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"Information technology Fiction."
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All tomorrow's parties
Rydell is on his way back to near-future San Francisco. A stint as a security man in an all-night Los Angeles convenience store has convinced him his career is going nowhere, but his friend Laney, phoning from Tokyo, says there's more interesting work for him in Northern California. And there is, although it will eventually involve his former girlfriend, a Taoist assassin, the secrets Laney has been hacking out of the depths of DatAmerica, the CEO of the PR firm that secretly runs the world and the apocalyptic technological transformation of, well, everything. William Gibson's new novel, set in the soon-to-be-fact world of \"Virtual Light\" and \"Idoru\", completes a stunning, brilliantly imagined trilogy about the post-Net world.
Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics
2019
What was once a science fiction fantasy, virtual reality (VR) technology has evolved and come a long way. Together with augmented reality (AR) technology, these simulations of an alternative environment have been incorporated into rehabilitation treatments. The introduction of head-mounted displays has made VR/AR devices more intuitive and compact, and no longer limited to upper-limb rehabilitation. However, there is still limited evidence supporting the use of VR and AR technology during locomotion, especially regarding the safety and efficacy relating to walking biomechanics. Therefore, the objective of this study is to explore the limitations of such technology through gait analysis. In this study, thirteen participants walked on a treadmill in normal, virtual and augmented versions of the laboratory environment. A series of spatiotemporal parameters and lower-limb joint angles were compared between conditions. The center of pressure (CoP) ellipse area (95% confidence ellipse) was significantly different between conditions (p = 0.002). Pairwise comparisons indicated a significantly greater CoP ellipse area for both the AR (p = 0.002) and VR (p = 0.005) conditions when compared to the normal laboratory condition. Furthermore, there was a significant difference in stride length (p<0.001) and cadence (p<0.001) between conditions. No statistically significant difference was found in the hip, knee and ankle joint kinematics between the three conditions (p>0.082), except for maximum ankle plantarflexion (p = 0.001). These differences in CoP ellipse area indicate that users of head-mounted VR/AR devices had difficulty maintaining a stable position on the treadmill. Also, differences in the gait parameters suggest that users walked with an unusual gait pattern which could potentially affect the effectiveness of gait rehabilitation treatments. Based on these results, position guidance in the form of feedback and the use of specialized treadmills should be considered when using head-mounted VR/AR devices.
Journal Article
Partners of Humans: A Realistic Assessment of the Role of Robots in the Foreseeable Future
2017
As robots are generally thought to perform human-like tasks, they depend on the successes of information technology in the area of artificial intelligence to succeed in such pursuits. But robots, through their anthropomorphic character and their weighty presence in science fiction, attract the attention of the press and the media in a way that, at times, blurs the distinction between the actual state of the art and exaggerated claims. This makes it hard to assess the true functional positioning of robots, how this is likely to move forward and whether the outcome of progress could be detrimental to human society. The aim of this paper is to review the actual level of competence that is being achieved in robotics research laboratories and a plausible impact that this is likely to have on human control over life and jobs. The key thesis here is that cognition in machines and even an artificial form of consciousness lead to operations in a set of tasks (the ‘algorithmic’ category) which is different from that available to truly cognitive and conscious human beings (the ‘life-need’ category): that is, in the paper it is argued that a major category error (Ryle in The concept of mind, University of Chicago Press, Chicago, 1949) looms in predictions of serious threats to humanity. As far as a threat to jobs goes, it is argued that early attention to education and re-skilling of humans in the workplace can lead to an effective symbiosis between people and robots.
Journal Article
Libraries in contemporary science fiction novels: uncertain futures or embedded in the fabric of society?
2023
PurposeThis study aims to examine the imagining of libraries and the depiction of library services in contemporary science fiction novels. Analyses of libraries in contemporary science fiction may reveal expectations of libraries and the roles they play in future societies. These may, in turn, be used by the library profession to innovate and to discover opportunities to design and improve library services that meet the expectations of library users now and in the future.Design/methodology/approachThis research applied a content analysis approach to examine references to libraries in a purposeful sample of science fiction novels published between 2009 and 2019. The sample consists of 29 novels selected from the 2010–2020 winners of the Hugo Award for Best Novel, The Nebula Award for Best Novel, the Locus Award for Best Science Fiction Novel, The Philip K Dick Award and the Arthur C Clarke Award.FindingsThis research finds that libraries are a common feature within contemporary science fiction novels, primarily as part of the background setting of the narratives. Libraries are particularly common in peri-apocalyptic novels, often as “reinvented” libraries. This research identifies considerable differences in the way libraries and information access and use are depicted and documented in science fiction worlds of plenty, compared to those of scarcity. Other key themes discussed include freedom of access to information, and the supposedly common negative stereotyping of libraries.Originality/valueExisting literature indicates anxiety about the future of libraries which the findings of this research do not support. The insights gained suggested instead, the emergence of an image of libraries as being embedded in the fabric of societies. This indicates the expectation of the place and role of libraries in contemporary societies. Libraries and their services must be adeptly placed and woven into the many facets of the societies they serve.
