Academic literature on the topic 'Computers and civilization'

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Journal articles on the topic "Computers and civilization"

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BARANOV, O. "Civilization mission of digital transformations." INFORMATION AND LAW, no. 3(46) (September 5, 2023): 25–41. http://dx.doi.org/10.37750/2616-6798.2023.3(46).287067.

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The nature of the emergence of the need to introduce computers, introduce digital technologies and conduct digital transformations is analyzed. It is proposed to consider digital transformation as a response to civilizational challenges, the essence of which is reduced to the existence of civilizational cognitive contradictions of mankind. It is the presence of civilizational cognitive contradictions that is a prerequisite for the systemic adoption of wrong decisions, the unrestrained accumulation of which is the source of degradation of civilization. An understanding of the civilizational mission of digital transformation has been formed.
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K. R. S., Sivapriya, Pankaj B. Shah, and Sathiyasekaran B. W. C. "Evaluation of visual problems among women IT employees in Chennai." International Journal Of Community Medicine And Public Health 5, no. 10 (September 24, 2018): 4327. http://dx.doi.org/10.18203/2394-6040.ijcmph20183968.

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Background: In modern era of civilization, computers have become integral part of day to day life. Software professionals who work on computers for long hours in a day are prone for various health hazards, of which vision is of primary importance. This study was carried out to assess the burden of visual problems among women IT professionals.Methods: A cross sectional study was carried out among 609 women IT professionals working in an IT company in Chennai. Women with over one year of work experience with computers were included. Symptoms of vision problems were elicited. Visual acuity was measured using Snellen’s chart. Colour vision was evaluated using Ishihara Chart.Results: Computer vision syndrome was present in 62.6% of the study participants. Blurring of vision was present in 26.6% and irritation in the eyes was present in 25.3%. Prolonged duration of work was significantly associated with visual problems (p<0.05).Conclusions: Unavoidable exposure to computer at workplace needs to be managed effectively by way of implementing preventive and rehabilitative measures at individual and organizational level.
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Fletcher, Gordon. "Review: The New Renaissance: Computers and the Next Level of Civilization." Media International Australia 96, no. 1 (August 2000): 202–3. http://dx.doi.org/10.1177/1329878x0009600134.

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Morowitz, Harold J. "The New Renaissance: Computers And The Next Level of Civilization by Douglas S. Robertson." Complexity 5, no. 2 (November 1999): 35. http://dx.doi.org/10.1002/(sici)1099-0526(199911/12)5:2<35::aid-cplx7>3.0.co;2-1.

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Jordan Office, AJISS. "The Seminar on "The Sunnah and its Methodology for Structuring Knowledge and Civilization"." American Journal of Islam and Society 6, no. 1 (September 1, 1989): 191–95. http://dx.doi.org/10.35632/ajis.v6i1.2711.

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The Seminar on "The Sunnah and its Methodology for StructuringKnowledge and Civilization" was held as the Seventh General Assembly ofthe Jordanian Royal Academy for Islamic Civilizational Research (The AalAl-Bayt Foundation), and in coopertion with the IIIT of Washington, D.C.One hundred and twenty six Muslim scholars took part in the Seminar.The Discussions:The Seminar revolved around three axes. The first included an overviewof previous Sunnah conferences and seminars. The second encompassed currentefforts in compiling and serving the Sunn.ah in the spheres of publication,exacting research, explanation, epitomization; and in whatever pertains tocompilation, indexing, and the utilization of computers in classification. Thethird axis. which included the presentation of nine papers with twocommentaries on each, dealt with the main topic of the Seminar, namely,the explication of the Sunnah. the methodology of utilizing it in argumentation,and the precepts and methods involved therein; the means of comprehendingit and dealing with it in the past and present; and the refutation of the allegationsmade against it. The presentations and commentaries spoke of the Sunnahas a source of knowledge, Islamic legislation, and education-emphaS'izingits role in international law and its function in erecting the Ummah'scultural/inteUectual edifice, and civilization.In addition, three reports on the use of computers in the service of theSunnah were presented at the Seminar. The participants were also informedof the efforts of a number of foundations actively serving the Sunnah in differentparts of the world.There were widespread discussions in the Seminar emphasizing theimportance of the noble Sunnah, since it is the Qur'an and the Sunnah whichconstitute the two main sources of Shari'ah. Together, both sources shouldbe adopted as the cornerstone in building contemporary Islamic life, andas a foundation for the Islamization of the Hwnanities and the Social Sciencesthat would depend on two sources of knowledge: revelation and reason ...
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Malinetskii, Georgii Gennadyevich, and Vladimir Sergeevich Smolin. "On the applied mathematics, artificial intelligence and computer calculations development." Keldysh Institute Preprints, no. 69 (2021): 1–49. http://dx.doi.org/10.20948/prepr-2021-69.

