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Books > Computing & IT > Computer software packages > Multimedia
Over the past decade the field of Human-Computer Interaction has evolved from the study of the usability of interactive products towards a more holistic understanding of how they may mediate desired human experiences. This book identifies the notion of diversity in users' experiences with interactive products and proposes methods and tools for modeling this along two levels: (a) interpersonal diversity in users' responses to early conceptual designs, and (b) the dynamics of users' experiences over time. The Repertory Grid Technique is proposed as an alternative to standardized psychometric scales for modeling interpersonal diversity in users' responses to early concepts in the design process, and new Multi-Dimensional Scaling procedures are introduced for modeling such complex quantitative data. iScale, a tool for the retrospective assessment of users' experiences over time is proposed as an alternative to longitudinal field studies, and a semi-automated technique for the analysis of the elicited experience narratives is introduced. Through these two methodological contributions, this book argues against averaging in the subjective evaluation of interactive products. It proposes the development of interactive tools that can assist designers in moving across multiple levels of abstraction of empirical data, as design-relevant knowledge might be found on all these levels. Foreword by Jean-Bernard Martens and Closing Note by Marc Hassenzahl.
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Eye tracking is a widely used research method, but there are many questions and misconceptions about how to effectively apply it. Eye Tracking the User Experience--the first how-to book about eye tracking for UX practitioners--offers step-by-step advice on how to plan, prepare, and conduct eye tracking studies; how to analyze and interpret eye movement data; and how to successfully communicate eye tracking findings.
This book explores the disruptive changes in the media ecosystem caused by convergence and digitization, and analyses innovation processes in content production, distribution and commercialisation. It has been edited by Professors Miguel Tunez-Lopez (Universidade de Santiago de Compostela, Spain), Valentin-Alejandro Martinez-Fernandez (Universidade da Coruna, Spain), Xose Lopez-Garcia (Universidade de Santiago de Compostela, Spain), Xose Ruas-Araujo (Universidade de Vigo, Spain) and Francisco Campos-Freire (Universidade de Santiago de Compostela, Spain). The book includes contributions from European and American experts, who offer their views on the audiovisual sector, journalism and cyberjournalism, corporate and institutional communication, and education. It particularly highlights the role of new technologies, the Internet and social media, including the ethics and legal dimensions. With 30 contributions, grouped into diverse chapters, on information preferences and uses in journalism, as well as public audiovisual policies in the European Union, related to governance, funding, accountability, innovation, quality and public service, it provides a reliable media resource and presents lines of future development.
Just as pilots and doctors improve by studying crash reports and postmortems, experience designers can improve by learning how customer experience failures cause products to fail in the marketplace. Rather than proselytizing a particular approach to design, Why We Fail holistically explores what teams actually built, why the products failed, and how we can learn from the past to avoid failure ourselves.
"Visual Computing for Medicine, Second Edition, "offers
cutting-edge visualization techniques and their applications in
medical diagnosis, education, and treatment. The book
includesalgorithms, applications, and ideas on achieving
reliability of results and clinical evaluation of the techniques
covered. Preim and Botha illustrate visualization techniques
fromresearch, but also cover the information required to solve
practical clinical problems. They base the book on several years of
combined teaching and research experience. This new edition
includes six new chapters on treatment planning, guidance and
training; an updated appendix on software support for visual
computing for medicine; and a new global structure that better
classifies and explains the major lines of work in the field.
Imagine how much easier creating web and mobile applications would be if you had a practical and concise, hands-on guide to visual design. "Visual Usability" gets into the nitty-gritty of applying visual design principles to complex application design. You ll learn how to avoid common mistakes, make informed
decisions about application design, and elevate the ordinary. We ll
review three key principles that affect application design -
consistency, hierarchy, and personality - and illustrate how to
apply tools like typography, color, and layout to digital
application design. Whether you re a UI professional looking to
fine-tune your skills, a developer who cares about making
applications beautiful and usable, or someone entirely new to the
design arena, Visual Usability is your one-stop, practical guide to
visual design.
