Author: C. Gere
Release Date: 2012-08-07
Genre: Social Science
Community Without Community in Digital Culture presents the view that our digital culture is determined not by greater connection, but by the separation and gap that is a necessary concomitant of our fundamental technicity.
Author: Vincent Miller
Release Date: 2011-02-09
Genre: Social Science
"This is an outstanding book. It is one of only a few scholarly texts that successfully combine a nuanced theoretical understanding of the digital age with empirical case studies of contemporary media culture. The scope is impressive, ranging from questions of digital inequality to emergent forms of cyberpolitics." - Nick Gane, York University "Well written, very up-to-date with a good balance of examples and theory. It's good to have all the major issues covered in one book." - Peter Millard, Portsmouth University "This is just the text I was looking for to enable first year undergraduates to develop their critical understanding of the technologies they have embedded so completely in their lives." - Chris Simpson, University College of St Mark & St John This is more than just another book on Internet studies. Tracing the pervasive influence of 'digital culture' throughout contemporary life, this text integrates socio-economic understandings of the 'information society' with the cultural studies approach to production, use, and consumption of digital media and multimedia. Refreshingly readable and packed with examples from profiling databases and mashups to cybersex and the truth about social networking, Understanding Digital Culture: Crosses disciplines to give a balanced account of the social, economic and cultural dimensions of the information society. Illuminates the increasing importance of mobile, wireless and converged media technologies in everyday life. Unpacks how the information society is transforming and challenging traditional notions of crime, resistance, war and protest, community, intimacy and belonging. Charts the changing cultural forms associated with new media and its consumption, including music, gaming, microblogging and online identity. Illustrates the above through a series of contemporary, in-depth case studies of digital culture. This is the perfect text for students looking for a full account of the information society, virtual cultures, sociology of the Internet and new media.
Author: N. Thumim
Release Date: 2012-07-17
Genre: Social Science
Taking a close look at ordinary people 'telling their own story', Nancy Thumim explores self-representations in contemporary digital culture in settings as diverse as reality TV, online storytelling, and oral histories displayed in museums.
How Jews use media to connect with one another has profound consequences for Jewish identity, community, and culture. This volume explores how the use of media can both create communities and divide them because of how different media shape actions and project anxieties, conflicts, and emotions. Taken together, the essays presented here consider how Jewish use of media at home and in the street, as well as in the synagogue and in school, affects the individual's sense of ethnic and religious affiliation. They include closely observed case studies, in various national contexts, of the role of popular film, television, records, the Internet, and smartphones, as well as the role of print media, now and historically. They raise fascinating questions about how Jews and Jewish institutions harness, tolerate, or resist media to create their sense of social belonging as Jews within the wider society.
Author: Mark Turin
Publisher: Open Book Publishers
Release Date: 2013
Genre: Social Science
Thanks to ever-greater digital connectivity, interest in oral traditions has grown beyond that of researcher and research subject to include a widening pool of global users. When new publics consume, manipulate and connect with field recordings and digital cultural archives, their involvement raises important practical and ethical questions. This volume explores the political repercussions of studying marginalised languages; the role of online tools in ensuring responsible access to sensitive cultural materials; and ways of ensuring that when digital documents are created, they are not fossilised as a consequence of being archived. Fieldwork reports by linguists and anthropologists in three continents provide concrete examples of overcoming barriers -- ethical, practical and conceptual -- in digital documentation projects. Oral Literature In The Digital Age is an essential guide and handbook for ethnographers, field linguists, community activists, curators, archivists, librarians, and all who connect with indigenous communities in order to document and preserve oral traditions.
In this volume, contributors consider the ways that Jewish communities and users of new media negotiate their uses of digital technologies in light of issues related to religious identity, community and authority. Digital Judaism presents a broad analysis of how and why various Jewish groups negotiate with digital culture in particular ways, situating such observations within a wider discourse of how Jewish groups throughout history have utilized communication technologies to maintain their Jewish identities across time and space. Chapters address issues related to the negotiation of authority between online users and offline religious leaders and institutions not only within ultra-Orthodox communities, but also within the broader Jewish religious culture, taking into account how Jewish engagement with media in Israel and the diaspora raises a number of important issues related to Jewish community and identity. Featuring recent scholarship by leading and emerging scholars of Judaism and media, Digital Judaism is an invaluable resource for researchers in new media, religion and digital culture.
Showing how in North America, the United Kingdom, Europe, Australia and the South Pacific, radio provides distinctive forms of content for the individual listener, this volume also shows how it enables ethnic and cultural groups to maintain their sense of identity. It suggests that the benefits and gratifications which radio confers remain unique.
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds—actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora—a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as “refugees”; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the “play turn” in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
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 played a crucial role in this transformative process. In a fully international context, cultural heritage practitioners, community champions and academics from different fields of study have contributed to this book. Each chapter brings to the fore the multiple relationships between heritage, communities and technologies as a focus of study and reflection in an inclusive way. Contributions touch upon present and future opportunities for technology, as well as participatory design processes with different stakeholders. This book brings together ideas from different disciplines, cultures, methods and goals, to inspire scholars and practitioners involved in community heritage projects.
Religion and spirituality are being transformed in our late modern and secularising times. New forms of belief proliferate, often notable for not being limited to traditional systems of reference or expression. Increasingly, these new religions present worldviews which draw directly upon popular culture - or occulture - in fiction, film, art and the internet. Fantasy and Belief explores the context and implications of these types of beliefs through the example of the Otherkin community. The Otherkin are a loosely-affiliated group who believe themselves to be in some way more than just human, their non-humanity often rooted in the characters and narratives of popular fantasy and science fiction. Challenging much current sociological thinking about spirituality and consumption, Fantasy and Belief reveals how popular occulture operates to recycle, develop, and disseminate metaphysical ideas, and how the popular and the sacred are combining in new ways in today's world.
Author: Peter van den Besselaar
Publisher: Springer Science & Business Media
Release Date: 2005-04-05
Digital cities constitutes a multidisciplinary field of research and development, where researchers, designers and developers of communityware interact and collaborate with social scientists studying the use and effects of these kinds of infrastructures and systems in their local application context. The field is rather young. After the diffusion of ICT in the world of organizations and companies, ICT entered everyday life. And this also influenced ICT research and development. The 1998 Workshop on Communityware and Social Interaction in Kyoto was an early meeting in which this emerging field was discussed. After that, two subsequent Digital Cities workshops were organized in Kyoto, and a third one in Amsterdam. This book is the result of the 3rd Workshop on Digital Cities, which took place September 18–19, 2003 in Amsterdam, in conjunction with the 1st Communities and Technologies Conference. Most of the papers were presented at this workshop, and were revised thoroughly afterwards. Also the case studies of digital cities in Asia, the US, and Europe, included in Part I, were direct offsprings of the Digital Cities Workshops. Together the papers in this volume give an interesting state-of-the-art overview of the field. In total 54 authors from the Americas, from Asia, and from Europe were contributed to this volume. The authors come from Brazil (two), the USA (eleven), China (three), Japan (fourteen), Finland (two), Germany (two), Italy (three), Portugal (two), the Netherlands (eight), and the UK (seven), indicating the international nature of the research field.
Author: A. Ant Ozok
Publisher: Springer Science & Business Media
Release Date: 2009-07-15
The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
Author: Susana Smith Bautista
Publisher: Rowman & Littlefield
Release Date: 2013-11-26
Genre: Business & Economics
Museums in the Digital Age: Changing Meanings of Place, Community, and Culture first provides a theoretical framework of how the critical notions of place, community, and culture are changing in the digital age, respective to the field of museology. In order to illustrate these points, the book then presents five case studies of the most technologically advanced art museums in the United States today: • The Indianapolis Museum of Art • The Walker Art Center • The San Francisco Museum of Modern Art • The Museum of Modern Art • The Brooklyn Museum To showcase how the use of technology in museums should be understood as factors directly related to the museums’ notion of community, local culture, and place, whether these places are in mid-America, urban metropolises, or ethnically diverse and underserved communities.