Culture and Technology.
Overview
Works: | 160 works in 46 publications in 46 languages |
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Titles
The theater of electricity = technology and spectacle in the late 19th century /
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The Aesthetics and Politics of the Online Self = A Savage Journey into the Heart of Digital Cultures /
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Social Digitalisation = Persistent Transformations Beyond Digital Technology /
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The Chinese Sharing Economy = New Economy Program for Supply-Side Reform /
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Indigenous Digital Life = The Practice and Politics of Being Indigenous on Social Media /
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Adoption of LMS in Higher Educational Institutions of the Middle East
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Cinematic Virtual Reality = A Critical Study of 21st Century Approaches and Practices /
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Feedback = Wie Rückkopplung unser Leben bestimmt und Natur, Technik, Gesellschaft und Wirtschaft beherrscht /
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Italian Philosophy of Technology = Socio-Cultural, Legal, Scientific and Aesthetic Perspectives on Technology /
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Language, Gender and Videogames = Using Corpora to Analyse the Representation of Gender in Fantasy Videogames /
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Writing Manuals for the Masses = The Rise of the Literary Advice Industry from Quill to Keyboard /
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The Cultural Life of Machine Learning = An Incursion into Critical AI Studies /
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Communicating Science and Technology in Society = Issues of Public Accountability and Engagement /
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Remote Sensing for Archaeology and Cultural Landscapes = Best Practices and Perspectives Across Europe and the Middle East /
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Digital Whistleblowing Platforms in Journalism = Encrypting Leaks /
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Criminal Anthroposcenes = Media and Crime in the Vanishing Arctic /
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Cosmos, Values, and Consciousness in Latin American Digital Culture
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Mapping Digital Game Culture in China = From Internet Addicts to Esports Athletes /
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Technology and Creativity = Production, Mediation and Evaluation in the Digital Age /
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Comparative Print Culture = A Study of Alternative Literary Modernities /
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Mobile Media and Social Intimacies in Asia = Reconfiguring Local Ties and Enacting Global Relationships /
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Virtual Existentialism = Meaning and Subjectivity in Virtual Worlds /
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Traditioneller Fortschritt = Das Stuttgarter Hoftheater, die elektrische Moderne und die Großstadt (1851-1912) /
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Desire in the Age of Robots and AI = An Investigation in Science Fiction and Fact /
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Regulatory Model for Digital Rights Management = Analysis of U.S., Europe and China /
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Complexity, Digital Media and Post Truth Politics = A Theory of Interactive Systems /
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Transactional Radio Instruction = Improving Educational Outcomes for Children in Conflict Zones /
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Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 = Designs and Discussions /
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Online Communities and Crowds in the Rise of the Five Star Movement
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Digital Activism, Community Media, and Sustainable Communication in Latin America
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Face Recognition Technology = Compulsory Visibility and Its Impact on Privacy and the Confidentiality of Personal Identifiable Images /
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Transhumanism as a New Social Movement = The Techno-Centred Imagination /
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Popular Music, Technology, and the Changing Media Ecosystem = From Cassettes to Stream /
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Language, Social Media and Ideologies = Translingual Englishes, Facebook and Authenticities /
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Harnessing the Potential of Digital Post-Millennials in the Future Workplace
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Liberation technology in El Salvador = re-appropriating social media among alternative media projects /
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Virtual weaponry = the militarized internet in hollywood war films /
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The internet in China = from infrastructure to a Nascent civil society /
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Time, technology and narrative form in contemporary US television drama = pause, rewind, record /
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Digital connectivity and music culture = artists and accomplices /
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Computing bodies = gender codes and anthropomorphic design at the human-computer interface /
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DVD, Blu-ray and beyond = navigating formats and platforms within media consumption /
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Toxic Geek masculinity in media = sexism, trolling, and identity policing /
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Inhabiting cyberspace and emerging cyberplaces = the case of Siena, Italy /
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Posttraumatic stress disorder, trauma, and history in Metal Gear Solid V
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Technology, institutions and labor = manufacturing automobiles in Argentina and Turkey /
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Proceedings of the Art and Design International Conference (AnDIC 2016)
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Minority youth and social integration = the ISRD-3 study in Europe and the US /
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The smartphone paradox = our ruinous dependency in the Device Age /
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Critical approaches to Welcome to Night Vale = podcasting between weather and the void /
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Biosurveillance in new media marketing = world, discourse, representation /
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Online othering = exploring digital violence and discrimination on the Web /
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Celebrity and mediated social connections = fans, friends and followers in the digital age /
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Fanaticism, racism, and rage online = corrupting the digital sphere /
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The Formation of Gaming Culture = UK Gaming Magazines, 1981-1995 /
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Minority Youth and Social Integration = The ISRD-3 Study in Europe and the US /
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Biosurveillance in New Media Marketing = World, Discourse, Representation /
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The Smartphone Paradox = Our Ruinous Dependency in the Device Age /
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Critical Approaches to Welcome to Night Vale = Podcasting between Weather and the Void /
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Kommunikation und Technik = Ausgewählte neue Ansätze im Rahmen einer interdisziplinären Betrachtung /
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Proceedings of the Art and Design International Conference (AnDIC 2016)
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Technology, Institutions and Labor = Manufacturing Automobiles in Argentina and Turkey /
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Choreographing the Airport = Field Notes from the Transit Spaces of Global Mobility /
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Die Trägheit der deutschen Musikunternehmen bei technologischem Wandel = Eine Analyse aus branchenkultureller Perspektive /
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Networks, Movements and Technopolitics in Latin America = Critical Analysis and Current Challenges /
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Neighbourhood Watch in a Digital Age = Between Crime Control and Culture of Control /
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Die Regeln digitaler Kommunikation = Governance zwischen Norm, Diskurs und Technik /
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Ageing and Digital Technology = Designing and Evaluating Emerging Technologies for Older Adults /
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Surveillance, Architecture and Control = Discourses on Spatial Culture /
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Das Mobiltelefon im Alltagsleben des urbanen Kenia = Eine medienethnografische Studie zur Mobiltelefonaneignung /
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Fashion Communication in the Digital Age = FACTUM 19 Fashion Communication Conference, Ascona, Switzerland, July 21-26, 2019 /
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Online Othering = Exploring Digital Violence and Discrimination on the Web /
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Digitales Krisenmanagement = Krisenverarbeitung in der Computergesellschaft am Beispiel der US-Notenbank /
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The Attention Deficit = Unintended Consequences of Digital Connectivity /
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WEIZAC: An Israeli Pioneering Adventure in Electronic Computing (1945–1963)
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Screen Media for Arab and European Children = Policy and Production Encounters in the Multiplatform Era /
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Techno-Esoterik in der säkularisierten Moderne = Überzeugungsstrategien, Apparate und die Formung des modernen Subjekts /
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Celebrity and Mediated Social Connections = Fans, Friends and Followers in the Digital Age /
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