Ralph Schroeder – författare
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An examination of the ways that digital and networked technologies have fundamentally changed research practices in disciplines from astronomy to literary analysis.
In Knowledge Machines, Eric Meyer and Ralph Schroeder argue that digital technologies have fundamentally changed research practices in the sciences, social sciences, and humanities. Meyer and Schroeder show that digital tools and data, used collectively and in distributed mode—which they term e-research—have transformed not just the consumption of knowledge but also the production of knowledge. Digital technologies for research are reshaping how knowledge advances in disciplines that range from physics to literary analysis.
Meyer and Schroeder map the rise of digital research and offer case studies from many fields, including biomedicine, social science uses of the Web, astronomy, and large-scale textual analysis in the humanities. They consider such topics as the challenges of sharing research data and of big data approaches, disciplinary differences and new forms of interdisciplinary collaboration, the shifting boundaries between researchers and their publics, and the ways that digital tools promote openness in science.
This book considers the transformations of research from a number of perspectives, drawing especially on the sociology of science and technology and social informatics. It shows that the use of digital tools and data is not just a technical issue; it affects research practices, collaboration models, publishing choices, and even the kinds of research and research questions scholars choose to pursue. Knowledge Machines examines the nature and implications of these transformations for scholarly research.
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Avatars at Work and Play
Collaboration and Interaction in Shared Virtual Environments
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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including:What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?
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Avatars at Work and Play
Collaboration and Interaction in Shared Virtual Environments
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