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  • 1
    UID:
    gbv_1760705314
    Format: xiii, 434 pages , illustrations (black and white)
    ISBN: 9780300230154
    Content: "We cannot solve today's problems with yesterday's toolkit. With urgent challenges from inequality to climate change facing our world, Solving Public Problems shows readers how to take advantage of technology, data, and the collective wisdom in our communities to design and deliver powerful solutions to contemporary problems. Drawing on lessons learned from advising global leaders and from original interviews and surveys, this book provides a practical guide for public servants, community leaders, students, and activists to become more effective, equitable, and inclusive leaders and repair our troubled, twenty-first-century world"--
    Content: Public problem solving and the new public entrepreneur -- The government that governs least governs best : the politics of problem solving and the crisis of trust -- From idea to implementation -- Defining a public problem -- Human-centered design, or understanding problems with help from people -- Understanding problems using data -- Using collective intelligence to solve a problem : crowdsourcing, collaboration, and codesign -- Fast field scanning -- Implementing solutions with partners -- Testing what works : evaluation and evolution -- Doing differently, learning differently -- Training the next generation of leaders and problem solvers.
    Note: Includes bibliographical references (pages 353-413) and index
    Additional Edition: Erscheint auch als Online-Ausgabe Noveck, Beth Simone, 1971 - Solving public problems New Haven : Yale University Press, 2021 ISBN 9780300258622
    Language: English
    Keywords: USA ; Verwaltung ; Technische Innovation ; Bürgerbeteiligung
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  • 2
    UID:
    almafu_BV035561857
    Format: XXII, 224 S. : , Ill.
    ISBN: 978-0-8157-0275-7
    Content: "In explaining how to enhance political institutions with the power of networks, examines the Peer-to-Patent project. Discusses its design challenges faced in creating software to distill online collaboration into useful expertise. Explains how law, policy, and technology can be revamped to help government work in more open, participatory ways"--Provided by publisher.
    Note: "In explaining how to enhance political institutions with the power of networks, examines the Peer-to-Patent project. Discusses its design challenges faced in creating software to distill online collaboration into useful expertise. Explains how law, policy, and technology can be revamped to help government work in more open, participatory ways"--Provided by publisher.. - Includes bibliographical references and index
    Language: English
    Subjects: Political Science
    RVK:
    Keywords: Technischer Fortschritt ; Politische Beteiligung ; Wiki ; Politische Beteiligung ; Patentpolitik ; Technischer Fortschritt ; Politische Beteiligung ; Politische Beteiligung ; Neue Technologie ; Patentprüfung ; Internet ; Fallstudiensammlung
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  • 3
    UID:
    gbv_167118629X
    Format: 380 pàges , 23 cm
    ISBN: 9786078508150 , 6078508156
    Series Statement: Gobierno y políticas públicas
    Note: Trad. de "Smart citizens, smarter state : the technologies of expertise and the future of governing" , Notes bibliogr. en bas de page
    Additional Edition: Übersetzung von Smart citizens, smarter state : the technologies of expertise and the future of governing / Beth Simone Noveck
    Language: Spanish
    URL: Cover
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  • 4
    UID:
    gbv_82939043X
    Format: xvi, 352 Seiten , 23 cm
    Edition: First printing
    ISBN: 9780674286054
    Note: Includes bibliographical references and index
    Language: English
    Subjects: Political Science , Ethnology
    RVK:
    RVK:
    RVK:
    Keywords: USA ; Informationsgesellschaft ; Verwaltung ; Bürgerbeteiligung ; Technologie ; Innovation ; USA ; Informationsgesellschaft ; Verwaltung ; Bürgerbeteiligung ; Technologie ; Innovation
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  • 5
    UID:
    gbv_513808663
    Format: VIII, 304 Seiten , 23 cm
    ISBN: 081479971X , 0814799728 , 9780814799710 , 9780814799727
    Series Statement: Ex Machina: Law, technology, and society
    Note: Includes bibliographical references (p. 289-290) and index , Introduction / Jack M. Balkin and Beth Simone Noveck -- Virtual worlds : a primer / F. Gregory Lastowka and Dan Hunter -- Virtual worldliness / Richard A. Bartle -- Declaring the rights of players / Raph Koster -- The right to play / Edward Castronova -- Law and liberty in virtual worlds / Jack M. Balkin -- Virtual crime / F. Gregory Lastowka and Dan Hunter -- Owned! Intellectual property in the age of eBayers, gold farmers, and other enemies of the virtual state / Julian Dibbell -- Virtual power politics / James Grimmelmann -- Escaping the gilded cage : user-created content and building the metaverse / Cory Ondrejka -- There is no spoon / Yochai Benkler -- Who killed Miss Norway? / Tracy Spaight -- Who's in charge of who I am? : identity and law online / Susan P. Crawford -- Privacy and data collection in virtual worlds / Tal Zarsky -- Virtual worlds, real rules : using virtual worlds to test legal rules / Caroline Bradley and A. Michael Froomkin -- The new visual literacy : how the screen affects the law / David R. Johnson -- Democracy-- the video game : virtual worlds and the future of collective action / Beth Simone Noveck
    Additional Edition: Erscheint auch als Online-Ausgabe Balkin, Jack The State of Play New York : New York University Press, 2006 ISBN 9780814739075
    Language: English
    Subjects: General works
    RVK:
    Keywords: Computerspiel ; Recht ; Computerspiel ; Recht ; Aufsatzsammlung ; Konferenzschrift
    Author information: Balkin, Jack M. 1956-
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  • 6
    UID:
    almahu_9948313679102882
    Format: xxii, 224 p. : , ill.
