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Books > Computing & IT > General theory of computing
Has the virtual invaded the realm of the real, or has the real
expanded its definition to include what once was characterized as
virtual? With the continual evolution of digital technology, this
distinction grows increasingly hazy. But perhaps the distinction
has become obsolete; perhaps it is time to pay attention to the
intersections, mutations, and transmigrations of the virtual and
the real. Certain it is time to reinterpret the practice and study
of music. The Oxford Handbook of Music and Virtuality, edited by
Shelia Whiteley and Shara Rambarran, is the first book to offer a
kaleidoscope of interdisciplinary perspectives from scholars around
the globe on the way in which virtuality mediates the
dissemination, acquisition, performance, creation, and reimagining
of music. The Oxford Handbook of Music and Virtuality addresses
eight themes that often overlap and interact with one another.
Questions of the role of the audience, artistic agency, individual
and communal identity, subjectivity, and spatiality repeatedly
arise. Authors specifically explore phenomena including holographic
musicians and virtual bands, and the benefits and detriments
surrounding the free circulation of music on the internet. In
addition, the book investigates the way in which fans and musicians
negotiate gender identities as well as the dynamics of audience
participation and community building in a virtual environment. The
handbook rehistoricizes the virtual by tracing its progression from
cartoons in the 1950s to current industry innovations and changes
in practice. Well-grounded and wide-reaching, this is a book that
students of any number of disciplines, from Music to Cultural
Studies, have awaited.
In this volume, the authors begin by defining usability, advocating
and explaining the methods of usability engineering and reviewing
many techniques for assessing and assuring usability throughout the
development process. They then follow all the steps in planning and
conducting a usability test, analyzing data, and using the results
to improve both products and processes.
This book is simply written and filled with examples from many
types of products and tests. It discusses the full range of testing
options from quick studies with a few subjects to more formal tests
with carefully designed controls. The authors discuss the place of
usability laboratories in testing as well as the skills needed to
conduct a test.
Included are forms to use or modify to conduct a usability test, as
well as layouts of existing labs that will help the reader build
his or her own.
This book is a study of how scientific computation developed in
British universities, the scientific civil service, and the armed
services during the period 1900-1950. It describes the emergence of
computing laboratories in Britain, along with the machines and
personalities involved. British computational work is examined from
an organizational perspective and the concept of centralized
computing power is discussed. Computing methods used up to the
1950s ranged from the use of mathematical tables, via slide rules
and other mathematical instruments, to desk calculating machines,
accounting machines, differential analysers, and early computers.
Hilbert's Programs & Beyond presents the foundational work of
David Hilbert in a sequence of thematically organized essays. They
first trace the roots of Hilbert's work to the radical
transformation of mathematics in the 19th century and bring out his
pivotal role in creating mathematical logic and proof theory. They
then analyze techniques and results of "classical" proof theory as
well as their dramatic expansion in modern proof theory. This
intellectual experience finally opens horizons for reflection on
the nature of mathematics in the 21st century: Sieg articulates his
position of reductive structuralism and explores mathematical
capacities via computational models.
A delightful, engaging, and comprehensive overview of interaction
design Effective and engaging design is a critical component of any
digital product, from virtual reality software to chatbots,
smartphone apps, and more. In the newly updated sixth edition of
Interaction Design: Beyond Human-Computer Interaction, a team of
accomplished technology, design, and computing professors delivers
an intuitive and instructive discussion of the principles
underlying the design of effective interactive technologies. The
authors discuss how to design and apply digital technologies in the
real world, illustrated with numerous examples. The book explores
the interdisciplinary foundations of interaction design, including
skills from product design, computer science, human and social
psychology, and others. The book builds on the highly successful
fifth edition and draws on extensive new research and interviews
with accomplished professionals and researchers in the field that
reflect a rapidly-changing landscape. It is supported by a website
hosting digital resources that add to and complement the material
contained within. Readers will also find: Explorations of the
social and emotional components of interacting with apps, digital
devices and computers Descriptions about how to design, prototype,
evaluate and construct technologies that support human-computer
interaction Discussions of the cognitive aspects of interaction
design, as well as design and evaluation, including usability
testing and expert reviews. An essential text for undergraduate and
graduate students of human-computer interaction, interaction
design, software engineering, web design, and information studies,
Interaction Design will also prove to be indispensable for
interaction design and user experience professionals.
Get the most out of your computer with our quick and easy 6-page
laminated guide focusing on configuration and management of your
system for you, with guidance for setting up and securing other
users that may use your computer. Joan Lambert, author of multiple
books on the Microsoft Office Suite, creator of many Lynda.com
videos and an experienced corporate trainer used her experience and
knowledge to cover the most relevant functions for users at
different levels. Suggested uses: Workplace -- easy access at a
moments notice to find a function you need to use; Company Training
-- reduce help-desk calls and keep productivity flowing for a team
or for your entire company; Family & Shared -- admin and set up
secure family accounts to keep things separated while controlling
time spent on the computer; Students/Teachers/Parents -- help with
the learning curve in a classroom or at home; College Students --
make sure you are set-up, secure and using features that can make
your life easier.
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