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  1. Tactics of interfacing
    encoding affect in art and technology
    Autor*in: Fedorova, K.
    Erschienen: [2020]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Tactics of Interfacing explores how digital technologies affect the ways we conceive of the "self". The digital sheds a new light on what is so fundamental for sustaining our human sense of the self, the psychological effects of the mechanisms of... mehr

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    "Tactics of Interfacing explores how digital technologies affect the ways we conceive of the "self". The digital sheds a new light on what is so fundamental for sustaining our human sense of the self, the psychological effects of the mechanisms of projection and recognition. Biofeedback, machine vision and remote sensing technologies enhance and augment our ability to understand and reflect on ourselves, but they also simulate our image and sense of ourselves and our relations with others and with the environment. While allowing deeper and more intimate connection to oneself, they also become means for manipulation and control - manipulation of our understanding and feeling of who we are. The author argues that digitally mediated versions of ourselves create feedback loops that place us in an intersubjective space, confusing the boundaries of the 'self', and therefore, challenging our capacity to feel human"--

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262358999; 9780262358996
    Schriftenreihe: Leonardo
    Schlagworte: Human-machine systems ; Psychological aspects; Digital media ; Psychological aspects; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; ARTS/General; COMPUTER SCIENCE/Human Computer Interaction
    Umfang: 1 online resource (xiii, 316 pages), illustrations (black and white), maps (black and white).
  2. Embodied computing
    wearables, implantables, embeddables, ingestibles
    Autor*in:
    Erschienen: [2020]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Embodied technologies such as wearable tracking bracelets, ingestible sensors, embeddable prosthetics, and implantable microchips all stand to redefine the human experience and what it means to speak of technology and the body. No longer the... mehr

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    "Embodied technologies such as wearable tracking bracelets, ingestible sensors, embeddable prosthetics, and implantable microchips all stand to redefine the human experience and what it means to speak of technology and the body. No longer the speculative stuff of science fiction, embodied technologies have arrived and are being developed by a variety of industries at an alarming rate. Embodied technologies augment the body's phenomenological interaction with the world and depend on an agent's body to transmit energy and information. Varieties of wearable, ingestible, embeddable, and implantable technologies have become constitutive of new hybrid bodies, blurring the line separating the human from the technological. Yet, bodies constantly negotiate demands made by technology-both humanizing and dehumanizing. Embodied Technology: Wearables, Implantables, Embeddables, Ingestibles is a collection by key practitioners and theorists in the field and analyzes a variety of sociotechnical themes and devices as agents in dialogue with the human body and subjectivity"--

     

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  3. Coding literacy
    how computer programming is changing writing
    Autor*in: Vee, Annette
    Erschienen: [2017]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of... mehr

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    The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of "literacy," drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this couplig, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy.

     

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  4. The fabric of interface
    mobile media, design, and gender
    Erschienen: [2017]; ©2017
    Verlag:  The MIT Press, Cambridge, MA

    Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture. mehr

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    Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262343305; 0262343304
    Schlagworte: User interfaces (Computer systems); Mobile computing; Technology ; Sex differences; Gender identity; DIGITAL HUMANITIES & NEW MEDIA/General; COMPUTER SCIENCE/Human Computer Interaction
    Umfang: 1 online resource (x, 191 pages)
  5. The systemic image
    a new theory of interactive real-time simulations
    Erschienen: [2017]
    Verlag:  The MIT Press, London ;

    In media art history as well as in science studies an intensified reception of cybernetic and system-theoretical concepts can be seen in the last few years. In this work, a conceptualization of the relationship between the systemic and the iconic in... mehr

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    In media art history as well as in science studies an intensified reception of cybernetic and system-theoretical concepts can be seen in the last few years. In this work, a conceptualization of the relationship between the systemic and the iconic in interactive real-time simulations is proposed.