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A transition from the industrial to the post-industrial phase of the development of civilization takes place currently. In the traditional phase of development (until the twentieth century), the researchers and thinkers focus was on the nature study. In the industrial times (XX century) - the machines world was comprehended and developed. The most important result of this period was the creation of computers. Now the world is entering to the post-industrial phase, where the focus is on the person. This is changing applied mathematics, computer reality. There is a bifurcation in which a significant part of applied mathematics is becoming an industry. A number of promising innovative projects draw attention in this context. There is a transition from "continuous" to "discrete" mathematics, largely associated with the development of cryptography. Another feature of the moment is the neural network revolution in machine learning, which gave a new powerful impetus to the artificial intelligence (AI) development progress. It led to the widespread use of devices and systems that solve "intelligent" problems at the human level and above. The possibilities for solving very complex problems are limited by means that contradict the established views that thinking and reason are based on the soul, which has limitless possibilities. The strong AI (general AI, AGI) creating problem is not in building devices with magical capabilities, but in creating limited systems that can learn to solve many of the problems available. An important AGI property should be cooperation with people, taking into account civilizational norms. This property has not only a technical side, it depends on social relations. Sustainable development requires an agency approach to AGI. Modern applied mathematics has faced fundamental difficulties in complex problems. Multiple increases in the performance of computing systems did not lead to breakthrough results. As new paradigms, "analog" computing systems working with the use of new principles are neural networks and quantum computers. It is shown that these approaches, at best, can help to solve the "past tasks", and not the "future tasks" associated with the post-industrial phase of the development of civilization. The domestic applied mathematics efforts should be used to solve the central problems of the post-industrial society development in Russia using interdisciplinary approaches. This can make it possible to return to the number of countries with advanced technologies in the most important modern production areas. The alternative directions of the science development related to the human capabilities expansion are considered. The key one is related to AI, which can change reality. The article pays special attention to alternative approaches to AI development.
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Bernier, Roxane. "Usability of Interactive Computers in Exhibitions: Designing Knowledgeable Information for Visitors." Journal of Educational Computing Research 28, no. 3 (April 2003): 245–72. http://dx.doi.org/10.2190/ea53-b0ar-c1q3-3t20.

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This article investigates three types of content presentation (video documentary, computerized dictionary, and games) within interactive computer use at the Quebec Museum of Civilization. The visitors' viewpoint is particularly relevant for interface designing outcomes, since they argued that terminals require specific content display for disseminating information in the museum. We have identified five factors: 1) effortless knowledge; 2) sorted navigational paths; 3) exhaustiveness of topics; 4) combined audio and video media as first means; and 5) the quiz as a primary source of presentation. As first insight, terminals in exhibitions are perceived as multipurpose tools giving direct access to a wider selection of content, although it was shown that computer literate individuals have experienced problems to gain information, because of the content presentation and ergonomics. In addition, the commands provided did not properly assist visitors. Exhibit interface designers should build a “generic model interface” that best corresponds to the know-how of casual users, in order to avoid an arbitrary perusal of contents.
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Masic, Izet. "The History and New Trends of Medical Informatics." Donald School Journal of Ultrasound in Obstetrics and Gynecology 7, no. 3 (2013): 301–12. http://dx.doi.org/10.5005/jp-journals-10009-1298.

