Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies.
With robots, we are inventing a new species that is part material and part digital. The ambition of modern robotics goes beyond copying humans, beyond the effort to make walking, talking androids that are indistinguishable from people. Future robots will have superhuman abilities in both the physical and digital realms. They will be embedded in our physical spaces, with the ability to go where we cannot, and will have minds of their own, thanks to artificial intelligence. They will be fully connected to the digital world, far better at carrying out online tasks than we are.
In Playing with Sound, Karen Collins examines video game sound from the playerâ€™s perspective. She explores the many ways that players interact with a gameâ€™s sonic aspectsâ€”which include not only music but also sound effects, ambient sound, dialogue, and interface soundsâ€”both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games.
Have you ever wondered how your GPS can find the fastest way to your destination, selecting one route from seemingly countless possibilities in mere seconds? How your credit card account number is protected when you make a purchase over the Internet? The answer is algorithms. And how do these mathematical formulations translate themselves into your GPS, your laptop, or your smart phone? This book offers an engagingly written guide to the basics of computer algorithms.
Computing isnâ€™t simply about hardware or software, or calculation or applications. Computing, writes Paul Rosenbloom, is an exciting and diverse, yet remarkably coherent, scientific enterprise that is highly multidisciplinary yet maintains a unique core of its own. In On Computing, Rosenbloom proposes that computing is a great scientific domain on a par with the physical, life, and social sciences.
Interactive visualization is emerging as a vibrant new form of communication, providing compelling presentations that allow viewers to interact directly with information in order to construct their own understandings of it. Building on a long tradition of print-based information visualization, interactive visualization utilizes the technological capabilities of computers, the Internet, and computer graphics to marshal multifaceted information in the service of making a point visually.
Ubiquitous computing and our cultural life promise to become completely interwoven: technical currents feed into our screen culture of digital television, video, home computers, movies, and high-resolution advertising displays. Technology has become at once larger and smaller, mobile and ambient. In Throughout, leading writers on new media--including Jay David Bolter, Mark Hansen, N. Katherine Hayles, and Lev Manovich--take on the crucial challenges that ubiquitous and pervasive computing pose for cultural theory and criticism.
Today, women earn a relatively low percentage of computer science degrees and hold proportionately few technical computing jobs. Meanwhile, the stereotype of the male â€ścomputer geekâ€ť seems to be everywhere in popular culture. Few people know that women were a significant presence in the early decades of computing in both the United States and Britain. Indeed, programming in postwar years was considered womanâ€™s work (perhaps in contrast to the more manly task of building the computers themselves).
The mobile device is changing the ways we interact with each other and with the world. The mobile experience is distinct from the desktop or laptop experience; mobile apps require a significantly different design philosophy as well as design methods that reflect the unique experience of computing in the world. This book presents an approach to designing mobile media that takes advantage of the Internet-connected, context-aware, and media-sharing capabilities of mobile devices.
Today’s Web-enabled deluge of electronic data calls for automated methods of data analysis. Machine learning provides these, developing methods that can automatically detect patterns in data and then use the uncovered patterns to predict future data. This textbook offers a comprehensive and self-contained introduction to the field of machine learning, based on a unified, probabilistic approach.