     

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  6. Designing publics
    Erschienen: [2016]; ©2016
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Contemporary computing technologies have thoroughly embedded themselves in every aspect of modern life -- conducting commerce, maintaining and extending our networks of friends, and mobilizing political movements all occur through a growing... mehr

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    Contemporary computing technologies have thoroughly embedded themselves in every aspect of modern life -- conducting commerce, maintaining and extending our networks of friends, and mobilizing political movements all occur through a growing collection of devices and services designed to keep and hold our attention. Yet what happens when our attention needs to be more local, collective, and focused on our immediate communities? Perhaps more important, how can we imagine and create new technologies with local communities? In Designing Publics, Christopher Le Dantec explores these questions by designing technologies with the urban homeless. Drawing on a case study of the design of a computational infrastructure in a shelter for homeless women and their children, Le Dantec theorizes an alternate vision of design in community contexts. Focusing on collective action through design, Le Dantec investigates the way design can draw people together on social issues and create and sustain a public. By "designing publics" he refers both to the way publics arise out of design intervention and to the generative action publics take -- how they "do design" as they mobilize and act in the world. This double lens offers a new view of how design and a diverse set of design practices circulate in sites of collective action rather than commercial production.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262337083; 0262337088; 9780262337090; 0262337096
    Schriftenreihe: Design thinking, design theory
    Schlagworte: Human-machine systems ; Design; Industrial design; Social ecology; DESIGN/General; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking
    Umfang: 1 online resource (xv, 151 pages).
  7. Make it new
    the history of Silicon Valley design
    Autor*in: Kātz, Barry
    Erschienen: 2015
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. -- mehr

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    Drawing on unprecedented access to a vast array of primary sources and interviews with nearly every influential design leader, this thought provoking book reveals design to be the missing link in Silicon Valley's ecosystem of innovation. --

     

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  8. Flash
    building the interactive web
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part... mehr

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    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the "Flashimation" aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards--including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience."

     

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    Quelle: Verbundkataloge
    Beteiligt: Murray, John (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262325776; 0262325772
    Schriftenreihe: Platform studies
    Schlagworte: Flash (Computer file); World Wide Web; Multimedia communications ; Computer programs; DIGITAL HUMANITIES & NEW MEDIA/General; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (ix, 180 pages), illustrations.
  9. Positive computing
    technology for wellbeing and human potential
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts ;

    "On the eve of Google's IPO in 2004, Larry Page and Sergey Brin vowed not to be evil. Today, a growing number of technologists would go further, trying to ensure that their work actively improves people's lives. Technology, so pervasive and... mehr

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    "On the eve of Google's IPO in 2004, Larry Page and Sergey Brin vowed not to be evil. Today, a growing number of technologists would go further, trying to ensure that their work actively improves people's lives. Technology, so pervasive and ubiquitous, has the capacity to increase stress and suffering; but it also has the less-heralded potential to improve the well-being of individuals, society, and the planet. In this book, Rafael Calvo and Dorian Peters investigate what they term "positive computing"--The design and development of technology to support psychological well-being and human potential. Calvo and Peters explain that technologists' growing interest in social good is part of a larger public concern about how our digital experience affects our emotions and our quality of life -- which itself reflects an emerging focus on humanistic values in many different disciplines. Synthesizing theory, knowledge, and empirical methodologies from a variety of fields, they offer a rigorous and coherent foundational framework for positive computing. Sidebars by experts from psychology, neuroscience, human--computer interaction, and other disciplines supply essential context. Calvo and Peters examine specific well-being factors, including positive emotions, self-awareness, mindfulness, empathy, and compassion, and explore how technology can support these factors. Finally, they offer suggestions for future research and funding."

     

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    Quelle: Verbundkataloge
    Beteiligt: Peters, Dorian (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262325683; 9780262325684
    Schriftenreihe: The platform studies series
    Schlagworte: Computers ; Social aspects; Human-computer interaction; Well-being; Positive psychology; Neurosciences; Technology ; Social aspects; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (x, 288 pages).
  10. Collaborative media
    production, consumption, and design interventions
    Erschienen: [2013]; ©2013
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "With many new forms of digital media--including such popular social media as Facebook, Twitter, and Flickr -- the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term... mehr

