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Books > Computing & IT > Computer software packages > Multimedia
Comics have been an important locus of queer female identity, community, and politics for generations. Whether taking the form of newspaper strips, comic books, or graphic novels and memoirs, the medium has a long history of featuring female same-sex attraction, relationships, and identity. This book explores the past place, current presence, and possible future status of lesbianism in comics. What role has the medium played in the cultural construction, social (and literal) visibility, and political advocacy of same-sex female attraction and identity? Likewise, how have these features changed over time? How have nonheteronormative female characters been raced, classed, and gendered? What is the relationship between lesbian comics and queer comics? What role has the medium played in establishing the distinction between lesbian and queer female identity as well as blurring, reinforcing, or policing it? What roles have queer female comics, characters, and cartoonists played in the origins, history, and evolution of sequential art as a genre? The essays in this book inspire an engagement with these and other questions as well as provide an exploration of possible answers. They provide a compelling examination of a variety of important titles, characters, creators, topics, themes, and issues. The chapters in this book were originally published as a special issue of the Journal of Lesbian Studies.
This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.
Targeted advertisements, tailored information feeds, and recommended content are now common and somewhat inescapable components of our everyday lives. With the help of searches, browsing history, purchases, likes, and other digital interactions, technological experiences are now routinely "personalized." Companies with access to this information often downplay the fact that users' personal data serves as a key form of monetization, and their privacy policies tend to use the terms "personalization" and "customization" to legitimize the practice of tracking and algorithmically anticipating users' daily movements. In Making it Personal, Tanya Kant sheds light on the dilemmas of algorithmic personalization, exploring such key contemporary questions as: What do users really know about the algorithms that guide their online experiences and social media presence? And if personalization practices seek to act on our behalf, then how can users constitute, retain, or relinquish their autonomy and sense of self? At the heart of the book are new interviews and focus groups with web users who-through a myriad of resistant, tactical, resigned or trusting engagements-encounter algorithmic personalization as part of their lived experience on the web. Tanya Kant proposes that for those who encounter it, algorithmic personalization creates epistemic uncertainties that can emerge as trust or anxiety, produces an ongoing struggle for autonomy between user and system, and even has the power to intervene in identity constitution. In doing so, algorithmic personalization does not just generate "filter bubbles" for individuals' worldviews, but also creates new implications for knowledge production, the deployment of cultural capital as an algorithmic tactic, and, above all, formations of identity itself.
Dictation systems, read-aloud software for the blind, speech control of machinery, geographical information systems with speech input and output, and educational software with talking head' artificial tutorial agents are already on the market. The field is expanding rapidly, and new methods and applications emerge almost daily. But good sources of systematic information have not kept pace with the body of information needed for development and evaluation of these systems. Much of this information is widely scattered through speech and acoustic engineering, linguistics, phonetics, and experimental psychology.The Handbook of Multimodal and Spoken Dialogue Systems presents current and developing best practice in resource creation for speech input/output software and hardware. This volume brings experts in these fields together to give detailed how to' information and recommendations on planning spoken dialogue systems, designing and evaluating audiovisual and multimodal systems, and evaluating consumer off-the-shelf products.In addition to standard terminology in the field, the following topics are covered in depth: How to collect high quality data for designing, training, and evaluating multimodal and speech dialogue systems; How to evaluate real-life computer systems with speech input and output; How to describe and model human-computer dialogue precisely and in depth.Also included: A fully searchable CD-ROM containing a hypertext version of the book in HTML format for fast look-up of specific points, convenient desktop use, and lightweight mobile reference; and The first systematic medium-scale compendium of terminology with definitions.This handbook has been especially designed for theneeds of development engineers, decision-makers, researchers, and advanced level students in the fields of speech technology, multimodal interfaces, multimedia, computational linguistics, and phonetics.
Infertility Comics and Graphic Medicine examines women's graphic memoirs on infertility, foregrounding the complex interrelationship between women's life writing, infertility studies, and graphic medicine. Through a scholarly examination of the artists' use of visual-verbal codes of the comics medium in narrating their physical ordeals and affective challenges occasioned by infertility, the book seeks to foreground the intricacies of gender identity, embodiment, subjectivity, and illness experience. Providing long-overdue scholarly attention on the perspectives of autobiographical and comics studies, the authors examine the gendered nature of the infertility experience and the notion of motherhood as an ideological force which interpolates socio-cultural discourses, accentuating the potential of graphic medicine as a creative space for the infertile women to voice their hitherto silenced perspectives on childlessness with force and urgency. This interdisciplinary volume will be of interest to scholars and students in comics studies, the health humanities, literature, and women's and gender studies, and will also be suitable for readers in visual studies and narrative medicine.
The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.
