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Books > Computing & IT > Computer software packages > Multimedia
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching
This book reports on the theoretical foundations, fundamental applications and latest advances in various aspects of connected services for health information systems. The twelve chapters highlight state-of-the-art approaches, methodologies and systems for the design, development, deployment and innovative use of multisensory systems and tools for health management in smart city ecosystems. They exploit technologies like deep learning, artificial intelligence, augmented and virtual reality, cyber physical systems and sensor networks. Presenting the latest developments, identifying remaining challenges, and outlining future research directions for sensing, computing, communications and security aspects of connected health systems, the book will mainly appeal to academic and industrial researchers in the areas of health information systems, smart cities, and augmented reality.
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.
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.
Explores how social media defines consumer behaviour. Discovers how social media works to keep the user always on. Reviews why social media can shape a more extreme political and cultural ideology in users. Studies how social media algorithms can shape a predictable and homogeneous culture. Develops critical and multidisciplinary thinking about the impact of social media in shaping a predictable society.
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful.
A handy reference guide to advertising copy and layout that simplifies the design process by breaking down each step into accessible components. Appropriate for advertising, graphic design, marketing, business, or communication programs with a design or strategic campaign component, covering everything budding copywriters and designers need to succeed in their craft. Goes beyond the conceptual approach to design in order to outline, for even the most novice student, the basic steps necessary to go from concept to producing a finished product.
This book explores digital artists articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization s impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating."
There are rhythms of action and response to all human-computer interactions. As we click, swipe, tap and sway to their beats, these rhythms intersect with the rhythms of our everyday lives. Perhaps they synchronize, perhaps they disrupt each other or maybe they dance together. Whatever their impact our experience of these rhythms will colour our experience of an interaction design. In playful interactive applications, rhythm is especially crucial because of the role it performs in building and maintaining the precarious spirit of play. Play involves movement and this movement has a rhythm that drives the experience. But what is the character of these rhythms of play and how can they be used in the design of interactive applications? These questions are the focus of this book. Drawing on traditions of rhythmic design practice in dance, performance, music and architecture, this book reveals key insights into practical strategies for designing playful rhythmic experience. With playful experiences now being incorporated into almost every type of computer application, interaction design practitioners and researchers need to develop a deeper understanding of the specific character of rhythms within play. Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.
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.
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.
The work presented in this book focuses on modeling audiovisual quality as perceived by the users of IP-based solutions for video communication like videotelephony. It also extends the current framework for the parametric prediction of audiovisual call quality. The book addresses several aspects related to the quality perception of entire video calls, namely, the quality estimation of the single audio and video modalities in an interactive context, the audiovisual quality integration of these modalities and the temporal pooling of short sample-based quality scores to account for the perceptual quality impact of time-varying degradations.
The theme of CUTE is focused on the various aspects of ubiquitous computing for advances in ubiquitous computing and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of ubiquitous computing. Therefore this book will be include the various theories and practical applications in ubiquitous computing
This book examines the emerging problems and opportunities that are posed by media innovations, spatial typologies, and cultural trends in (re)shaping identities within the fast-changing milieus of the early 21st Century. Addressing a range of social and spatial scales and using a phenomenological frame of reference, the book draws on the works of Heidegger, Merleau-Ponty and Don Hide to bridge the seemingly disparate, yet related theoretical perspectives across a number of disciplines. Various perspectives are put forward from media, human geography, cultural studies, technologies, urban design and architecture etc. and looked at thematically from networked culture and digital interface (and other) perspectives. The book probes the ways in which new digital media trends affect how and what we communicate, and how they drive and reshape our everyday practices. This mediatization of space, with fast evolving communication platforms and applications of digital representations, offers challenges to our notions of space, identity and culture and the book explores the diverse yet connected levels of technology and people interaction.
Exploring startup journalism and digital media platform trends in China, Taiwan and Southeast Asia, this book offers a practical insight into how to launch and run successful news operations as digitisation spreads through the region. Drawing from a range of case studies of news and journalism startups, including Malaysiakini, Hong Kong Free Press, The News Lens of Taiwan, Thailand's The Standard, Ciwei Gongshe of China, Indonesia's IDN Media, Sabay of Cambodia and Frontier Myanmar, this book provides tips on how to launch a news media startup, how to find funding and how to sustain and scale the enterprise. Blending a theoretical approach with core business and newsgathering expertise, the author offers an engaging overview of contemporary entrepreneurial concepts and their vital relationship in finding new markets for journalism today. Entrepreneurial journalism in greater China and Southeast Asia is an invaluable resource for both students and professionals interested in new media, startups and the Asian media market.
Exploring startup journalism and digital media platform trends in China, Taiwan and Southeast Asia, this book offers a practical insight into how to launch and run successful news operations as digitisation spreads through the region. Drawing from a range of case studies of news and journalism startups, including Malaysiakini, Hong Kong Free Press, The News Lens of Taiwan, Thailand's The Standard, Ciwei Gongshe of China, Indonesia's IDN Media, Sabay of Cambodia and Frontier Myanmar, this book provides tips on how to launch a news media startup, how to find funding and how to sustain and scale the enterprise. Blending a theoretical approach with core business and newsgathering expertise, the author offers an engaging overview of contemporary entrepreneurial concepts and their vital relationship in finding new markets for journalism today. Entrepreneurial journalism in greater China and Southeast Asia is an invaluable resource for both students and professionals interested in new media, startups and the Asian media market.
