Author: Anthony Chemero
Publisher: MIT Press
ISBN: 0262318652
Category : Science
Languages : en
Pages : 62
Book Description
While philosophers of mind have been arguing over the status of mental representations in cognitive science, cognitive scientists have been quietly engaged in studying perception, action, and cognition without explaining them in terms of mental representation. In this BIT, Anthony Chemero maps the evolution of a nonrepresentational, dynamical, ecological cognitive science and introduces radical embodied cognition.
Stage Setting, digital original edition
Author: Anthony Chemero
Publisher: MIT Press
ISBN: 0262318652
Category : Science
Languages : en
Pages : 62
Book Description
While philosophers of mind have been arguing over the status of mental representations in cognitive science, cognitive scientists have been quietly engaged in studying perception, action, and cognition without explaining them in terms of mental representation. In this BIT, Anthony Chemero maps the evolution of a nonrepresentational, dynamical, ecological cognitive science and introduces radical embodied cognition.
Publisher: MIT Press
ISBN: 0262318652
Category : Science
Languages : en
Pages : 62
Book Description
While philosophers of mind have been arguing over the status of mental representations in cognitive science, cognitive scientists have been quietly engaged in studying perception, action, and cognition without explaining them in terms of mental representation. In this BIT, Anthony Chemero maps the evolution of a nonrepresentational, dynamical, ecological cognitive science and introduces radical embodied cognition.
Digital Media, Projection Design, and Technology for Theatre
Author: Alex Oliszewski
Publisher: Taylor & Francis
ISBN: 1317356713
Category : Performing Arts
Languages : en
Pages : 441
Book Description
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
Publisher: Taylor & Francis
ISBN: 1317356713
Category : Performing Arts
Languages : en
Pages : 441
Book Description
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
Make Space
Author: Scott Doorley
Publisher: John Wiley & Sons
ISBN: 1118143728
Category : Architecture
Languages : en
Pages : 275
Book Description
"If you are determined to encourage creativity and provide a collaborative environment that will bring out the best in people, you will want this book by your side at all times." —Bill Moggridge, Director of the Smithsonian's Cooper-Hewitt National Design Museum "Make Space is an articulate account about the importance of space; how we think about it, build it and thrive in it." —James P. Hackett, President and CEO, Steelcase An inspiring guidebook filled with ways to alter space to fuel creative work and foster collaboration. Based on the work at the Stanford University d.school and its Environments Collaborative Initiative, Make Space is a tool that shows how space can be intentionally manipulated to ignite creativity. Appropriate for designers charged with creating new spaces or anyone interested in revamping an existing space, this guide offers novel and non-obvious strategies for changing surroundings specifically to enhance the ways in which teams and individuals communicate, work, play--and innovate. Inside are: Tools--tips on how to build everything from furniture, to wall treatments, and rigging Situations--scenarios, and layouts for sparking creative activities Insights--bite-sized lessons designed to shortcut your learning curve Space Studies--candid stories with lessons on creating spaces for making, learning, imagining, and connecting Design Template--a framework for understanding, planning, and building collaborative environments Make Space is a new and dynamic resource for activating creativity, communication and innovation across institutions, corporations, teams, and schools alike. Filled with tips and instructions that can be approached from a wide variety of angles, Make Space is a ready resource for empowering anyone to take control of an environment.
Publisher: John Wiley & Sons
ISBN: 1118143728
Category : Architecture
Languages : en
Pages : 275
Book Description
"If you are determined to encourage creativity and provide a collaborative environment that will bring out the best in people, you will want this book by your side at all times." —Bill Moggridge, Director of the Smithsonian's Cooper-Hewitt National Design Museum "Make Space is an articulate account about the importance of space; how we think about it, build it and thrive in it." —James P. Hackett, President and CEO, Steelcase An inspiring guidebook filled with ways to alter space to fuel creative work and foster collaboration. Based on the work at the Stanford University d.school and its Environments Collaborative Initiative, Make Space is a tool that shows how space can be intentionally manipulated to ignite creativity. Appropriate for designers charged with creating new spaces or anyone interested in revamping an existing space, this guide offers novel and non-obvious strategies for changing surroundings specifically to enhance the ways in which teams and individuals communicate, work, play--and innovate. Inside are: Tools--tips on how to build everything from furniture, to wall treatments, and rigging Situations--scenarios, and layouts for sparking creative activities Insights--bite-sized lessons designed to shortcut your learning curve Space Studies--candid stories with lessons on creating spaces for making, learning, imagining, and connecting Design Template--a framework for understanding, planning, and building collaborative environments Make Space is a new and dynamic resource for activating creativity, communication and innovation across institutions, corporations, teams, and schools alike. Filled with tips and instructions that can be approached from a wide variety of angles, Make Space is a ready resource for empowering anyone to take control of an environment.
