After its predecessors turned humans and organizations into machines, the Fourth Industrial Revolution is turning machines into humans. As digital machines acquire more and more cognitive intelligence, the development of humans becomes ever more vital, for society and business alike. Time has come to recognize the value of art and humanities. As the world experiences massive turbulence and comp…
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Digital personalization is an emerging interdisciplinary research field, with application to a variety of areas including design, education and publication industry. This book focuses on children’s education and literacy resources, which have undergone importan…
What is the purpose of social science? How can social science make itself relevant to the intractable problems facing humanity in the twenty-first century? The social sciences are under threat from two main sources. One is external, reflected in a global university crisis that imposes the marketization of higher education on the ancient practice of scholarship. The other, internal threat is soc…
The family of technologies collectively known as additive manufacturing (AM) technologies, and often called 3D-printing technologies, is rapidly revolutionizing industrial production. AM’s potential to produce intricate and customized parts starting from a digital 3D model makes it one of the main pillars for the forthcoming Industry 4.0. Thanks to its advantages over traditional manufacturin…
In the era of digital communication, collective problem solving is increasingly important. Large groups can now resolve issues together in completely different ways, which has transformed the arts, sciences, business, education, technology, and medicine. Collective intelligence is something we share with animals and is different from machine learning and artificial intelligence. To design and u…
Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and me…
The first ever interdisciplinary handbook in the field, this vital resource offers wide-ranging analysis of health research regulation. The chapters confront gaps between documented law and research in practice, and draw on legal, ethical and social theories about what counts as robust research regulation to make recommendations for future directions. The Handbook provides an account and analys…
What kind of historical narratives are young people exposed to and what do they make of them? This volume brings together humanities and social sciences scholars in a study of youth and memory in different European regions. It explores the connections between the historical narratives expressed by young people and the broader, multifaceted historical narratives mediated by their cultures.
We are entering a new era of technological determinism and solutionism in which governments and business actors are seeking data-driven change, assuming that Artificial Intelligence is now inevitable and ubiquitous. But we have not even started asking the right questions, let alone developed an understanding of the consequences. Urgently needed is debate that asks and answers fundamental questi…
"Anarchism and religion have historically had an uneasy relationship. Indeed, representatives of both sides have regularly insisted on the fundamental incompatibility of anarchist and religious ideas and practices. Yet, ever since the emergence of anarchism as an intellectual and political movement, a considerable number of religious anarchists have insisted that their religious tradition neces…