The latest edition provides a comprehensive foundation for image and video compression. It covers HEVC/H.265 and future video coding activities, in addition to Internet Video Coding. The book features updated chapters and content, along with several new chapters and sections. It adheres to the current international standards, including the JPEG standard.
Screens are ubiquitous today. Yet contemporary screen media eliminate the presence of the screen and diminish the visibility of its boundaries. As the image becomes indistinguishable from the viewer's surroundings, this unsettling prompts re.examination of how screen boundaries demarcate. Through readings of three media forms - Virtual Reality; holograms; and light projections - this book develops new theories of the surfaces on and spaces in which images are displayed. Interrogating contemporary contestations of reality against illusion, it argues that the disappearance of difference reflects shifted conditions of actuality and virtuality in understanding the human condition. These shifts further connect to the current state of politics by way of their distorted truth values, corrupted terms of information, and internalizations of difference. The Post.Screen Through Virtual Reality, Holograms and Light Projections thus thinks anew the image's borders and delineations, evoking the screen boundary as an instrumentation of today's intense virtualizations which do not tell the truth. In the process, a new imagination for images emerges for a gluttony of the virtual; for new conceptualizations of object and representation, materiality and energies, media and histories, real and unreal; for new understandings of appearances, dis-appearances, replacement and re.placement - the post-screen.
Cut the cable television cord and cut your monthly bills Are you one of those people who have 500 television channels to choose from and you can never find anything to watch? Maybe it's time to cut the cable cord and take full control of what's on your television. All you need to get started with this popular money saving strategy is an Internet connection, a device to stream to, and the advice in this book. With Cord Cutting For Dummies, you go from evaluating if cord cutting is the right choice for your budget to acquiring the technology to get the programming you actually want. You'll discover the technology you need for streaming, select the service or services that fit your needs, and make the components of your setup work together--all within your budget. Cord Cutting For Dummies offers the steps to going from wired to wireless, including: Deciding if you need to upgrade your Wi-Fi equipment and service. Evaluating your current devices. Adding a smart TV to the mix. Choosing the best streaming services for you--including some free options When you're ready to untether yourself from the cable or satellite, Cord Cutting For Dummies shows you, step by step, how to break free. Pick up a copy and you'll be watching your favorite movie or TV show in no time!
More and more educational scenarios and learning landscapes are developed using blogs, wikis, podcasts and e-portfolios. Web 2.0 tools give learners more control, by allowing them to easily create, share or reuse their own learning materials, and these tools also enable social learning networks that bridge the border between formal and informal learning. However, practices of strategic innovation of universities, faculty development, assessment, evaluation and quality assurance have not fully accommodated these changes in technology and teaching. Ehlers and Schneckenberg present strategic approaches for innovation in universities. The contributions explore new models for developing and engaging faculty in technology-enhanced education, and they detail underlying reasons for why quality assessment and evaluation in new - and often informal - learning scenarios have to change. Their book is a practical guide for educators, aimed at answering these questions. It describes what E-learning 2.0 is, which basic elements of Web 2.0 it builds on, and how E-learning 2.0 differs from Learning 1.0. The book also details a number of quality methods and examples, such as self-assessment, peer-review, social recommendation, and peer-learning, using illustrative cases and giving practical recommendations. Overall, it offers a step-by-step guide for educators so that they can choose their own quality assurance or assessment methods, or develop their own evaluation methodology for specific learning scenarios. The book addresses everyone involved in higher education - university leaders, chief information officers, change and quality assurance managers, and faculty developers. Pedagogical advisers and consultants will find new insights and practices for the integration and management of novel learning technologies in higher education. The volume fosters in lecturers and teachers a sound understanding of the need and strategy for change, and it provides them with practical recommendations on competence and quality methodologies.
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.
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.
The highly competitive and globalized software market is creating pressure on software companies. Given the current boundary conditions, it is critical to continuously increase time-to-market and reduce development costs. In parallel, driven by private life experiences with mobile computing devices, the World Wide Web and software-based services, peoples general expectations with regards to software are growing. They expect software that is simple and joyful to use. In the light of the changes that have taken place in recent years, software companies need to fundamentally reconsider the way they develop and deliver software to their customers. This book introduces fundamentals, trends and best practices in the software industry from a threefold perspective which equally takes into account design, management, and development of software. It demonstrates how cross-functional integration can be leveraged by software companies to successfully build software for people. Professionals from business and academia give an overview on state-of-the-art knowledge and report on key insights from their real-life experience. They provide guidance and hands-on recommendation on how to create winning products. This combined perspective fosters the transfer of knowledge between research and practice and offers a high practical value for both sides. The book targets both, practitioners and academics looking for successfully building software in the future. It is directed at Managing Directors of software companies, Software Project Managers, Product Managers and Designers, Software Developers as well as academics and students in the area of Software and Information Systems Engineering, Human Computer Interaction (HCI), and Innovation Management. "
Interactive Media is a new research field and a landmark in multimedia development. "The Era of Interactive Media "is an edited volume contributed from world experts working in academia, research institutions and industry. "The Era of Interactive Media"focuses mainlyon Interactive Media and its various applications. This book also covers multimedia analysis and retrieval; multimedia security rights and management; multimedia compression and optimization; multimedia communication and networking; and multimedia systems and applications. "The Era of Interactive Media "is designed for a professional audience composed of practitioners and researchers working in the field of multimedia. Advanced-level students in computer science and electrical engineering will also find this book useful as a secondary text or reference. " |
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