This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Vi…
"Dalam Snap to Grid, panduan istimewa untuk era telematika interaktif, Peter Lunenfeld memetakan lintasan yang telah ditelusuri oleh teknologi digital pada imajinasi budaya kita. Evaluasinya terhadap media baru mencakup diskusi yang penuh semangat - yang diinformasikan oleh wacana teknologi, estetika, dan teori budaya - tentang seniman, desainer, dan pembuat digital yang paling penting. "Snap t…
Helping students create interactive and animated stories about positive change in their communities.OCLC-licensed vendor bibliographic record.
In media art history as well as in science studies an intensified reception of cybernetic and system-theoretical concepts can be seen in the last few years. In this work, a conceptualization of the relationship between the systemic and the iconic in interactive real-time simulations is proposed.OCLC-licensed vendor bibliographic record.
How to understand our interactions with technology: considering the emotional, intellectual, and sensual aspects of the user experience.OCLC-licensed vendor bibliographic record.
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…
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became f…
Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather…
In this book Kaj Gronbaek and Randall H. Trigg present a set of principles for the design of open hypermedia systems and provide concrete implications of these principles for issues ranging from data structures to architectures and system integration and for settings as diverse as the World Wide Web and the workplace.OCLC-licensed vendor bibliographic record.
The experience of digital art and how it is relevant to information technology.In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacu…