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Ever since George Washington warned against ""foreign entanglements"" in his 1796 farewell speech, the United States has wrestled with how to act toward other countries. Consequently, the history of anti-Americanism is as long and varied as the history of the United States. In this multidisciplinary collection, seventeen leading thinkers provide substance and depth to the recent outburst of fast talk on the topic of anti-Americanism by analyzing its history and currency in five key global regions: the Middle East, Latin America, Europe, East Asia, and the United States. The commentary draws fr
Anti-Americanism. --- United States --- Relations. --- US. --- animosity. --- group. --- past. --- present. --- scholars. --- stellar. --- towards. --- unravel. --- worlds.
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With the climate crisis and its repercussions becoming more and more tangible, games are increasingly participating in the production, circulation, and interrogation of environmental assumptions, using both explicit and implicit ways of framing the crisis. Whether they are providing new spaces to imagine and practice alternative forms of living, or reproducing ecomodernist fantasies, games as well as player cultures are increasingly tuned in to the most pressing environmental concerns. This book brings together chapters by a diverse group of established and emerging authors to develop a growing body of scholarship that explores the shape, impact, and cultural context of ecogames. The book comprises four thematic sections, Today's Challenges: Games for Change, Future Worlds: New Imaginaries, The Nonhuman Turn, and Critical Metagaming Practices. Each section explores different aspects of ecocritical engagement in and through games. As a result, the book's comprehensive scope covers a variety of angles, methodologies, and case studies, significantly expanding the field of green media studies.
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What interpretation(s) do today’s historians make of electrification? Electrification is a process which began almost a hundred and fifty years ago but which more than one billion men and women still do not have access to. This book displays the social diversity of the electric worlds and of the approaches to their history. It updates the historical knowledge and shows the renewal of the historiography in both its themes and its approaches. Four questions about the passage to the electrical age are raised: which innovations or combination of innovations made this passage a reality? According to which networks and appropriation? Evolving thanks to which tensions and alliances? And resulting in which transition and accumulation?
Quel(s) regard(s) les historiens d’aujourd’hui portent-ils sur l’électrification, processus engagé il y a près de cent cinquante ans mais auquel plus d’un milliard d’hommes et de femmes restent encore étrangers ? Le présent volume rend compte de la diversité des mondes sociaux électriques et des manières d’enquêter sur leur histoire. Il actualise les connaissances et témoigne du renouvellement de l’historiographie, dans ses objets et ses approches. Quatre points d’interrogation sur le basculement des sociétés dans l’âge électrique jalonnent le volume : moyennant quelles créations ou combinaisons créatrices ? En vertu de quelles circulations et appropriations ? Selon quelles tensions et alliances ? Et produisant quelles transitions et accumulations ?
Education --- Computer network resources. --- Electricity --- Electric industries --- History. --- Industries --- 19th–21st --- Beltran --- Circulations --- Creations --- Electric --- Électricité --- électrification --- électriques --- énergie --- Histoire --- Mondes --- Tensions --- Transitions --- Worlds
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Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider's view of what works, what doesn't work, and why, Developi
Virtual reality. --- Application software --- Development. --- Development of application software --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Information Technology --- General and Others --- Virtual reality --- 766:681.3 --- Digitale kunsten ; toegepaste --- Virtual reality ; handboeken --- Development --- Gebruiksgrafiek ; digitale ; webtoepassingen ; computerprogramma's
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This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards
Computer architecture. Operating systems --- Information Technology --- General and Others --- Internet programming. --- Virtual reality. --- Computer games. --- Application software --- Electronic games --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer programming --- Computer games --- Internet games --- Television games --- Videogames --- Games --- Video games.
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This text examines how a variety of immaterial labour performed by Filipinos in the Philippines and around the world generate and explore vital affects, multiple networks, and other worlds. These forms of living capture life-making capacities within the capitalist world of disruptions and circulations of bodies and time.
E-books --- Foreign workers, Filipino. --- Filipinos --- Household employees --- Contract labor --- Employment --- Social aspects. --- Philippines --- Emigration and immigration --- Affect. --- Affective Labor. --- Chronicity. --- Chronography. --- Communal Worlds. --- Filipino Labor. --- Labor Migration. --- Labor-Time. --- Migration. --- Time.
