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Imagine a future world where computers can create universes -- digital environments made from binary ones and zeros. Imagine that within these universes there exist biological forms that reproduce, grow, and think. Imagine plantlike forms, ant colonies, immune systems, and brains, all adapting, evolving, and getting better at solving problems. Imagine if our computers became greenhouses for a new kind of nature. Just think what digital biology could do for us. Perhaps it could evolve new designs for us, think up ways to detect fraud using digital neurons, or solve scheduling problems with ants. Perhaps it could detect hackers with immune systems or create music from the patterns of growth of...
This book brings together the perspectives of key researchers to explore lessons on social shaping, examining what can be learned from the adoption of mobile devices that can be applied to other, newer, digital technologies. Forecasting the impact of new technology is always difficult. Occasionally demand is underestimated, but more often it is overestimated, & at great cost. Digital technology is unlike anything that has gone before, making it particularly difficult to understand its implications for businesses, public services & society in general. By looking at what has happened in the past & now, & offering methods of using this knowledge to look forward, this book will contribute to reducing expensive forecasting errors in the future. Key reading for all those involved with the future of mobile communications, this book is a valuable resource, particularly for advanced undergraduates & postgraduates on Mobile Technology courses, practitioners, & researchers working in mobile communications, CSCW & HCI.
Computer supported collaboration in academia is becoming increasingly important for two reasons. Firstly, there is a drive to make the most effective use of the resources available to universities, and secondly, there is a growing belief in the pedagogical benefits of using computer support in teaching. In this volume, an international collection of authors from both academia and industry examines ways in which universities can make effective use of asynchronous collaboration. All aspects of academic life are covered, from teaching and research through to support and management. The Digital University contains a range of material, from research-oriented chapters through to the experiences of senior university management in attempting to make their institutions as efficient as they need to be to survive in the 21st century.
Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.
An objective look at what Internet commerce can offer both the consumer and the provider. It covers three main areas of concern to business today: how to join the Internet revolution, how to manage it, and how to benefit from it. The book is primarily of interest as background reading for researchers and advanced level students in the following areas: electronic commerce, business studies, computer-mediated communication, management of information systems, project management, and organisational change. However, it will also be of interest to corporate managers involved in developing their companies'Internet-based strategies, and to anyone interested in how to buy or sell on the Net.
Sociotechnical principles are now widely used around the world in both information systems and organisational design. First established in the 1940s to examine the effect of mechanised, mass-production systems on workers in the coal mining industry, they are now an important tool for ensuring that people and technology work together to optimal effect within an organisation. One of their main aims is the development of organisations where small groups work independently, handling sets of varied tasks, and managing their own activities. The main features of this book include: Practical experiences of applying sociotechnical approaches from around the world; Focus on future directions for the topic and modern applications of existing principles; Contributions from leading figures such as Enid Mumford; A Foreword by Frank Land.
Fifty years ago, Richard L. "Dick" Nelson started his career with a small loader. He established his business in Princeton, Illinois, a small rural community with a current population of 7,600. today, he is the founder of Nelson Enterprises which includes Advanced Asphalt Company, TCI Manufacturing and Sales, Tri-Con Materials, Northwest Illinois Construction LLC, Pavement Maintenance Services, Inc., D&J Leasing and AAA Aviation LLC. Nelson Enterprises has achieved $1.5 billion in total sales, has worldwide patent recognition, employs approximately 300 people and rents 100 trucks a day during construction season. Dick is the son of Malcolm and Frances Nelson (both deceased) and was raised in...
On February 26–27, 2004, the 3rd International Workshop on Peer-to-Peer S- tems (IPTPS 2004) brought researchers and practitioners together to discuss the latest developments in peer-to-peer technologies, applications, and systems. As the third workshop in the series, IPTPS 2004 continued the success of the previous workshops in pioneering the state of the art in peer-to-peer systems and identifying key research challenges in the area. The workshop received 145 submissions in the form of ?ve-page position papers. As with previous workshops, submissions went through two rounds of reviews by an international program committee of 14 experts from industry and academia.In the ?rst round eachsub...
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.