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ABSTRACT The breakthrough of the computer and information technologies in all the segments of the society, led to the needs for the computer and information technologies. The knowledge of information technology is now part of general literacy. The computer literacy does not require comprehensive and detailed knowledge of the electronics or programming. Although with the electronic computer which is the invention of our age, the attempts of the construction of the first machine for the processing of the information reach far in the history of human civilization. The only and global function of a computer data processing can be naturally separated into the series of the other elementary operations, as for examples are: ‘the followup of the data, their registration, reproduction, selection, sorting, and comparison’ and so on. The computers are being classified according to ‘the purpose, type and computer size’. According to the purpose the computers it can be of the general and specific purposes. The computers for the general purpose serve for the commercial applications or any other application that is necessary. If medical informatics is regarded as a scientific discipline dealing with theory and practice of information processes in medicine, comprising data communication by information and communication technologies (ICT), with computers as an especially important ICT, then it can be stated that the history medical informatics is connected with the beginnings of computer usage in medicine. The medical informatics is the foundation for understanding and practice of the up-to-day medicine. Its basic tool is the computer, subject of studying and the means by which the aspects and achieve the new knowledge in the studying of a man, his health and disease, and functioning of the total health activities. Current network system possesses the limited global performance in the organization of health care, and that is especially expressed in the clinical medicine, where the computer technology has not received the wanted applications yet. In front of us lies the brilliant future of the medical informatics. It should expect that the application of terminal and personal computers with more simple manners of operation will enable routine use of computer technology by all health professionals in the fields of telemedicine, distance learning (DL) (web-based medical education), application of ICT, medical robotics, genomics, etc. The development of nature languages for communication with the computers and the identification of input voice will make the work simpler. Regarding the future of medical informatics education there are numerous controversies. Everybody agrees that the medical informatics is very significant for the whole health care and for the needs for personnel. However, there is not yet the general agreement regarding the teaching programs, because the medical informatics is very involved and propulsive, what makes the performance of the stable education programs more difficult. There are also not general agreement in which year of studding should transfer the knowledge from medical informatics. The majority of the experts still agree that the priority should be given in later study years, since more and more students enroll the faculties with prior informatics illiteracy, and the comprehension of some medical informatics fields is not possible without prior clinical knowledge. How to cite this article Masic I. The History and New Trends of Medical Informatics. Donald School J Ultrasound Obstet Gynecol 2013;7(3):301-312.
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Orłowska, Małgorzata, and Jacek Błeszyński. "THE INTERNET AND COMPUTERS IN THE LIFELONG LEARNING OF PEOPLE WITH DISABILITIES IN POLAND." Men Disability Society 4, no. 34 (December 31, 2016): 65–76. http://dx.doi.org/10.5604/17345537.1233886.

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As a continuation of the discussion on the social perception of civilization in the light of people with disabilities using information and (tele)communication technologies, the authors of the article attempt to analyze their use of information and (tele)communication technologies. The problem is discussed with reference to people with disabilities who are provided with social welfare services and those who are not. Also the use of those technologies in households is discussed. The authors used the results of the 2015 research conducted in Poland on 28.9 million adults. The authors believe that the results of the research can serve as a basis for a set of actions amending the social exclusion of people with disabilities in social welfare programs and people with disabilities who do not use social welfare services.
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Vujadinović, Ljiljana, and Svetlana K. Perović. "Influence of Technology on Socio-spatial City Development." Prostor 29, no. 1 (61) (June 30, 2021): 118–29. http://dx.doi.org/10.31522/p.29.1(61).9.

