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This open access book presents a selection of the best contributions to the Digital Cities 9 Workshop held in Limerick in 2015, combining a number of the latest academic insights into new collaborative modes of city making that are firmly rooted in empirical findings about the actual practices of citizens, designers and policy makers. It explores the affordances of new media technologies for empowering citizens in the process of city making, relating examples of bottom-up or participatory practices to reflections about the changing roles of professional practitioners in the processes, as well as issues of governance and institutional policymaking.
Telecommunication. --- Regional planning. --- Computer science. --- Communications Engineering, Networks. --- Landscape/Regional and Urban Planning. --- User Interfaces and Human Computer Interaction. --- Informatics --- Science --- Regional development --- Regional planning --- State planning --- Human settlements --- Land use --- Planning --- City planning --- Landscape protection --- Electric communication --- Mass communication --- Telecom --- Telecommunication industry --- Telecommunications --- Communication --- Information theory --- Telecommuting --- Government policy --- Electrical engineering. --- Urban planning. --- User interfaces (Computer systems). --- Cities and towns --- Civic planning --- Land use, Urban --- Model cities --- Redevelopment, Urban --- Slum clearance --- Town planning --- Urban design --- Urban development --- Urban planning --- Art, Municipal --- Civic improvement --- Urban policy --- Urban renewal --- Electric engineering --- Engineering --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Management --- Electrical engineering --- User interfaces (Computer systems)
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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
Social Media --- Médias sociaux --- Médias --- Computer games. --- Video games -- Psychological aspects. --- Video games -- Social aspects. --- Computer games --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Psychological aspects --- #SBIB:309H103 --- #SBIB:309H040 --- #SBIB:309H17 --- 316.37 --- Application software --- Electronic games --- Social aspects. --- Psychological aspects. --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Populaire cultuur algemeen --- Computer- en videogames --- Identiteit. Individu en maatschappij. Persoonlijkheid --- 316.37 Identiteit. Individu en maatschappij. Persoonlijkheid --- Computer games - Social aspects --- Computer games - Psychological aspects --- Video games - Social aspects --- Video games - Psychological aspects --- Internet games --- Television games --- Videogames --- Games --- digital media --- play --- huizinga --- identity --- homo ludens --- history --- European history --- Casual game --- Foursquare City Guide --- Mobile phone --- Video games.
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This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies. With the emergence of digital and mobile technologies our conceptions and hopes of what citizen participation entails have changed profoundly. Interactive, networked and affordable technologies have transformed the relationship between knowledge, creativity and power. Citizens use media technologies in playful ways to engage in creative knowledge production and to alter professional roles and power structures.This book, available in Open Access, provides an overview of the potentials and limitations of citizen's engagement in the digital age through a collection of chapters from various academic fields. What connects these contributions is a focus on what we call playful participation. It is through this ludic engagement, we argue, that the contemporary production of knowledge and creative interventions in journalism, research, activism, art, politics, city making, and many other areas, should be understood. The book editors hold positions at Universities in the Netherlands (Utrecht University) and the UK (University of Warwick). They have published widely about digital media technologies, play, and identity.
Media studies --- Political participation. --- Play --- Political aspects. --- Recreations --- Recreation --- Amusements --- Games --- Citizen participation --- Community action --- Community involvement --- Community participation --- Involvement, Community --- Mass political behavior --- Participation, Citizen --- Participation, Community --- Participation, Political --- Political activity --- Political behavior --- Political rights --- Social participation --- Political activists --- Politics, Practical --- Digital media, play, citizen participation, knowledge, citizen science.
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This open access book is about public open spaces, about people, and about the relationship between them and the role of technology in this relationship. It is about different approaches, methods, empirical studies, and concerns about a phenomenon that is increasingly being in the centre of sciences and strategies – the penetration of digital technologies in the urban space. As the main outcome of the CyberParks Project, this book aims at fostering the understanding about the current and future interactions of the nexus people, public spaces and technology. It addresses a wide range of challenges and multidisciplinary perspectives on emerging phenomena related to the penetration of technology in people’s lifestyles - affecting therefore the whole society, and with this, the production and use of public spaces. Cyberparks coined the term cyberpark to describe the mediated public space, that emerging type of urban spaces where nature and cybertechnologies blend together to generate hybrid experiences and enhance quality of life.
Computer science. --- Coding theory. --- Software engineering. --- Computer Communication Networks. --- Social sciences --- User Interfaces and Human Computer Interaction. --- Coding and Information Theory. --- Special Purpose and Application-Based Systems. --- Computer Appl. in Social and Behavioral Sciences. --- Data processing. --- Computer software engineering --- Engineering --- Data compression (Telecommunication) --- Digital electronics --- Information theory --- Machine theory --- Signal theory (Telecommunication) --- Computer programming --- Informatics --- Science --- User interfaces (Computer systems). --- Information theory. --- Special purpose computers. --- Computer communication systems. --- Application software. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Electronic data processing --- Network computers --- Special purpose computers --- Computers --- Communication theory --- Communication --- Cybernetics --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Distributed processing --- Computer science --- User interfaces (Computer systems) --- Coding theory --- Application software
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cantates --- anno 1700-1799 --- Germany
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