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It's the twenty-first century, yet most companies maintain a twentieth century corporate culture. Despite instant communication and collaboration through wireless computers and smartphones, employers needlessly rent or own office space. Bryan Miles has a reality check for you: the future of business is virtual, and it's going to take more than technology upgrades for you to upgrade your workplace environment. In VIRTUAL CULTURE, visionary entrepreneur Bryan Miles champions the benefits of remote working, which will save your company tons of money and create an atmosphere of trust between you and your employees. Productivity comes from people completing their tasks in a timely, professional, adult manner, not from mandatory daily attendance in a sea of cubicles and offices. When you recognize and respect your employees' time inside and outside work hours, giving them the freedom to work from home, you will retain amazing talent and create a result-oriented virtual culture as a forward-thinking employer that embraces the future of work.
About internet culture.
The Internet is here but have we caught up with all the implications for culture and everyday life? This collection of original articles on the development of computer-mediated communications brings together many of the most accomplished writers on the Net and cyberspace. Cultures of Internet examines the arrival of e-mail and online discussion groups, and considers the prospect of an online world' - a playground for virtual bodies in which identities are flexible, swappable and disconnected from real-world bodies. The book traces the rise of virtual conviviality and how it supplements the physical encounters between actors in public spaces that are abandoned to the homeless. The book is distinguished by a critical and social tone. It presents systematic descriptions of the development of the Internet, its history in the military-industrial complex, the role of state policies leading, for example, to the creation of Minitel, and the building of information superhighways'. It also explores the development of this technology as a commercialized leisure form and a forum for underground political organization and critique.
This book focuses on the meaning and experience of digital practice, emerging from work in the world of business and drawing on recent anthropological thinking on digital culture. Tom Maschio suggests that the digital is a space of a new "story culture" and considers the lived experience of new technologies. The chapters cover: storytelling in journalism and business with the new technology of virtual reality, the emerging meanings of social media and community building in the digital space, the uses and meanings of visual imagery online, and the cultural meanings of smartphone technology use and the "mobile life." The book incorporates ideas from humanistic anthropology and phenomenology in order to bring business problems into alignment with human concerns and desires, and to show the application of anthropological ideas to real-world issues. As well as anthropologists, the book will be valuable to business students and professionals interested in the digital realm.
In a captivating tour of cities famous and forgotten, acclaimed historian Ben Wilson tells the glorious, millennia-spanning story how urban living sparked humankind's greatest innovations. “A towering achievement.... Reading this book is like visiting an exhilarating city for the first time—dazzling.” —The Wall Street Journal During the two hundred millennia of humanity’s existence, nothing has shaped us more profoundly than the city. From their very beginnings, cities created such a flourishing of human endeavor—new professions, new forms of art, worship and trade—that they kick-started civilization. Guiding us through the centuries, Wilson reveals the innovations nurtured by the inimitable energy of human beings together: civics in the agora of Athens, global trade in ninth-century Baghdad, finance in the coffeehouses of London, domestic comforts in the heart of Amsterdam, peacocking in Belle Époque Paris. In the modern age, the skyscrapers of New York City inspired utopian visions of community design, while the trees of twenty-first-century Seattle and Shanghai point to a sustainable future in the age of climate change. Page-turning, irresistible, and rich with engrossing detail, Metropolis is a brilliant demonstration that the story of human civilization is the story of cities.
Deals with computer mediated communication
Virtual work isn't the model of the future-it's here now. But many companies struggle with setting their employees free from the office without sacrificing culture. Centric Consulting president Larry English is here to guide the way. Twenty years ago, Larry and his friends weren't happy in their consulting jobs. The long hours took a serious toll on their personal lives. So they built their own company where employees could work virtually and the culture would contribute to both the business's success and employee happiness. Since then, Centric Consulting has expanded to over 1,000 team members with operations in 12 US cities and India-and everyone works remotely some or most of the time. As Larry unpacks everything he's discovered about creating and sustaining a culture of collaborative teams, you'll learn: How and why you need to cultivate an atmosphere of trust in a virtual environment How to recruit and hire team members for remote work How to build strong relationships with people you don't see every day How to scale your virtual company without sacrificing culture How the right software tools can help build culture How to be a great virtual team member Sprinkled with funny, insightful stories from Larry and other Centric employees, Office Optional: How to Build a Connected Culture with Virtual Teams is the ultimate guidebook to remote work and a successful virtual culture.
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
Discussing a better way to understand metaverses, this book explores the possibilities of new social organization through the use of avatars in virtual worlds. The book examines platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education.