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Analyzing the complex interaction between the material and immaterial aspects of new digital technologies, this book draws upon a mix of theoretical approaches (including sociology, media theory, cultural studies and technological philosophy), to suggest that the ‘Matrix’ of science fiction and Hollywood is simply an extreme example of how contemporary technological society enframes and conditions its citizens. Arranged in two parts, the book covers: theorizing the Im/Material Matrix living in the Digital Matrix. Providing a novel perspective on on-going digital developments by using both the work of current thinkers and that of past theorists not normally associated with digital issues, it gives a fresh insight into the roots and causes of the social matrix behind the digital one of popular imagination. The authors highlight the way we should be concerned by the power of the digital to undermine physical reality, but also explore the potential the digital has for alternative, empowering social uses. The book’s central point is to impress upon the reader that the digital does indeed matter. It includes a pessimistic interpretation of technological change, and adds a substantial historical perspective to the often excessively topical focus of much existing cyberstudies literature making it an important volume for students and researchers in this field.
Analyzing the complex interaction between aspects of new digital technologies, this book draws upon a mix of theoretical approaches to give fresh insight into the roots of the social matrix behind the digital 'Matrix' of popular imagination.
As new technology and opportunities emerge through the revolutionary impacts of the digital age, the function of libraries and librarians and how they provide services to constituents is rapidly changing. The impact of new technology touches everything from libraries' organizational structures, business models, and workflow processes, to position descriptions and the creation of new positions. As libraries are required to make operational adjustments to meet the growing technological demands of libraries' customer bases and provide these services, librarians must be flexible in adapting to this fast-moving environment. This volume shares the unique perspectives and experiences of librarians on the front lines of this technological transformation. The essays within provide details of both the practical applications of surviving, adapting, and growing when confronted with changing roles and responsibilities, as well as a big picture perspective of the changing roles impacting libraries and librarians. This book strives to be a valuable tool for librarians involved in public and technical services, digital humanities, virtual and augmented reality, government documents, information technology, and scholarly communication.
Bringing together strands of public discourse about valuing personal achievement at the expense of social values and the impacts of global capitalism, mass media, and digital culture on the lives of children, this book challenges the potential of science and business to solve the world’s problems without a complementary emphasis on social values. The selection of literary works discussed illustrates the power of literature and human arts to instill such values and foster change. The book offers a valuable foundation for the field of literacy education by providing knowledge about the importance of language and literature that educators can use in their own teaching and advocacy work.
Despite the range of studies into grief and mourning in relation to the digital, research to date largely focuses on the cultural practices and meanings that are played out in and through digital environments. Digital Afterlife brings together experts from diverse fields who share an interest in Digital Afterlife and the wide-ranging issues that relate to this. The book covers a variety of matters that have been neglected in other research texts, for example: The legal, ethical, and philosophical conundrums of Digital Afterlife The ways digital media are currently being used to expand the possibilities of commemorating the dead and managing the grief of those left behind Our lives are shaped by and shape the creation of our Digital Afterlife as the digital has become a taken for granted aspect of human experience. This book will be of interest to undergraduates from computing, theology, business studies, philosophy, psychology, sociology, and education from all types of institutions. Secondary audiences include researchers and postgraduate researchers with an interest in the digital. At a practical level, the cost of data storage and changing data storage systems mitigate the likelihood of our digital presence existing in perpetuity. Whether we create accidental or intentional digital memories, this has psychological consequences for ourselves and for society. Essentially, the foreverness of forever is in question. Maggi Savin-Baden is Professor of Higher Education Research at the University of Worcester. She has a strong publication record of over 50 research publications and 17 books. Victoria Mason-Robbie is a Chartered Psychologist and an experienced lecturer having worked in the Higher Education sector for over 15 years. Her current research focuses on evaluating web-based avatars, pedagogical agents, and virtual humans.
In Mondo Nano Colin Milburn takes his readers on a playful expedition through the emerging landscape of nanotechnology, offering a light-hearted yet critical account of our high-tech world of fun and games. This expedition ventures into discussions of the first nanocars, the popular video games Second Life, Crysis, and BioShock, international nanosoccer tournaments, and utopian nano cities. Along the way, Milburn shows how the methods, dispositions, and goals of nanotechnology research converge with video game culture. With an emphasis on play, scientists and gamers alike are building a new world atom by atom, transforming scientific speculations and video game fantasies into reality. Milburn suggests that the closing of the gap between bits and atoms entices scientists, geeks, and gamers to dream of a completely programmable future. Welcome to the wild world of Mondo Nano.
