As increasing numbers of social anthropologists use a computer for wordprocessing, interest in other applications inevitably follows, Computer Applications in Social Anthropology covers research activities shared by all social anthropologists and introduces new methods for organizing and interpreting data. Lucidly written, and sympathetic to the particular needs of social anthropologists, it will be of immense value to researchers and professionals in anthropology, development studies and sociology
Accessible and practical overview to help social reseachers make the most of information technology in relation to research design and selection, management and analysis of research data. The book pinpoints current and future trends in computer-assisted methods.; This book is intended for postgraduate and undergraduate social research methods courses and professional social researchers in sociology, social policy and administration, social psychology and geography. Particular appeal to courses in computer applications for social scientists and researchers.
The Handbook of Applied Social Research Methods shows how to make intelligent and conscious decisions so that researchers can refine and hone their research questions as new knowledge is gained, unanticipated obstacles are encountered, or contextual shifts take place - all key elements in the iterative nature of applied research. With examples and illustrations from the authors' own experiences, this book gives readers a practical guide to conducting applied research.
In this highly personal account Joy Hendry relates her experiences of fieldwork in a Japanese town and reveals a fascinating cross-section of Japanese life. She sets out on a study of politeness but a variety of unpredictable events including a volcanic eruption, a suicide and her son's involvement with the family of a poweful local gangster, begin to alter the direction of her research. The book demonstrates the role of chance in the acquisition of anthropological knowledge and demonstrates how moments of insight can be embedded in everyday activity. An Anthropologist in Japan illuminates the education system, religious beliefs, politics, the family and the neighbourhood in modern Japan.
This book comprises of 74 contributions from the experts covering the following topics. " Information Communication Technologies " Network Technologies " Wireless And Sensor Networks " Soft Computing " Circuits and Systems " Software Engineering " Data Mining " Bioinformatics " Data and Network Security
Design for Emergence investigates spontaneous, unpredictable uses of technology that are driven by social contexts and collaborative processes, based on our ability to communicate our presence, both virtual and physical, in symbolic ways. In light of the fact that social dynamics and unexpected uses of technology can inspire innovation, this book proposes a research model of design for emergence, focusing on emergent phenomena as part of an iterative design process. By providing playful, technology-mediated experiences with minimal structure, unpredictable user behaviours can emerge through exploration, resulting in a richer and more complex, social experience. The research methodology is practice-based; two interactive prototypes were designed, implemented and evaluated in different contexts: an online multiplayer BumperCar game and a wireless, location-based urban game of ‘tag’, called CitiTag. User studies showed that collaborative, spontaneous play can enhance the sense of social participation in a group activity. Collective and individual behaviours and creative uses of technology emerged from a simply designed application based on symbolic presence, both in the virtual and the physical world. CitiTag experiments showed that virtual elements in a mixed reality game can instigate novel experiences in the context of our everyday physical and social environment, with often unexpected results. The observed emergent behaviours are personal and collective extensions of the virtual experience in the real world. The book concludes with a positive view of ubiquitous and social computing, in which the virtual world becomes a ‘first class citizen’ rather than a substitute for the real world, creating new situations and engaging experiences in the setting of our daily life that were not possible before.
This book constitutes the refereed proceedings of the 15th International Conference on Artificial Intelligence in Education, AIED 2011, held in Auckland, New Zealand in June/July 2011. The 49 revised full papers presented together with three invited talks and extended abstracts of poster presentations, young researchers contributions and interactive systems reports and workshop reports were carefully reviewed and selected from a total of 193 submissions. The papers report on technical advances in and cross-fertilization of approaches and ideas from the many topical areas that make up this highly interdisciplinary field of research and development including artificial intelligence, agent technology, computer science, cognitive and learning sciences, education, educational technology, game design, psychology, philosophy, sociology, anthropology and linguistics.