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Books > Computing & IT > Internet > General
Digital art practitioners work under the constant threat of a medium - the digital - that objectifies the self and depersonalises artistic identities. If digital technology is a pharmakon in that it can be either cure or poison, with regard to digital art practices the digital may have in fact worked as a placebo that has allowed us to push back the date in which the crisis between digital and art will be given serious thought. This book is hence concerned with an analysis of such a relationship and proposes their rethinking in terms of an ethico-phenomenological practice informed by an in-depth understanding of the digital medium. Giuseppe Torre engages with underground cultures such as Free and Libre Open Source Software (FLOSS) and its ties with art discourse. The discussion is informed by various philosophical discourses and media theories, with a focus on how such ideas connect back to the existing literature in performance studies. Replete with examples of artwork and practices, this book will be of great interest to students and scholars of theatre and performance studies, art and technology.
Urban Sensographies views the human body as a highly nuanced sensor to explore how various performance-based methods can be implemented to gather usable 'felt data' about the environment of the city as the basis for creating embodied mappings. The contributors to this fascinating volume seek to draw conclusions about the constitution, character and morphology of urban space as public, habitable and sustainable by monitoring the reactions of the human body as a form of urban sensor. This co-authored book is centrally concerned, as a symptom of the degree to which cities are evolving in the 21st century, to examine the effects of this change on the practices and behaviours of urban dwellers. This takes into account such factors as: defensible, retail and consumer space; legacies of modernist design in the built environment; the effects of surveillance technologies, motorised traffic and smart phone use; the integration of 'wild' as well as 'domesticated' nature in urban planning and living; and the effects of urban pollution on the earth's climate. Drawing on three years of funded practical research carried out by a multi-medial team of researchers and artists, this book analyses the presence and movement of the human body in urban space, which is essential reading for academics and practitioners in the fields of dance, film, visual art, sound technology, digital media and performance studies.
This book aims to provide the latest research developments and results in the domain of AI techniques for smart cyber ecosystems. It presents a holistic insight into AI-enabled theoretic approaches and methodology in IoT networking, security analytics using AI tools and network automation, which ultimately enable intelligent cyber space. This book will be a valuable resource for students, researchers, engineers and policy makers working in various areas related to cybersecurity and privacy for Smart Cities. This book includes chapters titled "An Overview of the Artificial Intelligence Evolution and Its Fundamental Concepts, and Their Relationship with IoT Security", "Smart City: Evolution and Fundamental Concepts", "Advances in AI-Based Security for Internet of Things in Wireless Virtualization Environment", "A Conceptual Model for Optimal Resource Sharing of Networked Microgrids Focusing Uncertainty: Paving Path to Eco-friendly Smart Cities", "A Novel Framework for a Cyber Secure Smart City", "Contemplating Security Challenges and Threats for Smart Cities", "Self-Monitoring Obfuscated IoT Network", "Introduction to Side Channel Attacks and Investigation of Power Analysis and Fault Injection Attack Techniques", "Collaborative Digital Forensic Investigations Model for Law Enforcement: Oman as a Case Study", "Understanding Security Requirements and Challenges in the Industrial Internet of Things: A Review", "5G Security and the Internet of Things", "The Problem of Deepfake Videos and How to Counteract Them in Smart Cities", "The Rise of Ransomware Aided by Vulnerable IoT Devices", "Security Issues in Self-Driving Cars within Smart Cities", and "Trust-Aware Crowd Associated Network-Based Approach for Optimal Waste Management in Smart Cities". This book provides state-of-the-art research results and discusses current issues, challenges, solutions and recent trends related to security and organization within IoT and Smart Cities. We expect this book to be of significant importance not only to researchers and practitioners in academia, government agencies and industries, but also for policy makers and system managers. We anticipate this book to be a valuable resource for all those working in this new and exciting area, and a "must have" for all university libraries.