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This paper is studying influence of new technologies on city development with accent on socio-spatial dimension. The primary goal of the paper is to point out the reflections of earlier ideas in the context of modern technological processes in cities. All social, technical and technological components of a community, and finally civilization, are reflected within space of the city. Although having remained the greatest consumer of many material goods, city has also become a ‘’producer’’ of many technical-technological and spiritual values of civilization. Taking into account acceleration of phenomena in the world of technology and technology featuring modernity, it reasonably brings a question on realistic chance for prediction of their further course and related social changes that are about to cause it. In many scenarios of urban future, one can sense the idea of a city as a result of high technological achievements of civilization. Special attention is paid on informational city which, connecting a lot of people into systems of interactive information technology change the way of their mutual communication, as well as their social life and culture of behaviour. Measure of organization and function of city is set by telecommunication technologies, information, and computers. If city is a ‘’print of a society in space’’, then a contemporary moment refers to ‘’digitalization’’ of human beings, digitalization of their interactions, new aesthetics, value and other criteria. The tendency of this paper is to contribute to the understanding of new technologies on 21st century cities interpreted primarily through the prism of certain theoretical and experimental ideas and concepts of the 20th century.
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Dissertations / Theses on the topic "Computers and civilization"

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Chan, Hoi-kei Gladys. "Metaphors in the information age : how do computers create a new world view? /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23473009.

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Chan, Hoi-kei Gladys, and 陳凱琪. "Metaphors in the information age: how do computers create a new world view?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31952926.

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Arguello, Salvador Carleton University Dissertation Journalism and Communication. "The Impact of the Internet in Costa Rican journalism and society." Ottawa, 1996.

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Jones, Daniel Clayton. "Learning about computers." CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1721.

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Burrows, Andrea. "Computers in organizations: a survey of PC Week articles between 1984 and 1988." Thesis, Virginia Tech, 1988. http://hdl.handle.net/10919/43744.

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The concern of this thesis is the role technology plays in organizational change. The specific issue addressed is the introduction of personal computers (PCs) into work organizations. A review of the literature suggested that both sociological and technological factors must be taken into account when discussing technological change. PC Week magazine contains strategies which various companies used in introducing personal computers. A thematic content analysis of PC Week was carried out to test certain hypotheses. The articles were also treated as contemporary historical documents. Questions addressed included whether PCs contribute to centralization or decentralization in organizations, whether PCs differ in their organizational effects to mainframes, whether PCs are more successful in some types of organizations than in others, and whether an "opinion leader" plays a significant role in the introduction of PCs. From the content analysis and the texts, it was concluded that technology did not determine organizational change. While technology determined the limits of certain tools (PCs), organizational goals determined how PCs were implemented. Limited support was drawn for the suggestion that an opinion leader played a role in PC introduction. Little support was gained for the remaining hypotheses.
Master of Science
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Bromberg, Heather (Heather Dawn) Carleton University Dissertation Sociology and Anthropology. "Exploring virtual worlds; computer-mediated communication and perceptions of community, identity and reality." Ottawa, 1996.

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Iacono, Carol Sue. "New technologies and transformations of work in postindustrial society: Toward a framework for meta-analysis." Diss., The University of Arizona, 1992. http://hdl.handle.net/10150/185974.

