Immersed in Technology

Immersed in Technology PDF Author: Banff Centre for the Arts
Publisher: MIT Press
ISBN: 9780262133142
Category : Art
Languages : en
Pages : 400

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Book Description
Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.

Immersed in Technology

Immersed in Technology PDF Author: Banff Centre for the Arts
Publisher: MIT Press
ISBN: 9780262133142
Category : Art
Languages : en
Pages : 400

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Book Description
Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.

Immersed in Media

Immersed in Media PDF Author: Matthew Lombard
Publisher: Springer
ISBN: 3319101900
Category : Computers
Languages : en
Pages : 332

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Book Description
Highlights key research currently being undertaken within the field of telepresence, providing the most detailed account of the field to date, advancing our understanding of a fundamental property of all media - the illusion of presence; the sense of “being there” inside a virtual environment, with actual or virtual others. This collection has been put together by leading international scholars from America, Europe, and Asia. Together, they describe the state-of-the-art in presence theory, research and technology design for an advanced academic audience. Immersed in Media provides research that can help designers optimize presence for users of advanced media technologies such as virtual and augmented reality, collaborative social media, robotics, and artificial intelligence and lead us to better understand human cognition, emotion and behaviour.

Smarter Than You Think

Smarter Than You Think PDF Author: Clive Thompson
Publisher: Penguin
ISBN: 1101638710
Category : Technology & Engineering
Languages : en
Pages : 352

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Book Description
A revelatory and timely look at how technology boosts our cognitive abilities—making us smarter, more productive, and more creative than ever It’s undeniable—technology is changing the way we think. But is it for the better? Amid a chorus of doomsayers, Clive Thompson delivers a resounding “yes.” In Smarter Than You Think, Thompson shows that every technological innovation—from the written word to the printing press to the telegraph—has provoked the very same anxieties that plague us today. We panic that life will never be the same, that our attentions are eroding, that culture is being trivialized. But, as in the past, we adapt—learning to use the new and retaining what is good of the old. Smarter Than You Think embraces and extols this transformation, presenting an exciting vision of the present and the future.

Technology, Media Literacy, and the Human Subject

Technology, Media Literacy, and the Human Subject PDF Author: Richard S. Lewis
Publisher: Open Book Publishers
ISBN: 1800641850
Category : Computers
Languages : en
Pages : 218

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Book Description
Media literacy is often focused on evaluating the message rather than reflecting on the medium. Bringing together postphenomenology, media ecology, posthumanism, and complexity theory, Richard Lewis’s book offers a method for such a reflection and shows how our everyday media environments constitute us as (post)human subjects: one that is becoming and constitutes through relations – also with our media technologies. An original interdisciplinary effort – including for example the term 'intrasubjective mediation' – and a must-read book for everyone interested in how we become with and through technologies. Prof Mark Coeckelbergh, University of Vienna Technology, Media Literacy, and the Human Subject is a clearly and concisely written book that employs a fruitful transdisciplinary approach. It at once offers an excellent grounding in the literature, whilst simultaneously developing a useful tool for students to reflect deeply and critically upon their own engagement with media. Thoroughly recommended. Alexander Thomas, University of East London What does it mean to be media literate in today’s world? How are we transformed by the many media infrastructures around us? We are immersed in a world mediated by information and communication technologies (ICTs). From hardware like smartphones, smartwatches, and home assistants to software like Facebook, Instagram, Twitter, and Snapchat, our lives have become a complex, interconnected network of relations. Scholarship on media literacy has tended to focus on developing the skills to access, analyze, evaluate, and create media messages without considering or weighing the impact of the technological medium—how it enables and constrains both messages and media users. Additionally, there is often little attention paid to the broader context of interrelations which affect our engagement with media technologies. This book addresses these issues by providing a transdisciplinary method that allows for both practical and theoretical analyses of media investigations. Informed by postphenomenology, media ecology, philosophical posthumanism, and complexity theory the author proposes both a framework and a pragmatic instrument for understanding the multiplicity of relations that all contribute to how we affect—and are affected by—our relations with media technology. The author argues persuasively that the increased awareness provided by this posthuman approach affords us a greater chance for reclaiming some of our agency and provides a sound foundation upon which we can then judge our media relations. This book will be an indispensable tool for educators in media literacy and media studies, as well as academics in philosophy of technology, media and communication studies, and the post-humanities.

