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  1. Flash
    building the interactive web
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part... mehr

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    "Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture. Salter and Murray investigate Flash as both a fundamental force that shaped perceptions of the web and a key technology that enabled innovative interactive experiences and new forms of gaming. They examine a series of works that exemplify Flash's role in shaping the experience and expectations of web multimedia. Topics include Flash as a platform for developing animation (and the "Flashimation" aesthetic); its capacities for scripting and interactive design; games and genres enabled by the reconstruction of the browser as a games portal; forms and genres of media art that use Flash; and Flash's stance on openness and standards--including its platform-defining battle over the ability to participate in Apple's own proprietary platforms. Flash's exit from the mobile environment in 2011 led some to declare that Flash was dead. But, as Salter and Murray show, not only does Flash live, but its role as a definitive cross-platform tool continues to influence web experience."

     

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    Quelle: Verbundkataloge
    Beteiligt: Murray, John (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262325776; 0262325772
    Schriftenreihe: Platform studies
    Schlagworte: Flash (Computer file); World Wide Web; Multimedia communications ; Computer programs; DIGITAL HUMANITIES & NEW MEDIA/General; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (ix, 180 pages), illustrations.
  2. The imaginary app
    Autor*in:
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The mobile app as technique and imaginary tool, offering a shortcut to instantaneous connection and entertainment. mehr

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    The mobile app as technique and imaginary tool, offering a shortcut to instantaneous connection and entertainment.

     

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    Quelle: Verbundkataloge
    Beteiligt: DJ Spooky That Subliminal Kid (MitwirkendeR); Matviyenko, Svitlana (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262320795; 0262320797; 9780262320801; 0262320800
    Schriftenreihe: Software studies
    Schlagworte: Computers and civilization; Mobile computing ; Social aspects; Application software ; Social aspects; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xxxvi, 279 pages, 12 unnumbered pages of plates), illustrations (some color).
  3. Positive computing
    technology for wellbeing and human potential
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts ;

    "On the eve of Google's IPO in 2004, Larry Page and Sergey Brin vowed not to be evil. Today, a growing number of technologists would go further, trying to ensure that their work actively improves people's lives. Technology, so pervasive and... mehr

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    "On the eve of Google's IPO in 2004, Larry Page and Sergey Brin vowed not to be evil. Today, a growing number of technologists would go further, trying to ensure that their work actively improves people's lives. Technology, so pervasive and ubiquitous, has the capacity to increase stress and suffering; but it also has the less-heralded potential to improve the well-being of individuals, society, and the planet. In this book, Rafael Calvo and Dorian Peters investigate what they term "positive computing"--The design and development of technology to support psychological well-being and human potential. Calvo and Peters explain that technologists' growing interest in social good is part of a larger public concern about how our digital experience affects our emotions and our quality of life -- which itself reflects an emerging focus on humanistic values in many different disciplines. Synthesizing theory, knowledge, and empirical methodologies from a variety of fields, they offer a rigorous and coherent foundational framework for positive computing. Sidebars by experts from psychology, neuroscience, human--computer interaction, and other disciplines supply essential context. Calvo and Peters examine specific well-being factors, including positive emotions, self-awareness, mindfulness, empathy, and compassion, and explore how technology can support these factors. Finally, they offer suggestions for future research and funding."

     

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    Quelle: Verbundkataloge
    Beteiligt: Peters, Dorian (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0262325683; 9780262325684
    Schriftenreihe: The platform studies series
    Schlagworte: Computers ; Social aspects; Human-computer interaction; Well-being; Positive psychology; Neurosciences; Technology ; Social aspects; COMPUTER SCIENCE/Human Computer Interaction; DIGITAL HUMANITIES & NEW MEDIA/General; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (x, 288 pages).
  4. Literary gaming
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Mass. ;

    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. mehr

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    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works.

