An industry insider explains why there is so much bad software - and why academia doesn't teach programmers what industry wants them to know. Why is software so prone to bugs? So vulnerable to viruses? Why are software products so often delayed, or even canceled? Is software development really hard, or are software developers just not that good at it? In The Problem with Software , Adam Barr ex…
In this book, Edward Ashford Lee makes a bold claim: that the creators of digital technology have an unsurpassed medium for creativity. Technology has advanced to the point where progress seems limited not by physical constraints but the human imagination. Writing for both literate technologists and numerate humanists, Lee makes a case for engineering -- creating technology -- as a deeply intel…
Based on the author's thesis (Ph. D.--Massachusetts Institute of Technology).Includes indexes.The projection of light rays onto the retina of the eye forms a two-dimensional image, but through combining the stereoscopic aspect of vision with other optical clues by means of some remarkably effective image-processing procedures, the viewer is able to perceive three-dimensional representations of …
"Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982--1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital ga…
We are surrounded by interactive devices, artifacts, and systems. The general assumption is that interactivity is good -- that it is a positive feature associated with being modern, efficient, fast, flexible, and in control. Yet there is no very precise idea of what interaction is and what interactivity means. In this book, Lars-Erik Janlert and Erik Stolterman investigate the elements of inter…
"Though an analysis of five objects that have shaped the history of computer graphics, this book explores what historical technologies shaped and limited the development of simulated images"--Edited version of the author's thesis (Ph.D.)--New York University, 2014, under the title: Image objects : an archaeology of 3D computer graphics, 1965-1979.OCLC-licensed vendor bibliographic record.
"Embodied technologies such as wearable tracking bracelets, ingestible sensors, embeddable prosthetics, and implantable microchips all stand to redefine the human experience and what it means to speak of technology and the body. No longer the speculative stuff of science fiction, embodied technologies have arrived and are being developed by a variety of industries at an alarming rate. Embodied …
This title investigates an often overlooked factor in the development of today's interoperable world - the evolution of copyright law. The book examines the debates surrounding the use of copyright law to prevent competition and interoperability in the global software industry in the last 15 years.OCLC-licensed vendor bibliographic record.
Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changin…
State-of-the-art research on MRFs, successful MRF applications, and advanced topics for future study.OCLC-licensed vendor bibliographic record.