This new volume looks at the electrifying world of blockchain technology and how it has been revolutionizing the Internet of Things and cyber-physical systems. Aimed primarily at business users and developers who are considering blockchain-based projects, the volume provides a comprehensive introduction to the theoretical and practical aspects of blockchain technology. It presents a selection of chapters on topics that cover new information on blockchain and bitcoin security, IoT security threats and attacks, privacy issues, fault-tolerance mechanisms, and more. Some major software packages are discussed, and it also addresses the legal issues currently affecting the field. The information presented here is relevant to current and future problems relating to blockchain technology and will provide the tools to build efficient decentralized applications. Blockchain technology and the IoT can profoundly change how the world-and businesses-work, and this book provides a window into the current world of blockchain. No longer limited to just Bitcoin, blockchain technology has spread into many sectors and into a significant number of different technologies.
This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.
Provides the fundamentals of cloud computing; Focuses on new applications for cloud computing; Analyzes real-time problems
This book discusses the use of the internet in China, the complicated power relations in online political communications, and the interactions and struggles between the government and the public over the use of the internet. It argues that there is a "semi-structured" online public sphere, in which there is a certain amount of equal and liberal political communication, but that the online political debates are also limited by government control and censorship, as well as by inequality and exclusions, and moreover that the government rarely engages in the political debates. Based on extensive original research, and considering specific debates around particular issues, the book analyses how Chinese net-users debate about political issues, how they problematize the government's actions and policies, what language they use, what online discourses are produced, and how the debates and online discourses are limited. Overall, the book provides a rich picture of the current state of online political communication in China.
Data storage, processing, and management at remote location over dynamic networks is the most challenging task in cloud networks. Users' expectations are very high for data accuracy, reliability, accessibility, and availability in pervasive cloud environment. It was the core motivation for the Cloud Networks Internet of Things (CNIoT). The exponential growth of the networks and data management in CNIoT must be implemented in fast growing service sectors such as logistic and enterprise management. The network based IoT works as a bridge to fill the gap between IT and cloud networks, where data is easily accessible and available. This book provides a framework for the next generation of cloud networks, which is the emerging part of 5G partnership projects. This contributed book has following salient features, A cloud-based next generation networking technologies. Cloud-based IoT and mobility management technology. The proposed book is a reference for research scholars and course supplement for cloud-IoT related subjects such as distributed networks in computer/ electrical engineering. Sanjay Kumar Biswash is working as an Assistant professor in NIIT University, India. He held Research Scientist position, Institute of Cybernetics, National Research Tomsk Polytechnic University, Russia. He was PDF at LNCC, Brazil and SDSU, USA. He was a visiting researcher to the UC, Portugal. Sourav Kanti Addya is working as an Assistant professor in NITK, Surathkal, India. He was a PDF at IIT Kharagpur, India. He was a visiting scholar at SDSU, USA. He obtained national level GATE scholarship. He is a member of IEEE, ACM.
Two of the most prolific and challenging authorities on the topic of competitive intelligence (CI) reflect on and respond to the changes in the field over the last decade. The authors point out that CI users have to change what they are doing, show why they are doing it, and provide ways of doing it. Their book reviews the problems in the development of CI since the 1980s, discusses the impact of the Internet and the rise in use of other secondary sources, and draws from and provides access to the growing body of CI information, knowledge, and literature. Combining a scholarly approach with hands-on advice, McGonagle and Vella have written the first work to guide CI professionals through the emerging literature of their field. Among the important changes in the field the authors cover are: the radical changes in on line database searching and ways in which the Internet has fundamentally modified how we think of accessing data. Their book explores and reports the major body of work from the Society of Competitive Intelligence Professionals, now that more businesses worldwide are using competitive intelligence and either writing about their experiences with it, or joining in new benchmarking studies. The result is newer information on what really works, what doesn't work, and who is doing what with it. The book is thus a starting point for people new to the field of CI as well as a resource to help experienced professionals do their jobs better.
