Now showing items 1-10 of 20
Computer Tomography Virtual Organization
(Sage Reference, 2012)
Tackling 100 key topics and providing case studies in the area of science and technology leadership, this reference handbook is an essential resource for students in this area.
Being Effie: The Hunger Games and War as a Form of Entertainment Media Consumption
(Conference: Media in Transition 8, 2013)
More Savvy than we can hope to be: A generational lens on ICTs in the changing workplace
(The American Society for Information Science & Technology (ASIS&T), 2010)
We take a generational lens to the study of information and communication technologies (ICTs) and the changing U.S. workplace. Specifically, we draw from a broader qualitative study on generational difference in the workplace ...
Two-Layer Structures in Scientific Collaboratories
(Workshop on The Changing Dynamics of Scientific Collaboration, CSCW: Computer Supported Coorperative Work, 2010)
We report preliminary results from a socio-technical analysis of scientific collaboration situated in physical anthropology research. We analyze the two-layer structure of the collaboration: one loosely coupled through ...
Building Policy that Crosses Virtual Borders: A Case Study of A Virtual Labor Strike with Real World Ramifications
(Telecommunication Policy Research Conference (TPRC), 2010)
Within this paper, the authors present an initial analysis of a protest case study in Second Life and the policy, legal and regulatory issues it involves. In particular, the authors elaborate on the current understanding ...
Do avatars dream of electronic picket lines?
(Emerald Group Publishing Limited, 2011)
Purpose – This paper aims to define and articulate the concept of digital protestainment, to address how technologies have enabled boundaries to become more permeable, and in which this permeability leads to the engendering ...
Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public
As video games have attracted more critical attention and theoretical discourse and games play a more visible part in our media landscape, the modern video game community impacts the wider world of online culture and ...
Good bones: Anthropological scientific collaboration around computed tomography data
We report preliminary results from a socio-technical analysis of scientific collaboration, specifically a loosely connected group of physical anthropology researchers. Working from a combination of interview data and ...
Hearing ’Lady Game Creators’ Tweet: #1ReasonWhy, Women and Online Discourse in the Game Development Community
(Conference: 14th Annual Conference for the Association of Internet Researchers (AoIR)14th Annual Conference for the Association of Internet Researchers (AoIR), 2013)
This paper examines the rise of the #1ReasonWhy hashtag on Twitter during November 2012. It looks at how the @replies and RTs used within the hashtag built a picture of the issues facing women within the field of game ...
Ownership And Control Over Data Resources In A Virtual Scientific Collaboratory
(IADIS e-Society 2011, 2011)