Results by Title
14 books about Human-Computer Interaction (HCI)
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Becoming Beside Ourselves: The Alphabet, Ghosts, and Distributed Human Being
Brian Rotman
Duke University Press, 2008
Library of Congress Q175.R5655 2008 | Dewey Decimal 501
Becoming Beside Ourselves continues the investigation that the renowned cultural theorist and mathematician Brian Rotman began in his previous books Signifying Nothing and Ad Infinitum...The Ghost in Turing’s Machine: exploring certain signs and the conceptual innovations and subjectivities that they facilitate or foreclose. In Becoming Beside Ourselves, Rotman turns his attention to alphabetic writing or the inscription of spoken language. Contending that all media configure what they mediate, he maintains that alphabetic writing has long served as the West’s dominant cognitive technology. Its logic and limitations have shaped thought and affect from its inception until the present. Now its grip on Western consciousness is giving way to virtual technologies and networked media, which are reconfiguring human subjectivity just as alphabetic texts have done for millennia. Alphabetic texts do not convey the bodily gestures of human speech: the hesitations, silences, and changes of pitch that infuse spoken language with affect. Rotman suggests that by removing the body from communication, alphabetic texts enable belief in singular, disembodied, authoritative forms of being such as God and the psyche. He argues that while disembodied agencies are credible and real to “lettered selves,” they are increasingly incompatible with selves and subjectivities formed in relation to new virtual technologies and networked media. Digital motion-capture technologies are restoring gesture and even touch to a prominent role in communication. Parallel computing is challenging the linear thought patterns and ideas of singularity facilitated by alphabetic language. Barriers between self and other are breaking down as the networked self is traversed by other selves to become multiple and distributed, formed through many actions and perceptions at once. The digital self is going plural, becoming beside itself.
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Bodies In Technology
Don Ihde
University of Minnesota Press, 2001
Library of Congress T14.I348 2002 | Dewey Decimal 601
An original exploration of the ways cyberspace affects human experience.
New technologies suggest new ideas about embodiment: our "reach" extends to global sites through the Internet; we enter cyberspace through the engines of virtual reality. In this book, a leading philosopher of technology explores the meaning of bodies in technology--how the sense of our bodies and of our orientation in the world is affected by the various information technologies.
Bodies in Technology begins with an analysis of embodiment in cyberspace, then moves on to consider ways in which social theorists have interpreted or overlooked these conditions. An astute and sensible judge of these theories, Don Ihde is a uniquely provocative and helpful guide through contemporary thinking about technology and embodiment, drawing on sources and examples as various as video games, popular films, the workings of e-mail, and virtual reality techniques.
Charting the historical, philosophical, and practical territory between virtual reality and real life, this work is an important contribution to the national conversation on the impact technology-and information technology in particular-has on our lives in a wired, global age.
Don Ihde is distinguished professor in the Department of Philosophy, and is also affiliated with the history of science and women's studies programs, at SUNY, Stony Brook
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Buy It Now: Lessons from eBay
Michele White
Duke University Press, 2012
Library of Congress HM851.W455 2012 | Dewey Decimal 381.177
In Buy It Now, Michele White examines eBay and its emphasis on community and social norms, revealing the cultural assumptions about gender, race, and sexuality that are reinforced throughout the site. She shows how instructional texts, rule systems, and advertisements "configure the user," allowing eBay to indicate how the site is supposed to function while also upholding particular values and practices. White details how eBay reinforces stereotypes about gender and sexuality, looking, for example, at descriptions included in wedding dress listings, and how eBay directs individuals to the "Adult Only" part of the website when they use the search terms "gay" and "lesbian." She discloses the ways that eBay promises a caring community but its "Black Americana" category reproduces racism by allowing sellers' narratives that excuse and romanticize slavery and insult African Americans. White also looks at how participants challenge eBay's categories, rules, and values, examining widely used strategies of resistance by sellers and buyers in the lesbian and gay interest listings. By analyzing the organizational and cultural logics present in eBay, White emphasizes how other Internet settings, including craigslist, are not as transparent, community-oriented, and empowering as they claim. She proposes methods for researching and reconceptualizing new media sites.
