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New Books in Science, Technology, and Society

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New Books in Science, Technology, and Society
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  • Yellowlees Douglas, "Writing for the Reader's Brain: A Science-Based Guide" (Cambridge UP, 2024)
    What makes one sentence easy to read and another a slog that demands re-reading? Where do you put information you want readers to recall? Drawing on cognitive neuroscience, psychology and psycholinguistics, Writing for the Reader’s Brain (Cambridge University Press, 2025) provides a practical, how-to guide on how to write for your reader. It introduces the five 'Cs' of writing - clarity, continuity, coherence, concision, and cadence - and demonstrates how to use these to bring your writing to life. Dr. Yellowlees Douglas is the founder of ReadersBrain Academy and has spent over twenty-five years teaching writing to everyone from professors to freshmen. This interview was conducted by Renee Hale, who holds a Ph.D. in Chemical Engineering and works in R&D for the food and beverage industry. She is the author of The Nightstorm Files, a voracious reader, and enjoys sharing the joy of new perspectives with listeners. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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  • Anita Say Chan, "Predatory Data: Eugenics in Big Tech and Our Fight for an Independent Future" (U California Press, 2025)
    It’s a common refrain: AI is neither good nor bad because that depends on how its used. Professor Anita Say Chan begs to differ. Chan is the author of Predatory Data: Eugenics in Big Tech and Our Fight for an Independent Future (U California Press, 2025). Chan is Associate Professor in the School of Information Sciences and Department of Media and Cinema Studies at the University of Illinois at Urbana-Champaign, as well as the author of a prior book Networking Peripheries on tech movements among craftwork communities in Peru. In her current book, Chan documents how the Big Data on which AI are trained are based on long-standing data infrastructures—sets of practices, policies, and logics—that remove, imperil, devalue, and actively harm people who refuse to conform to racialized patriarchal power structures and the priorities of surveillance capitalism—most pointedly immigrant, feminist, and low-income communities. Centered mostly in the United States as well as Latin America, Predatory Data shows how the eugenicist data practices of the past now shape our present. But her approach is fundamentally a politics of pluralism. Chan dedicates half of the book to amplifying and praising the small-scale, community-led projects of the past and present—from the legendary Hull House’s data visualizations to community data initiatives in Champaign, Illinois. There is much fuel for political outrage in this book and also fodder for solidarity and hope. This interview was a collaborative effort among Professor Laura Stark and students at Vanderbilt University in the course, “The Politics of AI.” Please email Laura with any feedback on the interview or questions about how to design collaborative interview projects for the classroom. email: [email protected] . Student collaborators on this interview were Emma Bufkin, Keyonté Doughty, Natalie Dumm, Karim Elmehdawi, Lauren Garza, Eden Kim, Michelle Kugel, Kai Lee, Sam Mitike, Hadassah Nehikhuere, Shalini Thinakaran, Logan Walsh, and Wesley Williams. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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  • Ysabel Gerrard, "The Kids Are Online: Confronting the Myths and Realities of Young Digital Life" (U California Press, 2025)
    How do young people use digital platforms? In The Kids are Online: Confronting the Myths and Realities of Young Digital Life (U California Press, 2025), Ysabel Gerrard, a Senior Lecturer in Digital Media and Society at the University of Sheffield explores the understandings and experience of young people as they navigate both the online and offline world. Drawing on a range of sociological, digital and creative methods, the book punctures many myths around young people’s digital lives, showing both the potential as well as the problems of contemporary online spaces. Framed through the idea of the paradoxes of social media for young people, the book’s analysis is insightful and engaging, as well as deeply theoretically informed. The book is essential reading across the social sciences and humanities, as well as for anyone interested in understanding contemporary digital life. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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  • Milena Droumeva, "Playthrough Poetics: Gameplay as Research Method" (Amherst College Press, 2024)
    Game streamers and live commentators are producing increasingly comprehensive analyses of gameplay, yet scholarship still tends to flatten the experiential media of video games into text for close reading. By shifting focus toward the immersiveness of video games, Playthrough Poetics: Gameplay as Research Method (Amherst, 2024) makes the case for gameplay as a necessary, alternate method. Contributors to this volume engage widely with the activity of play through autoethnographies, meta-analyses of self-broadcasting, new procedural methods like gamespace soundwalking, as well as the affective aspects of games research.  In doing so, they model new possibilities for academic players and gamers alike. Rigorous scholarship meets cultural practice in this innovative, multi-modal edited collection that includes video essays and offers transcripts of the playthroughs themselves. Readers (and viewers) will come away with a toolkit of models, case studies, and conceptual frameworks for analyzing video games through gameplay. This volume is a fresh return to the joy of play: the poetics of games as contemporary forms of storytelling and interactivity. With contributions from Ashlee Bird, Brandon Blackburn, Milena Droumeva, Kishonna Gray, Robyn Hope, Ben Scholl, Maria Sommers, Ashlyn Sparrow, Christine Tran, and Aaron Trammell. Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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  • Brain Rot: How Screens Affect the Minds of Middle-Age and Older Adults
    In episode 5 Dr. Karyne Messina and Dr. Harry Gill talked about what can happen when middle-age and older adults watch screens too much as opposed to engaging in other important tasks in life during Erik Eriksson’s last two stages of development. In the “Generativity versus Stagnation” stage (ages 40-65), productive individuals focus on contributing to society by raising families, engaging in meaningful work, and connecting with their communities. This can’t be done in optimal ways when people spend too much time watching screens. Excessive screen time may also lead to a sense of stagnation if it prevents individuals from engaging in life in meaningful ways. In the “Integrity vs. Despair” stage (65+ years old), people who are connected to others don’t watch screens excessively because they are engaged in life in their later years reflecting on what they have accomplished whether it is through writing books or sharing information with others in different ways. Too much screen time can interfere with the ability to engage in a meaningful review of one’s life. Instead of sharing wisdom with younger generations, older adults who focus of watching screens for many hours a day may become isolated and disconnected from real-world interactions, potentially leading to a sense of despair. Dr. Messina discussed the fact that adults who spend 6 or more hours a day on social media platforms tend to be much more depressed and anxious than those who don’t. Dr. Gill talked about the effects of too much screentime on sleep, explaining how blue light emitted by screens interferes with falling asleep because of the lack of production of melatonin. This prevents people from falling asleep. They both talked about the benefits of turning off phones and televisions early in the evening so that a person, couple or family can have quality time participating in some type of meaningful activity versus watching what people on screens are saying or doing. Another topic included in this podcast and YouTube video outlined ways to mitigate problems associated with too much screen time. Dr. Messina focused on the importance of community which she thinks is important at all ages. If getting together in person isn’t possible, talking with a friend on the phone is better than using this device for passive purposes such as scrolling through social media posts. Dr. Gill reminded people how important it is to meet in person and said some of his patients have actually enjoyed going back to work full-time once they have gotten used to it again. He added that screen aren’t always negative later in life if people aren’t able to meet in person. For example, if older people can’t drive or easily meet with friends or family members in person, he said some of his patients have weekly Zoom meetings with others which helps them feel connected. Drs. Gill and Messina talked about being addicted to screens and what people can do about this condition which starts with a commitment to set limits and make rules about screentime. Finding other worthwhile or pleasurable activities was included in the discussion such as listening to music, reading, painting, doing crossword puzzles, etc. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
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