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Jessica Murphy

RSA Animate - The Internet in Society: Empowering or Censoring Citizens? - 0 views

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    This RSA adaptation of Evgeny Morozov's 2009 talk illustrates (and examines) the concept of "cyber-utopianism": the theory that the internet "plays a largely emancipatory role in global politics." Morozov discusses whether or not the internet predominately empowers or censors citizens by facilitating activism and allowing individuals to disseminate information more effectively.
anonymous

The Myth of Cyberspace - The New Inquiry - 0 views

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    The divide between the "digital" and the "real" is false. This dualism serves a useful purpose, however: "Part of the seductiveness of the cyberspace fantasy is that, by denying the complex, mutually determining relationship between our society and the Web, it makes our lives and our everyday judgments simpler."
Benjamin Myers

The NCTE Definition of 21st Century Literacies - 0 views

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    "Adopted by the NCTE Executive Committee, February 15, 2008 Literacy has always been a collection of cultural and communicative practices shared among members of particular groups. As society and technology change, so does literacy. Because technology has increased the intensity and complexity of literate environments, the twenty-first century demands that a literate person possess a wide range of abilities and competencies, many literacies."
Christine Schussler

The Digital Humanities and the Transcending of Mortality - 0 views

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    This is an interesting article about how "the digital humanities is really an insurgent humanities," and how this is a revolution of sharing ideas that, "affirms the value of the open, the infinite, the expansive [and] the democratization of culture and scholarship.""
Jessica Murphy

Gamification: Green Tech Makes Energy Use a Game-and We All Win. - 1 views

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    McLuhan and Bogart would probably enjoy this article because it involves procedural rhetoric. It examines how "gamification strategies"--using games to change behavior in real life--can promote energy efficiency. Companies like SimpleEnergy are creating apps that let users track their energy usage, find ways to improve, and compete with friends and neighbors for spots on a leaderboard. Gamification succeeds because apparently social pressure can motivate people even more than monetary incentives, and these initiatives combine both types of incentives: An energy usage competition at the University of Hawaii led to some dorms cutting energy usage by up to 20 percent. This specific method also allows users to save money and conserve energy without "radical infrastructure changes" or the corruption and waste that often results from government subsidies to politically-connected "green" companies like Solyndra and possibly Sapphire Energy. In addition, the apps provide large-scale energy usage data that researchers can use to measure both change over time and the impact of energy usage on other variables.
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