Cyberculture is a particularly complex issue. It is seen as a fantastic meeting point of classic philosophers with postmodern theorists, politicians with community engineers, contemporary sophists with software engineers, and artists with rhetoricians. Today, cyberculture is identified highly with new media and digital rhetoric and could be used to create a comprehensive map of modern culture. Present and Future Paradigms of Cyberculture in the 21st Century is a comprehensive research publication that explores the influence of the internet and internet culture on society as a whole. Highlighting a wide range of topics such as digital media, activism, and psychology, this book is ideal for academicians, researchers, sociologists, psychologists, anthropologists, and students.
This book is summarizing the results of the workshop "Uniform Distribution and Quasi-Monte Carlo Methods" of the RICAM Special Semester on "Applications of Algebra and Number Theory" in October 2013. The survey articles in this book focus on number theoretic point constructions, uniform distribution theory, and quasi-Monte Carlo methods. As deterministic versions of the Monte Carlo method, quasi-Monte Carlo rules enjoy increasing popularity, with many fruitful applications in mathematical practice, as for example in finance, computer graphics, and biology. The goal of this book is to give an overview of recent developments in uniform distribution theory, quasi-Monte Carlo methods, and their applications, presented by leading experts in these vivid fields of research.
Innovations in Database Design, Web Applications, and Information Systems Management presents ideal research in the areas of database theory, systems design, ontologies, and many more. Including examples of the convergence of ideas from various disciplines aimed at improving and developing the theory of information technology and management of information resources, this book is useful for researchers and practitioners in the IT field.
Augmented reality is not a technology.Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.One "reads" a book.One "watches" a movie.One "experiences" augmented reality."Understanding Augmented Reality" addresses the elements that are required to create "compelling "augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the "content" of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. "Understanding Augmented Reality" addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today s technology. At the same time, ample examples are provided that show what is possible with current technology. Explore the different techniques, technologies and approaches
used in developing AR applications. This book helps untangle the
seemingly endless different approaches that are being taken in the
market today.
If you're an executive, designer, product manager, marketer, or engineer, communication is part of your work. Using images and text in unique ways, comics can engage readers in ways traditional methods can't. In See What I Mean, you'll learn how to create comics about your products and processes without an illustrator--just like Google, eBay, and Adobe do.
This book presents cutting-edge developments in the advanced mathematical theories utilized in computer graphics research - fluid simulation, realistic image synthesis, and texture, visualization and digital fabrication. A spin-off book from the International Symposium on Mathematical Progress in Expressive Image Synthesis in 2016 and 2017 (MEIS2016/2017) held in Fukuoka, Japan, it includes lecture notes and an expert introduction to the latest research presented at the symposium. The book offers an overview of the emerging interdisciplinary themes between computer graphics and driven mathematic theories, such as discrete differential geometry. Further, it highlights open problems in those themes, making it a valuable resource not only for researchers, but also for graduate students interested in computer graphics and mathematics.
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
This text reviews the issues involved in handling and processing digital documents. Examining the full range of a document s lifetime, the book covers acquisition, representation, security, pre-processing, layout analysis, understanding, analysis of single components, information extraction, filing, indexing and retrieval. Features: provides a list of acronyms and a glossary of technical terms; contains appendices covering key concepts in machine learning, and providing a case study on building an intelligent system for digital document and library management; discusses issues of security, and legal aspects of digital documents; examines core issues of document image analysis, and image processing techniques of particular relevance to digitized documents; reviews the resources available for natural language processing, in addition to techniques of linguistic analysis for content handling; investigates methods for extracting and retrieving data/information from a document."
This volume includes papers presented at IIH-MSP 2017, the 13th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, held from 12 to 15 August 2017 in Matsue, Shimane, Japan. The conference addresses topics ranging from information hiding and security, and multimedia signal processing and networking, to bio-inspired multimedia technologies and systems. This volume of Smart Innovation, Systems and Technologies focuses on subjects related to massive image/video compression and transmission for emerging networks, advances in speech and language processing, information hiding and signal processing for audio and speech signals, intelligent distribution systems and applications, recent advances in security and privacy for multimodal network environments, multimedia signal processing, and machine learning. Updated with the latest research outcomes and findings, the papers presented appeal to researchers and students who are interested in the corresponding fields.
