet / General --- COMPUTERS / Social Aspects / General --- SOCIAL SCIENCE / Media Studies --- Europese Unie --- Public broadcasting - Europe --- Internet television - Europe --- Broadcasting policy - Europe --- Television - Social aspects - Europe
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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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