Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigat…
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking O…
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role …
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for …
This book acts as a guide to the theory and practice of disaster robotics. It can serve as an introduction for researchers and technologists, a reference for emergency managers, and a textbook in field robotics. After an overview of rescue robotics in the context of emergency informatics, it provides a chronological summary and formal analysis of the thirty-four documented deployments of robots…
A proposal for a new way to understand cities and their design not as artifacts but as systems composed of flows and networks.
Discusses the science of memory and the interpretation of memory in the novels of Jorge Luis Borges and earlier literatures.OCLC-licensed vendor bibliographic record.
This book is an invaluable guide for young economists working on their dissertations, preparing their first articles for submission to professional journals, getting ready for their first presentations at conferences and job seminars, or facing their first refereeing assignments. In clear, concise language--a model for what he advocates--William Thomson shows how to make written and oral presen…
I became operational... in Urbana, Illinois, on January 12, 1997. Inspired by HAL's self-proclaimed birth date, HAL's Legacy reflects upon science fiction's most famous computer and explores the relationship between science fantasy and technological fact. The informative, nontechnical chapters written especially for this book describe many of the areas of computer science critical to the des…
Decades before the Internet, ham radio provided instantaneous, global, person-to-person communication. Hundreds of thousands of amateur radio operators—a predominantly male, middle- and upper-class group known as "hams"—built and operated two-way radios for recreation in mid twentieth century America. In Ham Radio's Technical Culture, Kristen Haring examines why so many men adopted the tech…