    Edition: Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
    Content: "In explaining how to enhance political institutions with the power of networks, examines the Peer-to-Patent project. Discusses its design challenges faced in creating software to distill online collaboration into useful expertise. Explains how law, policy, and technology can be revamped to help government work in more open, participatory ways"--Provided by publisher.
    Language: English
    Keywords: Electronic books.
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  • 7
    Online Resource
    Online Resource
    New York :New York University Press,
    UID:
    almahu_9948321608602882
    Format: viii, 304 p.
    Edition: Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
    Series Statement: Ex machina
    Note: Introduction / Jack M. Balkin and Beth Simone Noveck -- Virtual worlds : a primer / F. Gregory Lastowka and Dan Hunter -- Virtual worldliness / Richard A. Bartle -- Declaring the rights of players / Raph Koster -- The right to play / Edward Castronova -- Law and liberty in virtual worlds / Jack M. Balkin -- Virtual crime / F. Gregory Lastowka and Dan Hunter -- Owned! Intellectual property in the age of eBayers, gold farmers, and other enemies of the virtual state / Julian Dibbell -- Virtual power politics / James Grimmelmann -- Escaping the gilded cage : user-created content and building the metaverse / Cory Ondrejka -- There is no spoon / Yochai Benkler -- Who killed Miss Norway? / Tracy Spaight -- Who's in charge of who I am? : identity and law online / Susan P. Crawford -- Privacy and data collection in virtual worlds / Tal Zarsky -- Virtual worlds, real rules : using virtual worlds to test legal rules / Caroline Bradley and A. Michael Froomkin -- The new visual literacy : how the screen affects the law / David R. Johnson -- Democracy-- the video game : virtual worlds and the future of collective action / Beth Simone Noveck.
    Language: English
    Keywords: Electronic books.
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  • 8
    Online Resource
    Online Resource
    Washington, D.C : Brookings Institution Press
    UID:
    gbv_647104598
    Format: Online-Ressource (xxii, 224 p) , ill , 24 cm
    Edition: Online-Ausg. 2009 Electronic reproduction; Available via World Wide Web
    ISBN: 9780815702757
    Content: "In explaining how to enhance political institutions with the power of networks, examines the Peer-to-Patent project. Discusses its design challenges faced in creating software to distill online collaboration into useful expertise. Explains how law, policy, and technology can be revamped to help government work in more open, participatory ways"--Provided by publisher
    Note: Includes bibliographical references (p. 191-218) and index , Cover; Table of Contents; Preface; Acknowledgements; Part One: Collaborative Democracy and the Changing Nature of Expertise; Chapter 1: Peer-to-Patient: A Modest Proposal; Chapter 2: The Single Point of Failure; Part Two: Peer-to-Patient and the Patent Challenge; Chapter 3: Patents and the Information Deficit; Chapter 4: Designing for Collaborative Democracy; Part Three: Thinking in WIKI; Chapter 5: Social Life of Information ; Chapter 6: History of Citizen Participation; Chapter 7: Citizen Participation in a Collaborative Democracy; Chapter 8: Lessons Learned; Notes; Index , Electronic reproduction; Available via World Wide Web
    Additional Edition: ISBN 9780815702757
    Additional Edition: Erscheint auch als Druck-Ausgabe Wiki Government : How Technology Can Make Government Better, Democracy Stronger, and Citizens More Powerful
    Language: English
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  • 9
    Online Resource
    Online Resource
    New York, NY :New York University Press,
    UID:
    almafu_9959615357202883
    Format: 1 online resource
    ISBN: 9780814739075
    Series Statement: Ex Machina: Law, Technology, and Society ; 2
    Content: The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
    Note: Frontmatter -- , Contents -- , 1. Introduction -- , 2. Virtual Worlds -- , 3. Virtual Worldliness -- , 4. Declaring the Rights of Players -- , 5. The Right to Play -- , 6. Law and Liberty in Virtual Worlds -- , 7. Virtual Crime -- , 8. Owned! -- , 9. Virtual Power Politics -- , 10. Escaping the Gilded Cage -- , 11. There Is No Spoon -- , 12. Who Killed Miss Norway? -- , 13. Who’s In Charge of Who I Am? -- , 14. Privacy and Data Collection in Virtual Worlds -- , 15. Virtual Worlds, Real Rules -- , 16. The New Visual Literacy -- , 17. Democracy—The Video Game -- , About the Contributors -- , Acknowledgments -- , Case List -- , Index , In English.
    Language: English
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  • 10
    Online Resource
    Online Resource
    New York :New York University Press,
    UID:
    almafu_9959233908002883
    Format: 1 online resource (320 p.)
    Edition: 1st ed.
    ISBN: 0-8147-3907-5
    Series Statement: Ex machina
    Content: The State of Play presents an essential first step in understanding how new digital worlds will change the future of our universe. Millions of people around the world inhabit virtual words: multiplayer online games where characters live, love, buy, trade, cheat, steal, and have every possible kind of adventure. Far more complicated and sophisticated than early video games, people now spend countless hours in virtual universes like Second Life and Star Wars Galaxies not to shoot space invaders but to create new identities, fall in love, build cities, make rules, and break them.As digital worlds become increasingly powerful and lifelike, people will employ them for countless real-world purposes, including commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be fully integrated into our real-world legal system or should they be treated as separate jurisdictions with their own forms of dispute resolution? What rules should govern virtual communities? Should the law step in to protect property rights when virtual items are destroyed or stolen?These questions, and many more, are considered in The State of Play, where legal experts, game designers, and policymakers explore the boundaries of free speech, intellectual property, and creativity in virtual worlds. The essays explore both the emergence of law in multiplayer online games and how we can use virtual worlds to study real-world social interactions and test real-world laws.Contributors include: Jack M. Balkin, Richard A. Bartle, Yochai Benkler, Caroline Bradley, Edward Castronova, Susan P. Crawford, Julian Dibbell, A. Michael Froomkin, James Grimmelmann, David R. Johnson, Dan Hunter, Raph Koster, F. Gregory Lastowka, Beth Simone Noveck, Cory Ondrejka, Tracy Spaight, and Tal Zarsky.
    Note: Description based upon print version of record. , Introduction / Jack M. Balkin and Beth Simone Noveck -- Virtual worlds : a primer / F. Gregory Lastowka and Dan Hunter -- Virtual worldliness / Richard A. Bartle -- Declaring the rights of players / Raph Koster -- The right to play / Edward Castronova -- Law and liberty in virtual worlds / Jack M. Balkin -- Virtual crime / F. Gregory Lastowka and Dan Hunter -- Owned! Intellectual property in the age of eBayers, gold farmers, and other enemies of the virtual state / Julian Dibbell -- Virtual power politics / James Grimmelmann -- Escaping the gilded cage : user-created content and building the metaverse / Cory Ondrejka -- There is no spoon / Yochai Benkler -- Who killed Miss Norway? / Tracy Spaight -- Who's in charge of who I am? : identity and law online / Susan P. Crawford -- Privacy and data collection in virtual worlds / Tal Zarsky -- Virtual worlds, real rules : using virtual worlds to test legal rules / Caroline Bradley and A. Michael Froomkin -- The new visual literacy : how the screen affects the law / David R. Johnson -- Democracy-- the video game : virtual worlds and the future of collective action / Beth Simone Noveck. , English
    Additional Edition: ISBN 0-8147-9972-8
    Additional Edition: ISBN 0-8147-9971-X
    Language: English
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