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The first book to tell the inside story of the battle for control over the future of music and how technology is ripping up the traditional rules of business. As the internet grew throughout the 1990s, software was developed, such as Liquid Audio and MP3, that could deliver music anywhere and most importantly for free. Bands were reaching fans without record company support; entrepreneurs made money distributing digital music files without licensing agreements; the music industry executives complained of piracy and refused to embrace the Information Age. The story of the struggle to define the future of the music industry is a parable of how technology is completely changing the way we think and do business. Internet companies such as Napster, invented in 1999 by the nineteen-year-old Shawn Fanning, were rewriting the rules. Within two years, the music industry was on the attack, Napster was shut down by the courts and then bought by Bertelsmann. The on going battle highlights some of the most crucial questions facing all forms of commerce in the face of the internet: how does the internet change the way we pay for things? How far will traditional businesses go to protect their future? 'Sonic Boom' is immaculately researched and peopled by the musicians, executives, entrepreneurs and programmers behind one of the most vital questions concerning the Information Age: who owns intellectual content on the web?
Today we have the ability to connect speech, touch, haptic, and gestural interfaces into products that engage several human senses at once. This practical book explores examples from current designers and devices to describe how these products blend multiple interface modes together into a cohesive user experience. Authors Christine Park and John Alderman explain the basic principles behind multimodal interaction and introduce the tools you need to root your design in the ways our senses shape experience. This book also includes guides on process, design, and deliverables to help your team get started. The book covers several topics within multimodal design, including: New Human Factors: learn how human sensory abilities allow us to interact with technology and the physical world New Technologies: explore some of the technologies that enable multimodal interactions, products, and capabilities Multimodal Products: examine different categories of products and learn how they deliver sensory-rich experiences Multimodal Design: learn processes and methodologies for multimodal product design, development, and release
Title: The Old House of Kendal: or, the Local perambulator. Principally compiled from notes supplied by Mr. Alderman John Fisher. Being a paper read ... to the members of the Kendal Literary and Scientific Institution ... Reprinted, with additions and corrections, from the Kendal newspapers of September 8 and 15, 1866.Publisher: British Library, Historical Print EditionsThe British Library is the national library of the United Kingdom. It is one of the world's largest research libraries holding over 150 million items in all known languages and formats: books, journals, newspapers, sound recordings, patents, maps, stamps, prints and much more. Its collections include around 14 million books, along with substantial additional collections of manuscripts and historical items dating back as far as 300 BC.The HISTORY OF BRITAIN & IRELAND collection includes books from the British Library digitised by Microsoft. As well as historical works, this collection includes geographies, travelogues, and titles covering periods of competition and cooperation among the people of Great Britain and Ireland. Works also explore the countries' relations with France, Germany, the Low Countries, Denmark, and Scandinavia. ++++The below data was compiled from various identification fields in the bibliographic record of this title. This data is provided as an additional tool in helping to insure edition identification: ++++ British Library Whitwell, John; Fisher, John Alderman; 1866. 30 p.; 8 . 10361.g.2.
Digital compression technologies such as MP3 and Napster are having an explosive impact on the way music is distributed. Every day, hundreds of thousands of music files are searched for, shared, recorded, and listened to by computer and Web users-all free of charge. It's a boon for consumers and a disaster for record companies, and the end result can be nothing less than a cultural and economic transformation. Sonic Boom is a fascinating narrative of the controversy that's sending shock waves through the music industry. It's the story of musicians such as the Beastie Boys and Public Enemy, who are reaching fans without record company support; entrepreneurs who are distributing MP3 files without licensing agreements; and record-industry executives who are fighting for their business at every turn. It reveals how, even as the star-maker machinery of record companies remains in the hands of the old guard, innovators are finding ways to outsmart it. Peopled with a sensational cast of characters that includes rock stars, music moguls, teenagers, and Internet entrepreneurs, Sonic Boom exposes the recording industry's plight as a fascinating microcosm of the vast cultural, ethical, and legal issues that all industries face in the information age.
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