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    "With many new forms of digital media--including such popular social media as Facebook, Twitter, and Flickr -- the people formerly known as the audience no longer only consume but also produce and even design media. Jonas Löwgren and Bo Reimer term this phenomenon collaborative media, and in this book they investigate the qualities and characteristics of these forms of media in terms of what they enable people to do. They do so through an interdisciplinary research approach that combines the social sciences and humanities traditions of empirical and theoretical work with practice-based, design-oriented interventions. Löwgren and Reimer offer analysis and a series of illuminating case studies -- examples of projects in collaborative media that range from small multidisciplinary research experiments to commercial projects used by millions of people. Löwgren and Reimer discuss the case studies at three levels of analysis: society and the role of collaborative media in societal change; institutions and the relationship of collaborative media with established media structures; and tribes, the nurturing of small communities within a large technical infrastructure. They conclude by advocating an interventionist turn within social analysis and media design."

     

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  11. Eat, cook, grow
    mixing human-computer interactions with human-food interactions
    Autor*in:
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Our contemporary concerns about food range from food security to agricultural sustainability to getting dinner on the table for family and friends. This book investigates food issues as they intersect with participatory Internet culture--blogs,... mehr

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    "Our contemporary concerns about food range from food security to agricultural sustainability to getting dinner on the table for family and friends. This book investigates food issues as they intersect with participatory Internet culture--blogs, wikis, online photo- and video-sharing platforms, and social networks--in efforts to bring about a healthy, socially inclusive, and sustainable food future. Focusing on our urban environments provisioned with digital and network capacities, and drawing on such "bottom-up" sociotechnical trends as DIY and open source, the chapters describe engagements with food and technology that engender (re- )creative interactions."--

     

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    Quelle: Verbundkataloge
    Beteiligt: Choi, Jaz Hee-jeong (HerausgeberIn); Foth, Marcus (HerausgeberIn); Hearn, Greg (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262026857; 0262026856; 9780262322348; 026232234X; 9781306550444; 1306550440
    Schlagworte: Dinners and dining; Agriculture; Online social networks; Food ; Social aspects; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; INFORMATION SCIENCE/Internet Studies
    Umfang: 1 online resource (x, 303 pages), illustrations
  12. The social machine
    designs for living online
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively... mehr

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    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively that for social media to become truly sociable media, we must design interfaces that reflect how we understand and respond to the social world. People and their actions are still harder to perceive online than face to face: interfaces are clunky, and we have less sense of other people's character and intentions, where they congregate, and what they do. Donath presents new approaches to creating interfaces for social interaction. She addresses such topics as visualizing social landscapes, conversations, and networks; depicting identity with knowledge markers and interaction history; delineating public and private space; and bringing the online world's open sociability into the physical world. Donath asks fundamental questions about how we want to live online and offers thought-provoking designs that explore radically new ways of interacting and communicating.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262323482; 0262323486
    Schlagworte: Online social networks; Social media; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiv, 418 pages), color illustrations
  13. Ambient commons
    attention in the age of embodied information
    Erschienen: [2013]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented.... mehr

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    The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented. Sensors, processors, and memory are not found only in chic smart phones but also built into everyday objects. Amid this flood, your attention practices matter more than ever. You might not be able to tune this world out. So it is worth remembering that underneath all these augmentations and data flows, fixed forms persist, and that to notice them can improve other sensibilities. In Ambient Commons, Malcolm McCullough explores the workings of attention though a rediscovery of surroundings. Not all that informs has been written and sent; not all attention involves deliberate thought. The intrinsic structure of space -- the layout of a studio, for example, or a plaza -- becomes part of any mental engagement with it. McCullough describes what he calls the Ambient: an increasing tendency to perceive information superabundance whole, where individual signals matter less and at least some mediation assumes inhabitable form. He explores how the fixed forms of architecture and the city play a cognitive role in the flow of ambient information. As a persistently inhabited world, can the Ambient be understood as a shared cultural resource, to be socially curated, voluntarily limited, and self-governed as if a commons? Ambient Commons invites you to look past current obsessions with smart phones to rethink attention itself, to care for more situated, often inescapable forms of information.