Birth Control for a Nation: The IUD as Technoscientific Biopower, digital original edition
Author: Chikako Takeshita
Publisher: MIT Press
ISBN: 0262319632
Category : Social Science
Languages : en
Pages : 55
Book Description
The intrauterine device (IUD) has been viewed both as a means for women's reproductive autonomy and as coercive tool of state-imposed population control, as a convenient form of birth control on a par with the pill and as a threat to women's health. This BIT examines the early development of the IUD through a feminist science lens, describing efforts to improve and measure its contraceptive efficacy.
Publisher: MIT Press
ISBN: 0262319632
Category : Social Science
Languages : en
Pages : 55
Book Description
The intrauterine device (IUD) has been viewed both as a means for women's reproductive autonomy and as coercive tool of state-imposed population control, as a convenient form of birth control on a par with the pill and as a threat to women's health. This BIT examines the early development of the IUD through a feminist science lens, describing efforts to improve and measure its contraceptive efficacy.
Digital Photographer's Handbook
Author: Tom Ang
Publisher: Penguin
ISBN: 0744022401
Category : Photography
Languages : en
Pages : 408
Book Description
Discover how to get the very best from your photography with clear step-by-step guidance from expert photographer, Tom Ang. In this fully comprehensive photography companion, renowned photographer and teacher Tom Ang teaches you how to capture, enhance, and transform your photographs. The first half of the book explains all of the essential techniques that every photographer needs to learn - from how to handle your camera correctly and understand its features, to composing a successful shot. The second half develops your understanding of photography, guiding you through a range of projects that focus on different photographic genres and subjects, including landscapes, cityscapes, and live events. It explains how to digitally enhance your images, not only to improve the original shot, but also to apply creative techniques that will take your image to a new level. This section also gives advice on the best way to share your work, to choosing the most suitable equipment, and should you wish, how to develop a career in photography.
Publisher: Penguin
ISBN: 0744022401
Category : Photography
Languages : en
Pages : 408
Book Description
Discover how to get the very best from your photography with clear step-by-step guidance from expert photographer, Tom Ang. In this fully comprehensive photography companion, renowned photographer and teacher Tom Ang teaches you how to capture, enhance, and transform your photographs. The first half of the book explains all of the essential techniques that every photographer needs to learn - from how to handle your camera correctly and understand its features, to composing a successful shot. The second half develops your understanding of photography, guiding you through a range of projects that focus on different photographic genres and subjects, including landscapes, cityscapes, and live events. It explains how to digitally enhance your images, not only to improve the original shot, but also to apply creative techniques that will take your image to a new level. This section also gives advice on the best way to share your work, to choosing the most suitable equipment, and should you wish, how to develop a career in photography.
Advances in Design and Digital Communication
Author: Nuno Martins
Publisher: Springer Nature
ISBN: 3030616711
Category : Architecture
Languages : en
Pages : 624
Book Description
This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.
Publisher: Springer Nature
ISBN: 3030616711
Category : Architecture
Languages : en
Pages : 624
Book Description
This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas. Gathering the proceedings of the 4th International Conference on Digital Design and Communication, Digicom 2020, held virtually on November 5-6, 2020, the book describes cutting-edge perspectives on and analysis of and solutions to challenges digital communication is currently presenting to society, institutions and brands. It offers a timely guide and a source of inspiration for designers of all kinds, including graphic, digital and web designers, UI, UX and social media designers, and to researchers, advertisers, artists, and entrepreneurs, as well as brand or corporate communication managers.
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Scientific Article in the Age of Digitization
Author: John Mackenzie Owen
Publisher: Springer Science & Business Media
ISBN: 1402053401
Category : Language Arts & Disciplines
Languages : en
Pages : 274
Book Description
This book outlines the consequences of digitization for peer-reviewed research articles published in electronic journals. It is argued that digitization will revolutionize scientific communication. However, this study shows that this is not the case where scientific journals are concerned. Authors make little use of the possibilities offered by the digital medium; electronic peer review procedures have not replaced traditional ones, and users have not embraced new forms of interaction offered by some electronic journals.