     

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  5. Game after
    a cultural study of video game afterlife
    Erschienen: [2014]; ©2014
    Verlag:  MIT Press, Cambridge, Massachusetts

    Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in... mehr

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    Overview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games-whether behind glass in display cases or recreated as an iPad app-offers a new way to explore the diverse topography of game history.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262320177; 0262320177
    Schlagworte: Video games ; Social aspects; GAME STUDIES/General; SOCIAL SCIENCES/Media Studies; DIGITAL HUMANITIES & NEW MEDIA/New Media History
    Umfang: 1 online resource (xiv, 355 pages), illustrations
  6. The practice of light
    a genealogy of visual technologies from prints to pixels
    Autor*in: Cubitt, Sean
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess. mehr

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    An account of Western visual technologies since the Renaissance traces a history of the increasing control of light's intrinsic excess.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262326568; 0262326566; 9780262326575; 0262326574
    Schriftenreihe: Leonardo
    Schlagworte: Art and technology; Visual perception; ARTS/Art History/General; DIGITAL HUMANITIES & NEW MEDIA/New Media History; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiv, 354 pages, 8 unnumbered pages of plates), illustrations (some color).
  7. Garments of paradise
    wearable discourse in the digital age
    Erschienen: [2014]
    Verlag:  The MIT Press, Cambridge, Massachusetts

    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural... mehr

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    "Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables--on clothing, dress, and the histories and social relations they represent. She proposes that wearable technologies comprise a pragmatics of enhanced communication in a social landscape. "Garments of paradise" is a reference to wearable technology's promise of physical and mental enhancements. Ryan defines "dress acts"--Hybrid acts of communication in which the behavior of wearing is bound up with the materiality of garments and devices--and focuses on the use of digital technology as part of such systems of meaning. She connects the ideas of dress and technology historically, in terms of major discourses of art and culture, and in terms of mass media and media culture, citing such thinkers as Giorgio Agamben, Manuel De Landa, and Gilles Deleuze and Félix Guattari. She examines the early history of wearable technology as it emerged in research labs; the impact of ubiquitous and affective approaches to computing; interaction design and the idea of wearable technology as a language of embodied technology; and the influence of open source ideology. Finally, she considers the future, as wearing technologies becomes an increasingly naturalized aspect of our social behavior"--Publisher's description.

     

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  8. The social machine
    designs for living online
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively... mehr

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    Computers were first conceived as "thinking machines," but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively that for social media to become truly sociable media, we must design interfaces that reflect how we understand and respond to the social world. People and their actions are still harder to perceive online than face to face: interfaces are clunky, and we have less sense of other people's character and intentions, where they congregate, and what they do. Donath presents new approaches to creating interfaces for social interaction. She addresses such topics as visualizing social landscapes, conversations, and networks; depicting identity with knowledge markers and interaction history; delineating public and private space; and bringing the online world's open sociability into the physical world. Donath asks fundamental questions about how we want to live online and offers thought-provoking designs that explore radically new ways of interacting and communicating.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262323482; 0262323486
    Schlagworte: Online social networks; Social media; DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking; COMPUTER SCIENCE/Human Computer Interaction; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (xiv, 418 pages), color illustrations
  9. Re-collection
    art, new media, and social memory
    Erschienen: [2014]; ©2014
    Verlag:  The MIT Press, Cambridge, Massachusetts

    The first book on the philosophy and aesthetics of digital preservation examines the challenge posed by new media to our long-term social memory. mehr

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    The first book on the philosophy and aesthetics of digital preservation examines the challenge posed by new media to our long-term social memory.

     

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    Quelle: Verbundkataloge
    Beteiligt: Ippolito, Jon (VerfasserIn)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262324083; 0262324083; 9781306876223; 1306876222; 9780262324090; 0262324091
    Schriftenreihe: Leonardo
    Schlagworte: New media art ; Conservation and restoration; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies; ARTS/Art History/Contemporary Art
    Umfang: 1 online resource (xii, 297 pages), illustrations.