The Image-Interface

Graphical Supports for Visual Information

Author: Everardo Reyes-Garcia

Publisher: John Wiley & Sons

ISBN: 1119474973

Category: Computers

Page: 288

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Digital practices are shaped by graphical representations that appear on the computer screen, which is the principal surface for designing, visualizing, and interacting with digital information. Before any digital image or graphical interface is rendered on the screen there is a series of layers that affect its visual properties. To discover such processes it is necessary to investigate software applications, graphical user interfaces, programming languages and code, algorithms, data structures, and data types in their relationship with graphical outcomes and design possibilities. This book studies interfaces as images and images as interfaces. It offers a comprehensible framework to study graphical representations of visual information. It explores the relationship between visual information and its graphical supports, taking into account contributions from fields of visual computing. Graphical supports are considered as material but also as formal aspects underlying the representation of digital images on the digital screen.


The Future

Author: Nick Montfort

Publisher: MIT Press

ISBN: 0262534819

Category: Social Science

Page: 192

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The future is like an unwritten book. It is not something we see in a crystal ball, or can only hope to predict, like the weather. In this volume of the MIT Press's Essential Knowledge series, Nick Montfort argues that the future is something to be made, not predicted. Montfort offers what he considers essential knowledge about the future, as seen in the work of writers, artists, inventors, and designers (mainly in Western culture) who developed and described the core components of the futures they envisioned. Montfort's approach is not that of futurology or scenario planning; instead, he reports on the work of making the future -- the thinkers who devoted themselves to writing pages in the unwritten book. Douglas Engelbart, Alan Kay, and Ted Nelson didn't predict the future of computing, for instance. They were three of the people who made it. Montfort focuses on how the development of technologies -- with an emphasis on digital technologies -- has been bound up with ideas about the future. Readers learn about kitchens of the future and the vision behind them; literary utopias, from Plato's Republic to Edward Bellamy's Looking Backward and Charlotte Perkins Gilman's Herland; the Futurama exhibit at the 1939 New York World's Fair; and what led up to Tim Berners-Lee's invention of the World Wide Web. Montfort describes the notebook computer as a human-centered alterative to the idea of the computer as a room-sized "giant brain"; speculative practice in design and science fiction; and, throughout, the best ways to imagine and build the future.

The Design of Everyday Things

Psychologie und Design der alltäglichen Dinge

Author: Norman Don

Publisher: Vahlen

ISBN: 3800648105

Category: Business & Economics

Page: 320

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Apple, Audi, Braun oder Samsung machen es vor: Gutes Design ist heute eine kritische Voraussetzung für erfolgreiche Produkte. Dieser Klassiker beschreibt die fundamentalen Prinzipien, um Dinge des täglichen Gebrauchs umzuwandeln in unterhaltsame und zufriedenstellende Produkte. Don Norman fordert ein Zusammenspiel von Mensch und Technologie mit dem Ziel, dass Designer und Produktentwickler die Bedürfnisse, Fähigkeiten und Handlungsweisen der Nutzer in den Vordergrund stellen und Designs an diesen angepasst werden. The Design of Everyday Things ist eine informative und spannende Einführung für Designer, Marketer, Produktentwickler und für alle an gutem Design interessierten Menschen. Zum Autor Don Norman ist emeritierter Professor für Kognitionswissenschaften. Er lehrte an der University of California in San Diego und der Northwest University in Illinois. Mitte der Neunzigerjahre leitete Don Norman die Advanced Technology Group bei Apple. Dort prägte er den Begriff der User Experience, um über die reine Benutzbarkeit hinaus eine ganzheitliche Erfahrung der Anwender im Umgang mit Technik in den Vordergrund zu stellen. Norman ist Mitbegründer der Beratungsfirma Nielsen Norman Group und hat unter anderem Autohersteller von BMW bis Toyota beraten. „Keiner kommt an Don Norman vorbei, wenn es um Fragen zu einem Design geht, das sich am Menschen orientiert.“ Brand Eins 7/2013 „Design ist einer der wichtigsten Wettbewerbsvorteile. Dieses Buch macht Spaß zu lesen und ist von größter Bedeutung.” Tom Peters, Co-Autor von „Auf der Suche nach Spitzenleistungen“