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The Counterfeit Coin: Videogames and Fantasies of Empowerment
Christopher Goetz
Rutgers University Press, 2023
The Counterfeit Coin argues that games and related entertainment media have become almost inseparable from fantasy. In turn, these media are making fantasy itself visible in new ways. Though apparently asocial and egocentric—an internal mental image expressing the fulfillment of some wish—fantasy has become a key term in social contestations of the emerging medium. At issue is whose fantasies are catered to, who feels powerful and gets their way, and who is left out. This book seeks to undo the monolith of commercial gaming by locating multiplicity and difference within fantasy itself. It introduces and tracks three broad fantasy traditions that dynamically connect apparently distinct strata of a game (story and play), that join games to other media, and that encircle players in pleasurable loops as they follow these connections.
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Designing Culture: The Technological Imagination at Work
Anne Balsamo
Duke University Press, 2011
Library of Congress HM846.B35 2011 | Dewey Decimal 306.46
The renowned cultural theorist and media designer Anne Balsamo maintains that technology and culture are inseparable; those who engage in technological innovation are designing the cultures of the future. Designing Culture is a call for taking culture seriously in the design and development of innovative technologies. Balsamo contends that the wellspring of technological innovation is the technological imagination, a quality of mind that enables people to think with technology, to transform what is known into what is possible. She describes the technological imagination at work in several multimedia collaborations in which she was involved as a designer or developer. One of these entailed the creation of an interactive documentary for the NGO Forum held in conjunction with the UN World Conference on Women in Beijing in 1995. (That documentary is included as a DVD in Designing Culture.) Balsamo also recounts the development of the interactive museum exhibit XFR: Experiments in the Future of Reading, created by the group RED (Research in Experimental Documents) at Xerox PARC. She speculates on what it would mean to cultivate imaginations as ingenious in creating new democratic cultural possibilities as they are in creating new kinds of technologies and digital media. Designing Culture is a manifesto for transforming educational programs and developing learning strategies adequate to the task of inspiring culturally attuned technological imaginations.
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Gamer Theory
McKenzie Wark
Harvard University Press, 2007
Library of Congress GV1469.17.S63W37 2007 | Dewey Decimal 306.487
Listen to a short interview with McKenzie WarkHost: Chris Gondek | Producer: Heron & Crane
Ever get the feeling that life's a game with changing rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all.
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
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Managing the Infosphere: Governance, Technology, and Cultural Practice in Motion
Stephen D. McDowell, Philip E. Steinberg and Tami K. Tomasello
Temple University Press, 2007
Library of Congress HE7645.M393 2008 | Dewey Decimal 303.4833
Managing the Infosphere examines the global world of communications as a mobile space that overlaps uneasily with the world of sovereign, territorial nation-states. Drawing on their expertise in geography, political science, international relations, and communication studies, the authors investigate specific policy problems encountered when international organizations, corporations, and individual users try to "manage" a space that simultaneously contradicts and supports existing institutions and systems of governance, identity, and technology.
The authors argue that the roles of these systems in cyberspace cannot be fully understood unless they are seen as mutually constituting each other in specific historical structures, institutions, and practices. With vision and insight, the authors look beyond the Internet to examine the entire networked world, from cell phones and satellites to global tourism and business travel.
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Reverse Engineering Social Media: Software, Culture, and Political Economy in New Media Capitalism
Robert W Gehl
Temple University Press, 2014
Library of Congress HM742.G44 2014 | Dewey Decimal 302.3
Robert Gehl's timely critique, Reverse Engineering Social Media, rigorously analyzes the ideas of social media and software engineers, using these ideas to find contradictions and fissures beneath the surfaces of glossy sites such as Facebook, Google, and Twitter.
Gehl adeptly uses a mix of software studies, science and technology studies, and political economy to reveal the histories and contexts of these social media sites. Looking backward at divisions of labor and the process of user labor, he provides case studies that illustrate how binary "Like" consumer choices hide surveillance systems that rely on users to build content for site owners who make money selling user data, and that promote a culture of anxiety and immediacy over depth.
Reverse Engineering Social Media also presents ways out of this paradox, illustrating how activists, academics, and users change social media for the better by building alternatives to the dominant social media sites.
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Simulating Good and Evil: The Morality and Politics of Videogames
Marcus Schulzke
Rutgers University Press, 2020
Library of Congress GV1469.34.M67S38 2020
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
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Technology and Engagement: Making Technology Work for First Generation College Students
Rowan-Kenyon, Heather T.