This book provides an overview of disability exceptions to copyright infringement and the international and human rights legal framework for disability rights and exceptions. The focus is on those exceptions as they apply to visual art, while the book presents a comprehensive study of copyright's disability exceptions per se and the international and human rights law framework in which they are situated. 3D printing now allows people with a visual impairment to experience 3D reproductions of paintings, drawings and photographs through touch. At the same time, the uncertain application of existing disability exceptions to these reproductions may generate concerns about legal risk, hampering sensory art projects and reducing inclusivity and equity in cultural engagement by people with a visual impairment. The work adopts an interdisciplinary approach, with contributions from diverse stakeholders, including persons with disabilities, cultural institutions and the 3D printing industry. The book sketches the scene relating to sensory art projects. Experts in intellectual property, human rights, disability and art law then critically analyse the current legal landscape relating to disability access to works of visual art at both international and regional levels, as well as across a broad representative sample of national jurisdictions, and identify where legal reform is required. This comparative analysis of the laws aims to better inform stakeholders of the applicable legal landscape, the legal risks and opportunities associated with sensory art and the opportunities for reform and best practice guidelines, with the overarching goal of facilitating international harmonisation of the law and enhanced inclusivity.
The author of this book has identified the seven key emerging Internet-related technologies: Internet of things, smart everything, big data, cloud computing, cybersecurity, software-defined networking, and online education. Together these technologies are transformational and disruptive. This book provides researchers, students, and professionals a comprehensive introduction, applications, benefits, and challenges for each technology. It presents the impact of these cutting-edge technologies on our global economy and its future. The word "technology" refers to "collection of techniques, skills, methods, and processes used in the production of goods or services."
Life without the internet, a very new technology, seems almost unimaginable for most people in western nations. Today the internet is intrinsic to media and communications, entertainment, politics, defence, business, banking, education and administrative systems as well as to social interaction. "The Internet" disentangles this extraordinarily complex information and communication technology from its place in our daily lives, allowing it to be examined anew. Technology has historically been shaped by governmental, military and commercial requirements, but the development of the internet is increasingly driven by its users. YouTube, Facebook, Twitter, Flickr and many other emerging applications are shifting the way we express ourselves, communicate with our friends, and even engage with global politics. At the same time three-quarters of the world's population remain effectively excluded from the internet. Packed with case studies drawn from around the world, "The Internet" presents a clear and up-to-date introduction to the social, cultural, technological and political worlds this new media form is creating.
Welcome to the third volume of Game Audio Programming: Principles and Practices-the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more. This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you've been a game audio programmer for one year or ten years, or even if you've just been assigned the task and are trying to figure out what it's all about, this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
'Boldly reactionary... What looks like feast, Carr argues, may be closer to famine' Sunday Times 'Chilling' The Economist In this ground-breaking and compelling book, Nicholas Carr argues that not since Gutenberg invented printing has humanity been exposed to such a mind-altering technology. The Shallows draws on the latest research to show that the Net is literally re-wiring our brains inducing only superficial understanding. As a consequence there are profound changes in the way we live and communicate, remember and socialise - even in our very conception of ourselves. By moving from the depths of thought to the shallows of distraction, the web, it seems, is actually fostering ignorance. The Shallows is not a manifesto for luddites, nor does it seek to turn back the clock. Rather it is a revelatory reminder of how far the Internet has become enmeshed in our daily existence and is affecting the way we think. This landmark book compels us all to look anew at our dependence on this all-pervasive technology. This 10th-anniversary edition includes a new afterword that brings the story up to date, with a deep examination of the cognitive and behavioural effects of smartphones and social media.
Make friends and sell things to people through social media Social media technology is restlessly inventive, providing thousands of awesome ways for you to market your business inexpensively and on a large scale--often directly into the pockets of consumers. But in the proliferating, ever-changing world of tweets, influencers, handles, and alerts, it can be hard to know where to begin and then to evaluate what's actually working for you. In the new edition of Social Media Marketing for Dummies, leading SMM voices Shiv Singh and Stephanie Diamond clear away the confusion and show you the smartest, most effective ways to plan, launch, manage, and assess your campaigns--and then iterate and optimize for increased success. Incorporating the latest trends and presented in a friendly, easily digestible step-by-step style, you'll find the ultimate blueprint for developing your best SMM strategy. In no time, you'll find out how to line up with Facebook, Twitter, Tumblr, and Google, develop a unique and compelling voice, and influence your key audience all the way to the bank. Choose the best SMM combination for you Avoid common mistakes and pitfalls Track your customers from awareness to retention Try out the latest stuff that really works Whether your organization is large or small, it simply doesn't pay to be shy. Find your voice, get social, and chat your way to attracting and keeping new customers today!
