Results for 'computer media'

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  1. Human-Aided Artificial Intelligence: Or, How to Run Large Computations in Human Brains? Towards a Media Sociology of Machine Learning.Rainer Mühlhoff - 2019 - New Media and Society 1.
    Today, artificial intelligence, especially machine learning, is structurally dependent on human participation. Technologies such as Deep Learning (DL) leverage networked media infrastructures and human-machine interaction designs to harness users to provide training and verification data. The emergence of DL is therefore based on a fundamental socio-technological transformation of the relationship between humans and machines. Rather than simulating human intelligence, DL-based AIs capture human cognitive abilities, so they are hybrid human-machine apparatuses. From a perspective of media philosophy and social-theoretical (...)
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  2. The Info-Computational Turn in Bioethics.Constantin Vică - 2018 - In Emilian Mihailov, Tenzin Wangmo, Victoria Federiuc & Bernice S. Elger (eds.), Contemporary Debates in Bioethics: European Perspectives. [Berlin]: De Gruyter Open. pp. 108-120.
    Our technological lifeworld has become an info-computational media populated by data and algorithms, an artificial environment for life and shared experiences. In this chapter, I tried to sketch three new assumptions for bioethics – it is hardly possible to substantiate ethical guidelines or an idea of normativity in an aprioristic manner; moral status is a function of data entities, not something solely human; agency is plural and thus is shared or sometimes delegated – in order to chart a proposal (...)
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  3. Mediatization theory and digital media.Niels Ole Finnemann - 2011 - Communications 36 (1):67-89.
    In the 20th century, the term “media logic” was introduced to denote the influence of independent mass media on political systems and other institutions. In recent years the idea has been reworked and labeled “mediatization” to widen the framework by including new media and new areas of application. In Section Two the paper discusses different conceptualizations. It is argued that even if they bring new insights, they cannot be unified into one concept, and that they also lack (...)
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  4. Computational Transformation of the Public Sphere: Theories and Cases.S. M. Amadae (ed.) - 2020 - Helsinki: Faculty of Social Sciences, University of Helsinki.
    This book is an edited collection of original research papers on the digital revolution of the public and governance. It covers cyber governance in Finland, and the securitization of cyber security in Finland. It investigates the cases of Brexit, the 2016 US presidential election of Donald Trump, the 2017 presidential election of Volodymyr Zelensky, and Brexit. It examines the environmental concerns of climate change and greenwashing, and the impact of digital communication giving rise to the #MeToo and Incel movements. It (...)
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  5. Computer, Graphic, and Traditional Systems: A Theoretical Study of Music Notation.Richard Wood Massi - 1993 - Dissertation, University of California, San Diego
    This study examines problems related to the representation of music. It constructs the sender/message/perceiver/result model, a prototype broad enough to incorporate a large variety of music and other notation systems, including those having to do with computers. The work defines music notation itself, describes various models for studying the subject--including the binary types prescriptive/descriptive, and symbolic/iconic--and assesses music notation as a contemporary practice. It encompasses a review of the actions and intentions of composers, performers, and audiences, and a consideration of (...)
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  6. Computer-Aided Argument Mapping as a Tool for Teaching Critical Thinking.W. Martin Davies - 2014 - International Journal of Learning and Media 4 (3-4):79-84.
    As individuals we often face complex issues about which we must weigh evidence and come to conclusions. Corporations also have to make decisions on the basis of strong and compelling arguments. Legal practitioners, compelled by arguments for or against a proposition and underpinned by the weight of evidence, are often required to make judgments that affect the lives of others. Medical doctors face similar decisions. Governments make purchasing decisions—for example, for expensive military equipment—or decisions in the areas of public or (...)
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  7. Towards a Science of Emerging Media.Barry Smith - 2015 - In J. E. Katz & J. Floyd (eds.), Philosophy of Emerging Media: Understanding, Appreciation and Application. New York, US: Oxford University Press. pp. 29-48.
    If media studies are to become established as a genuine science, then it needs to be determined what the subject matter of this science is to be. I propose a specification of this subject matter as consisting in: 1. the new sorts of digital entities that have been added to social reality through the invention of the digital computer, and 2. the new sorts of interactions involving human beings which such entities make possible. I support this proposal by (...)
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  8. Toward an Aesthetics of New-Media Environments.Eran Guter - 2016 - Proceedings of the European Society for Aesthetics.
    In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic significance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces (...)
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  9. Modeling Interaction Effects in Polarization: Individual Media Influence and the Impact of Town Meetings.Patrick Grim, Eric Pulick, Patrick Korth & Jiin Jung - 2016 - Journal of Artificial Societies and Social Simulation 10 (2).
    We are increasingly exposed to polarized media sources, with clear evidence that individuals choose those sources closest to their existing views. We also have a tradition of open face-to-face group discussion in town meetings, for example. There are a range of current proposals to revive the role of group meetings in democratic decision-making. Here, we build a simulation that instantiates aspects of reinforcement theory in a model of competing social influences. What can we expect in the interaction of polarized (...)
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  10. #MeToo-Movement, Digital Media and Public Sphere.Eleanor Suovilla, Pietari Suomela, Anniina Riikonen, Susanna Kupiainen & Anni Juusola - 2020 - In S. M. Amadae (ed.), Computational Transformation of the Public Sphere: Theories and Cases. Helsinki: Faculty of Social Sciences, University of Helsinki. pp. 211-227.
    In this paper we will examine the influence digital media has had on political dialogue in the public sphere. We will explore the phenomenon through an example case, namely the global feminist #MeToo movement which started in 2017. Within the framework of the #MeToo Movement, we introduce and examine the challenges digital media poses to the political dialogue in the public sphere. We start by going through concepts and theories utilized in this research paper. Then we will discuss (...)
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  11. History of Computer Art.Thomas Dreher - 2014 - IASLonline.
    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive (...)
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  12. History of Computer Art, Second Edition.Thomas Dreher - 2020 - Morrisville, USA: Lulu Press.
    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, (...)
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  13.  58
    The semiotic functioning of synthetic media.Auli Viidalepp - 2022 - Információs Társadalom 4:109-118.
    The interpretation of many texts in the everyday world is concerned with their truth value in relation to the reality around us. The recent publication experiments with computer-generated texts have shown that the distinction between true and false, or reality and fiction, is not always clear from the text itself. Essentially, in today’s media space, one may encounter texts, videos or images that deceive the reader by displaying nonsensical content or nonexistent events, while nevertheless appearing as genuine human-produced (...)
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  14. Thought, Sign and Machine - the Idea of the Computer Reconsidered.Niels Ole Finnemann - 1999 - Copenhagen: Danish Original: Akademisk Forlag 1994. Tanke, Sprog og Maskine..
    Throughout what is now the more than 50-year history of the computer many theories have been advanced regarding the contribution this machine would make to changes both in the structure of society and in ways of thinking. Like other theories regarding the future, these should also be taken with a pinch of salt. The history of the development of computer technology contains many predictions which have failed to come true and many applications that have not been foreseen. While (...)
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  15. POST-POSTMODERNISM:FORECASTING THE ELECTRONIC MEDIA FOR THE FUTURE.Stanislaus Iyorza & Bassey Agara Tom - 2020 - Theatre Studies Review 6 (1):1-21.
    For more than a decade, an aura of discontentment has challenged existing models and theories that have established the structures in various fields of human endeavours such as philosophy, architecture, political science, media, literature, arts and the humanities in general. For instance, the architectural design of what was hitherto referred to as modern building has at least a sitting room (parlour), a kitchen, a bathroom and a toilet as well as two or more number of bedrooms depending on the (...)
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  16. Our Tactile Brain Computed World and Platonic Brain Web Wikipedia.Jahan N. Schad (ed.) - 2016 - Charleston, USA: CreateSpace.
    It is not likely that we will ever convincingly know how and why we came to be on this planet; of course, this has never prevented inquisitive minds from pushing the frontiers of understanding and discovery further. Our origin is the subject of scientific theories and continuous inquiries with no end in sight, as the shells of related complexities are getting much harder to crack. Paraphrasing philosopher and historian Will Durant, a very few people are getting to know more and (...)
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  17. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  18. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists (...)
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  19. What Does it Mean that PRIMES is in P: Popularization and Distortion Revisited.Boaz Miller - 2009 - Social Studies of Science 39 (2):257-288.
    In August 2002, three Indian computer scientists published a paper, ‘PRIMES is in P’, online. It presents a ‘deterministic algorithm’ which determines in ‘polynomial time’ if a given number is a prime number. The story was quickly picked up by the general press, and by this means spread through the scientific community of complexity theorists, where it was hailed as a major theoretical breakthrough. This is although scientists regarded the media reports as vulgar popularizations. When the paper was (...)
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  20. The ethics of digital well-being: a thematic review.Christopher Burr, Mariarosaria Taddeo & Luciano Floridi - 2020 - Science and Engineering Ethics 26 (4):2313–2343.
    This article presents the first thematic review of the literature on the ethical issues concerning digital well-being. The term ‘digital well-being’ is used to refer to the impact of digital technologies on what it means to live a life that is good for a human being. The review explores the existing literature on the ethics of digital well-being, with the goal of mapping the current debate and identifying open questions for future research. The review identifies major issues related to several (...)
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  21. Hypertext and the Representational Capacities of the binary Alphabet.Niels Finnemann - 1999 - In Arbejdspapirer no: 77-99, Centre for Cultural Research, Aarhus 1999.
    In this article it is argued that the relation between the socalled Gutenberg galaxis of print culture and the Turing galaxis of digital media is not one of opposition and substitution, but rather one of co-evolution and integration. Or more precisely: that the Gutenberg galaxis on the one hand can be inscribed into the Turing galaxis, which on the other hand is textual in character since it is based on linear and serially processed representations manifested in a binary alphabet. (...)
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  22. A Telegram corpus for hate speech, offensive language, and online harm.Mihaela Popa-Wyatt - manuscript
    We provide a new text corpus from the social medium Telegram, which is rich in indirect forms of divisive speech. We scraped all messages from one channel of supporters of Donald Trump, covering a large part of his presidency from late 2016 until January 2021. The discussion among the group members over this long time period includes the spread of disinformation, disparaging of out-group members, and other forms of offensive speech. To encourage research into such practices of poisoning public political (...)
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  23. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych.Andrzej Klimczuk - 2010 - Homo Ludens 2:51--59.
    More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of games and (...)
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  24. Internet Use and Healthcare.László Ropolyi - 2021 - In Dagmar Eigner (ed.), Wahrnehmung, Kommunikation und Resonanz. Beiträge zur Medical Anthropology, Band 4. Perception, Communication, and Resonance. Contributions to Medical Anthropology, Volume 4. Wien: Schriftenreihe der Landesverteidigungsakademie. pp. 173-192.
    The medical use of computing and information and communication technologies (ICTs) has a history of several decades, but the emergence of the internet, and especially the web and social media, created a new situation. As a result, currently the term eHealth is widely used – and the usage of the internet (and mobile) “technologies” in healthcare (among the patients and professionals, too) tends to be usual practice. There are more and more signs of the institutionalization of this new sub-disciplinary (...)
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  25. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant (...)
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  26. The ethics of digital well-being: a thematic review.Christopher Burr, Mariarosaria Taddeo & Luciano Floridi - 2020 - Science and Engineering Ethics 26 (4):2313–⁠2343.
    This article presents the first thematic review of the literature on the ethical issues concerning digital well-being. The term ‘digital well-being’ is used to refer to the impact of digital technologies on what it means to live a life that isgood fora human being. The review explores the existing literature on the ethics of digital well-being, with the goal of mapping the current debate and identifying open questions for future research. The review identifies major issues related to several key social (...)
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  27. Sarcasm Detection in Headline News using Machine and Deep Learning Algorithms.Alaa Barhoom, Bassem S. Abu-Nasser & Samy S. Abu-Naser - 2022 - International Journal of Engineering and Information Systems (IJEAIS) 6 (4):66-73.
    Abstract: Sarcasm is commonly used in news and detecting sarcasm in headline news is challenging for humans and thus for computers. The media regularly seem to engage sarcasm in their news headline to get the attention of people. However, people find it tough to detect the sarcasm in the headline news, hence receiving a mistaken idea about that specific news and additionally spreading it to their friends, colleagues, etc. Consequently, an intelligent system that is able to distinguish between can (...)
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  28. Sarcasm Detection in Headline News using Machine and Deep Learning Algorithms.Alaa Barhoom, Bassem S. Abu-Nasser & Samy S. Abu-Naser - 2022 - International Journal of Engineering and Information Systems (IJEAIS) 6 (4):66-73.
    Abstract: Sarcasm is commonly used in news and detecting sarcasm in headline news is challenging for humans and thus for computers. The media regularly seem to engage sarcasm in their news headline to get the attention of people. However, people find it tough to detect the sarcasm in the headline news, hence receiving a mistaken idea about that specific news and additionally spreading it to their friends, colleagues, etc. Consequently, an intelligent system that is able to distinguish between can (...)
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  29. Against simplicity and cognitive individualism.Nathaniel T. Wilcox - 2008 - Economics and Philosophy 24 (3):523-532.
    Neuroeconomics illustrates our deepening descent into the details of individual cognition. This descent is guided by the implicit assumption that “individual human” is the important “agent” of neoclassical economics. I argue here that this assumption is neither obviously correct, nor of primary importance to human economies. In particular I suggest that the main genius of the human species lies with its ability to distribute cognition across individuals, and to incrementally accumulate physical and social cognitive artifacts that largely obviate the innate (...)
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  30. Vulnerability in Social Epistemic Networks.Emily Sullivan, Max Sondag, Ignaz Rutter, Wouter Meulemans, Scott Cunningham, Bettina Speckmann & Mark Alfano - 2020 - International Journal of Philosophical Studies 28 (5):1-23.
    Social epistemologists should be well-equipped to explain and evaluate the growing vulnerabilities associated with filter bubbles, echo chambers, and group polarization in social media. However, almost all social epistemology has been built for social contexts that involve merely a speaker-hearer dyad. Filter bubbles, echo chambers, and group polarization all presuppose much larger and more complex network structures. In this paper, we lay the groundwork for a properly social epistemology that gives the role and structure of networks their due. In (...)
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  31. Transcendental Philosophy and Logic Diagrams.Jens Lemanski - forthcoming - Philosophical Investigations:1-27.
    Logic diagrams have seen a resurgence in their application in a range of fields, including logic, biology, media science, computer science and philosophy. Consequently, understanding the history and philosophy of these diagrams has become crucial. As many current diagrammatic systems in logic are based on ideas that originated in the 18th and 19th centuries, it is important to consider what motivated the use of logic diagrams in the past and whether these reasons are still valid today. This paper (...)
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  32. Deepfake detection by human crowds, machines, and machine-informed crowds.Matthew Groh, Ziv Epstein, Chaz Firestone & Rosalind Picard - 2022 - Proceedings of the National Academy of Sciences 119 (1):e2110013119.
    The recent emergence of machine-manipulated media raises an important societal question: How can we know whether a video that we watch is real or fake? In two online studies with 15,016 participants, we present authentic videos and deepfakes and ask participants to identify which is which. We compare the performance of ordinary human observers with the leading computer vision deepfake detection model and find them similarly accurate, while making different kinds of mistakes. Together, participants with access to the (...)
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  33. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of (...)
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  34. El Impacto del Ruido Blanco Binaural Con Oscilaciones de 100 a 750Hz en la Memoria de Trabajo Visual a Corto Plazo y la Reactividad de Ondas Cerebrales Alfa y Beta.Cesar Rommel Salas - 2018 - Quantitative Biology.
    De acuerdo algunos investigadores el ruido es concebido típicamente como factor perjudicial en el desempeño cognitivo afectando la percepción, toma de decisiones y la función motora. No obstante, en estudios recientes se asocia al ruido blanco con la concentración y la calma, por lo tanto, esta investigación busca establecer el impacto del ruido blanco binaural en el desempeño de la memoria de trabajo y visual a corto plazo, la actividad cerebral alfa – beta y la atención – meditación, mediante el (...)
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  35. life More Photographic; mapping the networked image.Daniel Rubinstein - 2008 - photographies 1 (1):9-28.
    Twenty two years since the arrival of the first consumer digital camera (Tatsuno 36) Western culture is now characterised by ubiquitous photography. The disappearance of the camera inside the mobile phone has ensured that even the most banal moments of the day can become a point of photographic reverie, potentially shared instantly. Supported by the increased affordability of computers, digital storage and access to broadband, consumers are provided with new opportunities for the capture and transmission of images, particularly online where (...)
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  36. Citizenship as the Exception to the Rule: An Addendum.Tyler L. Jaynes - 2021 - AI and Society 36 (3):911-930.
    This addendum expands upon the arguments made in the author’s 2020 essay, “Legal Personhood for Artificial Intelligence: Citizenship as the Exception to the Rule”, in an effort to display the significance human augmentation technologies will have on (feasibly) inadvertently providing legal protections to artificial intelligence systems (AIS)—a topic only briefly addressed in that work. It will also further discuss the impacts popular media have on imprinting notions of computerised behaviour and its subsequent consequences on the attribution of legal protections (...)