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Der Wechsel in eine andere berufliche Fachwelt stellt Arbeitnehmerinnen und Arbeitnehmer vor neue Aufgaben und Herausforderungen. Welche individuellen Voraussetzungen müssen erfüllt und welche institutionellen Rahmenbedingungen sollten gegeben sein, damit ein erfolgreiches berufliches Crossover gelingt? Die Studie zeigt, dass das Crossover zwischen den Fachwelten ein gesamtbiografischer Prozess ist, der sich in den Biografien der Befragten nicht erst im Berufsleben abzeichnet. Erfolgreiche Fachweltwechsel werden von den hybriden Kompetenzen des Einzelnen bedingt und nur selten durch institutionelle und soziale Unterstützungsangebote begleitet. The change to a different professional world presents employees with new tasks and challenges. Which individual prerequisites must be fulfilled and which institutional framework conditions should be in place for a successful professional crossover? The study shows that the crossover between professional worlds is an overall biographical process that becomes apparent in the biographies of the interviewees even before their professional lives. Successful crossovers are dependend on the hybrid competencies of the individual and are rarely accompanied by institutional and social support services.
Berufswechsel --- Biografieforschung --- biographical research. --- career change --- economics --- Fachkultur --- Fachwechsel --- hybridity --- Hybridität --- qualitative social research --- qualitative Sozialforschung --- social worlds --- soziale Welten --- subject change --- subject culture --- Theorie-Praxis-Transfer --- theory-practice transfer --- transfer --- Transfer --- transition --- Wirtschaft --- Übergang
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Virtual environments (VE) are human-computer interfaces in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behaviour of the user. Since these technologies will continue to become more reliable, more resolute and more affordable, it's important to consider the advantages that VEs may offer to support business processes. The term 'synthetic world' refers to a subset of VEs, having a large virtual landscape and a set of rules that govern the interactions among participants. Currently, the primary motivators for participation in these synthetic worlds appear to be fun and novelty. As the novelty wears off, synthetic worlds will need to demonstrate a favourable value proposition if they are to survive. In particular, non-game-oriented worlds will need to facilitate business processes to a degree that exceeds their substantial costs for development and maintenance. Working Through Synthetic Worlds explores a variety of different tasks that might benefit by being performed within a synthetic world. The editors use a distinctive format for the book, consisting of a set of chapters composed of three parts: ¢ a story or vignette that describes work conducted within a synthetic world based loosely on the question, 'what will work be like in the year 2025?', founded on the expert authors' expectations of plausible future technologies ¢ a scholarly review of the technologies described by the stories and the current theories related to those technologies ¢ a prescription for future research required to bridge the current state-of-the-art with the notional worlds described in the stories. The book will appeal to undergraduate and graduate students, professors, scientists and engineers, managers in high-tech industries and software developers.
Human-computer interaction --- Virtual reality in management --- Virtual reality --- Technological innovations --- Forecasting. --- Management --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems)
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From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours-and dollars-partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers-outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide-and with Microsoft and Sony pouring hundreds of millions of dollars into video game development-online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. "Illuminating. . . . Castronova's analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon."-The Economist "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."-Tim Harford, Chronicle of Higher Education
Internet games --- Economic aspects. --- Social aspects. --- Electronic games --- Computer games --- Television games --- Videogames --- Games --- Video games --- online games, world of warcraft, everquest, entertainment industry, escapism, fantasy, commerce, economics, inflation, fraud, labor, economy, mobility, poverty, wealth, virtual reality, digital currencies, multiplayer, gaming, computer science, second life, psychology, technology, nonfiction, social media, synthetic worlds, telecommunications, video game, trade, internet.
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Virtual reality --- Artificial intelligence --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- virtual reality/augmented reality technology --- low-power lightweight underlying hardware and software technology --- high-performance intelligent sensing technology --- high-precision motion and attitude control technology --- low-power wide-area intelligent iot technology --- end-cloud integrated collaboration technology
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