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  • 1
    ISBN: 9780226817439
    Language: English
    Pages: 1 Online-Ressource (x, 327 Seiten) , Illustrationen , 24 cm
    Edition: Electronic reproduction; Available via World Wide Web
    Parallel Title: Erscheint auch als Turner, Fred, 1961 - From counterculture to cyberculture
    Parallel Title: Erscheint auch als Turner, Fred, 1961 - From counterculture to cyberculture
    DDC: 303.48/33
    RVK:
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    Keywords: Brand, Stewart ; Brand, Stewart ; Brand Stewart ; Whole earth catalog (New York, N.Y.) ; Whole earth catalog ; Technology Social aspects ; Subculture History 20th century ; Computer networks Social aspects ; Information technology History 20th century ; Computers and civilization ; Counterculture History 20th century ; Computer networks Social aspects ; Computers and civilization ; Counterculture United States ; History ; 20th century ; Information technology History ; 20th century ; Subculture California ; San Francisco ; History ; 20th century ; Technology Social aspects ; California, Northern ; Electronic books ; Aufsatzsammlung ; Informationstechnik ; Geschichte ; Gegenkultur ; Informationsgesellschaft ; Brand, Stewart 1938- ; Informationstechnik ; Geschichte ; Subkultur ; Gegenkultur ; Informationsgesellschaft ; Neue Medien ; USA ; Informationsgesellschaft ; Geschichte 1900- ; Brand, Stewart 1938-
    Abstract: In the early 1960s, computers haunted the American popular imagination. Bleak tools of the cold war, they embodied the rigid organization and mechanical conformity that made the military-industrial complex possible. But by the 1990s-and the dawn of the Internet-computers started to represent a very different kind of world: a collaborative and digital utopia modeled on the communal ideals of the hippies who so vehemently rebelled against the cold war establishment in the first place. From Counterculture to Cyberculture is the first book to explore this extraordinary and ironic transformation. F
    Description / Table of Contents: AcknowledgmentsIntroduction1.The shifting politics of the computational metaphor2.Stewart Brand meets the cybernetic counterculture3.The Whole Earth Catalog as information technology4.Taking the whole earth digital5.Virtuality and community on the WELL6.Networking the new economy7.Wired8.The triumph of the network modeNotesBibliographyIndex.
    Description / Table of Contents: Contents; Acknowledgments; Introduction; The Shifting Politics of the Computational Metaphor; Stewart Brand Meets the Cybernetic Counterculture; The Whole Earth Catalog as Information Technology; Taking the Whole Earth Digital; Virtuality and Community on the WELL; Networking the New Economy; Wired; The Triumph of the Network Mode; Notes; Bibliography; Index
    Note: Includes bibliographical references (p. 291-312) and index , Electronic reproduction; Available via World Wide Web
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  • 2
    ISBN: 9781402047848
    Language: English
    Pages: Online-Ressource , v.: digital
    Edition: Online-Ausg. Springer eBook Collection. Computer Science Electronic reproduction; Available via World Wide Web
    Series Statement: Computer Supported Cooperative Work 37
    DDC: 303.4833
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    Keywords: Computer science ; Information systems ; Multimedia systems ; Social sciences Data processing ; Architectural design ; Informationstechnik ; Politische Beteiligung
    Abstract: In the present digital revolution we often seem trapped in a Kafkaesque world of technological advances, some desired, some disliked or even feared, which we cannot influence but must accept. This book discusses the urgent need to redress this situation. The authors argue that technologies succeed or fail according to their relevance and value to people, who need to be actively engaged in order to create shared visions and influence their implementation.
    Abstract: In the present digital revolution we often seem trapped in a Kafkaesque world of technological advances, some desired, some disliked or even feared, which we cannot influence but must accept. This book discusses the urgent need to redress this situation. The authors argue that technologies succeed or fail according to their relevance and value to people, who need to be actively engaged in order to create shared visions and influence their implementation. Strategies for citizen engagement and empowerment will enable citizens to influence and shape desirable digital futures. The book reviews the currently accepted ways of thinking about the design of systems and the reasons why these methods are no longer adequate. From an academically rigorous analysis of case histories across a wide variety of sectors, knowledge and best practice are captured in a rich, descriptive model of the contributions of citizen engagement to the design process. Finally, it provides specific practical guidance, based on sound academic research, for policy makers, administrators and ICT professionals on the strategies, methodologies, tools and techniques needed to change design practice.
    Note: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
    URL: Volltext  (lizenzpflichtig)
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  • 3
    Online Resource
    Online Resource
    Maidenhead, Berkshire, England : Open University Press
    ISBN: 0335224873 , 1280951311 , 9780335213573 , 9780335224876 , 9780335224876 , 9781280951312
    Language: English
    Pages: 1 Online-Ressource (x, 171 p.)
