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In the foreword to this volume of conference proceedings for IFIP Working Group 8.4, it is appropriate to review the wider organization to which the Working Group belongs. The International Federation of Information Processing (IFIP) is a non-governmental, non-profit umbrella organization for national societies working in the field of information processing that was established in 1960 under the auspices of UNESCO. IFIP's mission is to be the leading, truly international, apolitical organization which encourages and assists in the development, exploitation and application of Information Technology for the benefit of all people. At the heart of IFIP lie its Technical Committees that, between ...
Introduction The International Federation for Information Processing (IFIP) is a non-profit umbrella organization for national societies working in the field of information processing. It was founded in 1960 under the auspices of UNESCO. It is organized into several technical c- mittees. This book represents the proceedings of the 2008 conference of technical committee 8 (TC8), which covers the field of infor- tion systems. TC8 aims to promote and encourage the advancement of research and practice of concepts, methods, techniques and issues related to information systems in organisations. TC8 has established eight working groups covering the following areas: design and evaluation of informat...
This book explores how smart cities enable new and playful ways for citizens to experience, inhabit and socialise within urban environments. It examines how the functionality of digital technologies within municipal settings can extend beyond environmental pragmatism and socio-economic concerns, to include playful approaches to urban spaces that co-constitute and reinvigorate the experience of place through location-based applications and games. Chapters highlight the varied ways the city, as both a conceptual and lived space, is changing because of this confluence of technologies. The book also considers the extent to which these transformations form an armature upon which more playful appr...
EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as...
This anthropological study examines the relationship between leisure and death, specifically how leisure practices are used to meditate upon—and mediate—life. Considering travelers who seek enjoyment but encounter death and dying, tourists who accidentally face their own mortality while vacationing, those who intentionally seek out pleasure activities that pertain to mortality and risk, and those who use everyday leisure practices like social media or dogwalking to cope with death, Leisure and Death delves into one of the most provocative subsets of contemporary cultural anthropology. These nuanced and well-developed ethnographic case studies deal with different and distinct examples of ...
Wir werden hineingeboren in eine Welt der Dinge, die uns locken und verführen, unser Begehren wecken oder die wir verabscheuen. Die Dinge sind eng verwoben mit unserem Denken und Fühlen, unseren Sinnen und mit unserer Identität. Doch bislang haben die Dinge und unser Verhältnis zu ihnen wenig wissenschaftliche Aufmerksamkeit erfahren. Dieses Buch stellt das Verhältnis zwischen Kindern und Dingen in den Mittelpunkt. Das thematisierte Spektrum der Dinge aus der kindlichen Lebenswelt reicht vom Kuscheltier bis zum 3D-Drucker. Die digitalen Medien dürfen in der Analyse nicht fehlen, denn Kinder haben sie längst in ihren Alltag integriert. So werden auch Beobachtungen in FabLabs präsentiert, in denen Kinder mithilfe digitaler Medien Musikinstrumente oder Traumhäuser in Miniaturform herstellten. In der Perspektive des »material-cultural turn« widmen sich die Beiträge der Frage, was der Umgang mit den Dingen für die Identitätsentwicklung bedeutet, inwiefern er die kindliche Gefühlswelt stimuliert, ästhetische Vorlieben prägt, Erinnerungen und Zukunftswünsche evoziert.
A provocative edited collection that takes an original approach toward the black box of military technology, surveillance, and AI—and reveals the aesthetic dimension of warfare. War and Aesthetics gathers leading artists, political scientists, and scholars to outline the aesthetic dimension of warfare and offer a novel perspective on its contemporary character and the construction of its potential futures. Edited by a team of four scholars, Jens Bjering, Anders Engberg-Pedersen, Solveig Gade, and Christine Strandmose Toft, this timely volume examines warfare through the lens of aesthetics, arguing that the aesthetic configurations of perception, technology, and time are central to the arti...
Show Tunes fully chronicles the shows, songs, and careers of the major composers of the American musical theatre, from Jerome Kern's earliest interpolations to the latest hits on Broadway. Legendary composers like Gershwin, Rodgers, Porter, Berlin, Bernstein, and Sondheim have been joined by more recent songwriters like Stephen Schwartz, Stephen Flaherty, Michael John LaChiusa, and Adam Guettel. This majestic reference book covers their work, their innovations, their successes, and their failures. Show Tunes is simply the most comprehensive volume of its kind ever produced, and this newly revised and updated edition discusses almost 1,000 shows and 9,000 show tunes. The book has been called ...