     

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  14. From social butterfly to engaged citizen
    urban informatics, social media, ubiquitous computing, and mobile technology to support citizen engagement
    Autor*in:
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Studies from around the world show how the social media tools of Web 2.0 are shaping engagement with cities, communities, and spaces. mehr

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    Studies from around the world show how the social media tools of Web 2.0 are shaping engagement with cities, communities, and spaces.

     

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    Quelle: Verbundkataloge
    Beteiligt: Foth, Marcus (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262298445; 0262298449; 1283420732; 9781283420730
    Schlagworte: Ubiquitous computing; Social media; Political participation; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; ARCHITECTURE/Urban Design
    Umfang: 1 online resource (xvii, 521 pages), illustrations
  15. Divining a digital future
    mess and mythology in ubiquitous computing
    Autor*in: Dourish, Paul
    Erschienen: 2011
    Verlag:  MIT Press, Cambridge, Mass.

    Reflecting the interdisciplinary nature of the authors' collaboration, this book takes seriously the need to understand ubicomp not only technically but also culturally, socially politically and economically. mehr

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    Reflecting the interdisciplinary nature of the authors' collaboration, this book takes seriously the need to understand ubicomp not only technically but also culturally, socially politically and economically.

     

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    Quelle: Verbundkataloge
    Beteiligt: Bell, Genevieve (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262295345; 0262295342; 9780262296106; 0262296101; 1283119021; 9781283119023
    Schlagworte: Ubiquitous computing; Computer networks ; Social aspects ; Forecasting; COMPUTER SCIENCE/Human Computer Interaction; DESIGN/Interactive Design; DIGITAL HUMANITIES & NEW MEDIA/General
    Umfang: 1 online resource (x, 248 pages), illustrations
  16. Code/space
    software and everyday life
    Autor*in: Kitchin, Rob
    Erschienen: [2011]; ©2011
    Verlag:  MIT Press, Cambridge, Massachusetts

    An analysis of the ways that software creates new spatialities in everyday life, from supermarket checkout lines to airline flight paths. mehr

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    An analysis of the ways that software creates new spatialities in everyday life, from supermarket checkout lines to airline flight paths.

     

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    Quelle: Verbundkataloge
    Beteiligt: Dodge, Martin (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1283148056; 9781283148054; 9780262296014; 0262296012; 9780262295239; 0262295237
    Schriftenreihe: Software studies
    Schlagworte: Computers and civilization; Computer software ; Social aspects; SCIENCE, TECHNOLOGY & SOCIETY/General; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/Software Studies
    Umfang: 1 online resource (xi, 290 pages), illustrations, map.
  17. The tuning of place
    sociable spaces and pervasive digital media
    Erschienen: 2010
    Verlag:  MIT Press, Cambridge, Mass.

    Review: "How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that... mehr

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    Review: "How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces - of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration. Places are inhabited spaces, populated by people, their concerns, memories, stories, conversations, encounters, and artifacts. The tuning of place - whereby people use their devices in their interactions with one another - is also a tuning of social relations." "The range of ubiquity is vast - from the familiar phones and handheld devices through RFID tags, smart badges, dynamic signage, microprocessors in cars and kitchen appliances, wearable computing, and prosthetics, to devices still in development. Rather than catalog achievements and predictions, Coyne offers a theoretical framework for discussing pervasive media that can inform developers, designers, and users as they contemplate interventions into the environment. Processes of tuning can lead to consideration of themes highly relevant to pervasive computing: intervention, calibration, wedges, habits, rhythm, tags, taps, tactics, thresholds, aggregation, noise, and interference."--Jacket.

     

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  18. Wirelessness
    radical empiricism in network cultures
    Erschienen: 2010
    Verlag:  MIT Press, Cambridge, Mass.

    This title provides an account of the sensations associated with being entangled with wireless technologies that draws on the philosophical techniques of William James's radical empiricism. mehr

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    This title provides an account of the sensations associated with being entangled with wireless technologies that draws on the philosophical techniques of William James's radical empiricism.

     

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  19. HCI remixed
    essays on works that have influenced the HCI community
    Autor*in:
    Erschienen: 2008
    Verlag:  MIT Press, Cambridge, Mass.

