Listing 1 - 10 of 85 | << page >> |
Sort by
|
Choose an application
Interactive multimedia is clearly a field of fundamental research, social, educational and economical importance, as it combines multiple disciplines for the development of multimedia systems that are capable to sense the environment and dynamically process, edit, adjust or generate new content. For this purpose, ideas, theories, methodologies and inventions are combined in order to form novel applications and systems. This book presents novel scientific research, proven methodologies and interdisciplinary case studies that exhibit advances under Interfaces and Interaction, Interactive Multimedia Learning, Teaching and Competence Diagnosis Systems, Interactive TV, Film and Multimedia Production and Video Processing. The chapters selected for this volume offer new perspectives in terms of strategies, tested practices and solutions that, beyond describing the state-of-the-art, may be utilised as a solid basis for the development of new interactive systems and applications.
Interactive multimedia. --- Hypermedia systems --- Interactive media --- Computer software --- Graphics programming
Choose an application
Social sciences --- Interactive multimedia. --- Hypermedia systems --- Interactive media --- Computer software --- Study and teaching.
Choose an application
Multimedia is the common name for media that combine more than one type of individual medium to create a single unit. Interactive media are the means of communication in which the outputs depend on the inputs made by the user. This book contains 11 chapters that are divided into two sections: Interactive Multimedia and Education and Interactive Multimedia and Medicine. The authors of the chapters deal with different topics within these disciplines, such as the importance of cloud storage, development of play tools for children, use of gaming on multimedia devices designed for the elderly, development of a reading, writing, and spelling program based on Luria's theories, as well as development of mobile applications called BloodHero dedicated to the increase in blood donors, etc.
Interactive multimedia. --- Hypermedia systems --- Interactive media --- Computer software --- Multimedia --- Physical Sciences --- Engineering and Technology --- Computer and Information Science --- Digital Media
Choose an application
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Interactive multimedia. --- Digital storytelling. --- Storytelling --- Hypermedia systems --- Interactive media --- Computer software --- Interactive multimedia --- Digital storytelling --- Narration (Rhetoric)
Choose an application
The history of documentary has been one of adaptation and change, as docu-mentarists have harnessed the affordances of emerging technology. In the last decade interactive documentaries (i-docs) have become established as a new field of practice within non-fiction storytelling. Their various incarnations are now a focus at leading film festivals (IDFA DocLab, Tribeca Storyscapes, Sheffield DocFest), major international awards have been won, and they are increasingly the subject of academic study. This anthology looks at the creative practices, purposes and ethics that lie behind these emergent forms. Expert contributions, case studies and interviews with major figures in the field address the production processes that lie behind interactive documentary, as well as the political, cultural and geographic contexts in which they are emerging and the media ecology that supports them. Taking a broad view of interactive documentary as any work which engages with 'the real' by employing digital interactive technology, this volume addresses a range of platforms and environments, from web-docs and virtual reality to mobile media and live performance. It thus explores the challenges that face interactive documentary practitioners and scholars, and proposes new ways of producing and engaging with interactive factual content.
Documentary mass media --- Interactive multimedia --- Multimédias interactifs --- Hypermedia systems --- Interactive media --- Computer software --- Mass media --- Multimédias interactifs. --- Documentary mass media. --- Interactive multimedia.
Choose an application
A singular and major historical view of the birth of electronic poetry. For the last five decades, poets have had a vibrant relationship with computers and digital technology. This book is a documentary study and analytic history of digital poetry that highlights its major practitioners and the ways that they have used technology to foster a new aesthetic. Focusing primarily on programs and experiments produced before the emergence of the World Wide Web in the mid-1990s, C. T. Funkhouser analyzes numerous landmark works of digital poetry to illustrate that the founda
Hypertext systems. --- Interactive multimedia. --- Computer poetry --- Hypertext --- Interactive multimedia --- Hypermedia systems --- Interactive media --- Computer software --- Poetics --- Computational linguistics --- Poetry --- Technique. --- History and criticism. --- Computer poetry.
Choose an application
Educational technology. --- Interactive multimedia. --- Hypermedia systems --- Interactive media --- Computer software --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Aids and devices
Choose an application
How to understand our interactions with technology: considering the emotional, intellectual, and sensual aspects of the user experience.
Technology --- Interactive multimedia. --- Social aspects. --- Hypermedia systems --- Interactive media --- Computer software --- COMPUTER SCIENCE/Human Computer Interaction --- SOCIAL SCIENCES/Media Studies --- SCIENCE, TECHNOLOGY & SOCIETY/General --- Mens-computer interactie. --- Wetenschap. --- Interactive multimedia --- Social aspects
Choose an application
"In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is in part shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances."--Jacket.
Interactive multimedia. --- Video games. --- Television games --- Videogames --- Hypermedia systems --- Interactive media --- Electronic games --- Computer software --- GAME STUDIES/General --- COMPUTER SCIENCE/Computer Music --- DESIGN/Interactive Design --- Computer games --- Internet games --- Games
Choose an application
Interactive multimedia. --- Knowledge, Sociology of. --- Computer Science --- Engineering & Applied Sciences --- Knowledge, Theory of (Sociology) --- Sociology of knowledge --- Communication --- Knowledge, Theory of --- Public opinion --- Sociology --- Social epistemology --- Hypermedia systems --- Interactive media --- Computer software
Listing 1 - 10 of 85 | << page >> |
Sort by
|