Privacy is one of the most urgent issues associated with information technology and digital media. This book claims that what people really care about when they complain and protest that privacy has been violated is not the act of sharing information itself—most people understand that this is crucial to social life —but the inappropriate, improper sharing of information. Arguing that privacy concerns should not be limited solely to concern about control over personal information, Helen Nissenbaum counters that information ought to be distributed and protected according to norms governing distinct social contexts—whether it be workplace, health care, schools, or among family and friends. She warns that basic distinctions between public and private, informing many current privacy policies, in fact obscure more than they clarify. In truth, contemporary information systems should alarm us only when they function without regard for social norms and values, and thereby weaken the fabric of social life.
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
How we can evade, protest, and sabotage today's pervasive digital surveillance by deploying more data, not less—and why we should. With Obfuscation, Finn Brunton and Helen Nissenbaum mean to start a revolution. They are calling us not to the barricades but to our computers, offering us ways to fight today's pervasive digital surveillance—the collection of our data by governments, corporations, advertisers, and hackers. To the toolkit of privacy protecting techniques and projects, they propose adding obfuscation: the deliberate use of ambiguous, confusing, or misleading information to interfere with surveillance and data collection projects. Brunton and Nissenbaum provide tools and a rationale for evasion, noncompliance, refusal, even sabotage—especially for average users, those of us not in a position to opt out or exert control over data about ourselves. Obfuscation will teach users to push back, software developers to keep their user data safe, and policy makers to gather data without misusing it. Brunton and Nissenbaum present a guide to the forms and formats that obfuscation has taken and explain how to craft its implementation to suit the goal and the adversary. They describe a series of historical and contemporary examples, including radar chaff deployed by World War II pilots, Twitter bots that hobbled the social media strategy of popular protest movements, and software that can camouflage users' search queries and stymie online advertising. They go on to consider obfuscation in more general terms, discussing why obfuscation is necessary, whether it is justified, how it works, and how it can be integrated with other privacy practices and technologies.
Contextual Integrity through the Lens of Computer Science is a structured survey and review of computer science literature using Contextual Integrity. It characterizes the different ways various efforts have interpreted and applied CI and identifies gaps in both contextual integrity and its technical projection that this body of work reveals.
Privacy is one of the most urgent issues associated with information technology and digital media. This book claims that what people really care about when they complain and protest that privacy has been violated is not the act of sharing information itself—most people understand that this is crucial to social life —but the inappropriate, improper sharing of information. Arguing that privacy concerns should not be limited solely to concern about control over personal information, Helen Nissenbaum counters that information ought to be distributed and protected according to norms governing distinct social contexts—whether it be workplace, health care, schools, or among family and friends. She warns that basic distinctions between public and private, informing many current privacy policies, in fact obscure more than they clarify. In truth, contemporary information systems should alarm us only when they function without regard for social norms and values, and thereby weaken the fabric of social life.
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
How we can evade, protest, and sabotage today's pervasive digital surveillance by deploying more data, not less—and why we should. With Obfuscation, Finn Brunton and Helen Nissenbaum mean to start a revolution. They are calling us not to the barricades but to our computers, offering us ways to fight today's pervasive digital surveillance—the collection of our data by governments, corporations, advertisers, and hackers. To the toolkit of privacy protecting techniques and projects, they propose adding obfuscation: the deliberate use of ambiguous, confusing, or misleading information to interfere with surveillance and data collection projects. Brunton and Nissenbaum provide tools and a rationale for evasion, noncompliance, refusal, even sabotage—especially for average users, those of us not in a position to opt out or exert control over data about ourselves. Obfuscation will teach users to push back, software developers to keep their user data safe, and policy makers to gather data without misusing it. Brunton and Nissenbaum present a guide to the forms and formats that obfuscation has taken and explain how to craft its implementation to suit the goal and the adversary. They describe a series of historical and contemporary examples, including radar chaff deployed by World War II pilots, Twitter bots that hobbled the social media strategy of popular protest movements, and software that can camouflage users' search queries and stymie online advertising. They go on to consider obfuscation in more general terms, discussing why obfuscation is necessary, whether it is justified, how it works, and how it can be integrated with other privacy practices and technologies.
Despite current debate over the paternal role, fatherhood is a relatively new area of investigation in literary, historical and cultural studies. The contributors to this illustrated, interdisciplinary volume - one of the first extended investigations of paternity in 19th century Britain and its empire - penetrate the stereotype of the Victorian paterfamilias to uncover intimate and involved, authoritarian and austere fathers. Finding surprising precursors of the 'new man' and the 'lone father', Trev Lynn Broughton and Helen Rogers provide an essential overview of changing ideologies and practices of fatherhood as the family acquired its distinctively modern form. Gender and Fatherhood in the Nineteenth Century: - Offers nuanced re-readings of artistic and literary representations of domesticity, investigations of fathering at home and at work, and of legal, political and religious discourses, suggesting that fatherhood generated more anxiety and debate than previously acknowledged. - Explores how traditional conceptions of paternal authority worked to accommodate the 'cult of motherhood'. - Examines how paternal power was embedded in social institutions. - Shows how models of social fatherhood provided powerful men with a means of negotiating their relationship with working-class men and colonized subjects. As these innovative essays demonstrate, the history of fatherhood can illuminate our understanding of class, society and empire as well as of gender and the family. Together they form an indispensable resource for anyone studying Victorian fatherhood as part of a history, literature, art, social or cultural studies course.
In this book, Helen Kennedy argues that as social media data mining becomes more and more ordinary, as we post, mine and repeat, new data relations emerge. These new data relations are characterised by a widespread desire for numbers and the troubling consequences of this desire, and also by the possibility of doing good with data and resisting data power, by new and old concerns, and by instability and contradiction. Drawing on action research with public sector organisations, interviews with commercial social insights companies and their clients, focus groups with social media users and other research, Kennedy provides a fascinating and detailed account of living with social media data mining inside the organisations that make up the fabric of everyday life.
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