{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","id":"8775e0ee-45b3-49e0-9051-2909d31de8ea","uuid":"8775e0ee-45b3-49e0-9051-2909d31de8ea","title":"数字工厂","normalized_title":"数字工厂","author":null,"edition":null,"publisher":null,"year":null,"isbn":"9787523600474","isbns":["9787523600474"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":281,"navigation_url":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea","title_url":"https://workshop.closeclaw.top/ai/title/%E6%95%B0%E5%AD%97%E5%B7%A5%E5%8E%82","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/8775e0ee-45b3-49e0-9051-2909d31de8ea/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/8775e0ee-45b3-49e0-9051-2909d31de8ea","page_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/page","search_url":"https://workshop.closeclaw.top/api/ai/books/8775e0ee-45b3-49e0-9051-2909d31de8ea/search"},"page":{"printed_page":258,"pdf_page":262,"physical_index":262,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"11b19da95b5348f5ebdedfcc0264b8addb65e0671e4b18e83f68f56b50af431e"},"chapter":"第4章隐形的工厂：社交媒体","content":"Dachwitz, Ingo,andMarkus Reuter.\"WarumKünstliche Intelligenz Facebooks Moderationsprobleme nicht lösen kann, ohne neue zu schaffen.\" Netzpolitik, May 4,2019.https://netzpolitik.org/2019/warum-kuenstlicheintelligenz-facebooks-moderationsprobleme-nicht-loesen-kann-ohne-neue-zuschaffen/.\n\nDibbell, Julian. \"The Chinese Game Room: Play, Productivity, and Computing at Their Limits.\" Artifact 2, no. 2 (2008): 82–87.\n\nDibbell, Julian. \"The Decline and Fall of an Ultra Rich Online Gaming Empire.\" Wired, November 24, 2008. https://www.wired.com/2008/11/ff-ige/.\n\nDodge, Martin, and Rob Kitchin.\"Codes of Life: Identification Codes and the Machine-ReadableWorld.\"Environment and Planning D: Society and Space 23, no. 6 (2005): 851–81.\n\nDodge, Martin, and Rob Kitchin. Code/Space: Software and Everyday Life. Cambridge, MA: MIT Press, 2011.\n\nDwoskin, Elizabeth, Jeanne Whalen, and Regine Cabato. \"Content Moderators at YouTube, Facebook and Twitter See the Worst of the Web.\" Washington Post, July 25, 2019. https://www.washingtonpost.com/technology/2019/07/25/social-mediacompanies-are-outsourcing-their-dirty-work-philippines-generation-workersis-paying-price/.\n\nDyer-Witheford, Nick. Cyber-Marx: Cycles and Circuits of Struggle in High-Technology Capitalism. Urbana: University of Illinois Press, 1999.\n\nDyer-Witheford, Nick. Cyber-Proletariat: Global Labour in the Digital Vortex. London: Pluto Press, 2015.\n\nDyer-Witheford, Nick, \"Empire, Immaterial Labor, the New Combinations, and the Global Worker.\" Rethinking Marxism13, no. 3-4\n\n数字工厂\n\n258","previous_page":257,"next_page":259}