The NewMediaReader

Author: Noah Wardrip-Fruin

Publisher: MIT Press

ISBN: 9780262232272

Category: Social Science

Page: 823

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A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

Racing the Beam

The Atari Video Computer System

Author: Nick Montfort,Ian Bogost

Publisher: MIT Press

ISBN: 0262261529

Category: Games

Page: 192

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The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

Twisty Little Passages

An Approach to Interactive Fiction

Author: Nick Montfort

Publisher: MIT Press

ISBN: 0262297124

Category: Business & Economics

Page: 302

View: 1954

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Interactive fiction -- the best-known form of which is the text game or text adventure -- has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

Author: Nick Montfort,Patsy Baudoin,John Bell,Ian Bogost,Jeremy Douglass,Mark C. Marino,Michael Mateas,Casey Reas,Mark Sample,Noah Vawter

Publisher: MIT Press

ISBN: 0262304570

Category: Computers

Page: 328

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This book takes a single line of code -- the extremely concise BASIC program for the Commodore 64 inscribed in the title -- and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text -- in the case of 10 PRINT, a text that appeared in many different printed sources -- that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.


Directory of Grants in the Humanities

Author: Grants Program,Oryx Publishing

Publisher: N.A

ISBN: 9781573565677

Category: Humanities

Page: 640

View: 3785

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This directory offers tips and resources for artists and arts organizations seeking funding for performances, exhibits, residencies, general operations, fellowships, and other program types.




Proceedings of the International Symposium on Research of Arts, Design and Humanities (ISRADH 2014)

Author: Oskar Hasdinor Hassan,Shahriman Zainal Abidin,Rusmadiah Anwar,Muhamad Fairus Kamaruzaman

Publisher: Springer

ISBN: 9812875301

Category: Education

Page: 556

View: 7862

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This book examines the interaction between art, design, technology and the social sciences. It features 56 papers that were presented at the International Symposium on Research of Arts, Design and Humanities, ISRADH 2014, held at Sutera Harbour Resort, Kota Kinabalu, Malaysia. Complete with helpful diagrams and tables, the papers cover such topics as artificial reef development, racial discourse in the social media, stoneware as a replacement material for modern ventilation walls, and factors contributing to internet abuse in the workplace. Overall, the coverage focuses on global design trends and demands with an emphasis on people, business and technology. Inside, readers will find information on art and science in industrial applications; art management and entrepreneurship; cognitive, psychological and behavioral science; design technology and sustainable development; humanities and social applications in quality of life; social implications of technology; and visual communication and technologies. Taking a multi-disciplinary approach, the book features insightful discussions among academicians and industrial practitioners on the evolution of design that will appeal to researchers, designers and students.

Humanities Data in R

Exploring Networks, Geospatial Data, Images, and Text

Author: Taylor Arnold,Lauren Tilton

Publisher: Springer

ISBN: 3319207024

Category: Computers

Page: 211

View: 9924

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​This pioneering book teaches readers to use R within four core analytical areas applicable to the Humanities: networks, text, geospatial data, and images. This book is also designed to be a bridge: between quantitative and qualitative methods, individual and collaborative work, and the humanities and social sciences. Humanities Data with R does not presuppose background programming experience. Early chapters take readers from R set-up to exploratory data analysis (continuous and categorical data, multivariate analysis, and advanced graphics with emphasis on aesthetics and facility). Following this, networks, geospatial data, image data, natural language processing and text analysis each have a dedicated chapter. Each chapter is grounded in examples to move readers beyond the intimidation of adding new tools to their research. Everything is hands-on: networks are explained using U.S. Supreme Court opinions, and low-level NLP methods are applied to short stories by Sir Arthur Conan Doyle. After working through these examples with the provided data, code and book website, readers are prepared to apply new methods to their own work. The open source R programming language, with its myriad packages and popularity within the sciences and social sciences, is particularly well-suited to working with humanities data. R packages are also highlighted in an appendix. This book uses an expanded conception of the forms data may take and the information it represents. The methodology will have wide application in classrooms and self-study for the humanities, but also for use in linguistics, anthropology, and political science. Outside the classroom, this intersection of humanities and computing is particularly relevant for research and new modes of dissemination across archives, museums and libraries. ​

Medienkultur

Author: Vilém Flusser,Stefan Bollmann

Publisher: N.A

ISBN: 9783596133864

Category: Communication and technology

Page: 238

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