Social technology is quickly becoming a vital tool in our personal, educational, and professional lives. However, while social networking helps the world stay connected, its use must be further examined in order to determine any possible pitfalls associated with the use of this technology. Implications of Social Media Use in Personal and Professional Settings investigates the paradoxical nature of social networking in our personal lives and in the workplace. Highlighting emergent research and psychological impacts, this publication is an indispensable reference source for academics, researchers, and professionals interested in the application of social media, as well as the positive aspects and detrimental effects of the usage of these technologies.
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, are applied in embedded systems and Internet-of-Things devices. This has brought techniques such as Kalman Filtering, which are capable of combining information from multiple sensors or sources, to the interest of students and hobbyists. This book will explore the necessary background concepts, helping a much wider audience of readers develop an understanding and intuition that will enable them to follow the explanation for the Kalman Filtering algorithm. Key Features: Provides intuitive understanding of Kalman Filtering approach Succinct overview of concepts to enhance accessibility and appeal to a wide audience Interactive learning techniques with code examples Malek Adjouadi, PhD, is Ware Professor with the Department of Electrical and Computer Engineering at Florida International University, Miami. He received his PhD from the Electrical Engineering Department at the University of Florida, Gainesville. He is the Founding Director of the Center for Advanced Technology and Education funded by the National Science Foundation. His earlier work on computer vision to help persons with blindness led to his testimony to the U.S. Senate on the committee of Veterans Affairs on the subject of technology to help persons with disabilities. His research interests are in imaging, signal processing and machine learning, with applications in brain research and assistive technology. Armando Barreto, PhD, is Professor of the Electrical and Computer Engineering Department at Florida International University, Miami, as well as the Director of FIU's Digital Signal Processing Laboratory, with more than 25 years of experience teaching DSP to undergraduate and graduate students. He earned his PhD in electrical engineering from the University of Florida, Gainesville. His work has focused on applying DSP techniques to the facilitation of human-computer interactions, particularly for the benefit of individuals with disabilities. He has developed human-computer interfaces based on the processing of signals and has developed a system that adds spatialized sounds to the icons in a computer interface to facilitate access by individuals with "low vision." With his research team, he has explored the use of Magnetic, Angular-Rate and Gravity (MARG) sensor modules and Inertial Measurement Units (IMUs) for human-computer interaction applications. He is a senior member of the Institute of Electrical and Electronics Engineers (IEEE) and the Association for Computing Machinery (ACM). Francisco R. Ortega, PhD, is an Assistant Professor at Colorado State University and Director of the Natural User Interaction Lab (NUILAB). Dr. Ortega earned his PhD in Computer Science (CS) in the field of Human-Computer Interaction (HCI) and 3D User Interfaces (3DUI) from Florida International University (FIU). He also held a position of Post-Doc and Visiting Assistant Professor at FIU. His main research area focuses on improving user interaction in 3DUI by (a) eliciting (hand and full-body) gesture and multimodal interactions, (b) developing techniques for multimodal interaction, and (c) developing interactive multimodal recognition systems. His secondary research aims to discover how to increase interest for CS in non-CS entry-level college students via virtual and augmented reality games. His research has resulted in multiple peer-reviewed publications in venues such as ACM ISS, ACM SUI, and IEEE 3DUI, among others. He is the first-author of the CRC Press book Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications and Game Development. Nonnarit O-larnnithipong, PhD, is an Instructor at Florida International University. Dr. O-larnnithipong earned his PhD in Electrical Engineering, majoring in Digital Signal Processing from Florida International University (FIU). He also held a position of Post-Doctoral Associate at FIU in 2019. His research has focused on (1) implementing the sensor fusion algorithm to improve orientation measurement using MEMS inertial and magnetic sensors and (2) developing a 3D hand motion tracking system using Inertial Measurement Units (IMUs) and infrared cameras. His research has resulted in multiple peer-reviewed publications in venues such as HCI-International and IEEE Sensors.
The emergence of affordable micro sensors, such as MEMS Inertial Measurement Systems, are applied in embedded systems and Internet-of-Things devices. This has brought techniques such as Kalman Filtering, which are capable of combining information from multiple sensors or sources, to the interest of students and hobbyists. This book will explore the necessary background concepts, helping a much wider audience of readers develop an understanding and intuition that will enable them to follow the explanation for the Kalman Filtering algorithm. Key Features: Provides intuitive understanding of Kalman Filtering approach Succinct overview of concepts to enhance accessibility and appeal to a wide audience Interactive learning techniques with code examples Malek Adjouadi, PhD, is Ware Professor with the Department of Electrical and Computer Engineering at Florida International University, Miami. He received his PhD from the Electrical Engineering Department at the University of Florida, Gainesville. He is the Founding Director of the Center for Advanced Technology and Education funded by the National Science Foundation. His earlier work on computer vision to help persons with blindness led to his testimony to the U.S. Senate on the committee of Veterans Affairs on the subject of technology to help persons with disabilities. His research interests are in imaging, signal processing and machine learning, with applications in brain research and assistive technology. Armando Barreto, PhD, is Professor of the Electrical and Computer Engineering Department at Florida International University, Miami, as well as the Director of FIU's Digital Signal Processing Laboratory, with more than 25 years of experience teaching DSP to undergraduate and graduate students. He earned his PhD in electrical engineering from the University of Florida, Gainesville. His work has focused on applying DSP techniques to the facilitation of human-computer interactions, particularly for the benefit of individuals with disabilities. He has developed human-computer interfaces based on the processing of signals and has developed a system that adds spatialized sounds to the icons in a computer interface to facilitate access by individuals with "low vision." With his research team, he has explored the use of Magnetic, Angular-Rate and Gravity (MARG) sensor modules and Inertial Measurement Units (IMUs) for human-computer interaction applications. He is a senior member of the Institute of Electrical and Electronics Engineers (IEEE) and the Association for Computing Machinery (ACM). Francisco R. Ortega, PhD, is an Assistant Professor at Colorado State University and Director of the Natural User Interaction Lab (NUILAB). Dr. Ortega earned his PhD in Computer Science (CS) in the field of Human-Computer Interaction (HCI) and 3D User Interfaces (3DUI) from Florida International University (FIU). He also held a position of Post-Doc and Visiting Assistant Professor at FIU. His main research area focuses on improving user interaction in 3DUI by (a) eliciting (hand and full-body) gesture and multimodal interactions, (b) developing techniques for multimodal interaction, and (c) developing interactive multimodal recognition systems. His secondary research aims to discover how to increase interest for CS in non-CS entry-level college students via virtual and augmented reality games. His research has resulted in multiple peer-reviewed publications in venues such as ACM ISS, ACM SUI, and IEEE 3DUI, among others. He is the first-author of the CRC Press book Interaction Design for 3D User Interfaces: The World of Modern Input Devices for Research, Applications and Game Development. Nonnarit O-larnnithipong, PhD, is an Instructor at Florida International University. Dr. O-larnnithipong earned his PhD in Electrical Engineering, majoring in Digital Signal Processing from Florida International University (FIU). He also held a position of Post-Doctoral Associate at FIU in 2019. His research has focused on (1) implementing the sensor fusion algorithm to improve orientation measurement using MEMS inertial and magnetic sensors and (2) developing a 3D hand motion tracking system using Inertial Measurement Units (IMUs) and infrared cameras. His research has resulted in multiple peer-reviewed publications in venues such as HCI-International and IEEE Sensors.
Social media users fracture into tribes, but social media ecosystems are globally interconnected technically, socially, culturally, and economically. At the crossroads, Huatong Sun, author of Cross-Cultural Technology Design, presents theory, method, and case studies to uncover the global interconnectedness of social media design and reorient universal design standards. Centering on the dynamics between structure and agency, Sun draws on practice theories and transnational fieldwork and articulates a critical design approach. The "CLUE2 (CLUE squared)" framework extends from situated activity to social practice, and connects macro institutions with micro interactions to redress asymmetrical relations in everyday life. Why were Japanese users not crazed about Facebook? Would Twitter have had been more successful than its copycat Weibo in China if not banned? How did mobilities and value propositions play out in the competition of WhatsApp, WeChat, LINE, and KakaoTalk for global growth? Illustrating the cultural entanglement with a relational view of design, Sun provides three provocative accounts of cross-cultural social media design and use. Concepts such as affordance, genre, and uptake are demonstrated as design tools to bind the material with the discursive and leap from the critical to the generative for culturally sustaining design. Sun calls to reshape the crossroads into a design square where differences are nourished as design resources, where diverse discourses interact for innovation, and where alternative design epistemes thrive from the local. This timely book will appeal to researchers, students, and practitioners who design across disciplines, paradigms, and boundaries to bridge differences in this increasingly globalized world.
