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Topographic memory and Victorian travellers in the Dolomite mountains : peaks of Venice
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ISBN: 9048539315 9462987610 Year: 2020 Publisher: Amsterdam : Amsterdam University Press,

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Guided by the romantic compass of Turner, Byron, and Ruskin, Victorian travellers to the Dolomites sketched in the mountainous backdrop of Venice a cultural 'Petit Tour' of global significance. As they zigzagged across a debatable land between Italy and Austria, Victorians discovered a unique geography characterized by untrodden peaks and unfrequented valleys. The discovery of this landscape blended aesthetic, scientific, and cultural values utterly different from those engendered by the bombastic conquests of the Western Alps achieved during the 'Golden Age of Mountaineering'. Filtered through memories of the Venetian Grand Tour, the Victorian encounter with the Dolomites is revealed through a series of distinct cultural practices that paradigmatically define a 'Silver Age of Mountaineering'. This book shows how these practices are more ethnographic than imperialistic, more feminine than masculine, more artistic than sportive 'rather than racing to summits, the Silver Age is about rambling, rather than conquering peaks, it is about sketching them in an intimate interaction with the Dolomite landscape.


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Topographic Memory and Victorian Travellers in the Dolomite Mountains
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ISBN: 9789048539314 Year: 2020 Publisher: Amsterdam

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Topographic memory and Victorian travellers in the Dolomite mountains : peaks of Venice
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ISBN: 9789048539314 Year: 2020 Publisher: Amsterdam Amsterdam University Press

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Online worlds : convergence of the real and the virtual
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ISBN: 9781848828254 9781848828247 1848828241 9786612980947 184882825X 1282980947 Year: 2010 Publisher: London ; New York : Springer,

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Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.

Keywords

Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Graphics. --- Computer Appl. in Social and Behavioral Sciences. --- Computers and Society. --- e-Commerce/e-business. --- Computer science. --- Computer graphics. --- Social sciences --- Informatique --- Infographie --- Sciences sociales --- Data processing. --- Virtual reality --- Human-computer interaction --- Human-computer interaction. --- Shared virtual environments. --- Virtual reality. --- Computer Science --- Engineering & Applied Sciences --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- User interfaces (Computer systems). --- Application software. --- Computers and civilization. --- E-commerce. --- Computer simulation --- Reality --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Informatics --- Science --- Digital techniques --- Cybercommerce --- E-business --- E-commerce --- E-tailing --- eBusiness --- eCommerce --- Electronic business --- Internet commerce --- Internet retailing --- Online commerce --- Web retailing --- Commerce --- Information superhighway --- Civilization and computers --- Civilization --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Electronic commerce. --- Computer Application in Social and Behavioral Sciences. --- e-Commerce and e-Business.


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The Meaning and Value of Spaceflight : Public Perceptions
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ISBN: 9783319078786 3319078771 9783319078779 1322137021 331907878X Year: 2015 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book presents the most serious and comprehensive study, by far, of American public perceptions about the meaning of space exploration, analyzing vast troves of questionnaire data collected by many researchers and polling firms over a span of six decades and anchored in influential social science theories.  It doesn't simply report the percentages who held various opinions, but employs sophisticated statistical techniques to answer profound questions and achieve fresh discoveries. Both the Bush and the Obama administrations have cut back severely on fundamental research in space science and engineering. Understanding better what space exploration means for citizens can contribute to charting a feasible but progressive course. Since the end of the Space Race between the US and the USSR, social scientists have almost completely ignored space exploration as a topic for serious analysis, and this book seeks to revive that kind of contribution. The author communicates the insights in a lucid style, not only intelligible but interesting to readers from a variety of backgrounds. .


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The virtual future
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ISBN: 0857299034 9786613350794 1283350793 0857299042 Year: 2011 Publisher: London : Springer,

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The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious.  The Virtual Future employs theories and methods from social science to explore nine very different virtual futures:  The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick.  Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars.  Four decades after the last trip to the moon, a new conception of spaceflight is emerging.  Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home.  All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences.  Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented.  They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations.  By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.

Keywords

Computer games -- Social aspects. --- Computer games. --- Shared virtual environments. --- Social Sciences --- Engineering & Applied Sciences --- Computer Science --- Recreation & Sports --- Computer games --- Social aspects. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Computer science. --- Application software. --- Education --- Computers and civilization. --- Multimedia systems. --- Computer Science. --- Computers and Society. --- Computer Appl. in Social and Behavioral Sciences. --- Computer Applications. --- Media Design. --- Computers and Education. --- Data processing. --- Virtual reality --- Social sciences --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Multimedia systems . --- Education—Data processing. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education


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Virtual Sociocultural Convergence
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ISBN: 3319330195 3319330209 Year: 2016 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book explores the remarkable sociocultural convergence in multiplayer online games and other virtual worlds, through the unification of computer science, social science, and the humanities. The emergence of online media provides not only new methods for collecting social science data, but also contexts for developing theory and conducting education in the arts as well as technology. Notably, role-playing games and virtual worlds naturally demonstrate many classical concepts about human behaviour, in ways that encourage innovative thinking. The inspiration derives from the internationally shared values developed in a fifteen-year series of conferences on science and technology convergence. The primary methodology is focused on sending avatars, representing classical social theorists or schools of thought, into online gameworlds that harmonize with, or challenge, their fundamental ideas, including technological determinism, urban sociology, group formation, freedom versus control, class stratification, linguistic variation, functional equivalence across cultures, behavioural psychology, civilization collapse, and ethnic pluralism. Researchers and students in the social and behavioural sciences will benefit from the many diverse examples of how both qualitative and quantitative science of culture and society can be performed in online communities of many kinds, even as artists and gamers learn styles and skills they may apply in their own work and play.

Keywords

Computer science. --- User interfaces (Computer systems). --- Application software. --- Computers and civilization. --- Personality. --- Social psychology. --- Computer Science. --- Computers and Society. --- User Interfaces and Human Computer Interaction. --- Personality and Social Psychology. --- Computer Appl. in Social and Behavioral Sciences. --- Internet --- Natural language processing (Computer science) --- Computational linguistics. --- Social aspects. --- Automatic language processing --- Language and languages --- Language data processing --- Linguistics --- Natural language processing (Linguistics) --- NLP (Computer science) --- Data processing --- Artificial intelligence --- Electronic data processing --- Human-computer interaction --- Semantic computing --- Applied linguistics --- Cross-language information retrieval --- Mathematical linguistics --- Multilingual computing --- Consciousness. --- Social sciences --- Data processing. --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Informatics --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament --- Interfaces, User (Computer systems) --- Human-machine systems --- Civilization and computers --- Civilization


Book
Personality capture and emulation
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ISBN: 144715603X 1447156048 9781447156031 Year: 2014 Publisher: London : Springer,

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Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life? Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences.

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