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While most scholars agree that the development of increasingly sophisticated computer-based technologies over the past thirty years and their ubiquitous use in work settings are important technological transformations, it is still question whether they constitute large-scale and meaningful social transformations. In this dissertation, it is argued that transformations cannot be understood by studying technologies in isolated and circumscribed analyses, rather they must be understood in the historical and socio-political context of their development and use. Several important questions are being asked: Will social relations in work settings be transformed so that they are more collaborative and less hierarchical, as many proponents of new group support systems predict? Will workers in computer-using organizations share equally in the production and control of skills and knowledge? Or will the use of new technologies reinforce and reproduce the current distribution of power, authority and knowledge in organizations? In order to answer these questions, a meta-analytic framework is developed. It comprises a continuum from micro- to macro-social interaction contexts, including six key fields of action surrounding the use of new technologies: (1) design; (2) use; (3) infrastructure of support; (4) work group governance; (5) organizational contexts; and (6) organizational fields. Four field studies are conducted with in vivo, ongoing organizational work groups using three new computer-based information technologies. There is little indication that hierarchical forms of work group governance are being restructured along the lines of more flexible and collaborative forms of work organization. There is, however, some evidence for power shifts among relatively disenfranchised high status participants in ongoing project teams. In addition, distinctive cultures emerged in ongoing groups that used group collaboration systems. In the desktop computing and desktop group support system work groups, skills and knowledge about their own computing environment were differentially distributed, so that lower status workers were less knowledgeable. Thus, the routine use of new technologies is most likely to reinforce the current distribution of authority and power in organizations.
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Yipu, Zen, University of Western Sydney, of Arts Education and Social Sciences College, and Centre for Cultural Research. "Selling props, playing stars:virtualising the self in the Japanese mediascape." THESIS_CAESS_CR_Yip_Z.xml, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’. First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society
Doctor of Philosophy (PhD)
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Taşkın, Özlem Özcan A. Can. "Information and communication technologies for public use and interactive-multimedia city kiosks/." [s.l.]: [s.n.], 2004. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000487.rar.

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Thesis (Master)--İzmir Institute of Technology,İzmir, 2004
Keywords: Information and communication technologies (ICT), interactivity, city kiosk, public use. Includes bibliographical references (leaves. 103).
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Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Books on the topic "Computers and civilization"

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Long, Larry E. Computers. 4th ed. Upper Saddle River, NJ: Prentice Hall, 1996.

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Long, Larry E. Computers. 4th ed. Upper Saddle River, NJ: Prentice Hall, 1996.

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Long, Larry E. Computers. 2nd ed. Englewood Cliffs, N.J: Prentice Hall, 1990.

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Long, Larry E. Computers. 2nd ed. Englewood Cliffs, N.J: Prentice Hall, 1990.

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Long, Larry E. Computers. 5th ed. Upper Saddle River, N.J: Prentice Hall, 1998.

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Long, Larry E. Computers. 7th ed. Upper Saddle River, NJ: Prentice Hall, 2000.

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Kathryn, Schellenberg, ed. Computers in society. 4th ed. Sluice Dock, Guilford, Conn: Duskin Publishing Group, 1992.

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Arnold, David O. Computers and society--impact! New York: Mitchell McGraw-Hill, 1991.

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J, Hirschbuhl John, and Wilkinson Loretta F, eds. Computers in education. 5th ed. Guilford, Conn: Dushkin Pub. Group, 1992.

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David, Ermann M., Williams Mary B, and Gutiérrez Carranza Claudio 1930-, eds. Computers, ethics, and society. New York: Oxford University Press, 1990.

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Book chapters on the topic "Computers and civilization"

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O’Regan, Gerard. "Mathematics in Civilization." In Texts in Computer Science, 1–24. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-44561-8_1.

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O’Regan, Gerard. "Mathematics in Civilization." In Texts in Computer Science, 1–25. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81588-2_1.

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Earnshaw, Rae. "How Can Art Assist Science and Technology?" In Creativity in Art, Design and Technology, 95–102. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-24869-6_10.

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AbstractArt and science both involve creation and imagination and have been closely linked from the beginning of civilization. Activities during the Egyptian Kingdoms and the Greek world in both art and science have been preserved and reflect substantial achievements in design, form, and esthetics. The systematization of knowledge resulted in divisions between the disciplines which has taken time to understand and resolve. The contribution of art to the computer age is exemplified in the role of the data visualization artist, who now assist in the extraction of meaningful results from very large data sets. Artists have also used these complex images for their own artworks and exhibitions.
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Danilov-Danil’yan, Victor I., and Igor E. Reyf. "First Steps by the UN and Club of Rome. The Computer Model That Rocked the World." In The Biosphere and Civilization: In the Throes of a Global Crisis, 109–26. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-67193-2_7.

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Targowski, Andrew. "From Data to Wisdom in the Global and Civilizational Context the Cognitive Perspective." In Communications in Computer and Information Science, 21–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16402-6_3.