    Series Statement: Issues in cultural and media studies
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 306.46
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    Keywords: SOCIAL SCIENCE / Anthropology / Cultural ; POLITICAL SCIENCE / Public Policy / Cultural Policy ; SOCIAL SCIENCE / Popular Culture ; Computer games / Social aspects ; Play (Philosophy) ; Popular culture ; Gesellschaft ; Computer games Social aspects ; Play (Philosophy) ; Popular culture ; Massenkultur ; Computerspiel ; Computerspiel ; Massenkultur
    Note: Includes bibliographical references (p. [150]-161) and index , Cover -- Acknowledgements -- TOC36;Contents -- Foreword -- CH36;Chapter 01 Studying computer games -- What is games culture63; -- Theories of technology -- Interactivity -- Spectatorship and the 8216;problem of immersion -- Representation and simulation -- Consumption47;production -- Technicity -- Work and play -- Conclusion -- Further reading -- CH36;Chapter 02 Play technology and culture -- The ludological turn -- Play theory history -- The rules -- The time and space of play -- The magic circle and its contexts seven rhetorics -- The subject in play -- The social subject in play -- Gendering play space -- Technoplay -- Ludic cultures and critiques -- Conclusion -- Further reading -- CH36;Chapter 03 Cultures of production -- The Trojan Horse in the digital parlour -- The economic system -- The developers -- The publishers -- The technologists in the economic system -- The system of technology -- Upgrade culture -- Making it real -- Game engines -- The system of culture -- , - Conclusion -- Further reading -- CH36;Chapter 04 Networks of technicity -- Identity44; culture and technology -- Technicity and hegemony -- Framing technicity hackers and cyborgs -- The hacker ethos and mythos -- The cyborg manifesto and manifestations -- From margin to centre discourses of dominant technicity -- Magical things of wonderment -- Edge as cultural capital -- Gendering technology -- The invisible 8216;others in cyberculture -- The 8216;other histories of computer gaming cultures -- Conclusion -- Further reading -- CH36;Chapter 05 Computer games as media text -- Can a computer game be treated as a text63; -- Case studies in computer game analysis -- Computer games as fictional worlds -- Lara as object and subject -- Identification44; investment and immersion -- Avatar as 8216;vehicle -- Representation and experience -- Narrative to navigation -- Character to capability -- Representation to ritual -- Conclusion -- Further reading -- , - CH36;Chapter 06 Bodies and machines58; Cyborg subjectivity and gameplay -- Flow44; immersion and configuration -- Why the body matters in gameplay -- Bodies and avatars -- Why the cyborg63; gameplay as cybernetic -- The cyborg at the machine -- The cyborg in the machine -- Gameplay and technicity -- Gameplay as cyborg performance -- Cyborg performances and playful selves -- Cyborgian heterotopias -- Conclusion -- CH36;Chapter 07 Interventions and recuperations 63; -- Computer games as co45;creative media -- Aspiration44; tributes and tactics -- Productive paradox women and Quake -- From piracy to open systems configurative practice asbrand loyalty63; -- A brief history of modding -- The age of co45;creative media -- Fan art -- Mod arts -- Tactical arts -- Playing at technicity -- Conclusion -- Further reading -- Glossary Terms -- References -- Gameography 47; Ludograpy -- IDX36;Index -- Last Page , This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: argues for the centrality of play in redefining reading, consuming and creating culture; offers detailed research into the political economy of games to generate a model of new media production; and, examines the dynamics of power in relation to both the production and consumption of computer games. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture
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  • 4
    ISBN: 9781402043901
    Language: English
    Pages: Online-Ressource , v.: digital
    Edition: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    Series Statement: Advances in Group Decision and Negotiation 2
    DDC: 303.69
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    Keywords: Political Science ; Artificial intelligence ; Computer simulation ; Social sciences ; Social sciences Methodology ; Aufsatzsammlung ; Aufsatzsammlung ; Konfliktlösung ; Computerunterstütztes Verfahren ; Computerunterstütztes Verfahren ; Friedenssichernde Maßnahme
    Abstract: Sadly enough, war, conflicts and terrorism appear to stay with us in the 21st century. But what is our outlook on new methods for preventing and ending them? Present-day hard- and software enables the development of large crisis, conflict, and conflict management databases with many variables, sometimes with automated updates, statistical analyses of a high complexity, elaborate simulation models, and even interactive uses of these databases. In this book, these methods are presented, further developed, and applied in relation to the main issue: the resolution and prevention of intra- and international conflicts. Conflicts are a worldwide phenomenon. Therefore, internationally leading researchers from the USA, Austria, Canada, Germany, New Zealand and Switzerland have contributed.
    Description / Table of Contents: Introduction; Conflict Resolution by Democracies and Dictatorships: Are Democracies Better in Resolving Conflicts?; Trade Liberalization and Political Instability in Developing Countries; Computer Assisted Early Warning - the FAST Example; Country Indicators for Foreign Policy Developing an Indicators-Based User Friendly Risk Assessment and Early Warning Capability; The Confman.2002 Data Set Developing Cases and Indices of Conflict Management to Predict Conflict Resolution; Events, Patterns, and Analysis Forecasting International Conflict in the Twenty-First Century
    Description / Table of Contents: Forecasting Conflict in the Balkans using Hidden Markov ModelsNeural Computation for International Conflict Management; Modeling International Negotiation Statistical and Machine Learning Approaches; Machine Learning Methods for Better Understanding, Resolving, and Preventing International Conflicts; Information, Power, and War; Modeling Effects of Emotion and Personality on Political Decision-Making; New Methods for Conflict Data; Peacemaker 2020 A System for Global Conflict Analysis and Resolution; A Work of Fiction and A Research Challenge
    Note: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (lizenzpflichtig)
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