Journal Article
Limited Access
2022
A recurrent trope in eighteenth- and nineteenth-century British
fiction compares reading to traveling and asserts that the
pleasures of novel-reading are similar to the joys of a carriage
journey. Kyoko Takanashi points to how these narratives also,
however, draw attention to the limits of access often experienced
in travel, and she demonstrates the ways in which the realist
novel, too, is marked by issues of access both symbolic and
material.
Limited Access draws on media studies and the history
of books and reading to bring to life a history of realism
concerned with the inclusivity of readers. Examining works by Henry
Fielding, Laurence Sterne, Walter Scott, Charles Dickens, William
Makepeace Thackeray, and George Eliot, Takanashi shows how
novelists employed metaphors of transport to constantly reassess
what readers could and could not access. She gives serious
attention to marginalized readers figured within the text,
highlighting their importance and how writers were concerned about
the \"limited access\" of readers to their novels. Discussions of
transport allowed novelists to think about mediation, and, as this
study shows, these concerns about access became part of the rise of
the novel and the history of realism in a way that literary history
has not yet recognized.
“Write the story you want to read”: world-queering through slash fanfiction creation
2020
PurposeThis pilot study explores how queer slash fanfiction writers reorient cis/heteronormative entertainment media (EM) content to create queer information worlds.Design/methodology/approachConstructivist grounded theory was employed to explore queer individuals' slash fanfiction reading and creation practices. Slash fanfiction refers to fan-written texts that recast cis/heteronormative content with queer characters, relationships, and themes. Theoretical sampling drove ten semi-structured interviews with queer slash writers and content analysis of both Captain America slash and material features found on two online fanfiction platforms, Archive of Our Own and fanfiction.net. “Queer” serves as a theoretical lens through which to explore non-cis/heteronormative perspectives on gender and sexuality.FindingsParticipants' interactions with and creation of slash fanfiction constitute world-queering practices wherein individuals reorient cis/heteronormative content, design systems, and form community while developing their identities over time. Findings suggest ways that queer creators respond to, challenge, and reorient cis/heteronormative narratives perpetuated by EM and other information sources, as well as ways their practices are constrained by structural power dynamics.Research limitations/implicationsThis initial data collection only begins to explore the topic with ten interviews. The participant sample lacks racial diversity while the content sample focuses on one fandom. However, results suggest future directions for theoretical sampling that will continue to advance constructs developed from the data.Originality/valueThis research contributes to evolving perspectives on information creation and queer individuals' information practices. In particular, findings expand theoretical frameworks related to small worlds and ways in which members of marginalized populations grapple with exclusionary normativity.
Journal Article
The psychological and functional factors driving metaverse resistance
2024
PurposeWhile the metaverse is promised to be the next big step for the Internet, this new technology may also bear negative impacts on individuals and society. Drawing on innovation resistance literature, this article explores the reasons for metaverse resistance.Design/methodology/approachThe study is based on 66 semi-structured interviews, and the subsequent data were analysed thematically.FindingsThe findings revealed 11 reasons for metaverse resistance: lack of understanding, lack of regulation, addiction avoidance, claustrophobia, loss of social ties, disconnection from reality, privacy concerns, extreme consumer society, unseen benefits, infeasibility and nausea.Practical implicationsBy understanding the various reasons for metaverse resistance managers and policymakers can make better decisions to overcome the challenges facing this innovation, rather than adopting a “one-size-fits-all” approach.Originality/valueWhile the literature has mainly adopted a positive perspective on the metaverse, this research offers a more nuanced view by identifying the reasons why consumers may resist the metaverse. Furthermore, this study introduces for the first-time “addiction-driven-innovation-resistance (ADIR)” as a potential reason for metaverse resistance, which may also apply to other cases of innovation resistance, when new innovations are perceived as being “too good” and therefore potentially addictive.
Journal Article
Buzzword or fuzzword: an event study of the metaverse in the Chinese stock market
2024
Purpose“Metaverse” has become a buzzword in the Chinese stock market. However, it remains unclear whether a firm's metaverse-related announcements will elicit positive stock market reactions. Whether and how stakeholder reactions are influenced by a firm's metaverse-related readiness also needs to be further explored. This study aims to discuss the aforementioned objective.Design/methodology/approachThe authors derived a set of factors based on readiness theory and business ecosystem literature and extend them into the context of the metaverse. The authors used a sample of 642 Chinese listed firms in 2021 to investigate the hypotheses through the event study.FindingsThe study’s findings show that metaverse coverage induces a positive stock market reaction, but it is subject to three moderating effects. The authors introduce the novel concepts of IT readiness, ecosystem readiness and digital infrastructure readiness as the moderators. Stakeholders perceive metaverse announcements as overhyped, and stock prices do not fluctuate significantly after a metaverse announcement when the listed firms are not ready to embrace the metaverse.Originality/valueThis study is one of the first that introduces the event study method into the metaverse research, and it reveals that different levels of readiness influence stakeholders' evaluations and reactions to corporate metaverse coverage. This provides empirical evidence on metaverse development in China from the stock market's perspective.
Journal Article