This revised edition has more breadth and depth of coverage than the first edition. Information Technology: An Introduction for Today's Digital World introduces undergraduate students to a wide variety of concepts that they will encounter throughout their IT studies and careers. The features of this edition include: Introductory system administration coverage of Windows 10 and Linux (Red Hat 7), both as general concepts and with specific hands-on instruction Coverage of programming and shell scripting, demonstrated through example code in several popular languages Updated information on modern IT careers Computer networks, including more content on cloud computing Improved coverage of computer security Ancillary material that includes a lab manual for hands-on exercises Suitable for any introductory IT course, this classroom-tested text presents many of the topics recommended by the ACM Special Interest Group on IT Education (SIGITE). It offers a far more detailed examination of the computer and IT fields than computer literacy texts, focusing on concepts essential to all IT professionals - from system administration to scripting to computer organization. Four chapters are dedicated to the Windows and Linux operating systems so that students can gain hands-on experience with operating systems that they will deal with in the real world.
This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
This book investigates how social media are reconfiguring dying, death, and mourning. Taking a narrative approach, it argues that dying, death, and mourning are shared online as small stories of the moment, which are organized around transgressive moments and events with motivational, participatory, or connective scope. Through the different case studies discussed, this book presents an empirical framework for analyzing small stories of dying, death and mourning as practices of sharing which become associated with specific modes of affective positioning, i.e. modulations of different degrees of distance or proximity to the death event and the dead, the networked audience(s), and the affective self. The book calls for the study of affect as integral to narrative activity and opens up broader questions about how stories and emotion are mobilized in digital cultures for accruing audiences, value (social or economic), and visibility. It will be of interest to researchers in narrative analysis, the anthropology and sociology of emotion, digital communication, media and cultural studies, and (digital) death and dying.
This edited collection considers various meanings of the "Spotification" of music and other media. Specifically, it replies to the editor's call to address the changes in media cultures and industries accompanying the transition to streaming media and media services. Streaming media services have become part of daily life all over the world, with Spotify, in particular, inheriting and reconfiguring characteristics of older ways of publishing, distributing, and consuming media. The contributors look to the broader community of music, media, and cultural researchers to spell out some of the implications of the Spotification of music and popular culture. These include changes in personal media consumption and production, educational processes, and the work of media industries. Interdisciplinary scholarship on commercial digital distribution is needed more than ever to illuminate the qualitative changes to production, distribution, and consumption accompanying streaming music and television. This book represents the latest research and theory on the conversion of mass markets for recorded music to streaming services.
This book provides a comprehensive overview for the use of femtocells in smart Internet of Things (IoT) environments. Femtocells will help mobile operators to provide a basis for the next generation of services which are a combination of voice, video, and data services to mobile users. This book discusses modelling traffic and deployment strategies in femtocells and provides a review for the use of femtocells and their applications in IoT environments. Moreover, it highlights the efficient real-time medium access, data delivery, caching and security aspects in smart spaces. It concludes by presenting open research issues associated with smart IoT-femtocell based applications.
Scientists in different geographical locations conduct real-time experiments in a virtual shared workspace. E-commerce provides an emerging market for businesses large and small. E-mail, Servers, and Enterprise Resources Planning have revolutionized businesses on every level. People from all over the globe gather in chat rooms. The Internet is here to stay and Internet technologies and applications continue to grow and evolve. The Handbook of Internet Computing presents comprehensive coverage of all technical issues related to the Internet and its applications. It addresses hot topics such as Internet architectures, content-based multimedia retrieval on the Internet, Web-based collaboration, Web search engines, digital libraries, and more. Real-life examples illustrate the concepts so that technical, non-technical and business people can quickly grasp the fundamentals. |
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