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Books > Computing & IT > Computer software packages > Multimedia
Usability Testing for Survey Research provides researchers with a guide to the tools necessary to evaluate, test, and modify surveys in an iterative method during the survey pretesting process. It includes examples that apply usability to any type of survey during any stage of development, along with tactics on how to tailor usability testing to meet budget and scheduling constraints. The book's authors distill their experience to provide tips on how usability testing can be applied to paper surveys, mixed-mode surveys, interviewer-administered tools, and additional products. Readers will gain an understanding of usability and usability testing and why it is needed for survey research, along with guidance on how to design and conduct usability tests, analyze and report findings, ideas for how to tailor usability testing to meet budget and schedule constraints, and new knowledge on how to apply usability testing to other survey-related products, such as project websites and interviewer administered tools.
The Art of Subtraction is the first full-length study on the CD-ROM as a creative platform. Bruno Lessard traces the rise and relatively rapid fall of the CD-ROM in the 1980s and 1990s and its impact as a creative platform for media artists such as Jean-Louis Boissier, Zoe Beloff, Adriene Jenik, and Chris Marker. Although the CD-ROM was not a lasting commercial success it was a vibrant medium that allowed for experimentation in adapting literary works. Building on the work of Gilles Deleuze and Michele Foucault, Lessard establishes a comparative framework for linking digital adaptations with innovative concepts such as 'subtractive adaptation' and the 'object image' that will be of interest to researchers examining literary adaptations on other digital platforms such as websites, smart phones, tablets, and digital games. The Art of Subtraction is a fascinating study of intermediality in the late twentieth century and it provides the first chapter in the yet unwritten history of digital adaptation.
MESH ist ein mathematisches Video ber vielfl chige Netzwerke und ihre Rolle in der Geometrie, der Numerik und der Computergraphik. Der unter Anwendung der neuesten Technologie vollst ndig computergenierte Film spannt einen Bogen von der antiken griechischen Mathematik zum Gebiet der heutigen geometrischen Modellierung. MESH hat zahlreiche wissenschaftliche Preise weltweit gewonnen. Die Autoren sind Konrad Polthier, ein Professor der Mathematik, und Beau Janzen, ein professioneller Filmdirektor. Der Film ist ein ausgezeichnetes Lehrmittel f r Kurse in Geometrie, Visualisierung, wissenschaftlichem Rechnen und geometrischer Modellierung an Universit ten, Zentren f r wissenschaftliches Rechnen, kann jedoch auch an Schulen genutzt werden.
Service computing is a cross-disciplinary field that covers science and technology, and represents a promising direction for distributed computing and software development methodologies. It aims to bridge the gap between business services and IT services by supporting the whole lifecycle of services innovation. Over the last ten years applications in industry and academic research have produced considerable progress and success Service Computing: Concept, Method and Technology presents the concept of service computing and a proposed reference architecture for service computing research before proceeding to introduce two underlying technologies: Web services and service-oriented architecture. It also presents the authors' latest research findings on hot topics such as service discovery, recommendation, composition, verification, service trust, dynamic configuration and big data service. Some new models and methods are proposed including three service discovery methods based on semantics and skyline technologies, two service recommendation methods using graph mining and QoS prediction, two service composition methods with graph planning and one service verification method using p calculus and so on. Moreover, this book introduces JTang, an underlying platform supporting service computing, which is a product of the authors' last ten years of research and development.
Image and Video Processing is an active area of research due to its potential applications for solving real-world problems. Integrating computational intelligence to analyze and interpret information from image and video technologies is an essential step to processing and applying multimedia data. Emerging Technologies in Intelligent Applications for Image and Video Processing presents the most current research relating to multimedia technologies including video and image restoration and enhancement as well as algorithms used for image and video compression, indexing and retrieval processes, and security concerns. Featuring insight from researchers from around the world, this publication is designed for use by engineers, IT specialists, researchers, and graduate level students.
Advancements in technology have allowed the creation of new tools and innovations that can improve different aspects of life. Mobile technologies are an ever-expanding area of research that can benefit users. Mobile Applications and Solutions for Social Inclusion provides emerging research on the use of mobile technology to assist in improving social inclusion in several domains and for users in their daily lives. While highlighting topics such as alert systems, indoor navigation, and tracking and monitoring, this publication explores the various applications and techniques of mobile solutions in assistive technology. This book is an important resource for researchers, academics, professionals, and students seeking current research on the benefits and uses of mobile devices for end users and community acceptance.
"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.
In the present digital world, the growing number of internet users has made web quality an important factor for accessing online services and increasing the customer base of an organization. The advances in information technology and the internet have opened new dimensions in many different industries. Currently, accessibility research is an active area of research. Specifically, access for everyone regardless of disability has become an essential aspect of web development. As webpages will be used by both nondisabled and disabled individuals, web pages must be designed with a technical criterion that fits universal needs. The ambition to make websites barrier-free is not limited to standards and laws but has been on the agendas of all governments and public agencies recently, and this universality of websites is a fundamental area of research. App and Website Accessibility Developments and Compliance Strategies intends to provide theoretical and practical contributions for the accessibility of websites for both disabled and nondisabled individuals. This book discusses how web quality parameters like usability and accessibility are being evaluated for their universal design and accessibility by different types of disabled individuals. The chapters cover the current methodologies for evaluation, accessible design criteria, inclusive practices in web and app development, and policies and interventions across different types of websites. This book is ideally intended for web developers, designers, software engineers, IT specialists, social organizations, governments, practitioners, researchers, academicians, and students in the usability and accessibility of websites for disabled individuals.
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.
In just the last few years, the visualization industry has arguably become the fastest-growing 3D industry and may soon overtake all others in total number of users. Just as the use of computer-aided design became the norm for nearly all architectural, engineering, and construction firms in the 1990s, 3D visualizations have become standard practice today. Autodesk (R) 3ds Max (R) is a powerful and versatile 3D software package that requires a thorough understanding in order to use it effectively. 3D Modeling Using Autodesk 3ds Max With Rendering View considers the challenges of learning 3ds Max (R), focuses on the critical aspects of the program needed to produce stunning architectural visualizations, and discusses some of the fastest and most efficient ways to accomplish tasks. Covering a range of topics such as camera rendering and standard light effects, this reference work is ideal for researchers, academicians, scholars, practitioners, industry professionals, instructors, and students.
Multimedia and its rich semantics are profligate in today s digital environment. Databases and content management systems serve as essential tools to ensure that the endless supply of multimedia content are indexed and remain accessible to end users. Methods and Innovations for Multimedia Database Content Management highlights original research on new theories, algorithms, technologies, system design, and implementation in multimedia data engineering and management with an emphasis on automatic indexing, tagging, high-order ranking, and rule mining. This book is an ideal resource for university researchers, scientists, industry professionals, software engineers and graduate students.
NEW MEDIA THEORY Series Editor, Byron Hawk 327 pages, including photographs, bibliography, and index. (c) 2012 by Parlor Press AVATAR EMERGENCY is Gregory L. Ulmer's fourth book featuring the EmerAgency, an online virtual consultancy for the digital age. This time his point of departure is Paul Virilio's Generalized Accident from which he develops and theorizes the new concepts of Flash Reason, and specifically Avatar, which serves as the site for electrate identity formation in the twenty-first century. I have taught Ulmer's work on electracy for years, and his theoretical sophistication as well as the practical ambition and applicability of his work never ceases to amaze me. With Avatar Emergency, Ulmer shows once again that he is at the top of his game; I am positively thrilled to share this new and very timely treasure trove of a book with my students. -JAN RUNE HOLMEVIK, author of Inter/Vention: Free Play in the Age of Electracy Ulmer advances a ratio: "Avatar is to electracy what 'self' is to literacy, or 'spirit' to orality." He explores this "emergent logic through the invention of concept avatar." He begins, urgently, by asking: "What might wisdom be today, upon what authority might it be grounded, . . . what vision of well-being?" Perpetually asking the questions, Ulmer searches for "a vital anecdote" as an antidote to the "internet accident" by way of "flash reason." He claims, "Within this frame I present, in the genre of Mystory Internet Invention], what I have come to understand about living, my decision to become a professor of the Humanities and the lifestyle embraced as part of that choice." He invites his readers, thereby, to discover their own Mystory (mystery). Their own wisdom. After all, he explains: "Concept avatar must be not only understood, but undergone." My advice: Undergo the book -VICTOR J. VITANZA, author of Negation, Subjectivity, and the History of Rhetoric and Sexual Violence in Western Thought and Writing: Chaste Rape GREGORY L. ULMER is Professor of English and Media Studies at the University of Florida, where he teaches courses in Hypermedia, E-Lit, and Heuretics. He is also the Joseph Bueys Chair in the European Graduate School, Saas-Fee, Switzerland. Ulmer's books include Applied Grammatology (1985), Teletheory (1989), Heuretics (1994), Internet Invention (2003), Electronic Monuments (2005), and Miami Virtue (2011 |
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