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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.
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TheoMedia
(Hardcover)
Andrew Byers
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R1,105
R934
Discovery Miles 9 340
Save R171 (15%)
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Ships in 18 - 22 working days
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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.
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.
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
Educational games facilitate players experiences, meet desired
pedagogical objectives, and allow users to engage in learning while
enjoying themselves. These educational games also give learners
immediate feedback on their actions and decisions, inviting
exploration and experimentation. Student Usability in Educational
Software and Games: Improving Experiences explores new models of
interaction and human-computer interaction paradigms as applied to
learning environments. It focuses on the usability design and
evaluation of learning systems and educational game environments.
An excellent resource for experts in these fields, this research
volume will help professionals, educators, and researchers improve
their understanding of student experiences using learning-gaming
environments.
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