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Data cartels : the companies that control and monopolize our information / by Lamdan, Sarah,author.;
Includes bibliographical references and index."In our digital world, data is power, and information hoarders reign supreme. The practices of these digital pillagers are analogous to those of cartels--they use intimidation, aggression, and force to maintain control and power. Sarah Lamdan brings us into the unregulated underworld of the "data cartels," demonstrating how the entities mining, hoarding, commodifying, and selling our data and informational resources perpetuate social inequalities and threaten the democratic sharing of knowledge. The companies at the center of this book are not household names like Google. They fly under the radar and self-identify as "data analytics" or "business solutions" operations. These companies supply the digital lifeblood that flow through the circulatory system of the internet. With their control over data, they can prevent the free flow of information to places where it is needed, and simultaneously distribute private information to predatory entities. Just a few companies dominate most of our critical informational resources, from scientific research and financial data to the law. They are also data brokers, selling our personal data to law enforcement and other government agencies that determine whether we should be eligible for social services, and they sell "risk" products that insurance companies, employers, landlords, and healthcare systems use to make decisions. Alarmingly, everything they're doing is perfectly legal. Ranging from small information firms to billion-dollar data giants like Thomson Reuters and RELX Group, these companies masterfully exploit outdated information and privacy laws, curating online information in a way that amplifies digital racism and targets marginalized communities. In this book, Lamdan contends that privatization and tech exceptionalism have prevented us from creating effective legal regulation. Lack of legal intervention has allowed oversized information oligopolies to coalesce. In addition to specific legal and market-based solutions, Lamdan calls for treating information like a public good and creating digital infrastructure that supports our democratic ideals"--
Subjects: Antitrust law; Cartels; Data protection; Freedom of information; Information services industry; Information services industry;

Magnifeco : your head-to-toe guide to ethical fashion and non-toxic beauty / by Black, Kate,1969-;
Includes bibliographical references, Internet addresses and index."The fashion industry's reputation for social responsibility is in tatters--grim stories of environmental damage, toxic chemicals, and human rights abuses abound. Author Kate Black highlights a multitude of ways consumers can make better choices and introduces the brands and designers leading the way so you can shop more ethically, feel better about what you wear, and be - magnifeco!"--Provided by publisher.LSC
Subjects: Fashion; Beauty, Personal; Clothing and dress; Clothing and dress; Shopping; Consumer education.; Sustainable living.;

The Click Trap. by Porta, Peter,film director.; Video Project (Firm),dst; Kanopy (Firm),dst;
Originally produced by Video Project in 2024.Omnipresent in our daily experience, digital advertising has ballooned into a half-trillion dollar segment of the modern economy. THE CLICK TRAP reveals how the digital advertising industry, monopolized by only a handful of big tech and social media companies, is leading to catastrophic material harm, both on and offline.Mode of access: World Wide Web.
Subjects: Documentary films.; Mass media.; Digital communications.; Business.; Science.; Economic development.; Marketing.; Computer science.; Documentary films.; Mass media and culture.; Current affairs.; Globalization.; Advertising.; Social media.; Capitalism.; Internet.; Privacy, Right of.; Computers.; Disinformation.;

The industries of the future / by Ross, Alec,1971-author.;
Includes bibliographical references and index."Leading innovation expert Alec Ross explains what's next for the world, mapping out the advances and stumbling blocks that will emerge in the next ten years--for businesses, governments, and the global community--and how we can navigate them. While Alec Ross was working as Hillary Clinton's Senior Advisor on Innovation, he traveled to forty-one countries. He visited some of the toughest places in the world--from refugee camps of Congo to Syrian war zones. From phone-charger stands in eastern Congo to R&D labs in South Korea, Ross has seen what the future holds. Over the past two decades, the Internet has radically changed markets and businesses worldwide. In The Industries of the Future, Ross shows us what's next, highlighting the best opportunities for progress and explaining why countries thrive or sputter. He examines the specific fields that will most shape our economic future over the next ten years, including cybercrime and cybersecurity, the commercialization of genomics, the next step for big data, and the coming impact of digital technology on money, payments, and markets. And in each of these realms, Ross addresses the toughest questions: How will we have to adapt to the changing nature of work? Is the prospect of cyberwar sparking the next arms race? How can the world's rising nations hope to match Silicon Valley in creating their own innovation hotspots? Ross blends storytelling and economic analysis to give a vivid and informed perspective on how sweeping global trends are affecting the ways we live, incorporating the insights of leaders ranging from tech moguls to defense experts. The Industries of the Future takes the intimidating, complex topics that many of us know to be important and boils them down into clear, plain-spoken language. This is an essential work for understanding how the world works--now and tomorrow--and a must-read for businesspeople, in every sector, from every country"--Provided by publisher.
Subjects: Industries; Research, Industrial.; Technological innovations;

The metaverse : and how it will revolutionize everything / by Ball, Matthew,author.;
The term "Metaverse" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the "next internet," Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value and the radical reshaping of society.
Subjects: Computers and civilization.; Human-computer interaction.; Mixed reality.; Science; Shared virtual environments.; Virtual reality.; Internet;

