Tensions and Convergences: Technological And Aesthetic Transformations of Society

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This book presents results of an international conference which addressed the interaction of aesthetical and technological dimensions within the formation of contemporary society. The contributions discuss the production of time and space, self and nature, individual and society in the image of technology. They focus on the productive tensions and convergences between aesthetic and technological concepts when implemented in everyday life. The volume contains - among others - texts about technologies of visualisation, the aesthetics of warfare and the design of technological lifeworlds.
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About the author

Reinhard Heil (M.A.), Andreas Kaminski (M.A.), Marcus Stippak (M.A.), Alexander Unger (M.A.) and Marc Ziegler (M.A.) are fellows of the postgraduate college Technisierung und Gesellschaft, Technische Universit't Darmstadt.

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Additional Information

Publisher
Transaction Publishers
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Published on
Dec 31, 2007
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Pages
365
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ISBN
9783899425185
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Language
English
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Genres
Social Science / Sociology / General
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Content Protection
This content is DRM protected.
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Available on Android devices
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Eligible for Family Library

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.

NEW YORK TIMES BESTSELLER

"A riveting book."—The Wall Street Journal

"Essential reading."—David Brooks, New York Times

From a former marine and Yale Law School graduate, a powerful account of growing up in a poor Rust Belt town that offers a broader, probing look at the struggles of America’s white working class

Hillbilly Elegy is a passionate and personal analysis of a culture in crisis—that of white working-class Americans. The decline of this group, a demographic of our country that has been slowly disintegrating over forty years, has been reported on with growing frequency and alarm, but has never before been written about as searingly from the inside. J. D. Vance tells the true story of what a social, regional, and class decline feels like when you were born with it hung around your neck.

The Vance family story begins hopefully in postwar America. J. D.’s grandparents were “dirt poor and in love,” and moved north from Kentucky’s Appalachia region to Ohio in the hopes of escaping the dreadful poverty around them. They raised a middle-class family, and eventually their grandchild (the author) would graduate from Yale Law School, a conventional marker of their success in achieving generational upward mobility.

But as the family saga of Hillbilly Elegy plays out, we learn that this is only the short, superficial version. Vance’s grandparents, aunt, uncle, sister, and, most of all, his mother, struggled profoundly with the demands of their new middle-class life, and were never able to fully escape the legacy of abuse, alcoholism, poverty, and trauma so characteristic of their part of America. Vance piercingly shows how he himself still carries around the demons of their chaotic family history.

A deeply moving memoir with its share of humor and vividly colorful figures, Hillbilly Elegy is the story of how upward mobility really feels. And it is an urgent and troubling meditation on the loss of the American dream for a large segment of this country.

The new book series “The Science and Art of Simulation” (SAS) addresses computer simulations as a scientific activity and engineering artistry (in the sense of a technē). The first volume is devoted to three topics:

1. The Art of Exploring Computer Simulations
Philosophy began devoting attention to computer simulations at a relatively early stage. Since then, the unquestioned point of view has been that computer simulation is a new scientific method; the philosophy of simulation is therefore part of the philosophy of science. The first section of this volume discusses this implicit, unchallenged assumption by addressing, from different perspectives, the question of how to explore (and how not to explore) research on computer simulations. Scientists discuss what is still lacking or considered problematic, while philosophers draft new directions for research, and both examine the art of exploring computer simulations.

2. The Art of Understanding Computer Simulations
The results of computer simulations are integrated into both political and social decisions. It is implicitly assumed that the more detailed, and consequently more realistic, a computer simulation is, the more useful it will be in decision-making. However, this idea is by no means justified. Different types of computer simulations have to be differentiated, which in turn requires the specific skill of understanding computer simulation results. The articles in this section examine the capabilities and limits of simulation results in political and social contexts, exploring the art of understanding computer simulation results.

3. The Art of Knowing through Computer Simulations?
The advent of computer simulation in today’s scientific practices challenges the order of science. What kind of knowledge is gained through computer simulations is the key question in this section. Computer simulations are often compared to experiments or to arguments, and the transformation of our traditional scientific notions might be more challenging than expected – these Ideas are put forward in the third section to conceptualize the art of knowing through computer simulations.

The new book series “The Science and Art of Simulation” (SAS) addresses computer simulations as a scientific activity and engineering artistry (in the sense of a technē). The first volume is devoted to three topics:

1. The Art of Exploring Computer Simulations
Philosophy began devoting attention to computer simulations at a relatively early stage. Since then, the unquestioned point of view has been that computer simulation is a new scientific method; the philosophy of simulation is therefore part of the philosophy of science. The first section of this volume discusses this implicit, unchallenged assumption by addressing, from different perspectives, the question of how to explore (and how not to explore) research on computer simulations. Scientists discuss what is still lacking or considered problematic, while philosophers draft new directions for research, and both examine the art of exploring computer simulations.

2. The Art of Understanding Computer Simulations
The results of computer simulations are integrated into both political and social decisions. It is implicitly assumed that the more detailed, and consequently more realistic, a computer simulation is, the more useful it will be in decision-making. However, this idea is by no means justified. Different types of computer simulations have to be differentiated, which in turn requires the specific skill of understanding computer simulation results. The articles in this section examine the capabilities and limits of simulation results in political and social contexts, exploring the art of understanding computer simulation results.

3. The Art of Knowing through Computer Simulations?
The advent of computer simulation in today’s scientific practices challenges the order of science. What kind of knowledge is gained through computer simulations is the key question in this section. Computer simulations are often compared to experiments or to arguments, and the transformation of our traditional scientific notions might be more challenging than expected – these Ideas are put forward in the third section to conceptualize the art of knowing through computer simulations.

„Interdisziplinäre Zugänge zum technologiegestützten Lernen“ war der Titel einer Tagung des DFG-Graduiertenkollegs „Qualitätsverbesserung im E-Learning durch rückgekoppelte Prozesse“ an der TU Darmstadt im Sommer 2009. Die Beiträge dieses Bandes sind aus Vorträgen und Diskussionen dieser Tagung hervorgegangen. Sie repräsentieren neue Perspektiven auf technologiegestütztes Lernen aus unterschiedlichen disziplinären Blickwinkeln. Unter vier leitenden Gesichtspunkten wenden sich die Beiträge der Frage zu, was im Bereich des technologiegestützten Lernens als „Qualität“ verstanden und entwickelt werden kann:

Teil 1: Learning (in) Networks. Vom Lernen in Netzen zu lernenden Netzen – und zurück
Teil 2: Community-adaptive Systeme – von Lernern lernen, eine kluge Idee?
Teil 3: Unterbrechend oder nahtlos? Nutzerschnittstellen für technologie-gestützes Lernen
Teil 4: Qualität und Kompetenz

“Interdisciplinary Approaches to Technology-enhanced Learning” was the title of a conference held at TU Darmstadt, Germany, in 2009. The chapters of this book result from the talks and discussions that took place during this conference. They represent novel perspectives on technology-enhanced learning from various disciplinary angles. Focusing on four main areas, the authors explore what is “quality” in technology-enhanced learning and how this quality can be further improved:

Part 1: Learning (in) Networks. From Learning in the Network to the Learning Network and Back
Part 2: Community-Adaptive Systems – Learning from learners, a smart Idea?
Part 3: Disruptive or seamless? User Interfaces for Technology-Enhanced Learning
Part 4: Quality and Competences
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