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…
The emergence of New Media has stimulated debate about the power of the visual to dethrone the cultural prominence of textuality and print. Some scholars celebrate the proliferation of digital images, arguing that it suggests a return to a pictorial age when knowledge was communicated through images as well as through words. Others argue that the inherent conflict between texts and images creat…
In Estimation and Control with Quantized Measurements, Dr. Curry examines the two distinct but related problems of state variable estimation and control when the measurements are quantized. Consideration is limited to discrete-time problems, and emphasis is placed on coarsely quantized measurements and linear, possibly time-varying systems.OCLC-licensed vendor bibliographic record.
"Will the emerging global information infrastructure (GII) create a revolution in communications equivalent to that wrought by Gutenberg, or will the result be simply the evolutionary adaptation of existing behavior and institutions to new media? Will the GII improve access to information for all? Will it replace libraries and publishers? How can computers and information systems be made easier…
How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries…
A feminist media history of quantification, uncovering the stories behind the tools and technologies we use to count, measure, and weigh our lives and realities. Anglo-American culture has used media to measure and quantify lives for centuries. Historical journal entries map the details of everyday life, while death registers put numbers to life's endings. Today we count our daily steps with fi…
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 …
"A Bradford book."Content DescriptionOCLC-licensed vendor bibliographic record.