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Books > Computing & IT > Computer software packages > Multimedia
Understanding the adoption, diffusion, and transfer of technology
in the marketplace is vital for the success of any organization.
Knowledge and Technology Adoption, Diffusion, and Transfer:
International Perspectives is filled with original scientific and
quality research articles on management information systems,
technology diffusion, and business systems application aspects of
e-commerce, e-government, and mobile application. As a forum of
multi-disciplinary and interdisciplinary dialogue, it addresses
research on all aspects of innovation diffusion in the field of
business computing technologies and their past, present, and future
use. This title serves as a vital source of information for
researchers and practitioners alike.
Hypermedia systems may be one of the most significant contributions
to the Internet in recent years. This powerful new technology has
revolutionized the delivery of e-content through the internet.
However, as the needs of users have changed, the hypermedia systems
themselves have also changed. In just the past few years, adaptive
and adaptable hypermedia systems have emerged. These systems can
custom tailor information to individual end-users. The introduction
of these systems yields countless benefits for both users and
businesses. Adaptable and Adaptive Hypermedia Systems examines both
types of new hypermedia systems; discussing the benefits, impacts
and implications of both. This book covers the most current issues
in the field, while providing insight into analytical and
architectural aspects of the topic. Additionally, applications are
provided in real-world settings to allow for a better and more
thorough understanding of hypermedia systems.
Since previously published intellectual property law and business
research discusses institutional analyses without interdisciplinary
insights by technical experts, and technical references tend to
concern engineering solutions without considering the social impact
of institutional protection of multimedia digital information,
there is a growing demand for a resource that bridges the gap
between multimedia intellectual property protection law and
technology. Intellectual Property Protection for Multimedia
Information Technology provides scholars, management professionals,
researchers, and lawyers in the field of multimedia information
technology and its institutional practice with thorough coverage of
the full range of issues surrounding multimedia intellectual
property protection and its proper solutions from institutional,
technical, and legal perspectives.
This book presents an overview of the emerging field of emotion in
videogame soundtracking. The emotional impact of music has been
well-documented, particularly when used to enhance the impact of a
multimodal experience, such as combining images with audio as found
in the videogames industry. Soundtracking videogames presents a
unique challenge compared to traditional composition (for example
film music) in that the narrative of gameplay is non-linear -
Player dependent actions can change the narrative and thus the
emotional characteristics required in the soundtrack. Historical
approaches to emotion measurement, and the musical feature mapping
and music selection that might be used in video game soundtracking
are outlined, before a series of cutting edge examples are given.
These examples include algorithmic composition techniques,
automated emotion matching from biosensors, motion capture
techniques, emotionally-targeted speech synthesis and signal
processing, and automated repurposing of existing music (for
example from a players own library). The book concludes with some
possibilities for the future.
This updated and expanded fourth edition retains the strength of
previous editions while adding new material relevant for the
changing work environment. The book describes the latest industry
trends and incorporates them into a project management framework.
By developing practical skills it aids the project manager's own
development, and provides a coherent overview of the issues that
affect all in the converging industries of communications, media
and computing.
The present work provides a platform for leading Data designers
whose vision and creativity help us to anticipate major changes
occurring in the Data Design field, and pre-empt the future. Each
of them strives to provide new answers to the question, "What
challenges await Data Design?" To avoid falling into too narrow a
mind-set, each works hard to elucidate the breadth of Data Design
today and to demonstrate its widespread application across a
variety of business sectors. With end users in mind,
designer-contributors bring to light the myriad of purposes for
which the field was originally intended, forging the bond even
further between Data Design and the aims and intentions of those
who contribute to it. The first seven parts of the book outline the
scope of Data Design, and presents a line-up of "viewpoints" that
highlight this discipline's main topics, and offers an in-depth
look into practices boasting both foresight and imagination. The
eighth and final part features a series of interviews with Data
designers and artists whose methods embody originality and marked
singularity. As a result, a number of enlightening concepts and
bright ideas unfold within the confines of this book to help dispel
the thick fog around this new and still relatively unknown
discipline. A plethora of equally eye-opening and edifying new
terms, words, and key expressions also unfurl. Informing,
influencing, and inspiring are just a few of the buzz words
belonging to an initiative that is, first and foremost, a creative
one, not to mention the possibility to discern the ever-changing
and naturally complex nature of today's datasphere. Providing an
invaluable and cutting-edge resource for design researchers, this
work is also intended for students, professionals and practitioners
involved in Data Design, Interaction Design, Digital & Media
Design, Data & Information Visualization, Computer Science and
Engineering.
Organizational design plays a critical role in the development of
larger and more complex multi-agent systems (MAS). As systems grow
to include hundreds or thousands of agents, those in the field must
move from an agent-centric view of coordination and control to an
organization-centric one. ""The Handbook of Research on Multi-Agent
Systems: Semantics and Dynamics of Organizational Models"" brings
together views and approaches from different communities including
MAS, computational organizational simulation, social simulation,
organizational theory, and cognitive science, to present the
intersections of the different topics. Containing chapters by
renowned international authors, this book provides a comprehensive
volume on the state-of-the-art on formal semantic models and
practical applications for dynamic formalisms of agent
organizations. This title offers: 23 authoritative contributions by
over 50 of the world's leading experts on multi-agent systems from
11 countries; comprehensive coverage of each specific topic,
highlighting recent trends and describing the latest advances in
the field; more than 880 references to existing literature and
research on multi-agent systems; a compendium of over 150 key terms
with detailed definitions. This title is organized by topic and
indexed, making it a convenient method of reference for all IT/IS
scholars and professionals. It features cross-referencing of key
terms, figures, and information pertinent to multi-agent systems
and free institution-wide access to the online version with the
purchase of the print publication.
This book provides developers, engineers, researchers and
students with detailed knowledge about the High Efficiency Video
Coding (HEVC) standard. HEVC is the successor to the widely
successful H.264/AVC video compression standard, and it provides
around twice as much compression as H.264/AVC for the same level of
quality. The applications for HEVC will not only cover the space of
the well-known current uses and capabilities of digital video they
will also include the deployment of new services and the delivery
of enhanced video quality, such as ultra-high-definition television
(UHDTV) and video with higher dynamic range, wider range of
representable color, and greater representation precision than what
is typically found today. HEVC is the next major generation of
video coding design a flexible, reliable and robust solution that
will support the next decade of video applications and ease the
burden of video on world-wide network traffic. This book provides a
detailed explanation of the various parts of the standard, insight
into how it was developed, and in-depth discussion of algorithms
and architectures for its implementation."
Provides a synopsis of the various technologies in perceptual-based
multimedia design.
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.
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.
Discover the principles and rules that underlie successful
application design Learn how to develop a rationale to support
design strategy and move teams forwardMaster the visual design
toolkit to increase user-friendliness and make complicated
processes feel straightforward for your product "
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.
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.
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