TALK KEYWORD INDEX
This page contains an index consisting of author-provided keywords.
- | |
- Human Computer Interaction | |
- Information Technology Law | |
- Internet of Things and Smart Cities | |
- Privacy by Design | |
A | |
accountability | |
ACM | |
Affordances | |
Agency | |
algorithms | |
appropriation | |
archaeogaming | |
Artificial Agents | |
Artificial Intelligence | |
Artificial Intelligence Development Methodologies | |
ASYMMETRIES OF INFORMATION | |
attitude | |
Augmented Reality | |
authenticity | |
Autism spectrum | |
automation | |
Autonomous cars | |
Autonomous machines | |
Autonomous systems | |
Autonomous Weapons | |
autonomy | |
Avatars | |
B | |
Batman | |
BCI | |
big data | |
Bio-engineering | |
Blameworthiness | |
Body modification technologies | |
BOP MARKETING | |
BOTTOM OF THE PYRAMID | |
Brain Computer Interfaces | |
Brain-computer interaction | |
Brain-Computer Interfaces | |
C | |
Capstone Project | |
Captain America | |
Case-based | |
Children with disabilities | |
Choice | |
citizenship | |
code of conduct | |
Code of Ethics | |
codes of ethics | |
cognition | |
cognitive enhancement | |
Cohen | |
collaborative systems | |
commercial design fiction | |
Communication Styles | |
Company law | |
computer | |
computer enrichment for underserved schools computer ethics | |
Computer Ethics | |
computer-mediated communication | |
Computing | |
Consumer goods | |
contextual integrity | |
Contextual Privacy | |
conviviality | |
CORPORATE SOCIAL RESPONSIBILITY | |
Creativity | |
critical thinking | |
Culture | |
cyber ethics | |
cybersecurity | |
cyborg | |
Cyborg enhancement | |
Cyborg Ethics | |
D | |
Daredevil | |
Data Flows | |
data governance | |
data protection legislation | |
data structures | |
Deception | |
deep learning | |
design | |
design fiction | |
design fiction framework | |
design issues | |
digital divide | |
Digital Innovation | |
Disability | |
Disabled children | |
disclosure | |
distopy | |
DYNAMIC PRICING | |
E | |
eHealth | |
emerging technology | |
emojis | |
Engineers | |
enhanced ICT implants | |
entrenching prejudice | |
ETHICAL CONCERNS | |
ethical culture | |
ethical decision-making | |
ethical entity | |
ethical gameplay | |
ethical issues | |
Ethics | |
experience machine | |
F | |
false light | |
fan fiction | |
Fiction | |
Forest Service | |
formal justice | |
fourth paradigm | |
Fundamental Rights | |
future studies | |
G | |
Game design | |
Game Developer Ethics | |
gay romance | |
governance | |
Governmental information systems | |
H | |
Habermas | |
HBP | |
Health apps | |
heterotopy | |
Hettinger | |
History | |
Human and Machine Intelligence | |
Human Brain Project | |
human rights | |
Human-Technology Relations | |
I | |
ICT and the City | |
ICT ethics | |
Identity | |
implicit bias | |
improvisation | |
In-depth interviews | |
India | |
Information education | |
Information ethics | |
Information flow | |
Information Privacy | |
Information security | |
Information systems | |
Informed Consent | |
Insideable devices | |
Insideables | |
institutional enhancement | |
Intelligence Systems in Military Conflict | |
internet | |
Internet of Things | |
interpretability | |
intrusion | |
IT acceptance and ethical barriers | |
J | |
Japan | |
just city | |
L | |
Language | |
Lethal autonomous weapons systems | |
Locke | |
M | |
machine learning | |
Make-belief | |
Marx | |
Mediation Theory | |
mental health | |
metaphysics | |
methodology | |
Mixed reality | |
moral decision making | |
moral values | |
motivation | |
Museum | |
MySpace | |
N | |
Narrative ethics of technology | |
Narrative technologies | |
Netnography | |
no man's sky | |
O | |
Objectification | |
objects | |
Online ethnography | |
online social networks (OSNs) | |
ontological ethics | |
opacity | |
organisational citizenship behavior | |
other-generated disclosure | |
outreach to disadvantaged school populations | |
Overview | |
Ownership | |
P | |
Parents | |
Participatory action research | |
Participatory Design | |
passive data collection | |
Personal data | |
personal relationships | |
Personalization | |
PERSONALIZED PRICING | |
personally identifiable information | |
personhood | |
Persuasive Design | |
phenomenology of technology | |
Philosophical Frameworks | |
Philosophy of information | |
Philosophy of technology | |
Philosophy of the City | |
phronesis | |
physical information | |
pleasure | |
Pokemon Go | |
politics | |
position paper | |
Postphenomenology | |
power | |
predictive analytics | |
PRICE DISCRIMINATION | |
privacy | |
Professional Conduct | |
Professional Ethics | |
professional practice | |
Programmer Responsibility | |
Prostitution | |
pseudonymity | |
public sphere | |
Q | |
qualitative research | |
quality of labour | |
Quantified self | |
R | |
Rational discourse | |
Regulation | |
Research ethics | |
Responsibility | |
Responsible research and innovation | |
RETAIL PRICING | |
Ricoeur | |
roboethics | |
Robots | |
RRI | |
Rule of Law | |
S | |
school | |
Science fiction | |
Search | |
security | |
Self-care | |
Self-management | |
self-regulation | |
Self-tracking | |
semiosphere | |
Sensitivity | |
Sex Robots | |
Sex Work | |
sexual assault reporting | |
Sharing economy | |
short story | |
situated cognition | |
smart city | |
Smart Phones | |
social computing | |
social justice | |
social media | |
social media marketing | |
social media platforms | |
social production of space | |
social relationships | |
social sorting | |
society | |
Socio-cultural environment | |
sociomateriality | |
soft law | |
Software | |
software engineering | |
software engineers | |
space of flows | |
stakeholders engagement | |
storytelling | |
student engagement | |
subject | |
Superheroes | |
Superman | |
Suspension of Disbelieve | |
Systematic literature review | |
T | |
Techno-regulation | |
Technological implant | |
technology | |
Technology acceptance | |
Technology Implants | |
Tesla Motors | |
the rule of law | |
Theory of Communicative Action | |
Theory of Planned Behavior | |
transformative technologies | |
Transhuman movement | |
Transhumanism | |
transparency | |
Trust | |
U | |
upstream engagement | |
urban infrastructure governance | |
USA | |
utopy | |
V | |
Valentina | |
Value agency | |
value conflicts | |
Value in Design | |
Value Sensitive Design | |
value theory | |
video games | |
virtual reality | |
Virtue ethics | |
Volkswagen | |
VW Emission Fraud | |
W | |
Wearable devices | |
wearable technologies | |
Wearables | |
Web 3.0 | |
website | |
well-being | |
Work | |
Y | |
Youth Juries | |
Youth Public Opinion |