Interactive Experience In The Digital Age PDF Download
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Author | : Linda Candy |
Publisher | : Springer Science & Business Media |
Total Pages | : 275 |
Release | : 2014-03-28 |
Genre | : Computers |
ISBN | : 3319045105 |
Download Interactive Experience in the Digital Age Book in PDF, ePub and Kindle
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
Author | : Haidy Geismar |
Publisher | : UCL Press |
Total Pages | : 166 |
Release | : 2018-05-14 |
Genre | : Business & Economics |
ISBN | : 1787352838 |
Download Museum Object Lessons for the Digital Age Book in PDF, ePub and Kindle
Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future. Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.
Author | : Stuart Dunn |
Publisher | : Routledge |
Total Pages | : 162 |
Release | : 2019-02-13 |
Genre | : History |
ISBN | : 1315404443 |
Download A History of Place in the Digital Age Book in PDF, ePub and Kindle
A History of Place in the Digital Age explores the history and impact of Geographic Information Systems (GIS) and related digital mapping technologies in humanities research. Providing a historical and methodological discussion of place in the most important primary materials which make up the human record, including text and artefacts, the book explains how these materials frame, form and communicate location in the age of the internet. This leads in to a discussion of how the World Wide Web distorts and skews place, amplifying some voices and reducing others. Drawing on several connected case studies from the early modern period to the present day, the spatial writings of early modern antiquarians are explored, as are the roots of approaches to place in archaeology and philosophy. This forms the basis for a review of place online, through the complex history of the invention of the internet, in to the age of the interactive web and social media. By doing so, the book explores the key themes of spatial power and representation which these technologies frame. A History of Place in the Digital Age will be of interest to scholars, students and practitioners in a variety of humanities disciplines with an interest in understanding how technology can help them undertake research on spatial themes. It will be of interest as primary work to historians of technology, media and communications.
Author | : Marco Spies |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2020-10-06 |
Genre | : Design |
ISBN | : 0500023700 |
Download Branded Interactions Book in PDF, ePub and Kindle
An invaluable source of inspiration for anyone involved with or interested in the design of interactive brands Digital design plays a crucial role in how customers experience a brand. However, corporate websites and online shops are only one part of interactive brand identity. The importance of mobile apps for smartphones and tablets has grown exponentially in recent years, while interactive touch points and billboards are increasingly found in the real world. The interface is now the brand. Branded Interactions is a practical handbook for professional digital designers and those just starting out. It is designed to guide the reader through the process of digital brand design in five key phases: discovering a demographic, defining an action plan, designing an interface, delivering a quality product, and distributing the design to the marketplace. All the sections are packed with real-world examples, case studies, and interviews with experts from leading brands and interactive agencies. A wealth of design documentation and diagrams helps to build a solid framework for any project, incorporating brand strategy at every stage while remaining flexible enough to incorporate change and creativity.
Author | : Cristina Bodinger-deUriarte |
Publisher | : Routledge |
Total Pages | : 254 |
Release | : 2019-06-04 |
Genre | : Social Science |
ISBN | : 1000011631 |
Download Interfacing Ourselves Book in PDF, ePub and Kindle
Interfacing Ourselves consists of new work that examines digital life on three levels: individuals and digital identity; relationships routinely intertwining digital and physical connections; and broader institutional and societal realities that define the context of living in the digital age. A key focus is what it means in varied social arenas when most individuals live as co-present or multi-present—simultaneously engaged in digital and physical space—alone and with others. Topics include how: digital life contributes to well-being; individuals experience digital dependency; a smartphone is more than a smartphone; netiquette reveals social change; some online communities become prosocial salient havens while others reinforce social inequality; Millennials build intimacy; Latinx do familismo; and digital surveillance and big data redefine consumerism, advocacy, and civic engagement. Six chapters incorporate insights from hourly journals of Millennials undergoing a period of digital abstinence. Other chapters draw from surveys, digital auto-ethnography, content analysis, and other methods to explore digital life at the level of individual and interactive experience, and at a broader institutional and societal level. Ultimately, the book presents the need for living a mindful digital life by developing greater awareness as an individual, a social being, and a netizen and citizen.
Author | : Melissa Langdon |
Publisher | : Springer |
Total Pages | : 171 |
Release | : 2014-08-20 |
Genre | : Computers |
ISBN | : 1493912704 |
Download The Work of Art in a Digital Age: Art, Technology and Globalisation Book in PDF, ePub and Kindle
This book explores digital artists’ articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization’s impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating.
Author | : Pei-Luen Patrick Rau |
Publisher | : Springer Nature |
Total Pages | : 584 |
Release | : 2021-07-03 |
Genre | : Computers |
ISBN | : 3030770745 |
Download Cross-Cultural Design. Experience and Product Design Across Cultures Book in PDF, ePub and Kindle
The three-volume set LNCS 12771-12773 constitutes the refereed proceedings of the 13th International Conference on Cross-Cultural Design, CCD 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-cultural experience design; cross-cultural product design; cultural differences and cross-cultural communication; Part II: Culture, arts and creativity; culture, learning and well-being; social change and social development; Part III: CCD in cultural heritage and tourism; CCD in autonomous vehicles and driving; CCD in virtual agents, robots and intelligent assistants.
Author | : Carlos Velasco |
Publisher | : Oxford University Press, USA |
Total Pages | : 113 |
Release | : 2020 |
Genre | : Computers |
ISBN | : 0198849621 |
Download Multisensory Experiences Book in PDF, ePub and Kindle
Multisensory Experiences: Where the senses meet technology takes you on a journey that goes from the fundamentals of multisensory experiences, through the relationship between the senses and technology, to what the future of those experiences may look like, and our responsibility in it.
Author | : Rachel Barr |
Publisher | : Springer |
Total Pages | : 318 |
Release | : 2016-11-24 |
Genre | : Psychology |
ISBN | : 3319451022 |
Download Media Exposure During Infancy and Early Childhood Book in PDF, ePub and Kindle
This book discusses the burgeoning world of young children’s exposure to educational media and its myriad implications for research, theory, practice, and policy. Experts across academic disciplines and the media fill knowledge gaps and address concerns regarding apps, eBooks, and other screen-based technologies—which are being used by younger and younger children—and content delivery and design. Current research shows the developmental nuances of the child as learner in home, school, and mobile contexts, and the changes as parenting and pedagogy accommodate the complexities of the new interactive world. The book also covers methods for evaluating the quality of new media and prosocial digital innovations such as video support for separated families and specialized apps for at-risk toddlers. Highlights of the coverage: The role of content and context on learning and development from mobile media. Learning from TV and touchscreens during early childhood Educational preschool programming. How producers craft engaging characters to drive content delivery. The parental media mediation context of young children’s media use. Supporting children to find their own agency in learning. Media Exposure During Infancy and Early Childhood is an essential resource for researchers, clinicians and related professionals, and graduate students in diverse fields including infancy and early childhood development, child and school psychology, social work, pediatrics, and educational psychology.
Author | : Sebastian Hageneuer |
Publisher | : Ubiquity Press |
Total Pages | : 223 |
Release | : 2020-02-06 |
Genre | : Social Science |
ISBN | : 1911529862 |
Download Communicating the Past in the Digital Age Book in PDF, ePub and Kindle
Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. The communication of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age.