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  37. Can Machines Read our Minds?Christopher Burr & Nello Cristianini - 2019 - Minds and Machines 29 (3):461-494.
    We explore the question of whether machines can infer information about our psychological traits or mental states by observing samples of our behaviour gathered from our online activities. Ongoing technical advances across a range of research communities indicate that machines are now able to access this information, but the extent to which this is possible and the consequent implications have not been well explored. We begin by highlighting the urgency of asking this question, and then explore its conceptual underpinnings, in (...)
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  38. Sentiment analysis on online social network.Vijaya Abhinandan - forthcoming - International Journal of Computer Science, Information Technology, and Security.
    A large amount of data is maintained in every Social networking sites.The total data constantly gathered on these sites make it difficult for methods like use of field agents, clipping services and ad-hoc research to maintain social media data. This paper discusses the previous research on sentiment analysis.
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  39. The Inhuman Overhang: On Differential Heterogenesis and Multi-Scalar Modeling.Ekin Erkan - 2020 - la Deleuziana 11:202-235.
    As a philosophical paradigm, differential heterogenesis offers us a novel descriptive vantage with which to inscribe Deleuze’s virtuality within the terrain of “differential becoming,” conjugating “pure saliences” so as to parse economies, microhistories, insurgencies, and epistemological evolutionary processes that can be conceived of independently from their representational form. Unlike Gestalt theory’s oppositional constructions, the advantage of this aperture is that it posits a dynamic context to both media and its analysis, rendering them functionally tractable and set in relation to (...)
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  40. Einstein's Discourse Networks.Jimena Carnales - 2014 - Zeitschrift für Medien- Und Kulturforschung 2014 (1):11-39.
    This paper situates Einstein's theory of relativity within broader networks of communication. The speed of light, explained Einstein, was an unsurpassable velocity if , and only if , it was considered in terms of »arbitrary« and »voluntary« signals. Light signals in physics belong within a broader set of signs and symbols that include communication and military signals, understood by reference to Helmholtz, Saussure, media philosophies from WWII to '68 (Lavelle, Ong, McLuhan) and Derrida. Once light signals in physics are (...)
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  41. The Turing Machine on the Dissecting Table.Jana Horáková - 2013 - Teorie Vědy / Theory of Science 35 (2):269-288.
    Since the beginning of the twenty-first century there has been an increasing awareness that software rep- resents a blind spot in new media theory. The growing interest in software also influences the argument in this paper, which sets out from the assumption that Alan M. Turing's concept of the universal machine, the first theoretical description of a computer program, is a kind of bachelor machine. Previous writings based on a similar hypothesis have focused either on a comparison of (...)
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  42. The Sharing Economy in Europe: Developments, Practices, and Contradictions.Vida Česnuitytė, Andrzej Klimczuk, Cristina Miguel & Gabriela Avram (eds.) - 2022 - Cham: Palgrave Macmillan.
    This open access book considers the development of the sharing and collaborative economy with a European focus, mapping across economic sectors, and country-specific case studies. It looks at the roles the sharing economy plays in sharing and redistribution of goods and services across the population in order to maximise their functionality, monetary exchange, and other aspects important to societies. It also looks at the place of the sharing economy among various policies and how the contexts of public policies, legislation, digital (...)
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  43. Topological Foundations of Cognitive Science.Carola Eschenbach, Christopher Habel & Barry Smith (eds.) - 1984 - Hamburg: Graduiertenkolleg Kognitionswissenschaft.
    A collection of papers presented at the First International Summer Institute in Cognitive Science, University at Buffalo, July 1994, including the following papers: ** Topological Foundations of Cognitive Science, Barry Smith ** The Bounds of Axiomatisation, Graham White ** Rethinking Boundaries, Wojciech Zelaniec ** Sheaf Mereology and Space Cognition, Jean Petitot ** A Mereotopological Definition of 'Point', Carola Eschenbach ** Discreteness, Finiteness, and the Structure of Topological Spaces, Christopher Habel ** Mass Reference and the Geometry of Solids, Almerindo E. Ojeda (...)
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  44. Quantum Physics: An overview of a weird world: A guide to the 21st century quantum revolution.Marco Masi - 2019 - Indy Edition.
