Selected Readings on the Human Side of Information Technology
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Published By IGI Global

9781605660882, 9781605660899

Author(s):  
Janet C. Dunlop

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.


Author(s):  
Fjodor Ruzic

This chapter is on cultural aspects of information- communications systems embedded into new media environment and invisible e-technologies, and on a new age of social responsibility for information technology professionals. Besides the key issues in information technology development that create smart environment and ambient intelligence, the chapter also discusses digital e-culture and the new media role in cultural heritage. From the viewpoint of information technology, the current information-communications systems converge with media. This convergence is about tools-services-content triangle. Thus, we are confronted with a new form of media mostly presented with the term digital, reshaping not only media industry but also a cultural milieu of an entire nation on a regional and global basis. The discussion follows on the World Library idea that is rebuilding with new form of World Memory (World Brain), the shift from visible culture domination to the domination of invisible culture in the world of e-technologies predominance. From this scenario, information technology professionals coping with information systems projects, e-services development, and e-content design have more cultural responsibility than in the past when they worked within closer and inner cultural horizons and when their misuse of technologies had no influence on culture as a whole.


Author(s):  
Christopher G. Reddick

This article examines the use of the Internet for gathering health information by boomers and seniors. This study attempts to determine whether online health seekers (individuals that have Internet access and have searched for health information online) have changed their behaviors from the information they found online. Essentially, has online health information helped them to manage their health more effectively? This research analyzes the Kaiser Family Foundation e-Health and the Elderly public opinion dataset of access by boomers and seniors to online health information. The major results indicate that boomers marginally use online health information more than seniors for the management of their health. The most significant results indicated that boomers and seniors who are more aware and have positive feelings toward online health information would use it more to manage their health.


Author(s):  
Jeffrey Hsu

A number of new communications technologies have emerged in recent years that have been largely regarded and intended for personal and recreational use. However, these “conversational technologies” and “constructivist learning tools,” coupled with the power and reach of the Internet, have made them viable choices for both educational learning and knowledge-oriented applications. The technologies given attention in this article include instant messaging (IM), Weblogs (blogs), wikis, and podcasts. A discussion of the technologies and uses, underlying educational and cognitive psychology theories, and also applications for education and the management of knowledge, are examined in detail. The implications for education, as well as areas for future research are also explored.


Author(s):  
Reima Suomi ◽  
Reetta Raitoharju

Social and healthcare industries offer demanding occupations, as they are very human-contact intensive workplaces and, moreover, the customers are usually met in critical and not-wished-for situations. Possible actions are many, and seldom are there clear procedures on how to continue: Each customer contact is a place for genuine decisions. Add to this deliberate service situation a computer, and you can count on difficulties. Our focus is on how information systems affect the stress levels of health and social-care workers. Our empirical study shows–among many other factors–strong correlation between the use of computers and stress levels in the healthcare professions: The more computer use, the more stress. We discuss what could be done to manage stress levels in relationship to computer use in health and social-care industries. In conclusion, we wrap the research findings together and propose our extensions to the current knowledge on the relationship between stress and information systems in health care. Our most important finding is that when users understand the total collaborative work setting, computer work obtains meaning, and stress levels reduce.


Author(s):  
Masataka Yoshikawa

This chapter aims to explore the future trajectory of enjoying digital music entertainment among consumers comparing the characteristics of the usage patterns of digital music appliances in the U.S. and those in Japan. As the first step of this research, the author conducted two empirical surveys in the U.S. and Japan, and found some basic differences in the usage patterns of a variety of digital music appliances. Next, a series of ethnographical research based on focus-group interviews with Japanese young women was done and some interesting reasons of the differences were discovered. In Japan, sharing the experiences of listening to the latest hit songs with friends by playing them with mobile phones that have the high quality, ring tone functions can be a new way of enjoying music contents, while hard-disk music players like iPod have become a de facto standard of the digital music appliances in the world.


Author(s):  
Yingxu Wang

An interactive motivation-attitude theory is developed based on the Layered Reference Model of the Brain (LRMB) and the object-attributerelation (OAR) model. This paper presents a rigorous model of human perceptual processes such as emotions, motivations, and attitudes. A set of mathematical models and formal cognitive processes of perception is developed. Interactions and relationships between motivation and attitude are formally described in real-time process algebra (RTPA). Applications of the mathematical models of motivations and attitudes in software engineering are demonstrated. This work is a part of the formalization of LRMB, which provides a comprehensive model for explaining the fundamental cognitive processes of the brain and their interactions. This work demonstrates that the complicated human emotional and perceptual phenomena can be rigorously modeled and formally treated based on cognitive informatics theories and denotational mathematics.


Author(s):  
Hannakaisa Isomäki

This article describes a study clarifying information systems (IS) designers’ conceptions of human users of IS by drawing on in-depth interviews with 20 designers. The designers’ lived experiences in their work build up a continuum of levels of thought from more limited conceptions to more comprehensive ones reflecting variations of the designers’ situated knowledge related to human-centred design. The resulting forms of thought indicate three different but associated levels in conceptualising users. The separatist form of thought provides designers predominantly with technical perspectives and a capability for objectifying things. The functional form of thought focuses on external task information and task productivity, nevertheless, with the help of positive emotions. The holistic form of thought provides designers with competence of humancentred information systems development (ISD). Furthermore, the author hopes that understanding the IS designers’ tendencies to conceptualise human users facilitates the mutual communication between users and designers.


Author(s):  
John Weckert

This article examines the concept of offence, both its giving and taking, and argues that such an examination can shed some light on global ethical issues. It examines the nature of offence, what, if anything, is wrong in giving offence, the obligations on the offended, whether or not offence is objective, and offence in a global setting. It argues for the view that choice and context provide some way of distinguishing between offence which is a serious moral issue and that which is not. It is morally worse to offend those who have no choice in the area of the offence, for example race, than in areas where there is choice. Intermediate cases such as religious belief, choice depends largely on education and exposure to alternatives. Context is important in that offending the vulnerable is morally worse than offending those in more powerful, or privileged groups.


Author(s):  
Stephen C. Andrade ◽  
Hilary Mason

This chapter introduces the concept and activities of the digitally enabled tourist and the impact such as tourist has on the travel and tourism industry. It summarizes the existing and emerging technical environments that encourage the use of hand held digital recording devices and personal Internet communications. Additionally, it looks at ways tourists publish and exhibit digital visual and written artifacts of their travel experience. The chapter introduces general types of digital communication infrastructure to be considered by the industry to create an experience to support this type of tourism. The authors hope that further understanding of the digitally enabled tourist will inform travel professionals to better facilitate commerce and practice in the industry.


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