Although social scientists generally agree that technology plays a major role in the economy, economics and technology have yet to be brought together in a coherent framework that is both analytically interesting and empirically oriented. This book draws on the tools of science and technology studies and economic sociology to reconceptualize the intersection of economy and technology, suggesting materiality—the idea that social existence involves not only actors and social relations but also objects—as the theoretical point of convergence.
The development of the Semantic Web, with machine-readable content, has the potential to revolutionize the World Wide Web and its uses. A Semantic Web Primer provides an introduction and guide to this still emerging field, describing its key ideas, languages, and technologies.
The way we record knowledge, and the web of technical, formal, and social practices that surrounds it, inevitably affects the knowledge that we record. The ways we hold knowledge about the past—in handwritten manuscripts, in printed books, in file folders, in databases—shape the kind of stories we tell about that past. In this lively and erudite look at the relation of our information infrastructures to our information, Geoffrey Bowker examines how, over the past two hundred years, information technology has converged with the nature and production of scientific knowledge.
Scholars in all fields now have access to an unprecedented wealth of online information, tools, and services. The Internet lies at the core of an information infrastructure for distributed, data-intensive, and collaborative research. Although much attention has been paid to the new technologies making this possible, from digitized books to sensor networks, it is the underlying social and policy changes that will have the most lasting effect on the scholarly enterprise.
The authors of Thoughtful Interaction Design go beyond the usual technical concerns of usability and usefulness to consider interaction design from a design perspective. The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design.
The revolution in information technology transforms not only information and its uses but, more important, knowledge and the ways we generate and manage it. Knowledge is now seen as input, output, and capital, even if imperfectly accounted for or understood. Many businesses and public agencies are convinced that knowledge can be managed in sophisticated, rational ways and that networking and information technology are essential tools for doing so.
While we were waiting for the Internet to make us rich—back when we thought all we had to do was to buy lottery tickets called dotcom shares—we missed the real story of the information economy. That story, says Bruce Abramson in Digital Phoenix, took place at the intersection of technology, law, and economics. It unfolded through Microsoft's manipulation of software markets, through open source projects like Linux, and through the file-sharing adventures that Napster enabled.
Does the information on the Web offer many alternative accounts of reality, or does it subtly align with an official version? In Information Politics on the Web, Richard Rogers identifies the cultures, techniques, and devices that rank and recommend information on the Web, analyzing not only the political content of Web sites but the politics built into the Web's infrastructure. Addressing the larger question of what the Web is for, Rogers argues that the Web is still the best arena for unsettling the official and challenging the familiar.
Innovative uses of global and local networks of linked computers make new ways of collaborative working, learning, and acting possible. In Group Cognition Gerry Stahl explores the technological and social reconfigurations that are needed to achieve computer-supported collaborative knowledge building—group cognition that transcends the limits of individual cognition.
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability.