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Animation Embodiment and Digital Media

Animation  Embodiment  and Digital Media Author K. Chow
ISBN-10 9781137283085
Release 2013-09-20
Pages 204
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Animation, Embodiment and Digital Media articulates the human experience of technology-mediated animated phenomena in terms of sensory perception, bodily action and imaginative interpretation, suggesting a new theoretical framework with analyses of exemplary user interfaces, video games and interactive artworks.



Human Computer Interaction INTERACT 2017

Human Computer Interaction   INTERACT 2017 Author Regina Bernhaupt
ISBN-10 9783319677446
Release 2017-09-19
Pages 544
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The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.



Persuasive Technology

Persuasive Technology Author Alexander Meschtscherjakov
ISBN-10 9783319315102
Release 2016-03-22
Pages 366
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This book constitutes the refereed proceedings of the 11th International Conference on Persuasive Technology, PERSUASIVE 2016, held in Salzburg, Austria, in April 2016. The 27 revised full papers and 3 revised short papers presented were carefully reviewed and selected from 73 submissions. The papers are grouped in topical sections on individual differences, theoretical reflections, prevention and motivation, methods and models, games and gamification, interventions for behavior change, and design strategies and techniques.



Persuasive Technology

Persuasive Technology Author Thomas MacTavish
ISBN-10 9783319203065
Release 2015-05-25
Pages 265
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This book constitutes the refereed proceedings of the 10th International Conference on Persuasive Technology, PERSUASIVE 2015, held in Chicago, IL, USA in June 2015. The 19 revised full papers and 5 revised short papers presented were carefully reviewed and selected from 41 submissions. The papers are grouped in topical sections on understanding individuals, empowering individuals and understanding and empowering communities.



Toy Story

Toy Story Author Susan Smith
ISBN-10 9781501324932
Release 2018-01-25
Pages 256
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Toy Story (John Lasseter, 1995), Pixar's first feature-length production and Hollywood's first completely computer-generated animated film, is an international cultural phenomenon. This collection brings together a diverse range of scholars and practitioners who together explore the themes, compositional techniques, cultural significance and industry legacy of this landmark in contemporary cinema. Topics range from industrial concerns, such as the film's groundbreaking use of computer generated imagery and the establishment of Pixar as a major player in the animation world, to examinations of its music, aesthetics, and the role of toys in both the film and its fandom. The Toy Story franchise as a whole is also considered, with chapters looking at its cross-generational appeal and the experience of growing up alongside the series. As the first substantial work on this landmark film, this book will serve as an authoritative introduction for scholars, students and fans alike.



Mapping Intermediality in Performance

Mapping Intermediality in Performance Author Sarah Bay-Cheng
ISBN-10 9789089642554
Release 2010
Pages 304
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This insightful book explores the relationship between theater and digital culture. The authors show that the marriage of traditional performance with new technologies leads to an upheaval of the implicit “live” quality of theatre by introducing media interfaces and Internet protocols, all the while blurring the barriers between theater-makers and their audience.



Windows and Mirrors

Windows and Mirrors Author Jay David Bolter
ISBN-10 026252449X
Release 2005
Pages 182
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The experience of digital art and how it is relevant to information technology.



Shadow of a Mouse

Shadow of a Mouse Author Donald Crafton
ISBN-10 9780520261037
Release 2012-11-05
Pages 372
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“Donald Crafton, our lively guide, shows us around a Tooniverse populated by performers, not just images, who engage us in all the ways their flesh-and-blood counterparts do, and then some. Taking classical animation as his terrain, Crafton nevertheless pushes ongoing discussions of performance, liveness, and corporeality in the directions in which they need to go if they are to help us describe and navigate our increasingly virtual worlds.” Philip Auslander, author of Liveness: Performance in a Mediatized Culture "Every once in a while a book comes along that marks a transformational point in its discipline. Such a book is Donald Crafton's Shadow of a Mouse. Crafton skillfully draws together theoretical sources, animation history, technological development, and social analysis, deftly weaving together thinkers from Disney to Deleuze and Sito to Stanislavsky. The result is a substantial rethinking of animation that will reshape traditional approaches to the medium. Crafton's magisterial grasp of theory and history is livened by a true fan's passion for the subject and a keen sense of humor. Shadow of a Mouse is a must-read for anyone with an interest in performance, embodiment, popular culture, race, or reception." Mark Langer, Associate Professor of Film Studies, Carleton University



Interactive Digital Narrative

Interactive Digital Narrative Author Hartmut Koenitz
ISBN-10 9781317668671
Release 2015-04-10
Pages 286
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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.



Language and the Creative Mind

Language and the Creative Mind Author Michael Borkent
ISBN-10 1575866714
Release 2014-12-15
Pages 420
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This volume brings together papers from the 11th Conceptual Structure, Discourse and Language Conference, held in Vancouver in May 2012. In the last few years, the cognitive study of language has begun to examine the interaction between language and other embodied communicative modalities, such as gesture, while at the same time expanding the traditional limits of linguistic and cognitive enquiry into creative domains such as music, literature, and visual images. Papers in this collection show how the study of language paves the way for these new areas of investigation. They bring issues of multimodal communication to the attention of linguists, while also looking through and beyond language into various domains of human creativity. This refreshed view of the relations across various communicative domains will be important not only to linguists, but also to all those interested in the creative potential of the human mind.



Life After New Media

Life After New Media Author Sarah Kember
ISBN-10 9780262018197
Release 2012
Pages 268
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A call for a "rigorous cross-disciplinary interventions and inventions that will be equally at home with critical theory and media practice and will be prepared and able to make a difference--academically, institutionally, politically, ethically, and aesthetically" (p. 201).



Pixar s America

Pixar s America Author Dietmar Meinel
ISBN-10 9783319316345
Release 2016-08-26
Pages 240
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This book examines the popular and critically acclaimed films of Pixar Animation Studios in their cultural and historical context. Whether interventionist sheriff dolls liberating oppressed toys (Toy Story) or exceptionally talented rodents hoping to fulfill their dreams (Ratatouille), these cinematic texts draw on popular myths and symbols of American culture. As Pixar films refashion traditional American figures, motifs and narratives for contemporary audiences, this book looks at their politics - from the frontier myth in light of traditional gender roles (WALL-E) to the notion of voluntary associations and neoliberalism (The Incredibles). Through close readings, this volume considers the aesthetics of digital animation, including voice-acting and the simulation of camera work, as further mediations of the traditional themes and motifs of American culture in novel form. Dietmar Meinel explores the ways in which Pixar films come to reanimate and remediate prominent myths and symbols of American culture in all their cinematic, ideological and narrative complexity.



New Romantic Cyborgs

New Romantic Cyborgs Author Mark Coeckelbergh
ISBN-10 9780262035460
Release 2017-02-24
Pages 336
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An account of the complex relationship between technology and romanticism that links nineteenth-century monsters, automata, and mesmerism with twenty-first-century technology's magic devices and romantic cyborgs.



The Animatic Apparatus

The Animatic Apparatus Author Deborah Levitt
ISBN-10 9781785357039
Release 2018-05-25
Pages 160
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Unprecedented kinds of experience, and new modes of life, are now produced by simulations, from the CGI of Hollywood blockbusters to animal cloning to increasingly sophisticated military training software, while animation has become an increasingly powerful pop-cultural form. Today, the extraordinary new practices and radical objects of simulation and animation are transforming our neoliberal-biopolitical “culture of life”. The Animatic Apparatus offers a genealogy for the animatic regime and imagines its alternative futures, countering the conservative-neoliberal notion of life’s sacred inviolability with a new concept and ethics of animatic life.



Human and Machine Consciousness

Human and Machine Consciousness Author David Gamez
ISBN-10 9781783743018
Release 2018-03-07
Pages 234
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Consciousness is widely perceived as one of the most fundamental, interesting and difficult problems of our time. However, we still know next to nothing about the relationship between consciousness and the brain and we can only speculate about the consciousness of animals and machines. Human and Machine Consciousness presents a new foundation for the scientific study of consciousness. It sets out a bold interpretation of consciousness that neutralizes the philosophical problems and explains how we can make scientific predictions about the consciousness of animals, brain-damaged patients and machines. Gamez interprets the scientific study of consciousness as a search for mathematical theories that map between measurements of consciousness and measurements of the physical world. We can use artificial intelligence to discover these theories and they could make accurate predictions about the consciousness of humans, animals and artificial systems. Human and Machine Consciousness also provides original insights into unusual conscious experiences, such as hallucinations, religious experiences and out-of-body states, and demonstrates how ‘designer’ states of consciousness could be created in the future. Gamez explains difficult concepts in a clear way that closely engages with scientific research. His punchy, concise prose is packed with vivid examples, making it suitable for the educated general reader as well as philosophers and scientists. Problems are brought to life in colourful illustrations and a helpful summary is given at the end of each chapter. The endnotes provide detailed discussions of individual points and full references to the scientific and philosophical literature.



Presence in Play

Presence in Play Author Cormac Power
ISBN-10 9789042023819
Release 2008-01
Pages 228
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Presence in Play: A Critique of Theories of Presence in the Theatre is the first comprehensive survey and analysis of theatrical presence to be published. Theatre as an art form has often been associated with notions of presence. The 'live' immediacy of the actor, the unmediated unfolding of dramatic action and the 'energy' generated through an actor-audience relationship are among the ideas frequently used to explain theatrical experience – and all are underpinned by some understanding of 'presence.' Precisely what is meant by presence in the theatre is part of what Presence in Play sets out to explain. While this work is rooted in twentieth century theatre and performance since modernism, the author draws on a range of historical and theoretical material. Encompassing ideas from semiotics and phenomenology, Presence in Play puts forward a framework for thinking about presence in theatre, enriched by poststructuralist theory, forcefully arguing in favour of 'presence' as a key concept for theatre studies today.



Performing the Digital

Performing the Digital Author Martina Leeker
ISBN-10 9783839433553
Release 2017-04
Pages 304
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How is performativity shaped by digital technologies - and how do performative practices reflect and alter techno-social formations? "Performing the Digital" explores, maps and theorizes the conditions and effects of performativity in digital cultures. Bringing together scholars from performance studies, media theory, sociology and organization studies as well as practitioners of performance, the contributions engage with the implications of digital media and its networked infrastructures for modulations of affect and the body, for performing cities, protest, organization and markets, and for the performativity of critique. With contributions by Marie-Luise Angerer, Timon Beyes, Scott deLahunta and Florian Jenett, Margarete Jahrmann, Susan Kozel, Ann-Christina Lange, Oliver Leistert, Martina Leeker, Jon McKenzie, Sigrid Merx, Melanie Mohren and Bernhard Herbordt, Imanuel Schipper and Jens Schröter.