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Electronic literature or digital literature is a genre of literature where digital capabilities such as interactivity, multimodality or algorithmic text generation are used aesthetically. [1] Works of electronic literature are usually intended to be read on digital devices, such as computers , tablets , and mobile phones .
Computer literacy is defined as the knowledge and ability to use computers and related technology efficiently, with skill levels ranging from elementary use to computer programming and advanced problem solving. Computer literacy can also refer to the comfort level someone has with using computer programs and applications.
Digital citizenship refers to the "right to participate in society online". It is connected to the notion of state-based citizenship, which is determined by the country or region in which one was born, and concerns being a dutiful citizen who participates in the electoral process and online through mass media. [ 53 ]
For an alternative definition of an app: see Application Portfolio Management. When used as an adjective, application is not restricted to mean: of or on application software. [6] For example, concepts such as application programming interface (API), application server, application virtualization, application lifecycle management and portable ...
Artificial intelligence (AI), in its broadest sense, is intelligence exhibited by machines, particularly computer systems.It is a field of research in computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. [1]
Example of a textual analysis program being used to study a novel, with Jane Austen's Pride and Prejudice in Voyant Tools. Digital humanities (DH) is an area of scholarly activity at the intersection of computing or digital technologies and the disciplines of the humanities.
Technology, society and life or technology and culture refers to the inter-dependency, co-dependence, co-influence, and co-production of technology and society upon one another. Evidence for this synergy has been found since humanity first started using simple tools.
Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology.