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This Handbook provides critical, interdisciplinary contributions from leading international academics on the theory and methodology, practical applications, and broader context of Management Information Systems, as well as offering potential avenues for future research
Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user’s action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users’ action and perception.
The computer games industry has rapidly matured. Once a preoccupation only of young technophiles, games are now one of the dominant forms of global popular culture. From consoles such as Nintendo Wii and Microsoft's Xbox, to platforms such as iPhones and online gaming worlds, the realm of games and their scope have become all-pervasive. The study of games is no longer a niche interest but rather an integral part of cultural and media studies. The analysis of games reveals much about contemporary social relations, online communities and media engagement. Presenting a range of approaches and analytical tools through which to explore the role of games in everyday life, and packed with case material, Games and Gaming provides a comprehensive overview of this new media and how it permeates global culture in the twenty-first century.
This book examines the significance and meaning of undergraduate online learning using a hermeneutic phenomenological study, asking what is lost when there is no face-to-face contact and exploring the essence of technology itself. Drawing on data from undergraduate students across various higher education institutions, including both interview recordings and written reports of their lived experiences, the author seeks to uncover the essence of the phenomenon by engaging with themes around the philosophy of technology and the purpose of post-secondary education, using Heidegger’s essay The Question Concerning Technology as a crucial interpretive lens. Rather than offering generalized conclu...
What is it like to perceive a virtual object through the sensed presence of a virtual body? How do subject-object relations occur and can be actualized in virtual environments? Zeynep Akbal explores the impact of virtual reality (VR) technology on the subjective experience of the body and situates the results in context with existing theories in media sciences and the phenomenology of bodily perception. This study presents VR technology as a tool that can be used to more closely examine and study the fundamental intersections of the humanities and the natural sciences that explore the nature of perception.
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
The first of its kind, this anthology in the burgeoning field of technology ethics offers students and other interested readers 32 chapters, each written in an accessible and lively manner specifically for this volume. The chapters are conveniently organized into five parts: Perspectives on Technology and its Value Technology and the Good Life Computer and Information Technology Technology and Business Biotechnologies and the Ethics of Enhancement A hallmark of the volume is multidisciplinary contributions both (1) in "analytic" and "continental" philosophies and (2) across several hot-button topics of interest to students, including the ethics of autonomous vehicles, psychotherapeutic phone...
Whilst advances in biotechnology and information technology have undoubtedly resulted in better quality of life for mankind, they can also bring about global problems. The legal response to the challenges caused by the rapid progress of technological change has been slow and the question of how international human rights should be protected and promoted with respect to science and technology remains unexplored. The contributors to this book explore the political discourse and power relations of technological growth and human rights issues between the Global South and the Global North and uncover the different perspectives of both regions. They investigate the conflict between technology and human rights and the perpetuation of inequality and subjection of the South to the North. With emerging economies such as Brazil playing a major role in trade, investment and financial law, the book examines how human rights are affected in Southern countries and identifies significant challenges to reform in the areas of international law and policy.
Claudio Ciborra was one of the most innovative thinkers in the field of information systems. This book explains the intellectual contribution of Ciborra's work in a substantial introductory chapter, contains the most significant of his articles, and provides a sample of research that draws from his ideas.