Publisher: Springer Science & Business Media
ISBN: 1402053401
Category : Language Arts & Disciplines
Languages : en
Pages : 274
Book Description
This book outlines the consequences of digitization for peer-reviewed research articles published in electronic journals. It is argued that digitization will revolutionize scientific communication. However, this study shows that this is not the case where scientific journals are concerned. Authors make little use of the possibilities offered by the digital medium; electronic peer review procedures have not replaced traditional ones, and users have not embraced new forms of interaction offered by some electronic journals.
K-pop Dance
Author: Chuyun Oh
Publisher: Taylor & Francis
ISBN: 1000642569
Category : Social Science
Languages : en
Pages : 260
Book Description
This book is about K-pop dance and the evolution and presence of its dance fandom on social media. Based on five years of ethnographic fieldwork, interviews, choreography, and participation-observation with 40 amateur and professional K-pop dancers in New York, California, and Seoul, the book traces the evolution of K-pop dance from the 1980s to the 2020s and explains its distinctive feature called ‘gestural point choreography’ – front-driven, two-dimensional, decorative and charming movements of the upper body and face – as an example of what the author theorizes as ‘social media dance.’ It also explores K-pop cover dance as a form of intercultural performance, suggesting that, by imitating and idolizing K-pop dance, fans are eventually ‘fandoming’ themselves and their bodies. Presenting an ethnographic study of K-pop dance and its fandom, this book will be a valuable resource for students and scholars of Media Studies, Korean Studies, Performance Studies, and Dance.
Publisher: Taylor & Francis
ISBN: 1000642569
Category : Social Science
Languages : en
Pages : 260
Book Description
This book is about K-pop dance and the evolution and presence of its dance fandom on social media. Based on five years of ethnographic fieldwork, interviews, choreography, and participation-observation with 40 amateur and professional K-pop dancers in New York, California, and Seoul, the book traces the evolution of K-pop dance from the 1980s to the 2020s and explains its distinctive feature called ‘gestural point choreography’ – front-driven, two-dimensional, decorative and charming movements of the upper body and face – as an example of what the author theorizes as ‘social media dance.’ It also explores K-pop cover dance as a form of intercultural performance, suggesting that, by imitating and idolizing K-pop dance, fans are eventually ‘fandoming’ themselves and their bodies. Presenting an ethnographic study of K-pop dance and its fandom, this book will be a valuable resource for students and scholars of Media Studies, Korean Studies, Performance Studies, and Dance.
Digital Filmmaking
Author: Thomas Ohanian
Publisher: CRC Press
ISBN: 1136053549
Category : Performing Arts
Languages : en
Pages : 333
Book Description
Digital Filmmaking has been called the bible for professional filmmakers in the digital age. It details all of the procedural, creative, and technical aspects of pre-production, production, and post-production within a digital filmmaking environment. It examines the new digital methods and techniques that are redefining the filmmaking process, and how the evolution into digital filmmaking can be used to achieve greater creative flexibility as well as cost and time savings. The second edition includes updates and new information, including four new chapters that examine key topics like digital television and high definition television,making films using digital video, 24 P and universal mastering, and digital film projection. Digital Filmmaking provides a clear overview of the traditional filmmaking process, then goes on to illuminate the ways in which new methods can accomplish old tasks. It explains vital concepts, including digitization, compression, digital compositing, nonlinear editing, and on-set digital production and relates traditional film production and editing processes to those of digital techniques. Various filmmakers discuss their use of digital techniques to enhance the creative process in the "Industry Viewpoints" sections in each chapter .
Publisher: CRC Press
ISBN: 1136053549
Category : Performing Arts
Languages : en
Pages : 333
Book Description
Digital Filmmaking has been called the bible for professional filmmakers in the digital age. It details all of the procedural, creative, and technical aspects of pre-production, production, and post-production within a digital filmmaking environment. It examines the new digital methods and techniques that are redefining the filmmaking process, and how the evolution into digital filmmaking can be used to achieve greater creative flexibility as well as cost and time savings. The second edition includes updates and new information, including four new chapters that examine key topics like digital television and high definition television,making films using digital video, 24 P and universal mastering, and digital film projection. Digital Filmmaking provides a clear overview of the traditional filmmaking process, then goes on to illuminate the ways in which new methods can accomplish old tasks. It explains vital concepts, including digitization, compression, digital compositing, nonlinear editing, and on-set digital production and relates traditional film production and editing processes to those of digital techniques. Various filmmakers discuss their use of digital techniques to enhance the creative process in the "Industry Viewpoints" sections in each chapter .