Author: Jussi Parikka
Publisher: John Wiley & Sons
ISBN: 0745675964
Category : Social Science
Languages : en
Pages : 215
Book Description
This cutting-edge text offers an introduction to the emerging field of media archaeology and analyses the innovative theoretical and artistic methodology used to excavate current media through its past. Written with a steampunk attitude, What is Media Archaeology? examines the theoretical challenges of studying digital culture and memory and opens up the sedimented layers of contemporary media culture. The author contextualizes media archaeology in relation to other key media studies debates including software studies, German media theory, imaginary media research, new materialism and digital humanities. What is Media Archaeology? advances an innovative theoretical position while also presenting an engaging and accessible overview for students of media, film and cultural studies. It will be essential reading for anyone interested in the interdisciplinary ties between art, technology and media.
What is Media Archaeology?
Author: Jussi Parikka
Publisher: John Wiley & Sons
ISBN: 0745675964
Category : Social Science
Languages : en
Pages : 215
Book Description
This cutting-edge text offers an introduction to the emerging field of media archaeology and analyses the innovative theoretical and artistic methodology used to excavate current media through its past. Written with a steampunk attitude, What is Media Archaeology? examines the theoretical challenges of studying digital culture and memory and opens up the sedimented layers of contemporary media culture. The author contextualizes media archaeology in relation to other key media studies debates including software studies, German media theory, imaginary media research, new materialism and digital humanities. What is Media Archaeology? advances an innovative theoretical position while also presenting an engaging and accessible overview for students of media, film and cultural studies. It will be essential reading for anyone interested in the interdisciplinary ties between art, technology and media.
Publisher: John Wiley & Sons
ISBN: 0745675964
Category : Social Science
Languages : en
Pages : 215
Book Description
This cutting-edge text offers an introduction to the emerging field of media archaeology and analyses the innovative theoretical and artistic methodology used to excavate current media through its past. Written with a steampunk attitude, What is Media Archaeology? examines the theoretical challenges of studying digital culture and memory and opens up the sedimented layers of contemporary media culture. The author contextualizes media archaeology in relation to other key media studies debates including software studies, German media theory, imaginary media research, new materialism and digital humanities. What is Media Archaeology? advances an innovative theoretical position while also presenting an engaging and accessible overview for students of media, film and cultural studies. It will be essential reading for anyone interested in the interdisciplinary ties between art, technology and media.
Ergonomics in Design
Author: Francisco Rebelo
Publisher: AHFE International
ISBN: 1958651230
Category : Technology & Engineering
Languages : en
Pages : 773
Book Description
Ergonomics in Design Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA
Publisher: AHFE International
ISBN: 1958651230
Category : Technology & Engineering
Languages : en
Pages : 773
Book Description
Ergonomics in Design Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA
Exploring Human-Computer Interactions in Virtual Performance and Learning in the Context of Rehabilitation.
Author: Danielle Levac
Publisher: Frontiers Media SA
ISBN: 2889715612
Category : Technology & Engineering
Languages : en
Pages : 140
Book Description
Publisher: Frontiers Media SA
ISBN: 2889715612
Category : Technology & Engineering
Languages : en
Pages : 140
Book Description
Building a Better World with Our Information
Author: William Jones
Publisher: Springer Nature
ISBN: 3031022955
Category : Computers
Languages : en
Pages : 183
Book Description
Part 1 in "The Future of" series covers the fundamentals of personal information management (PIM) and then explores the seismic shift, already well underway, toward a world where our information is always at hand (thanks to our devices) and "forever" on the web. Part 2, "Transforming Technologies to Manage Our Information," provides a more focused look at technologies for managing information. The opening chapter discusses "natural interface" technologies of input/output to free us from keyboard, screen, and mouse. Successive chapters then explore technologies to save, search, and structure our information. A concluding chapter introduces the possibility that we may see dramatic reductions in the "clerical tax" we pay as we work with our information. Focus in this concluding Part 3 to the series shifts to the practical and to the near future. What can we do, now or soon, to manage our information better? And, as we do so, how might we build a better world? Part 3 is in three chapters: Chapter 10. Group Information Management and the Social Fabric in PIM. How do we preserve and promote our PIM practices as we interact with others at home, at school, at work, at play and in wider, even global, communities? Chapter 11. PIM by Design. What principles guide us? How can developers build better tools for PIM? How can the rest of us make better use of the tools we already have? Chapter 12. To Each of Us, Our Own concludes with an exploration of the ways each of us, individually, can develop better practices for the management of our information in service of the lives we wish to live and toward a better world we all must share.
