Skip navigation

Internet Studies/Information/Communication

Internet Studies/Information/Communication

  • Page 3 of 19
Building the Interactive Web

Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture.

How Audiences Take Shape in a Digital Age

Feature films, television shows, homemade videos, tweets, blogs, and breaking news: digital media offer an always-accessible, apparently inexhaustible supply of entertainment and information. Although choices seems endless, public attention is not. How do digital media find the audiences they need in an era of infinite choice? In The Marketplace of Attention, James Webster explains how audiences take shape in the digital age.

The Globalization of Internet Governance

The Internet has reached a critical point. The world is running out of Internet addresses. There is a finite supply of approximately 4.3 billion Internet Protocol (IP) addresses--the unique binary numbers required for every exchange of information over the Internet--within the Internet’s prevailing technical architecture (IPv4). In the 1990s the Internet standards community selected a new protocol (IPv6) that would expand the number of Internet addresses exponentially--to 340 undecillion addresses.

Using Big Data to Engineer a Better World

Big Data is made up of lots of little data: numbers entered into cell phones, addresses entered into GPS devices, visits to websites, online purchases, ATM transactions, and any other activity that leaves a digital trail. Although the abuse of Big Data—surveillance, spying, hacking—has made headlines, it shouldn’t overshadow the abundant positive applications of Big Data.

Cultivating Digital Media Citizenship in Urban Communities

The popular image of the “digital native”—usually depicted as a technically savvy and digitally empowered teen—is based on the assumption that all young people are equally equipped to become innovators and entrepreneurs. Yet young people in low-income communities often lack access to the learning opportunities, tools, and collaborators (at school and elsewhere) that help digital natives develop the necessary expertise.

A Practical Guide

Through five editions since 1981, this book has offered the most comprehensive accessible guide available to all aspects of copyright law. Now, with the sixth edition, The Copyright Book has been thoroughly updated to cover copyright for the Internet age, discussing a range of developments in the law since 2000.

Designs for Living Online

Computers were first conceived as “thinking machines,” but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively that for social media to become truly sociable media, we must design interfaces that reflect how we understand and respond to the social world.

Harnessing Multidimensional Indicators of Scholarly Impact

Bibliometrics has moved well beyond the mere tracking of bibliographic citations. The web enables new ways to measure scholarly productivity and impact, making available tools and data that can reveal patterns of intellectual activity and impact that were previously invisible: mentions, acknowledgments, endorsements, downloads, recommendations, blog posts, tweets.

From Index Cards to Dewey Decimals to Alger Hiss

In Information and Intrigue Colin Burke tells the story of one man’s plan to revolutionize the world’s science information systems and how science itself became enmeshed with ideology and the institutions of modern liberalism. In the 1890s, the idealistic American Herbert Haviland Field established the Concilium Bibliographicum, a Switzerland-based science information service that sent millions of index cards to American and European scientists. Field’s radical new idea was to index major ideas rather than books or documents.

Design and Analysis

In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer’s and game designer’s toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods.

  • Page 3 of 19