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Long, Qu, and Qiong Hao. "Resource Assisted Online Teaching Model of University Library in the Context of Ecological Civilization." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 639–53. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-21161-4_49.

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Targowski, Andrew. "From Portuguese to Virtual Globalization: 500 Years of ICT-Driven Civilizational Development and a Triumph of Humanity? The Comparative and Modeling Approach." In Communications in Computer and Information Science, 1–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24358-5_1.

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Blake, Corinne. "Incorporating Information Technology into Courses on Islamic Civilization." In Teaching Islam, 181–90. Oxford University PressNew York, NY, 2002. http://dx.doi.org/10.1093/oso/9780195152241.003.0011.

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Abstract Students in most colleges and universities in the United States have access to the Internet and other information technology, either through campus computer labs or their own personal computers. While sitting at a desk, students can “travel” to a wide variety of Internet sites to access vast amount of information about Islam, Islamic civilizations and societies, and contemporary issues in the Muslim world. Students can click to an Internet site in Britain to read the Quran in Arabic or English, jump to Japan to read translations of Persian poetry and literature, and go back to the United Kingdom to go to hear different Quran recitations. They can check out the latest news from the Iranian news agency, read hadith in translation at the University of Southern California, view pictures of mosques and historical buildings in Isfahan, read perspectives on the veil [hijab] written by Muslims in different countries, jump to Turkey to read Sufi poetry in translation, then return to the United States to view pictures of Islamic miniatures, calligraphy, and carpets.
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Malinetskiy, G. G., and O. N. Kapelko. "History of European Education from Euclid to Contemporary Times." In Handbook of Research on Didactic Strategies and Technologies for Education, 193–207. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2122-0.ch018.

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Humans have been approaching their cognitive limits through technological and social development, as well as widespread use of information and telecommunications systems and computers. Cognitive limits are a limiting condition of modern culture. The information and knowledge dimension is characterized by irrepressible and uncontrolled growth; it characterizes on one hand civilization itself and on the other hand every individual sphere of knowledge. In this case (when we have to process too much information), the necessary information and knowledge volume for effective action can be neither obtained, understood, nor used. This limit can also become a serious obstacle for the development of civilization, including limitations such as mineral resources, pure water, and fresh air. Overcoming this barrier can largely be accomplished through a revision of the form and content of education using an interdisciplinary approach.
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Targowski, Andrew. "Information Laws." In Information Technology and Societal Development, 277–88. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-004-2.ch012.

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The purpose of this chapter is to define information laws which control the development of the global and universal civilizations as well as individual autonomous civilizations. Mankind progresses in proportion to its wisdom, which has roots in practice, acquired skills, available data, and information, concepts and knowledge. To be wise, humankind needs to be both informed and knowledgeable, otherwise it will not survive its own failures. Progress in knowledge was painfully slow as long as the spatial memory was transmitted only by oral tradition. With the inventions of writing and books, the process of knowledge discovery and dissemination was accelerated. Today, computers and their networks speed up that process far beyond our imagination. In the 21st century, the Information Wave significantly controls the Agricultural and Industrial Waves through millions of computers. IT supports decision-making based on knowledgeoriented systems such as “data mining” that, for example, discover knowledge about customers and organization dynamics to achieve competitive advantage. Information and knowledge have become the strategic resource that engineering science was in the Industrial Wave. However, the discovery of human cognition potential must be guided by knowledge science, which is just emerging. One of the signs of any science is its set of data, universal rules, laws, and systems of rules and laws. Hence, this chapter offers the first attempt to develop main laws of information that should increase our awareness about the Information Wave, the new stage of civilization dynamics that is taking place at the beginning of the third millennium. The chapter also provides the framework for the analysis of human capital from an information perspective. These considerations reflect a still emerging approach which I call macro-information ecology.
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Conference papers on the topic "Computers and civilization"

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Tekeoğlu, Muammer. "Socio-Economic Transformation and Historicality." In International Conference on Eurasian Economies. Eurasian Economists Association, 2017. http://dx.doi.org/10.36880/c08.01947.