Publisher: Springer Nature
ISBN: 3031022955
Category : Computers
Languages : en
Pages : 183
Book Description
Part 1 in "The Future of" series covers the fundamentals of personal information management (PIM) and then explores the seismic shift, already well underway, toward a world where our information is always at hand (thanks to our devices) and "forever" on the web. Part 2, "Transforming Technologies to Manage Our Information," provides a more focused look at technologies for managing information. The opening chapter discusses "natural interface" technologies of input/output to free us from keyboard, screen, and mouse. Successive chapters then explore technologies to save, search, and structure our information. A concluding chapter introduces the possibility that we may see dramatic reductions in the "clerical tax" we pay as we work with our information. Focus in this concluding Part 3 to the series shifts to the practical and to the near future. What can we do, now or soon, to manage our information better? And, as we do so, how might we build a better world? Part 3 is in three chapters: Chapter 10. Group Information Management and the Social Fabric in PIM. How do we preserve and promote our PIM practices as we interact with others at home, at school, at work, at play and in wider, even global, communities? Chapter 11. PIM by Design. What principles guide us? How can developers build better tools for PIM? How can the rest of us make better use of the tools we already have? Chapter 12. To Each of Us, Our Own concludes with an exploration of the ways each of us, individually, can develop better practices for the management of our information in service of the lives we wish to live and toward a better world we all must share.
Augmented Reality
Author: Osslan Osiris Vergara Villegas
Publisher: CRC Press
ISBN: 1040037224
Category : Computers
Languages : en
Pages : 223
Book Description
This book focuses on augmented reality (AR) technology, which uses the real environment to superimpose virtual elements. Therefore, the reader can create applications that simulate scenarios that can be dangerous or expensive to generate in the real world. AR has proven helpful in education, marketing, and industrial scenarios. AR technology improves the user experience of various disciplines, incorporating virtual information that maximizes the experience and adds knowledge. This book intends students, researchers, and developers to have the possibility of finding the foundations on which AR technology rests. Our book intends that students, researchers, and developers: (i) learn the basics of AR; (ii) understand the technologies that support AR; (iii) know about AR applications that have been a watershed; (iv) gain an understanding of the critical elements needed to implement an AR application; (v) acquire skill in the step-by-step development of an AR application; (vi) learn how to use the instruments to evaluate an AR application; (vii) understand how to present the information about study cases; and (viii) gain knowledge about AR challenges and trends.
Publisher: CRC Press
ISBN: 1040037224
Category : Computers
Languages : en
Pages : 223
Book Description
This book focuses on augmented reality (AR) technology, which uses the real environment to superimpose virtual elements. Therefore, the reader can create applications that simulate scenarios that can be dangerous or expensive to generate in the real world. AR has proven helpful in education, marketing, and industrial scenarios. AR technology improves the user experience of various disciplines, incorporating virtual information that maximizes the experience and adds knowledge. This book intends students, researchers, and developers to have the possibility of finding the foundations on which AR technology rests. Our book intends that students, researchers, and developers: (i) learn the basics of AR; (ii) understand the technologies that support AR; (iii) know about AR applications that have been a watershed; (iv) gain an understanding of the critical elements needed to implement an AR application; (v) acquire skill in the step-by-step development of an AR application; (vi) learn how to use the instruments to evaluate an AR application; (vii) understand how to present the information about study cases; and (viii) gain knowledge about AR challenges and trends.
Designing Immersive Video Games Using 3DUI Technologies
Author: Arun K. Kulshreshth
Publisher: Springer
ISBN: 3319779532
Category : Computers
Languages : en
Pages : 122
Book Description
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
Publisher: Springer
ISBN: 3319779532
Category : Computers
Languages : en
Pages : 122
Book Description
A 3D user interface (3DUI) is an interface in which the user performs tasks in three dimensions. For example, interactions using hand/body gestures, interaction using a motion controller (e.g. Sony PlayStation Move), interaction with virtual reality devices using tracked motion controllers, etc. All these technologies which let a user interact in three dimensions are called 3D user interface technologies. These 3D user interfaces have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is unclear how their usage affects game play and if there are any user performance benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a review of research work done in this area and describes experiments focused on usage of stereoscopic 3D, head tracking, and hand gesture-based control in gaming scenarios. These experiments are systematic studies in gaming environments and are aimed at understanding the effect of the underlined 3D interface technology on the gaming experience of a user. Based on these experiments, several design guidelines are presented which can aid game designers in designing better immersive games.
