Digital Encounters

Digital Encounters
Author: Aylish Wood
Publisher: Routledge
Total Pages: 202
Release: 2007
Genre: Art
ISBN: 0415410657

Digital Encounters reconceptualizes the way we think about technology and the moving image, exploring a network of images and technological objects such as animations, digital effects films, computer games and mixed media gallery installations.

Digital Encounters

Digital Encounters
Author: Cecily Raynor
Publisher: University of Toronto Press
Total Pages: 224
Release: 2023-03-30
Genre: Literary Criticism
ISBN: 1487538812

To understand the creative fabric of digital networks, scholars of literary and cultural studies must turn their attention to crowdsourced forms of production, discussion, and distribution. Digital Encounters explores the influence of an increasingly networked world on contemporary Latin American cultural production. Drawing on a spectrum of case studies, the contributors to this volume examine literature, art, and political activism as they dialogue with programming languages, social media platforms, online publishing, and geospatial metadata. Implicit within these connections are questions of power, privilege, and stratification. The book critically examines issues of inequitable access and data privacy, technology’s capacity to divide people from one another, and the digital space as a site of racialized and gendered violence. Through an expansive approach to the study of connectivity, Digital Encounters illustrates how new connections – between analog and digital, human and machine, print text and pixel – alter representations of self, Other, and world.

Digital Entrepreneurship and Co-Creating Value Through Digital Encounters

Digital Entrepreneurship and Co-Creating Value Through Digital Encounters
Author: Edghiem, Farag
Publisher: IGI Global
Total Pages: 331
Release: 2023-05-15
Genre: Business & Economics
ISBN: 1668474182

Digital technologies have enabled certain opportunities for industries, societies, and companies to change for the better. The service sector has essentially evolved through significant developments in recent decades, such as the increasing adoption of artificial intelligence (AI) applications and automated technologies, including service robots, chatbots, and virtual assistants. Both digital transformation and digital entrepreneurship are multifaceted areas that relate to varied emerging technologies that have recently dominated the current service industry. These technologies serve to enhance various sociotechnical areas, including communication and collaboration, as well as co-creating business value and promoting service automation. Digital Entrepreneurship and Co-Creating Value Through Digital Encounters contributes to the services’ digital transformation and digital entrepreneurship domain by uncovering contemporary innovations used in the modern service industry. It supports modern applications of Industry 4.0, digital transformation, and entrepreneurship to facilitate value co-creation for contemporary businesses. Covering topics such as big data management, industrial relations, and tourist destination selection, this premier reference source is an ideal resource for entrepreneurs, business owners and managers, government officials, policymakers, students and educators of higher education, librarians, researchers, and academicians.

Shared Encounters

Shared Encounters
Author: Katharine S. Willis
Publisher: Springer Science & Business Media
Total Pages: 313
Release: 2009-11-28
Genre: Computers
ISBN: 184882727X

Every day we share encounters with others as we inhabit the space around us. In offering insights and knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding of the nature and value of shared encounters in everyday life. Divided into four sections, each section comprises a set of chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and – last but not least – Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part offer particular perspectives on the main topic and provide detailed insights from the author’s own research background. A valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be useful to researchers, students and practitioners in fields ranging from computer science to urban studies.

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
Total Pages: 256
Release: 2020-09-15
Genre: Games & Activities
ISBN: 9781948174374

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

Global Debates in the Digital Humanities

Global Debates in the Digital Humanities
Author: Domenico Fiormonte
Publisher: U of Minnesota Press
Total Pages: 341
Release: 2022-04-12
Genre: Social Science
ISBN: 1452967105

A necessary volume of essays working to decolonize the digital humanities Often conceived of as an all-inclusive “big tent,” digital humanities has in fact been troubled by a lack of perspectives beyond Westernized and Anglophone contexts and assumptions. This latest collection in the Debates in the Digital Humanities series seeks to address this deficit in the field. Focused on thought and work that has been underappreciated for linguistic, cultural, or geopolitical reasons, contributors showcase alternative histories and perspectives that detail the rise of the digital humanities in the Global South and other “invisible” contexts and explore the implications of a globally diverse digital humanities. Advancing a vision of the digital humanities as a space where we can reimagine basic questions about our cultural and historical development, this volume challenges the field to undertake innovation and reform. Contributors: Maria José Afanador-Llach, U de los Andes, Bogotá; Maira E. Álvarez, U of Houston; Purbasha Auddy, Jadavpur U; Diana Barreto Ávila, U of British Columbia; Deepti Bharthur, IT for Change; Sayan Bhattacharyya, Singapore U of Technology and Design; Anastasia Bonch-Osmolovskaya, National Research U Higher School of Economics; Jing Chen, Nanjing U; Carlton Clark, Kazimieras Simonavičius U, Vilnius; Carolina Dalla Chiesa, Erasmus U, Rotterdam; Gimena del Rio Riande, Institute of Bibliographic Research and Textual Criticism; Leonardo Foletto, U of São Paulo; Rahul K. Gairola, Murdoch U; Sofia Gavrilova, Leibniz Institute for Regional Geography; Andre Goodrich, North-West U; Anita Gurumurthy, IT for Change; Aliz Horvath, Eötvös Loránd U; Igor Kim, Russian Academy of Sciences; Inna Kizhner, Siberian Federal U; Cédric Leterme, Tricontinental Center; Andres Lombana-Bermudez, Pontificia, U Javeriana, Bogotá; Lev Manovich, City U of New York; Itay Marienberg-Milikowsky, Ben-Gurion U of the Negev; Maciej Maryl, Polish Academy of Sciences; Nirmala Menon, Indian Institute of Technology, Indore; Boris Orekhov, National Research U Higher School of Economics; Ernesto Priego, U of London; Sylvia Fernández Quintanilla, U of Kansas; Nuria Rodríguez-Ortega, U of Málaga; Steffen Roth, U of Turku; Dibyadyuti Roy, Indian Institute of Technology, Jodhpur; Maxim Rumyantsev, Siberian Federal U; Puthiya Purayil Sneha, Centre for Internet and Society, Bengaluru; Juan Steyn, South African Centre for Digital Language Resources; Melissa Terras, U of Edinburgh; Ernesto Miranda Trigueros, U of the Cloister of Sor Juana; Lik Hang Tsui, City U of Hong Kong; Tim Unwin, U of London; Lei Zhang, U of Wisconsin–La Crosse.

The Geographies of Digital Sexuality

The Geographies of Digital Sexuality
Author: Catherine J. Nash
Publisher: Springer
Total Pages: 290
Release: 2019-05-22
Genre: Social Science
ISBN: 9811368767

This edited book engages with the rapidly emerging field of the geographies of digital sexualities, that is, the interlinkages between sexual lives, material and virtual geographies and digital practices. Modern life is increasingly characterised by our integrated engagement in digital/material landscapes activities and our intimate life online can no longer be conceptualised as discrete from ‘real life.’ Our digital lives are experienced as a material embeddedness in the spaces of everyday life marking the complex integration of real and digital geographies. Perhaps nowhere is this clearer than in the ways that our social and sexual practices such as dating or casual sex are bound up online and online geographies and in many cases constitute specific sexuality-based communities crossing the digital/material divide. The aim of this collection is to explore the complexities of these newly constituted and interwoven sexual and gender landscapes through empirical, theoretical and conceptual engagements through wide-ranging, innovative and original research in a new and quickly moving field.

MEDIACITY. Situations, Practices and Encounters

MEDIACITY. Situations, Practices and Encounters
Author: Frank Eckardt
Publisher: Frank & Timme GmbH
Total Pages: 440
Release: 2008-01-01
Genre: Social Science
ISBN: 3865961827

“MEDIACITY: Situations, Practices and Encounters” investigates how the social settings and spaces of the city are created, experienced and practiced through the use and presence of new media. It takes the position that new media enables different settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists from disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a critical reflection on the processes, methods and impacts of technologies in urban space.

Innovative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education

Innovative Approaches to Technology-Enhanced Learning for the Workplace and Higher Education
Author: David Guralnick
Publisher: Springer Nature
Total Pages: 635
Release: 2022-12-15
Genre: Technology & Engineering
ISBN: 3031215699

New technologies provide us with new opportunities to create new learning experiences, leveraging research from a variety of disciplines along with imagination and creativity. The Learning Ideas Conference was created to bring researchers, practitioners, and others together to discuss, innovate, and create. The Learning Ideas Conference 2022 was the 15th annual conference and was the first time the conference was held as a hybrid event. The conference took place from June 15 to 17, 2022, both in New York and online, and included two special tracks: The Adaptive Learning via Interactive, Collaborative and Emotional Approaches (ALICE) Special Track and a track on Inclusive Learning. Topics covered in this book include, among others, online learning methodologies, diversity and inclusion in learning, case studies in university and corporate settings, new technologies in learning (such as virtual reality, augmented reality, holograms, and artificial intelligence), adaptive learning, and project-based learning. The papers included in this book are of interest to researchers in pedagogy and learning theory, university faculty members and administrators, learning and development specialists, user experience designers, and others.