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Socio-economic transformations can be understood more clearly in the history of the broad period. Accordingly, we can speak of the rise and fall of civilizations. Numerous civilizations have formed in the world and many have disappeared. In this respect, the 21st century also undergoes important civilization transformations. In this century of technological change, the computer algorithm has reached a position that exceeds human intelligence for the first time. It is a serious danger for mankind that the control of political, social sovereignty are subject to a limited elite control, as well as significant differences in development between countries that have it and those who do not. It is envisaged that many areas of human endeavor will not be needed due to artificial intelligence tools and this will create a serious unemployment problem. This means that the freedoms of the individual and the individual will become insignificant. Therefore, there is a need for global co-operation that protects freedoms and regulates ethical norms in the 21st century. In particular, the proliferation of interdisciplinary studies is important, as social science studies tend to focus more on this field. So, in the future, either liberal freedoms will live or the dominance of computer algorithms called "dataism" will lead to a new "slavery" system. Within this context, it is hoped that Turkish Islamic civilization can create an alternative. This is because; in the past of this civilization there is an ideology that glorifies mankind. Especially with the leadership of Turkey it is possible to release this civilization from "twilight". The presentation includes titles for the breakthroughs to be made in this area.
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2

Bohus, Eszter. "Civilization V." In ACM SIGGRAPH 2011 Computer Animation Festival. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019020.

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3

Zorkoczy, Istvan, and Alex Sandor Rabb. "Civilization V." In ACM SIGGRAPH ASIA 2010 Computer Animation Festival. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900264.1900274.

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4

Malinetskii, Georgii Gennadyevich. "Paradigm. Synergetics. Genius." In 6th International Conference “Futurity designing. Digital reality problems”. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/future-2023-2.

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Academician I.T. Frolov at one time made great efforts to make the problem of man central both in the activities of the Academy and in the research of all domestic science. He was ahead of his time. It is this problem that is at the forefront of post-industrial reality. Apparently, the study of genius was to become one of the key tasks in the work of the Institute of Human, which was created by I.T. Frolov. The fact is that the development of the world community, civilizations, individual countries is determined by the ability of society to find people with outstanding abilities and help them realize their potential. I consider the problem of genius from the standpoint of the theory of self-organization or synergetics. This interdisciplinary approach considers the interaction of the three spheres of rational–emotion–intuition, each of which is very significant, in application to the study of man and society. The concept of white, gray and black swans, reflecting the probability of the events under study and associated with the approach of Nassim Taleb, is the key to the analysis. Genius in this context is determined by the appearance of Black Swans in various areas of creativity. I show that it is the phenomenon of self-organization that makes it possible to comprehend and describe the manifestation and embodiment of genius. Currently, there is a serious challenge that can determine the development of civilization. This challenge is connected with the revolution taking place in the theory of artificial intelligence. The emerging technologies have made it possible to effectively use the phenomenon of self-organization in the course of training neural networks. This allows computers to "teach each other" and achieve results far beyond human capabilities. These changes affect worldview issues, scenarios of interaction between people and technology, the problem of human essence. The comprehension of genius outlines the path to solving these problems.
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Zerkina, Natalya N. "“New Information Communicative Civilization”: English, Russian And Computer-Mediated Communication." In EEIA 2018 - International Conference "Education Environment for the Information Age". Cognitive-Crcs, 2018. http://dx.doi.org/10.15405/epsbs.2018.09.02.100.

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Konovalov, Anton Andreevich. "Model Of Training Bachelor Students In Music And Computer Technologies." In International Scientific Congress «KNOWLEDGE, MAN AND CIVILIZATION». European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.05.112.

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Platov, Alexey. "Computer-Oriented Training In The Context Of Informatization Of Higher Education." In International Scientific Congress «Knowledge, Man and Civilization». European Publisher, 2022. http://dx.doi.org/10.15405/epsbs.2022.12.110.