    This second volume is a continuation of the first volume’s 20th century conceptual foundations of quantum physics extending its view to the principles and research fields of the 21st century. A summary of the standard concepts, from modern advanced experimental tests of 'quantum ontology’ to the interpretations of quantum mechanics, the standard model of particle physics, and the mainstream quantum gravity theories. A state-of-the-art treatise that reports on the recent developments in quantum computing, classical and quantum information theory, the black (...)
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  45. Zarządzanie zasobami ludzkimi w redakcji internetowego serwisu o grach komputerowych.Andrzej Klimczuk - 2012 - E-Wydawnictwo:1--20.
    Dziennikarstwo branżowe ma istotne znaczenie dla tworzenia i użytkowania gier komputerowych (wideo), które stanowią podstawę jednego z przemysłów kształtującej się na początku XXI wieku gospodarki kreatywnej. Przedstawiciele mediów informują o postępach w pracach nad nowymi grami, testują je przed premierą, wskazują deweloperom wady i zalety ich produkcji. W ten sposób oddziałują na opinie użytkowników oraz opisują wydarzenia i trendy związane ze środowiskami zajmującymi się bezpośrednio grami, jak też z ich otoczeniem. Celem artykułu jest prezentacja studium przypadku modelu zarządzania zasobami ludzkimi (...)
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  46. W kreatywnym chaosie. O zróżnicowaniu starości na przykładzie prac społeczności deviantART.com.Andrzej Klimczuk - 2009 - In Honorata Jakubowska, Alicja Raciniewska & Łukasz Rogowski (eds.), Patrz¸Ac Na Starość. Uam. pp. 165--211.
    Internet increasingly serves not only to communication between it’s users. The emergence of Web 2.0 platforms which are peculiar to publication of various content allowed to release of activity and commitment of millions of people worldwide. Study contains sociological analysis of already existing visual materials dealing with old age, which were made by users of the deviantART.com. It’s one of the longest established online community bringing together artists from around the world. Article draws attention to the multiplicity of contemporary forms (...)
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  47. Age and Gender Classification Using Deep Learning - VGG16.Aysha I. Mansour & Samy S. Abu-Naser - 2022 - International Journal of Academic Information Systems Research (IJAISR) 6 (7):50-59.
    Abstract: Age and gender classification has been around for a long time, and efforts are still being made to improve the findings. This has been the case since the inception of social media platforms. Visible understanding has become more important in the computer vision society with the emergence of AI increase in performance and help train a model to achieve age and gender classification. Although these networks built for the mobile platform are not always as accurate as the (...)
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  48. Excavating “Excavating AI”: The Elephant in the Gallery.Michael J. Lyons - 2020 - arXiv 2009:1-15.
    Two art exhibitions, “Training Humans” and “Making Faces,” and the accompanying essay “Excavating AI: The politics of images in machine learning training sets” by Kate Crawford and Trevor Paglen, are making substantial impact on discourse taking place in the social and mass media networks, and some scholarly circles. Critical scrutiny reveals, however, a self-contradictory stance regarding informed consent for the use of facial images, as well as serious flaws in their critique of ML training sets. Our analysis underlines the (...)
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  49. The Management and Challenges of Criminology Deans in the New Normal.Donald T. Sumad-on, Teody T. Basilio & Alban Fanao - 2022 - International Journal of Innovative Science and Research Technology 7 (8):1530-1536.
    Management in the new normal is an inventiveness to adopt new drift in the education system. Thus, this research study purposely to examine the Management and Challenges of Criminology Deans in this progression of new normal living condition. A qualitative research approach particularly a Case Study design was utilized. The population of this study were focused on the Seven (7) Deans of Criminal Justice Education of various Universities and Colleges and a Semi Structured Interview employing the open ended questions was (...)
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  50. Utilising online eye-tracking to discern the impacts of cultural backgrounds on fake and real news decision-making.Amanda Brockinton, Sam Hirst, Ruijie Wang, John McAlaney & Shelley Thompson - 2022 - Frontiers in Psychology 13:999780.
    Introduction: Online eye-tracking has been used in this study to assess the impacts of different cultural backgrounds on information discernment. An online platform called RealEye allowed participants to engage in the eye-tracking study from their personal computer webcams, allowing for higher ecological validity and a closer replication of social media interaction. -/- Methods: The study consisted of two parts with a total of five visuals of social media posts mimicking news posts on Twitter, Instagram, and Facebook. Participants (...)
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