Images support connections between biology, engineering, and material sciences resulting in a growing partnership among academia, laboratories, and industry. Scientists focus on biology-inspired research to understand how biological systems work, and then create systems and materials that would have efficiency and precision of living structures. The Art Science connection has become one of prominent trends exemplified by themes presented in journals, conferences, and books. Biologically-Inspired Computing for the Arts: Scientific Data through Graphics comprises a collection of authors individual approaches to the relationship between nature, science, and art created with the use of computers. Themes discussed in the book relate to the use of visual language in communication about biologically-inspired scientific data, visual literacy in science, and application of practitioner s approach. This comprehensive reference will assist programmers, scientists, engineers, computer science and science-oriented students in creating and effectively communicating their projects using science-related knowledge.
Ambient intelligence began as a vision for the future of technology and has now become a reality. The widespread use of modern technology has quickly expanded into the use of our everyday lives. On a daily basis, we are instantly connected to people, places, ideas, and information which have led to the acceleration of knowledge. As the continuing development of new technologies becomes available, those technologies will play an integral role in the future. Pervasive and Ubiquitous Technology Innovations for Ambient Intelligence Environments is a collection of research on the subject matter of human computer interaction, ubiquitous computing, embedded systems, and other areas of study which contribute to ambient intelligence. This comprehensive reference aims to broaden the overall knowledge on ambient intelligence as it relates to the aspects of modern life.
This volume includes papers presented at IIH-MSP 2017, the 13th International Conference on Intelligent Information Hiding and Multimedia Signal Processing, held on 12-15 August 2017 in Matsue, Shimane, Japan. The conference covered topics ranging from information hiding and security, and multimedia signal processing and networking, to bio-inspired multimedia technologies and systems. This volume focuses on subjects related to multimedia security and applications, wearable computing, Internet of Things (IoT) privacy and information security, biomedical system design and applications, emerging techniques and applications, soft computing and applications, applications of image encoding and rendering, and information hiding and its criteria. Updated with the latest research outcomes and findings, the papers presented appeal to researchers and students in the corresponding fields.
KES International (KES) is a worldwide organisation that provides a professional community and association for researchers, originally in the discipline of Knowledge Based and Intelligent Engineering Systems, but now extending into other related areas. Through this, KES provides its members with opportunities for publication and beneficial interaction. The focus of KES is research and technology transfer in the area of Intelligent S- tems, i.e. computer-based software systems that operate in a manner analogous to the human brain, in order to perform advanced tasks. Recently KES has started to extend its area of interest to encompass the contribution that intelligent systems can make to sustainability and renewable energy, and also the knowledge transfer, innovation and enterprise agenda. Involving several thousand researchers, managers and engineers drawn from u- versities and companies world-wide, KES is in an excellent position to facilitate - ternational research co-operation and generate synergy in the area of artificial intel- gence applied to real-world 'Smart' systems and the underlying related theory. The KES annual conference covers a broad spectrum of intelligent systems topics and attracts several hundred delegates from a range of countries round the world. KES also organises symposia on specific technical topics, for example, Agent and Multi Agent Systems, Intelligent Decision Technologies, Intelligent Interactive M- timedia Systems and Services, Sustainability in Energy and Buildings and Innovations through Knowledge Transfer. KES is responsible for two peer-reviewed journals, the International Journal of Knowledge based and Intelligent Engineering Systems, and Intelligent Decision Technologies: an International Journal.
1. The book is the first comprehensive review of the 95-year development of Chinese animation. 2. All students and scholars of film studies, especially Chinese animation would benefit from this volume. 3. This book would be a useful reference to learn about the developmental trajectory of Chinese animation. |
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