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This handy guide and supplemental text examines trends in information and communication technology (ICT) that impact the day-to-day operations of federal, state, and local government. It seeks to improve service delivery, human resource administration, political participation, education, and citizen input (e-democracy), while at the same time recognizes that with ICT’s great promise comes great peril in the form of erosion of personal privacy (e-surveillance). Through the use of numerous examples and exercises, Robert Cropf helps students and practitioners alike explore the ways technological change shapes public policy, develop useful tools and skills for working in or with e-government, and understand the role that social media plays in helping to spark political, economic, and social change.
McKenzie Wark, one of Australia's most exciting cultural commentators, takes a fresh look at recent debates about gender, race, culture and the media and suggests that our sense of national identity no longer resides in our past but is continually being reinvented.
In this follow-up to Psychic Dictatorship in the USA, researcher Alex Constantine explores the government's misinformation campaigns about its "black-ops."
With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds 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.
Winner of the 2021 Bancroft Prize and the 2021 Ridenhour Book Prize Finalist for the 2020 National Book Award for Nonfiction Named a Top Ten Best Book of 2020 by the Washington Post and Publishers Weekly and a New York Times Critics' Top Book of 2020 A masterful and unsettling history of “Indian Removal,” the forced migration of Native Americans across the Mississippi River in the 1830s and the state-sponsored theft of their lands. In May 1830, the United States launched an unprecedented campaign to expel 80,000 Native Americans from their eastern homelands to territories west of the Mississippi River. In a firestorm of fraud and violence, thousands of Native Americans lost their lives, and thousands more lost their farms and possessions. The operation soon devolved into an unofficial policy of extermination, enabled by US officials, southern planters, and northern speculators. Hailed for its searing insight, Unworthy Republic transforms our understanding of this pivotal period in American history.
NEW YORK TIMES bestseller • 2005: Welcome to NoCal and SoCal, the uneasy sister-states of what used to be California. The millennium has come and gone, leaving in its wake only stunned survivors. In Los Angeles, Berry Rydell is a former armed-response rentacop now working for a bounty hunter. Chevette Washington is a bicycle messenger turned pickpocket who impulsively snatches a pair of innocent-looking sunglasses. But these are no ordinary shades. What you can see through these high-tech specs can make you rich—or get you killed. Now Berry and Chevette are on the run, zeroing in on the digitalized heart of DatAmerica, where pure information is the greatest high. And a mind can be a terrible thing to crash. . . . Praise for Virtual Light “Both exhilarating and terrifying . . . Although considered the master of 'cyberpunk' science fiction, William Gibson is also one fine suspense writer.”—People “A stunner . . . A terrifically stylish burst of kick-butt imagination.”—Entertainment Weekly “Convincing . . . frightening . . . Virtual Light is written with a sense of craft, a sense of humor and a sense of the ultimate seriousness of the problems it explores.”—Chicago Tribune “In the emerging pop culture of the information age, Gibson is the brightest star.”—The San Diego Union-Tribune
The first comprehensive book on the Australian Internet, Virtual Nation offers a surprising, thought-provoking, and rigorous introduction to a technology that we now can't do without.
This book provides user studies and theories related to user-centered technology design processes for e-government projects. The book mainly discusses inherent issues of technology design implications, user experiences, and guidelines for technology appropriation. Ethnographic studies focusing on real life examples will enable readers to understand the problems in an effective way. Furthermore, the theories and results will help researchers and practitioners to handle these challenges in an efficient way. E-Government is about harnessing the information revolution to improve the efficiency of government processes and the lives of citizens. It aims at a citizen centered approach to governance through effective use of the Internet and Information and Communication Technologies (ICTs). E-Government promotes transparency and effectiveness of a government’s processes as well as citizens’ participation (e-participation) in the affairs of the government. Whereas E-government projects are huge undertakings for government departments, a user-centric approach requires citizens’ participation in the design and delivery of e government services. In both these respects, there are huge challenges and governments require long term commitment as well as correct planning and availability of financial resources to address them. System design for e-governmental applications is inherently a complex process. In successful e-government projects, appropriately designed technology infrastructure plays a pivotal rule. The technology appropriation process requires that e-government technologies should be in line with the work practices of end users, so that successful usage of these technologies can be realized. E-governmental systems which fail to take into account such human factors result in failure and wasting huge amounts of public money as well as a loss of confidence of the public in such technological infrastructures. It is highly important that citizens are enabled to have access to the appropriate information technology, have knowledge and skills to use the available technology, and have the positive commitment to affect the governments’ strategies. So, enabling citizens to effectively participate is much more difficult. This book addresses these inherent challenges and available opportunities with respect to user-centric e-government.