An argument that choice-based, process-oriented educational assessments are more effective than static assessments of fact retrieval. If a fundamental goal of education is to prepare students to act independently in the world--in other words, to make good choices--an ideal educational assessment would measure how well we are preparing students to do so. Current assessments, however, focus almost exclusively on how much knowledge students have accrued and can retrieve. In Measuring What Matters Most, Daniel Schwartz and Dylan Arena argue that choice should be the interpretive framework within which learning assessments are organized. Digital technologies, they suggest, make this possible; interactive assessments can evaluate students in a context of choosing whether, what, how, and when to learn. Schwartz and Arena view choice not as an instructional ingredient to improve learning but as the outcome of learning. Because assessments shape public perception about what is useful and valued in education, choice-based assessments would provide a powerful lever in this reorientation in how people think about learning. Schwartz and Arena consider both theoretical and practical matters. They provide an anchoring example of a computerized, choice-based assessment, argue that knowledge-based assessments are a mismatch for our educational aims, offer concrete examples of choice-based assessments that reveal what knowledge-based assessments cannot, and analyze the practice of designing assessments. Because high variability leads to innovation, they suggest democratizing assessment design to generate as many instances as possible. Finally, they consider the most difficult aspect of assessment: fairness. Choice-based assessments, they argue, shed helpful light on fairness considerations.
»Digital Culture & Society« is a refereed, international journal, fostering discussion about the ways in which digital technologies, platforms and applications reconfigure daily lives and practices. It offers a forum for critical analysis and inquiry into digital media theory. The journal provides a venue for publication for interdisciplinary research approaches, contemporary theory developments and methodological innovation in digital media studies. It invites reflection on how culture unfolds through the use of digital technology, and how it conversely influences the development of digital technology itself. The inaugural issue »Digital Material/ism« presents methodological and theoretical insights into digital materiality and materialism.
Architektur im digitalen Zeitalter, eine zwei Jahrzehnte alte und wechselvolle Geschichte. Dieses Buch aus der Reihe Architectural Design (AD) beschreibt sämtliche Stufen und Phasen: von Folding zu Cyberspace, Nichtlinearität und Hypersurface-Architektur, von Versionierung zu Skripting, Emergenz, Informationsmodellen und Parametricism. Es erfasst und interpretiert den Geist der jeweiligen Zeit mit dokumentarischer Präzision, fördert und antizipiert oftmals bedeutende Entwicklungen in Architektur und Architekturtheorie. Diese Anthologie der bedeutendsten Artikel aus Architectural Design ist chronologisch und thematisch geordnet, bietet einen vollständigen historischen Zeitstrahl zu computergestütztem Design und digitalen Produktionsformen, von den Anfängen bis zur heutigen Vorrangstellung dieser Technologien. Mario Capo gibt in seiner ausführlichen Einleitung und im Vorwort zu jedem Originaltext einen scharfsinnigen Überblick über die jüngste Geschichte des digitalen Designs. Diese Synopse fehlte bislang, sowohl als pädagogisches Instrument für Studenten als auch Forschungsinstrument für Wissenschaftler. Sie spannt den Bogen zwischen dem Status quo "digitaler" Architektur und der Geschichte und Theorie jüngster Entwicklungen und Trends, stellt wichtige Fragen zu den heutigen Methoden und Techniken im professionellen Design. Eine umfassende Anthologie digitaler Architektur von Mario Carpo, einem der herausragendsten Wissenschaftler in diesem Fachgebiet. - enthält bahnbrechende Essays von Bernard Cache, Peter Eisenman, John Frazer, Charles Jencks, Greg Lynn, Achim Menges und Patrik Schumacher - stellt die wichtigsten Werke von FOA, Frank Gehry, Zaha Hadid, Ali Rahim, Lars Spuybroek/NOX, Kas Oosterhuis und ShoP vor
Offline Matters is a handbook for anybody experiencing digital overload in their lives and creative work. When did creative work become so boring? How did 'digital-first' come to dominate everything? ...and why is nobody talking about it? Part insider expose, part worker-manual, this book is for any creative seeking help on: navigating the possibility of offline alternatives, countering overwork culture, exploitation, and dulled-down ideas, recovering what you loved about your creative calling...away from the confines of our screens. We are dreaming of offline. Not as a romanticised past, a punishment, a quick detox, or a WiFi-free cafe. Offline is not a lifestyle. It's a space of opportunity. By the end of Offline Matters, you'll have a new perspective on the dry digitality that defines creative work today - and a set of strategies for going beyond it.