    Over almost three decades, the field of human-computer interaction (HCI) has produced a rich and varied literature. Although the focus of attention today is naturally on new work, older contributions that played a role in shaping the trajectory and... mehr

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    Over almost three decades, the field of human-computer interaction (HCI) has produced a rich and varied literature. Although the focus of attention today is naturally on new work, older contributions that played a role in shaping the trajectory and character of the field have much to tell us. The contributors to HCI Remixed were asked to reflect on a single work at least ten years old that influenced their approach to HCI. The result is this collection of fifty-one short, engaging, and idiosyncratic essays, reflections on a range of works in a variety of forms that chart the emergence of a new field. An article, a demo, a book: any of these can solve a problem, demonstrate the usefulness of a new method, or prompt a shift in perspective. HCI Remixed offers us glimpses of how this comes about. The contributors consider such HCI classics as Sutherland's Sketchpad, Englebart's demo of NLS, and Fitts on Fitts' Law--and such forgotten gems as Pulfer's NRC Music Machine, and Galloway and Rabinowitz's Hole in Space. Others reflect on works somewhere in between classic and forgotten--Kidd's "The Marks Are on the Knowledge Worker," King Beach's "Becoming a Bartender," and others. Some contributors turn to works in neighboring disciplines--Henry Dreyfuss's book on industrial design, for example--and some range farther afield, to Lovelock's Gaia hypothesis and Jane Jacobs's The Death and Life of Great American Cities. Taken together, the essays offer an accessible, lively, and engaging introduction to HCI research that reflects the diversity of the field's beginnings. Thomas Erickson is Research Staff Member at the IBM T.J. Watson Research Center. David W. McDonald is Assistant Professor at the Information School at the University of Washington, Seattle.

     

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    Quelle: Verbundkataloge
    Beteiligt: Erickson, Thomas (MitwirkendeR); McDonald, David W. (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262256070; 026225607X; 9781435619814; 1435619811
    Schlagworte: Human-computer interaction; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xv, 337 pages), illustrations
  20. Personal, portable, pedestrian
    mobile phones in Japanese life
    Autor*in:
    Erschienen: 2005
    Verlag:  MIT Press, Cambridge, Mass.

    The Japanese term for mobile phone, keitai (roughly translated as "something you carry with you"), evokes not technical capability or freedom of movement but intimacy and portability, defining a personal accessory that allows constant social... mehr

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    The Japanese term for mobile phone, keitai (roughly translated as "something you carry with you"), evokes not technical capability or freedom of movement but intimacy and portability, defining a personal accessory that allows constant social connection. Japan's enthusiastic engagement with mobile technology has become -- along with anime, manga, and sushi -- part of its trendsetting popular culture. Personal, Portable, Pedestrian, the first book-length English-language treatment of mobile communication use in Japan, covers the transformation of keitai from business tool to personal device for communication and play. The essays in this groundbreaking collection document the emergence, incorporation, and domestication of mobile communications in a wide range of social practices and institutions. The book first considers the social, cultural, and historical context of keitai development, including its beginnings in youth pager use in the early 1990s. It then discusses the virtually seamless integration of keitai use into everyday life, contrasting it to the more escapist character of Internet use on the PC. Other essays suggest that the use of mobile communication reinforces ties between close friends and family, producing "tele-cocooning" by tight-knit social groups. The book also discusses mobile phone manners and examines keitai use by copier technicians, multitasking housewives, and school children. Personal, Portable, Pedestrian describes a mobile universe in which networked relations are a pervasive and persistent fixture of everyday life.

     

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    Quelle: Verbundkataloge
    Beteiligt: Itō, Mizuko (MitwirkendeR); Okabe, Daisuke (MitwirkendeR); Matsuda, Misa (MitwirkendeR)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262256414; 026225641X; 0262090392; 9780262090391; 1429413042; 9781429413046
    Schlagworte: Technology ; Social aspects ; Japan; Cell phones; Mobile phones; Japanese life; DIGITAL HUMANITIES & NEW MEDIA/General; COMPUTER SCIENCE/Human Computer Interaction; CULTURAL STUDIES/Global Studies
    Umfang: 1 online resource (viii, 357 pages), illustrations