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Museums have been a domain of study and design intervention for Human-Computer Interaction (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills this gap and covers key issues regarding the study and design of HCIs in museums. Through an on-site focus, the book examines how digital interactive technologies impact and shape galleries, exhibitions, and their visitors. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage pr...
Made to Work analyses the conditions of mobile knowledge work (MKW) in contemporary worklives, contrasting and drawing parallels among three highly significant sectors of the Knowledge Economy: academia, information communication technology (ICT) management, and digital creative work. It introduces the concept of ‘corollary work’ to characterise the elusive work underpinning the configuration of workers, informational, technological, relational and infrastructural resources in (re)producing liveable worklives. It ultimately illuminates the myriad strands of corollary work that enable MKW to take place and contributes to emergent debates on how exploitation, at least in the domain of MKW, can be named, resisted and creatively subverted. In so doing, it opens up a conversation about the complex ways in which contemporary worklives are ‘made to work’, and about potential interventions to bring about more just worklife conditions in the future.
Cultural heritage communities of interest have increasingly expanded from cultural heritage professionals to volunteers, special interest groups and independent citizen-led initiative groups. Digital technology has also increasingly impacted cultural heritage by affording novel experiences of it – it features in a number of activities for all the aforementioned groups, as well as acting as support for visitors to cultural heritage centres. With different degrees of formality and training, these communities are increasingly defining and taking ownership of what is of value to them, thus reconfiguring the care, communication, interpretation and validation of heritage. Digital technology has ...
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Despite the fact that Rubber is one of the world's major commodities, surprispingly little has been written about hte the subject. First published in 1994, The World Rubber Industry seeks to redress this deficiency. It presents information in a clear and accessible manner, with numerous tables and illustrations, and an extensive glossary. This is a comprehensive and definitive analysis of one of the world's major and most essential commodities.
The International Handbooks of Museum Studies bring together original essays by a global team of experts to provide a state–of–the–art survey of the field of museum studies. Creates an authoritative, multi–volume reference, offering unprecedented depth of coverage and breadth of scholarship in this interdisciplinary field Accessibly structured into four thematic volumes exploring all aspects of museum theory, practice, media and controversies, and the impact of new technologies Includes a treasure–trove of examples and original case studies to illuminate the various perspectives represented Features original essays by an international team of contributors, including leading academics and practitioners, as well as up–and–coming names in the field Provides an indispensable resource for the study of the development, roles, and significance of museums in contemporary society Available online or as a four–volume print set; visit www.museumstudieshandbooks.com for more information
This volume presents the proceedings of ECSCW 2013, the 13th European Conference on Computer Supported Cooperative Work. Each conference offers an occasion to critically review our research field, which has been multidisciplinary and committed to high scientific standards, both theoretical and methodological, from its beginning. The papers this year focus on work and the enterprise as well as on the challenges of involving citizens, patients, etc. into collaborative settings. The papers embrace new theories, and discuss known ones. They contribute to the discussions on the blurring boundaries between home and work and on the ways we think about and study work. They introduce recent and emergent technologies, and study known social and collaborative technologies. With contributions from all over the world, the papers in interesting ways help focus on the European perspective in our community. The 15 papers selected for this conference deal with and reflect the lively debate currently ongoing in our field of research.
At the crossroads of various disciplines, this collective work examines the possibility of a new end-user “engagement” in ongoing digital/technological products and services development. It provides an overview of recent research specifically focused on the user’s democratic participation and empowerment. It also enables readers to better identify the main opportunities of participatory design, a concept which encourages the blurring of the role between user and designer. This allows people to escape their status as “end-user” and to elevate themselves to the level of creator. This book explores new avenues for rethinking the processes and practices of corporate innovation in order...
Software has become essential to the functioning of cities. It is deeply embedded into the systems and infrastructure of the built environment and is entrenched in the management and governance of urban societies. Software-enabled technologies and services enhance the ways in which we understand and plan cities. It even has an effect on how we manage urban services and utilities. Code and the City explores the extent and depth of the ways in which software mediates how people work, consume, communication, travel and play. The reach of these systems is set to become even more pervasive through efforts to create smart cities: cities that employ ICTs to underpin and drive their economy and governance. Yet, despite the roll-out of software-enabled systems across all aspects of city life, the relationship between code and the city has barely been explored from a critical social science perspective. This collection of essays seeks to fill that gap, and offers an interdisciplinary examination of the relationship between software and contemporary urbanism. This book will be of interest to those researching or studying smart cities and urban infrastructure.
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