NCSU Department of Communication

COM487::Internet & Society
Instructor: Dr. Adriana de Souza e Silva



Class schedule



Readings & resources


There will be weekly readings. This is a reading-intensive course in which you will be asked to deal with material that is often quite challenging in its language and theoretical positions. You should expect to read about 60 pages a week, and write a brief summary/comment on each text you read. You are excused from writing your comment if you are presenting to the class. You are responsible for not only reading all the material assigned to you, but engaging with it before class in a way that prepares you to participate in class discussion. In order to do this, you will need to take careful reading notes and review your notes before each class. The readings shall be used not only for class discussion, but also to support your arguments on the mid-term exams, presentations, and final paper.

Required Readings:

All texts are available online as PDF documents, through this Web site and the NCSU library online reserves. A few new ones may will be also available on the Web.

Note: All students must regurlary check e-mails, as well as the class Website, for messages and readings from this course.


Abbate, J. (1999). Popularizing the Internet. In Inventing the Internet (pp. 181-220). Cambridge: The MIT Press.

Barab, S.; Thomas, M.; Dodge, T.; Carteaux, R. & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. ETR&D, 53 (1), 86-107. Retrived January 19, 2005 from

Benford, S., Flintham, M., Drozd, A., Anastasi, R. Rowland, D., Tandavanitj, N., et. al. (2004). Uncle Roy All Around You: Implicating the city in a location-based performance, Proceedings of the Conference on Advanced Computer Entertainment (ACE), Singapore, June 3-5. Retrieved January 19, 2006 from

Barkuus, L., & Dey, A. (2003). Location-based services for mobile telephony: A study of users’ privacy concerns. Proceedings of the INTERACT 2003, 9TH IFIP TC13 International Conference on Human-Computer Interaction, July. Retrieved January 19, 2006

Bharat, R., & Minakakis, L. (2003). Evolution of mobile location-based services. Communications of the ACM, 12 (46), 61-65.

De Souza e Silva, A. (2004). Defining Cyberspace = Cybernetics + space. In From multiuser environments as (virtual) spaces to (hybrid) spaces as multiuser environments: Nomadic technology devices and hybrid communication places (pp. 20-32). Unpublished doctoral dissertation, Universidade Federal do Rio de Janeiro, Brazil.

De Souza e Silva, A. (2004). Art by Telephone: From static to mobile interfaces. Leonardo Electronic Almanac (LEA), 12 (10).

Dibbell, J. (1999). The scarlet balloon (or tinygeography, a long view and an overview). In My tiny life: crime and passion in a virtual world (pp. 39- 69). New York: Owl Books.

Daisuke, O., & Ito, M. (2003). Camera phones changing the definition of picture worthy. Japan Media Review. Retrived November 03, 2005 from

Donath, J. S., Karahalios, K., & Viegas, F. (1999). Visualizing conversations. Proceedings of the HICSS-32 (Thirty-Second Annual Hawaii International Conference on System Sciences) (2), 2023-2032. Retrieved January 19, 2006 from

Donath, J. S. (1997). Part I: The virtual society. In Inhabiting the virtual city: the design of social environments for electronic communities (pp. 15-42) Ph.D. Dissertation. Cambridge: Massachusetts Institute of Technology. Retrieved January 19, 2005 from

Johnson, S. (1997). Bitmapping: an introduction. In Interface culture: how technology transforms the way we create and communicate (pp. 11-41). San Francisco: Haper Edge.

Johnson, S. (1997). The desktop. In Interface culture: how technology transforms the way we create and communicate (pp. 42-75). San Francisco: Haper Edge.

Klopfer, E. Squire, K., & Jenkins, H. (2002). Environmental Detectives: PDAs as a window into a virtual simulated world. Proceedings of IEEE International Workshop on Wireless and Mobile Technologies in Education, 95- 98. Retrieved January 19, 2006 from

Licoppe, C., & Inada, Y. (in press). 'Seeing' one another onscreen and the construction of social order in a mobile-based augmented public space: The uses of a geo-localized mobile game in Japan. Departement Economie, Gestion Sciences Humaines, Ecole Nationale Superieure des Telecommunications, Paris, 1-16.

Manovich, L. (2002). The poetics of augmented space: learning from Prada. Retrived Aug. 16, 2003, from .

Montilla, A., Muci, G., & Salas, A. (2003). 'R-A-M' ('RENT-A-MINUTE') The Nano-enterprise: Mobile telephony letting by street vendors in the context of informal sub-economies. Proceedings of the Digital Communities 2003: Organizing in a Networked World Conference. Stockholm, Sweden. KTH (Royal Institute of Technology of Sweden) and the Michigan State University ‘E-Space’ Project. June 16. Retrieved November 05, 2005 from

Murray, J. (1997). From additive to expressive form. [Part 1] [Part 2] In Hamlet on the Holodeck: the future of narrative in cyberspace (pp. 65-96). New York: Free Press. Book website

Rheingold, H. (2001). Shibuya Epiphany. In Smart Mobs: the next social revolution (pp. 1-28). Cambridge, MA: Perseus Publishing.