The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie's Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion's Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.
This book examines the life of the Australian artist Harry Reade (1927-1998) and his largely overlooked contribution to animation. It constitutes a biography of Reade, tracing his life from his birth to his period of involvement with animation between 1956 and 1969. It explores the forces that shaped Reade and chronicles his experiences as a child, his early working life, the influence of left-wing ideology on his creative development, his introduction to animation through the small but radical Waterside Workers' Federation Film Unit (WWFFU), and the influence he had on the development of Cuban animation as an educational tool of the Revolution. Key Features The text offers an alternative framework for considering the political, social, and cultural themes that characterised 1950s Australia and 1960s Cuba. A rare look into the cultural heritage of labor organizations and the populist power of animation to stimulate radical social consciousness. The book also crosses a range of intellectual disciplines, including Animation Studies, Art History, Cinema Studies, and the Social and Political Histories of Australia and Cuba. Max Bannah lives on Queensland's Sunshine Coast. Between 1976 and 2010, he worked in Brisbane as an animator producing television commercials, short films, and cartoon graphics. He also lectured in Animation History and Practice and Drawing for Animation at the Queensland University of Technology where, in 2007, he completed his Masters by Research thesis, "A Cause for Animation: Harry Reade and the Cuban Revolution."
Learn how to paint on your iPad like the professionals in Beginner's Guide to Procreate, a comprehensive introduction to this industry-standard software. Accessible and versatile, Procreate is an ideal tool for anyone wanting to give digital painting a go. Step-by-step tutorials, quick tips, and inspiring artwork ensure you'll have all you need to create stunning concept art quickly and easily.
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
Graphic Design in Museum Exhibitions offers an in-depth analysis of the multiple roles that exhibition graphics perform in contemporary museums and exhibitions. Drawing on a study of exhibitions that took place at the Victoria and Albert Museum, London, the Museum of London and the Haus der Geschichte, Bonn, Piehl brings together approaches from museum studies, design practice and narrative theory to examine museum exhibitions as multimodal narratives in which graphics account for one set of narrative resources. The analysis underlines the importance of aspects such as accessibility and at the same time problematises conceptualisations that focus only on the effectiveness of graphics as display device, by drawing attention to the contributions that graphics make towards the content on display and to the ways in which it is experienced in the museum space. Graphic Design in Museum Exhibitions argues for a critical reading of and engagement with exhibition graphic design as part of wider debates around meaning-making in museum studies and exhibition-making practice. As such, the book should be essential reading for academics, researchers and students from the fields of museum and design studies. Practitioners such as exhibition designers, graphic designers, curators and other exhibition makers should also find much to interest them in the book.
Games as Texts provides an overview and practical steps for analysing games in terms of their representations of social structures, class, power, race, sexuality, gender, animals, nature, and ability. Each chapter applies a traditional literary theory to the narrative and mechanics of games and explores the social commentary the games encourage. This approach demonstrates to players, researchers, games media, and non-gamers how they can engage with these cultural artefacts through both critical reading and theoretical interpretations. Key Features: Explores games through various literary and theoretical lenses Provides exemplar analysis and guiding questions to help readers think critically about games Highlights the social commentary that all texts can reveal-including games-and how this impacts narrative and mechanics
Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.
Comics: An Introduction provides a clear and detailed introduction to the Comics form - including graphic narratives and a range of other genres - explaining key terms, history, theories, and major themes. The book uses a variety of examples to show the rich history as well as the current cultural relevance and significance of Comics. Taking a broadly global approach, Harriet Earle discusses the history and development of the form internationally, as well as how to navigate comics as a new way of reading. Earle also pushes beyond the book to lay out the ways that fans engage with their comics of choice - and how this can impact the industry. She also analyses how Comics can work for social change and political comment. Discussing journalism and life writing, she examines how the coming together of word and image gives us new ways to discuss our world and ourselves. A glossary and further reading section help those new to Comics solidify their understanding and further their exploration of this dynamic and growing field.
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
Get Real-World Insight from Experienced Professionals in the OpenGL CommunityWith OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the BasicsThe book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your SkillsFocusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.
This book presents concisely the full story on complex and hypercomplex fractals, starting from the very first steps in complex dynamics and resulting complex fractal sets, through the generalizations of Julia and Mandelbrot sets on a complex plane and the Holy Grail of the fractal geometry - a 3D Mandelbrot set, and ending with hypercomplex, multicomplex and multihypercomplex fractal sets which are still under consideration of scientists. I tried to write this book in a possibly simple way in order to make it understandable to most people whose math knowledge covers the fundamentals of complex numbers only. Moreover, the book is full of illustrations of generated fractals and stories concerned with great mathematicians, number spaces and related fractals. In the most cases only information required for proper understanding of a nature of a given vector space or a construction of a given fractal set is provided, nevertheless a more advanced reader may treat this book as a fundamental compendium on hypercomplex fractals with references to purely scientific issues like dynamics and stability of hypercomplex systems.
The book addresses the problem of accuracy of spatial databases, and comprises of papers drawn from a wide range of physical and human systems, taking approaches which vary from statistical to descriptive. Together they present both a comprehensive review of existing knowledge, techniques and experience, and an analysis of critical research needs in this area of spatial data handling.
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation's characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.
This volume comprises eight well-versed contributed chapters devoted to report the latest findings on the intelligent approaches to multimedia data analysis. Multimedia data is a combination of different discrete and continuous content forms like text, audio, images, videos, animations and interactional data. At least a single continuous media in the transmitted information generates multimedia information. Due to these different types of varieties, multimedia data present varied degrees of uncertainties and imprecision, which cannot be easy to deal by the conventional computing paradigm. Soft computing technologies are quite efficient to handle the imprecision and uncertainty of the multimedia data and they are flexible enough to process the real-world information. Proper analysis of multimedia data finds wide applications in medical diagnosis, video surveillance, text annotation etc. This volume is intended to be used as a reference by undergraduate and post graduate students of the disciplines of computer science, electronics and telecommunication, information science and electrical engineering. THE SERIES: FRONTIERS IN COMPUTATIONAL INTELLIGENCE The series Frontiers In Computational Intelligence is envisioned to provide comprehensive coverage and understanding of cutting edge research in computational intelligence. It intends to augment the scholarly discourse on all topics relating to the advances in artifi cial life and machine learning in the form of metaheuristics, approximate reasoning, and robotics. Latest research fi ndings are coupled with applications to varied domains of engineering and computer sciences. This field is steadily growing especially with the advent of novel machine learning algorithms being applied to different domains of engineering and technology. The series brings together leading researchers that intend to continue to advance the fi eld and create a broad knowledge about the most recent state of the art.
In his third book on the semiotics of title sequences, Title Sequences as Paratexts, theorist Michael Betancourt offers an analysis of the relationship between the title sequence and its primary text-the narrative whose production the titles credit. Using a wealth of examples drawn from across film history-ranging from White Zombie (1931), Citizen Kane (1940) and Bullitt (1968) to Prince of Darkness (1987), Mission: Impossible (1996), Sucker Punch (2011) and Guardians of the Galaxy, Vol. 2 (2017)-Betancourt develops an understanding of how the audience interprets title sequences as instances of paranarrative, simultaneously engaging them as both narrative exposition and as credits for the production. This theory of cinematic paratexts, while focused on the title sequence, has application to trailers, commercials, and other media as well.
The aim of this book is to examine the geometry of our world and, by blending theory with a variety of every-day examples, to stimulate the imagination of the readers and develop their geometric intuition. It tries to recapture the excitement that surrounded geometry during the Renaissance as the development of perspective drawing gathered pace, or more recently as engineers sought to show that all the world was a machine. The same excitement is here still, as enquiring minds today puzzle over a random-dot stereogram or the interpretation of an image painstakingly transmitted from Jupiter.The book will give a solid foundation for a variety of undergraduate courses, to provide a basis for a geometric component of graduate teacher training, and to provide background for those who work in computer graphics and scene analysis. It begins with a self-contained development of the geometry of extended Euclidean space. This framework is then used to systematically clarify and develop the art of perspective drawing and its converse discipline of scene analysis and to analyze the behavior of bar-and-joint mechanisms and hinged-panel mechanisms. Spherical polyhedra are introduced and scene analysis is applied to drawings of these and associated objects. The book concludes by showing how a natural relaxation of the axioms developed in the early chapters leads to the concept of a matroid and briefly examines some of the attractive properties of these natural structures.
Operators are introducing mobile television and digital video content services globally. The Handbook of Mobile Broadcasting addresses all aspects of these services, providing a comprehensive reference on DVB-H, DMB, ISDB-T, and MediaFLO. Featuring contributions from experts in the field, the text presents technical standards and distribution protocols, offering detailed coverage of video coding, including design methodology and error resilience techniques; state-of-the-art technologies such as signaling, optimization, implementation, and simulation; and applications of mobile broadcasting, including emerging areas and new interactive services.
Written by researchers who have helped found and shape the field, this book is a definitive introduction to geometric modeling. The authors present all of the necessary techniques for curve and surface representations in computer-aided modeling with a focus on how the techniques are used in design. They achieve a balance between mathematical rigor and broad applicability. Appropriate for readers with a moderate degree of mathematical maturity, this book is suitable as an undergraduate or graduate text, or particularly as a resource for self-study. |
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