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Моисеенко, Н. А., and Р. Х. Гагаев. "VIRTUAL AND AUGMENTED REALITY CAPABILITIES DEVELOPMENT IN THE FORMATION OF THE FUTURE ENGINEERS." In «ОБРАЗОВАНИЕ БУДУЩЕГО» Материалы III Всероссийской научно-практической конференции с международным участием. Crossref, 2022. http://dx.doi.org/10.34708/gstou.2022.44.27.025.

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С постоянным увеличением производственных мощностей современного мира во многих областях человеческой деятельности произошли изменения в том, как мы проектируем, разрабатываем и производим технологии. Одной из областей, где высокие технологии не перестают творить чудеса и развиваются все быстрее, является гонка за самыми передовыми процессами производства микрочипов. С появлением все более ресурсоемких микрочипов и эффективных архитектур вычислительная мощность постоянно растет. Это поднимает возможности компьютеров в различных областях на новые высоты, одной из которых является 3D-визуализация, которую можно найти во всех аспектах нашей современной жизни, от примитивных видеоигр до картографии и даже симуляторов военного уровня, которые сами по себе повышают потребность в вычислительной мощности и продолжает финансировать исследования и разработки еще более мощных микросхем и производственных процессов, поддерживающих двигатель нашей современной цивилизации. Информационные технологии теперь дают возможность имитировать в компьютерном моделировании с определенной степенью точности процессы из реального мира, основанные на нашем текущем понимании физических моделей. С этой точки зрения, глядя на возможности, предоставляемые современными компьютерами и программной инженерией в области виртуальной реальности и дополненной реальности, можно задаться вопросом о том, в каком направлении могут развиваться различные области нашего взаимосвязанного общества, что и вызывает у нас интерес в этой статье. это образование будущих инженеров, возможности и ограничения технологий виртуальной и дополненной реальности. Результаты этого исследования показывают, что виртуальная реальность помогает учащимся легче визуализировать сложные трехмерные процессы в смоделированной компьютером трехмерной среде, которая в противном случае была бы менее интуитивной и трудоемкой для выполнения в двухмерной среде, что гарантирует более плавную кривую обучения и гарантирует получение навыков. With the constant increase in the manufacturing capacity of the modern world, many areas of human activity saw the evolution in the way we project, develop and manufacture technologies to make these activities easier to accomplish. One field where high-tech doesn’t stop making its wonders and is developing ever faster is the race for the most advanced chip manufacturing processes. With ever more resourceful chips and capable architectures, computing power is always increasing. This pushes the capabilities of computers in different areas to new heights, one of which is 3D visualization and can be found in every aspect of our modern lives from primitive videogames to cartography to even military grade simulations which by themselves increase the demand in computing power and keeps funding the research and development for even more powerful chips and manufacturing processes holding together the motor running our modern civilization. Information technologies now offers the chance to imitate in a computer simulation, to a certain degree of precision, processes fromthe real world based on our current understanding of physical models. From this point, looking at the possibilities given by modern computers and software engineering in the field of virtual reality and augmented reality, one can ask about the direction a variety of fields of our interconnected society might envisage taking, of which our interest in this paper is the education of future engineers, the possibilities and the limits of virtual and augmented reality technologies. The results of this study show that virtual reality helps students more easily visualize complex 3-dimensional processes in a computer simulated 3D environment that would otherwise be less intuitive and time consuming to do in a 2D environment, which guarantees a smoother learning curve and assures skills are obtained.
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9

Xia, Yan, and Zhisheng Lin. "Application of Information Technology in Ecological Civilization Education." In ICISCAE 2021: 2021 IEEE 4th International Conference on Information Systems and Computer Aided Education. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3482632.3482998.

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10

Sadulaeva, Bilyant Sultanovna. "Updating Education Content Of Future Bachelors In Computer Science: End-To-End Digital Technologies." In International Scientific Congress «KNOWLEDGE, MAN AND CIVILIZATION». European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.05.327.

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