Rutgers University Press, 2018
Library of Congress LC4069.6.R68 2018 | Dewey Decimal 371.33
Winner of the 2018 Association for the Study of Higher Education Outstanding Book Award
Technology and Engagement is based on a four-year study of how first generation college students use social media, aimed at improving their transition to and engagement with their university. Through web technology, including social media sites, students were better able to maintain close ties with family and friends from home, as well as engage more with social and academic programs at their university. This ‘ecology of transition’ was important in keeping the students focused on why they were in college, and helped them become more integrated into the university setting. By showing the gains in campus capital these first-generation college students obtained through social media, the authors offer concrete suggestions for how other universities and college-retention programs can utilize the findings to increase their own retention of first-generation college students.
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Technosystem: The Social Life of Reason
Andrew Feenberg
Harvard University Press, 2017
Library of Congress HB87.F44 2017 | Dewey Decimal 303.483
We live in a world of technical systems designed in accordance with technical disciplines and operated by personnel trained in those disciplines. This is a unique form of social organization that largely determines our way of life, but the actions of individuals and social protest still play a role in developing and purposing these rational systems. In Technosystem, Andrew Feenberg builds a theory of both the threats of technocratic modernity and the potential for democratic change.
Feenberg draws on the tradition of radical social criticism represented by Herbert Marcuse and the Frankfurt School, which recognized the social effects of instrumental rationality but did not advance a convincing alternative to the new forms of domination imposed by rational systems. That is where the fine-grained analyses of Science, Technology, and Society (STS) studies can contribute. Feenberg uses these approaches to reconcile the claims of rationality with the agency of a public increasingly mobilized to intervene in technically based decisions. The resulting social theory recognizes emerging forms of resistance, such as protests and hacking, as essential expressions of public life in the “rational society.”
Combining the most salient insights from critical theory with the empirical findings of STS, Technosystem advances the philosophical debate over the nature and practice of reason in modern society.
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Time and the Digital: Connecting Technology, Aesthetics, and a Process Philosophy of Time
Timothy Scott Barker
Dartmouth College Press, 2012
Library of Congress QA76.9.H85B357 2012 | Dewey Decimal 004.019
Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker’s Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for nothing less than a new philosophy of time in digital encounters, aesthetics, and interactivity. Of interest to scholars in the fields of art and media theory and philosophy of technology, as well as new media artists, this study contributes to an understanding of the new temporal experiences emergent in our interactions with digital technologies.
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Transparency for Robots and Autonomous Systems: Fundamentals, technologies and applications
Robert H. Wortham
The Institution of Engineering and Technology, 2020
Library of Congress TA347.A78W67 2020 | Dewey Decimal 629.8924019
Based on scientific understanding and empirical evidence of how humans understand and interact with robotic and autonomous systems, the author reviews the concerns that have been raised around the deployment of AI and robots in human society, and the potential for disruption and harm. He explains why transparency ought to be a fundamental design consideration for Human Computer Interaction (HCI) and artificial intelligent systems. Starting with a survey of global research in the field and what transparency means in the wider context of trust, control and ethics, the author then introduces a transparent robot control architecture, and the impact of transparency using real-time displays. He presents a case study of a muttering robot, and covers current and upcoming standards for transparency, as well as future perspectives for the design, manufacture and operation of autonomous robotic systems.
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War Games
Jonna Eagle
Rutgers University Press, 2020
Library of Congress U310.E24 2019 | Dewey Decimal 793.92
The word “wargames” might seem like a contradiction in terms. After all, the declaration “This is war” is meant to signal that things have turned deadly serious, that there is no more playing around. Yet the practices of war are intimately entangled with practices of gaming, from military videogames to live battle reenactments. How do these forms of play impact how both soldiers and civilians perceive acts of war?
This Quick Take considers how various war games and simulations shape the ways we imagine war. Paradoxically, these games grant us a sense of mastery and control as we strategize and scrutinize the enemy, yet also allow us the thrilling sense of being immersed in the carnage and chaos of battle. But as simulations of war become more integrated into both popular culture and military practice, how do they shape our apprehension of the traumatic realities of warfare?
Covering everything from chess to football, from Saving Private Ryan to American Sniper, and from Call of Duty to drone interfaces, War Games is an essential guide for anyone seeking to understand the militarization of American culture, offering a compact yet comprehensive look at how we play with images of war.
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