Robins, K. (2000). Cyberspace and the world we live in. In D. Bell & B M. Kennedy (Eds.), The Cybercultures Reader (pp. 77-95). New York: Routledge.

Squire, K.D. (2002). Cultural Framing of Computer/Video Games. Game Studies, 2 (1). Retrieved August 31, 2005, from

Taylor, T.L. (1999). Life in virtual worlds: plural existence, multi-modalities, and other online research challenges, American Behavioral Scientist, 43 (3), 435-449. Retrieved December 13, 2005, from

Thomas, A. (2004). Digital literacies of the cybergirl. E-Learning, 1 (3). Retrieved September 29, 2005, from

Turkle, S. (1995). A tale of two aesthetics. In Life on the screen: identity in the age of the Internet (pp. 29-49). New York: Simon & Schuster.

Weiser, M. & Brown, J. S. (1996). Designing calm technology. Power Grid Journal, 1(1). Retrieved April 07, 2005, from

Weiser, M. (1994). The world is not a desktop. ACM Interactions, 1(1), 7-8. Retrieved April 07, 2005, from


Recommended readings:

Arns, I. (2003). Interaction, participation, networking: Art and telecommunication. In R. Frieling & D. Daniels, (Eds.), Media art net: survey of media art = Medien Kunst Netz: Medienkunst im Ueberblick (pp. 333-349). Wien; New York: Springer. The online article (with examples and spread over 22 short pages) can be found at:

Brown, B. (2002). Studying the use of mobile technology. In B. Brown, N. Green & R. Harper, (Eds.), Wireless world: social and interactional aspects of the mobile age (pp. 3-15). London: Springer-Verlag.

De Souza e Silva, A., & Delacruz, G. (in press). Hybrid Reality Games reframed: potential uses in educational contexts. Games and Culture .

De Souza e Silva, A. (2004). From simulations to hybrid space: how nomadic technologies change the real. Technoetic Arts -- an international journal of speculative research, 1 (3), 209-221.

Hayles, N. K. (1999). Contesting for the body of information: The Macy conferences on cybernetics. In How we became post-human: virtual bodies in cybernetics, literature, and informatics(pp. 50-83). Chicago: University of Chicago Press.

Koskinen, I., Kurvinen, E., Turo-Kimo, L. (2002). Creating sociability: images of the self and others. In Professional mobile image (pp. 77-90). Finland: Edita Prima Inc.

Morse, M. (1996). Nature Morte: Landscape and narrative in virtual environments. [Part 1] [Part 2] In: M. A. Moser & D. MacLeod, (Eds.), Immersed in Technology (pp. 195-232). New York: Leonardo Books.

Puro, J.P. (2002). Finland: a mobile culture. In J. E. Katz & M. Aakhus (Eds.), Perpetual contact: mobile communication, private talk, public performance (pp. 19-29). Cambridge: Cambridge University Press.

Turkle, S. (1995). Aspects of the self. [Part 1] [Part 2] In Life on the Screen: identity in the age of the Internet (pp. 177-209). New York: Simon & Schuster.


Online Resources:
RSS Reader (
This is a software that allows you to subscribe to some rss feeders and receive daily news on your computer (not via email)

Wired News (
Created by Nicholas Negroponte, this is one of the most popular technology and new media online magazines. Great source of information.

New Scientist (
Also good source of information on technology and internet.

The New York Times (
The Technology section has often very good articles.

Mobile Research Forum (
That's a site sponsored by the a site sponsored by the European Centre for Digital Communication, targeted at people involved in mobile research.

The Feature: It’s all about the mobile Internet (
A project originally funded by Nokia and headed by Howard Rheingold. One of the best sources for mobile content. The archives are still online.

Smart Mobs (

Howard Rheingold's website about mobile technologies.

Janet Murray's Hamlet on the Holodeck book website: (

For APA Style
APA Style Guide (,
Purdue online writing lab (
The library also formats basic sources for you (
And if you don't find what you're looking for in the web sources above, go to the library and get the old good physical book:
Publication manual of the American Psychological Association, 5th Edition.

For help with writing your final paper:
Purdue online writing lab (


The Thirteenth Floor (1999) by Josef Rusnak

Virtual Worlds:
Active Worlds (
The Palace (
LambdaMOO (LamdaMOO unofficial homepage: