Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
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Personal Fabrication (Paperback)
Loot Price: R2,256
Discovery Miles 22 560
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Personal Fabrication (Paperback)
Series: Foundations and Trends in Human-Computer Interaction
Expected to ship within 10 - 15 working days
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While fabrication technologies have been in use in industry for
several decades, expiring patents have recently allowed the
technology to spill over to technology-enthusiastic "makers". The
big question now is whether the technology will further progress
towards consumers, which would allow the technology to scale from
hundreds of thousands of users to hundreds of millions of users.
Such a transition would enable consumers to use computing not just
to process data, but physical matter. This holds the promise of
democratizing a whole range of fields preoccupied with physical
objects, from product design to interior design, to carpentry, and
some areas of mechanical and structural engineering. Personal
Fabrication analyzes similar trends in the history of computing
that made the transition from industry to consumers, such as
desktop publishing and home video editing, and comes to the
conclusion that such a transition is likely. The analysis also
reveals, however, that any transition to consumers first requires a
hardware and software system that embodies the skills and expert
knowledge that consumers lack. These are: (1) hardware and
materials that allow fabricating the intended objects, (2) software
that embodies domain knowledge, (3) software that embodies the
know-how required to operate the machinery, and (4) software that
provides immediate feedback and supports interactive exploration.
At the same time, sustained success will only be possible if we
also consider future implications, in particular (5) sustainability
and (6) intellectual property. Personal Fabrication argues that
researchers in HCI and computer graphics are well equipped to
tackle these six challenges. It surveys the already existing work
and derives an actionable research agenda. While the main focus is
on human-computer interaction and computer graphics, it also
includes selected works from adjacent fields such as mechanical
engineering, material science, and robotics.
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