Immersed in Media

Immersed in Media PDF Author: Cheryl Campanella Bracken
Publisher: Routledge
ISBN: 1135849889
Category : Computers
Languages : en
Pages : 462

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Book Description
"Over the next few decades, immersive media could fundamentally change the ways humans engage in entertainment, communication, and social interaction. The current volume takes a step towards understanding this potential paradigm shift, combining insights from pioneers of the field of ‘presence’ with bright young scholars who bring a new perspective." —Jeremy Bailenson, Stanford University, USA "This book provides an indispensable contribution to scholars in communication studies, computer science and psychology interested in the modes of being present in different media, and offers a careful historical and theoretical framework to the state-of-the-art research."—Anna Spagnolli, University of Padova, Italy "Bracken and Skalski have assembled a collection of works from the world’s foremost authorities on telepresence, a topic that has gone understudied for years. Someone has finally assembled a comprehensive volume on the subject. This book is a must not only for those interested in telepresence, but for mass communication scholars of all kinds."—Kenneth A. Lachan, University of Massachusetts, Boston, USA Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.

digitalSTS

digitalSTS PDF Author: Janet Vertesi
Publisher: Princeton University Press
ISBN: 0691187088
Category : Science
Languages : en
Pages : 568

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Book Description
Scholars across the humanities, social sciences, and information sciences are grappling with how best to study virtual environments, use computational tools in their research, and engage audiences with their results. Classic work in science and technology studies (STS) has played a central role in how these fields analyze digital technologies, but many of its key examples do not speak to today’s computational realities. This groundbreaking collection brings together a world-class group of contributors to refresh the canon for contemporary digital scholarship. In twenty-five pioneering and incisive essays, this unique digital field guide offers innovative new approaches to digital scholarship, the design of digital tools and objects, and the deployment of critically grounded technologies for analysis and discovery. Contributors cover a broad range of topics, including software development, hackathons, digitized objects, diversity in the tech sector, and distributed scientific collaborations. They discuss methodological considerations of social networks and data analysis, design projects that can translate STS concepts into durable scientific work, and much more. Featuring a concise introduction by Janet Vertesi and David Ribes and accompanied by an interactive microsite, this book provides new perspectives on digital scholarship that will shape the agenda for tomorrow’s generation of STS researchers and practitioners.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games PDF Author: Newton Lee
Publisher: Springer Nature
ISBN: 3031231619
Category : Computers
Languages : en
Pages : 2150

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Book Description
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Immersed

Immersed PDF Author: Jenetta Penner
Publisher: Createspace Independent Publishing Platform
ISBN: 9781548585303
Category : Gifted persons
Languages : en
Pages : 0

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Book Description
"Just when she thought it was safe to step into the light. After a daring escape from Elore, Avlyn finds that the Outerbounds isn't the haven of freedom she's hoped for. Deception and lies run rampant. Avlyn's powerful Immersion ability marks her as dangerous. Dangerous, but highly valuable. Will she find her place in this new world? Or have to die trying?"--Back cover.

Virtual Reality

Virtual Reality PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309051355
Category : Computers
Languages : en
Pages : 557

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Book Description
Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.

Technology and the Character of Contemporary Life

Technology and the Character of Contemporary Life PDF Author: Albert Borgmann
Publisher: University of Chicago Press
ISBN: 022616358X
Category : Social Science
Languages : en
Pages : 311

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Book Description
Blending social analysis and philosophy, Albert Borgmann maintains that technology creates a controlling pattern in our lives. This pattern, discernible even in such an inconspicuous action as switching on a stereo, has global effects: it sharply divides life into labor and leisure, it sustains the industrial democracies, and it fosters the view that the earth itself is a technological device. He argues that technology has served us as well in conquering hunger and disease, but that when we turn to it for richer experiences, it leads instead to a life dominated by effortless and thoughtless consumption. Borgmann does not reject technology but calls for public conversation about the nature of the good life. He counsels us to make room in a technological age for matters of ultimate concern—things and practices that engage us in their own right.