Prodeus [electronic resource]. by Sony Computer Entertainment.;
Game.Prodeus is a first-person shooter of old, re-imagined using modern rendering techniques and technology. Experience the quality you'd expect from a modern AAA game, designed with retro aesthetics and gameplay that invoke the tech-imposed limits of older hardware. The game features a hand-crafted campaign from industry FPS veterans, co-op and competitive multiplayer play drawing on classic modes, and a built-in community map browser for instantaneous action with nearly limitless levels to play.ESRB Content Rating: M, Mature, 17+ (Blood and gore, violence).Blu-ray disc compatible with Playstation 4 console ; HDTV 720p/1080i/1080p ; in game surround sound ; 2-16 player online multiplayer (paid subscription and broadband internet connection required) ; 3 GB storage required ; online play optional ; PS5 Upgrade available (When using a PS5 console, you may have the option to upgrade a disc or digital PS4 game to the digital PS5 version. Depending on the game, this upgrade may occur at no additional cost, may require a purchase, and may be available for a limited time. An internet connection and PS4 game disc is required).
Subjects: Sony video games.; First person shooter video games.; Science fiction video games.; Survival video games.; Video games.; Playstation 4 (Video game console); Video games.; Computer games.; Computer adventure games; Prodeus (Game); Survival; Space warfare; Human-alien encounters;

Dish The Inside Story On The World Of Gossip Became the News and How the News Became Just Another Show [electronic resource] : by Walls, Jeannette.aut; CloudLibrary;
From Jeannette Walls, the #1 New York Times bestselling author of The Glass Castle, now a major motion picture, comes an incisive study of our obsession with gossip. "A fascinating, dishy story." -Booklist Gossip. It's more than just hearsay, society columns, and supermarket tabloids. It has, like it or not, become a mainstay of American pop culture. In Dish, industry insider Jeannette Walls gives this provocative subject its due, offering a comprehensive, serious exploration of gossip and its social, historical, and political significance. Examining the topic from the inside out, Walls looks at the players; the origins of gossip, from birth of People magazine to the death of Lady Di; and how technology including the Internet will continue to change the face gossip. As compelling and seductive as its subject matter, Dish brilliantly reveals the fascinating inner workings of a phenomenon that is definitely here to stay.
Subjects: Electronic books.; 19th Century; Media Studies; 20th Century; Sociology; 21st Century; United States; World; 21st Century; West (AK, CA, CO, HI, ID, MT, NV, UT, WY); Popular Culture;
© 2010., HarperCollins,

Breaking silence / by Lackey, Mercedes.; Martin, Cody,1987-;
"When Staci was first shunted off to the backwater town of Silence, Maine, to live with her alcoholic mother, she thought her life was over. Silence had none of the amenities a typical teen in the twenty-first century considered essential: no cell service and barely any internet connectivity. But Staci soon learned that Silence was more than a town left behind by progress. The first family of Silence, the Blackthorns, liked the town that way. The Blackthorns were dark elves who fed off the misery of the residents of Silence. But now, all that's changing for the better. With the help of Staci and her friends, the Blackthorns have been all but defeated. Industry is returning to Silence, and Staci's mom is improving with each passing day. There's even a cute new busboy at the diner. But evil dies hard. And Staci, now a mage-in-training, senses that the Blackthorns have not yet given up the fight. The soul of Silence is on the line, and it is up to Staci and her friends to fight back against the encroaching darkness."--
Subjects: Domestic fiction.; Fantasy fiction.; Teenagers; Electronics; Good and evil; Silence;

Halo. [electronic resource]. by 343 Industries.; Bungie (Firm); Microsoft Corporation.;
Halo : combat evolved -- Halo 2 : anniversary edition -- Halo 3 -- Halo 4.Game.For the first time ever, The Master Chief's entire story is on one console. Featuring a re-mastered Halo 2: Anniversary edition, along with Halo: Combat Evolved Anniversary edition, Halo 3, and Halo 4, this is the definitive Halo experience.ESRB Content Rating: M, Mature, 17+ (blood and gore, strong language, violence).Blu-ray disc compatible with Xbox One console ; HDTV 720p/1080i/1080p ; in game Dolby Digital ; content download ; 2-16 player online multiplayer (co-op 2-4) with leaderboards and voice (paid subscription and broadband internet connection required) ; 60 GB storage required ; impulse triggers supported.
Subjects: Computer adventure games; Computer games.; Halo (Game); Halo 2 (Game); Halo 3 (Game); Halo 4 (Game); Halo The Master Chief collection (Game); Imaginary wars and battles; Video games.; Xbox One (Video game console);

The surge [electronic resource]. by Sony Computer Entertainment.;
Game.Explore and fight in a dystopian wasteland overrun by malfunctioning machines and fearsome enemies in this hardcore sci-fi action RPG. As the Earth nears the end of its life, those who remain in the bleak, overpopulated cities must work to survive in an industrial complex plagued by a tech-enhanced workforce. You are a survivor in this world, an ordinary man who wears a powerful, industrial-grade exoskeleton that gives you protection and strength to stay alive. Meld flesh with steel to survive long enough to discover the truth about CREO, your mysterious employer. The Surge features a dynamic limb-targeting system and an original character progression system based on modular upgrades gained through tight, visceral combat.ESRB Content Rating: M, Mature, 17+ (Blood and gore, intense violence, strong language).Blu-ray disc compatible with Playstation 4 console ; HDTV 720p/1080i/1080p ; in game surround sound ; remote play enabled (PS Vita system and broadband internet connection required) ; 5.52 GB storage required ; PS4 Pro enhanced.
Subjects: Computer adventure games; Computer games.; Dystopias; Imaginary wars and battles; Playstation 4 (Video game console); Surge (Game); Video games.;