Virtual Reality and Augmented Reality
Author: Bruno Arnaldi
Publisher: John Wiley & Sons
ISBN: 1786301059
Category : Computers
Languages : en
Pages : 370
Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Publisher: John Wiley & Sons
ISBN: 1786301059
Category : Computers
Languages : en
Pages : 370
Book Description
Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education
Author: Akcayir, Gokce
Publisher: IGI Global
ISBN: 1799850447
Category : Education
Languages : en
Pages : 404
Book Description
Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
Publisher: IGI Global
ISBN: 1799850447
Category : Education
Languages : en
Pages : 404
Book Description
Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
Mobile Microservices
Author: Nanxi Chen
Publisher: CRC Press
ISBN: 1000574881
Category : Computers
Languages : en
Pages : 217
Book Description
In the 5G era, edge computing and new ecosystems of mobile microservices enable new business models, strategies, and competitive advantage. Focusing on microservices, this book introduces the essential concepts, technologies, and trade-offs in the edge computing architectural stack, providing for widespread adoption and dissemination. The book elucidates the concepts, architectures, well-defined building blocks, and prototypes for mobile microservice platforms and pervasive application development, as well as the implementation and configuration of service middleware and AI-based microservices. A goal-oriented service composition model is then proposed by the author, allowing for an economic assessment of connected, smart mobile services. Based on this model, costs can be minimized through statistical workload aggregation effects or backhaul data transport reduction, and customer experience and safety can be enhanced through reduced response times. This title will be a useful guide for students and IT professionals to get started with microservices and when studying the use of microservices in pervasive applications. It will also appeal to researchers and students studying software architecture and service-oriented computing, and especially those interested in edge computing, pervasive computing, the Internet of Things, and mobile microservices.
Publisher: CRC Press
ISBN: 1000574881
Category : Computers
Languages : en
Pages : 217
Book Description
In the 5G era, edge computing and new ecosystems of mobile microservices enable new business models, strategies, and competitive advantage. Focusing on microservices, this book introduces the essential concepts, technologies, and trade-offs in the edge computing architectural stack, providing for widespread adoption and dissemination. The book elucidates the concepts, architectures, well-defined building blocks, and prototypes for mobile microservice platforms and pervasive application development, as well as the implementation and configuration of service middleware and AI-based microservices. A goal-oriented service composition model is then proposed by the author, allowing for an economic assessment of connected, smart mobile services. Based on this model, costs can be minimized through statistical workload aggregation effects or backhaul data transport reduction, and customer experience and safety can be enhanced through reduced response times. This title will be a useful guide for students and IT professionals to get started with microservices and when studying the use of microservices in pervasive applications. It will also appeal to researchers and students studying software architecture and service-oriented computing, and especially those interested in edge computing, pervasive computing, the Internet of Things, and mobile microservices.
Integrating Cutting-Edge Technology Into the Classroom
Author: Chee, Ken Nee
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 446
Book Description
The upheavals of technological advancements and the COVID-19 pandemic have reshaped the traditional contours of education, creating a pressing need for innovative solutions to bridge the gap between traditional classrooms and the evolving demands of remote or hybrid learning. As we grapple with these changes, it becomes increasingly evident that the integration of new technology is not just a preference but a necessity to ensure educational resilience and adaptability. Integrating Cutting-Edge Technology Into the Classroom delves into the profound impact of technological disruptions on teaching methodologies, student engagement, and overall learning outcomes. This book doesn't merely document technological advancements; it is a trigger for a fundamental shift in the research community. By showcasing real-world applications and their impact on student achievement, the book propels researchers into uncharted territories, sparking collaboration and dialogue. Through in-depth case studies, research findings, and expert perspectives, it provides a platform for academics, technologists, and educators to explore the opportunities and challenges posed by advanced technologies in education. As an indispensable resource, it fosters a collaborative environment that propels educational technology to new heights.
Publisher: IGI Global
ISBN:
Category : Education
Languages : en
Pages : 446
Book Description
The upheavals of technological advancements and the COVID-19 pandemic have reshaped the traditional contours of education, creating a pressing need for innovative solutions to bridge the gap between traditional classrooms and the evolving demands of remote or hybrid learning. As we grapple with these changes, it becomes increasingly evident that the integration of new technology is not just a preference but a necessity to ensure educational resilience and adaptability. Integrating Cutting-Edge Technology Into the Classroom delves into the profound impact of technological disruptions on teaching methodologies, student engagement, and overall learning outcomes. This book doesn't merely document technological advancements; it is a trigger for a fundamental shift in the research community. By showcasing real-world applications and their impact on student achievement, the book propels researchers into uncharted territories, sparking collaboration and dialogue. Through in-depth case studies, research findings, and expert perspectives, it provides a platform for academics, technologists, and educators to explore the opportunities and challenges posed by advanced technologies in education. As an indispensable resource, it fosters a collaborative environment that propels educational technology to new heights.