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Technology and democracy: user involvement in information technology ; proceedings from workshop 2, part 2 ; [In january 1997 the Centre for Technology and Culture ... organized an international conference in Oslo on "Technology and Democracy - Comparative Perspectives".]
In: TMV skriftserie 26
Computing myths, class realities: an ethnography of technology and working people in Sheffield, England
In: Conflict and social change series
"Our" Anthropology of Technoscience?
In: American anthropologist: AA, Band 103, Heft 2, S. 535-539
ISSN: 1548-1433
The Machine in Me: An Anthropologist Sits among Computer Engineers. Gary Downey. New York: Routledge, 1998. 288 pp.Cyborg Babies: From Techno‐Sex to Techno‐Tots. Robbie Davis‐Floyd and Joseph Dumit. eds. New York: Routledge, 1998. 358 pp.Modest_Witness. Second_Millennium. FemaleMan©_Meets_OncoMouse™. Feminism and Technoscience. Donna Haraway. New York: Routledge, 1996 361 pp.Silicon Second Nature: Culturing Artificial Life in. Digital World. Stefan Helmreich. Berkeley: University of California Press, 1998. 314 pp.
Resocialing work? Anticipatory anthropology of the labor process
In: Futures, Band 32, Heft 8, S. 767-775
Resocialing work? Anticipatory anthropology of the labor process
In: Futures: the journal of policy, planning and futures studies, Band 32, Heft 8, S. 767-776
ISSN: 0016-3287
Social/Cultural Anthropology: Engineering Culture: Control and Commitment in a High‐Tech Corporation. Gideon Kunda
In: American anthropologist: AA, Band 95, Heft 1, S. 221-222
ISSN: 1548-1433
Computers in Context: Designing Computers for Workplace Creativity. 1987
In: American anthropologist: AA, Band 92, Heft 1, S. 270-271
ISSN: 1548-1433
Reproduction in complex social formations: The case of Sheffield
In: Dialectical anthropology: an independent international journal in the critical tradition committed to the transformation of our society and the humane union of theory and practice, Band 12, Heft 2, S. 193-204
ISSN: 1573-0786
Modding a free and open source software video game: "Play testing is hard work"
In: Transformative Works and Cultures: TWC, Band 15
ISSN: 1941-2258
Video game modding is a form of fan productivity in contemporary participatory culture. We see modding as an important way in which modders experience and conceptualize their work. By focusing on modding in a free and open source software video game, we analyze the practice of modding and the way it changes modders' relationship with their object of interest. The modders' involvement is not always associated with fun and creativity. Indeed, activities such as play testing often undermine these dimensions of modding. We present a case study of modding that is based on ethnographic research done for The Battle for Wesnoth, a free and open source software strategy video game entirely developed by a community of volunteers.
Beyond capital: values, commons, computing, and the search for a viable future
In: Routledge advances in sociology 168
An introduction to our thinking about a future beyond capital -- Theoretical orientations -- Good and problematic views of the computing and social change nexus -- Computing/social change relationships today -- An ethnological theory of values encompassing value -- Theory applied: selecting and fostering new values and valuation practices -- New institutions to support new values -- Supporting new value and institution complexes with measures -- Conclusion
Beyond capital: values, commons, computing, and the search for a viable future
In: Routledge Advances in Sociology, 168
The financial/social cataclysm beginning in 2007 ended notions of a "great moderation" and the view that capitalism had overcome its systemic tendencies to crisis. The subsequent failure of contemporary social formations to address the causes of the crisis gives renewed impetus to better analysis in aid of the search for a better future. This book contributes to this search by reviving a broad discussion of what we humans might want a post-capitalist future to be like. It argues for a comparative anthropological critique of capital notions of value, thereby initiating the search for a new set of values, as well as identifying a number of selected computing practices that might evoke new values. It articulates a suggestive set of institutions that could support these new values, and formulates a group of measurement practices usable for evaluating the proposed institutions. The book is grounded in contemporary social science, political theory, and critical theory. It aims to leverage the possibility of alternative futures implied by some computing practices while avoiding hype and technological determinism, and uses these computing practices to explicate one possible way to think about the future
The Internet as a Library-Of-People: For a Cyberethnography of Online Groups
In: Forum qualitative Sozialforschung: FQS = Forum: qualitative social research, Band 8, Heft 3
ISSN: 1438-5627
Das Konzept der "Cyberethnografie" ist in den Sozialwissenschaften bisher weitgehend undefiniert, bei gleichzeitiger Überlappung mit dem besser bekannten Konzept der "virtuellen Ethnografie". Ziel dieses Beitrages ist es, zur Klärung dieser Ausgangslage beizutragen, indem wir uns mit einigen neuen Dimensionen ethnografischer Forschung in computervermittelten Settings beschäftigen. Um dies zu tun, definieren wir "Cyberspace" als computervermittelten Kontext, der in einer unmittelbaren Beziehung zu als "real" angenommen Kontexten steht. Von hier aus betrachtet wäre eine Ethnografie von Online-Gruppen nicht nur eine Ethnografie von Gruppen, die online sind (bzw. eine Online-Ethnografie von Gruppen), sondern es handelt sich um eine Ethnografie von Online- und verwandten Offline-Kontexten, eine Ethnografie von Menschen und nichtmenschlichen Akteuren in diesen miteinander verbundenen Feldern. Insoweit wäre Ethnografie selbst hybrid, einem Cyborg ähnlich. Sie wäre mit anderen Worten eine Cyberethnografie. Im ersten Teil des Beitrages diskutieren wir mögliche Verbindungslinien zwischen klassischer Ethnografie und Netz-Entwicklungen. Im zweiten Teil fundieren wir ein soziales Cyborg-Konzept methodologisch, indem wir insbesondere auf Arbeiten aus dem Bereich "Science, Technology and Society" und auf Organisationsstudien zurückgreifen. Im dritten Teil ziehen wir zur Veranschaulichung von webbasierten Gruppenkontexten Daten aus einer eigenen Feldforschung heran, um diese Art der Gruppen (-arbeit) zu definieren, und wir schlagen hierfür die Metapher "Internet als library-of-people" vor. Diese Metapher wirft, im Cyborg-Konzept fundiert, Licht auf die sozialen und gesellschaftlichen Charakteristika, die für die hiermit einhergehende Forschungspraxis relevant sind.
What to do when you've been made an offer you can't refuse: what participatory design and FLOSS (free/libre and/or open source software) have to teach each other about the corporate embrace
In the early days (e.g., the 1970s), proponents of Scandinavian approaches to systems development, and the Participatory Design methods so central to their work, often put political and social change objectives at the core of their advocacy. In more recent years, for profit corporations have become strong proponents of PD. Advocacy rhetoric for PD has changed as PDers increasingly work with, in, and for corporations. But what about the practice of PD---has it changed, too?Full text at ACM
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Book reviews
In: Ethnos, Band 62, Heft 3-4, S. 137-153
ISSN: 1469-588X