Interactive Experience In The Digital Age

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Interactive Experience in the Digital Age

Author : Linda Candy,Sam Ferguson
Publisher : Springer Science & Business Media
Page : 267 pages
File Size : 43,8 Mb
Release : 2014-03-28
Category : Computers
ISBN : 9783319045108

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Interactive Experience in the Digital Age by Linda Candy,Sam Ferguson Pdf

The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.

Cross-Cultural Design. Experience and Product Design Across Cultures

Author : Pei-Luen Patrick Rau
Publisher : Springer Nature
Page : 584 pages
File Size : 51,7 Mb
Release : 2021-07-03
Category : Computers
ISBN : 9783030770747

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Cross-Cultural Design. Experience and Product Design Across Cultures by Pei-Luen Patrick Rau Pdf

The three-volume set LNCS 12771-12773 constitutes the refereed proceedings of the 13th International Conference on Cross-Cultural Design, CCD 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-CCD volume set were organized in topical sections as follows: Part I: Cross-cultural experience design; cross-cultural product design; cultural differences and cross-cultural communication; Part II: Culture, arts and creativity; culture, learning and well-being; social change and social development; Part III: CCD in cultural heritage and tourism; CCD in autonomous vehicles and driving; CCD in virtual agents, robots and intelligent assistants.

Museum Object Lessons for the Digital Age

Author : Haidy Geismar
Publisher : UCL Press
Page : 166 pages
File Size : 40,5 Mb
Release : 2018-05-14
Category : Business & Economics
ISBN : 9781787352834

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Museum Object Lessons for the Digital Age by Haidy Geismar Pdf

Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future. Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.

Narrative Advertising Models and Conceptualization in the Digital Age

Author : Y?lmaz, Recep
Publisher : IGI Global
Page : 360 pages
File Size : 46,6 Mb
Release : 2017-02-01
Category : Business & Economics
ISBN : 9781522523741

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Narrative Advertising Models and Conceptualization in the Digital Age by Y?lmaz, Recep Pdf

The ubiquity of technology in modern society has opened new opportunities for businesses to employ marketing strategies. Through digital media, new forms of advertisement creativity can be explored. Narrative Advertising Models and Conceptualization in the Digital Age is a pivotal reference source that features the latest scholarly perspectives on the implementation of narration and storytelling in contemporary advertising. Including a range of topics such as digital games, viral advertising, and interactive media, this book is an ideal publication for business managers, researchers, academics, graduate students, and professionals interested in the enhancement of advertising strategies.

Museums in a Digital Age

Author : Ross Parry
Publisher : Routledge
Page : 488 pages
File Size : 54,9 Mb
Release : 2013-01-11
Category : Business & Economics
ISBN : 9781135666316

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Museums in a Digital Age by Ross Parry Pdf

The influence of digital media on the cultural heritage sector has been pervasive and profound. Today museums are reliant on new technology to manage their collections. They collect digital as well as material things. New media is embedded within their exhibition spaces. And their activity online is as important as their physical presence on site. However, ‘digital heritage’ (as an area of practice and as a subject of study) does not exist in one single place. Its evidence base is complex, diverse and distributed, and its content is available through multiple channels, on varied media, in myriad locations, and different genres of writing. It is this diaspora of material and practice that this Reader is intended to address. With over forty chapters (by some fifty authors and co-authors), from around the world, spanning over twenty years of museum practice and research, this volume acts as an aggregator drawing selectively from a notoriously distributed network of content. Divided into seven parts (on information, space, access, interpretation, objects, production and futures), the book presents a series of cross-sections through the body of digital heritage literature, each revealing how a different aspect of curatorship and museum provision has been informed, shaped or challenged by computing. Museums in a Digital Age is a provocative and inspiring guide for any student or practitioner of digital heritage.

Creating Digitally

Author : Anthony L. Brooks
Publisher : Springer Nature
Page : 562 pages
File Size : 44,8 Mb
Release : 2024-01-08
Category : Technology & Engineering
ISBN : 9783031313608

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Creating Digitally by Anthony L. Brooks Pdf

This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book's general scope and key uses are thus to contribute to scholarly discussions toward informing future projects by having an intended wide readership including from within educations, to artisans, and wider interested public. Chapter 7 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Marketing Strategy In The Digital Age: Applying Kotler's Strategies To Digital Marketing

Author : Milton Kotler,Tiger Cao,Sam Wang,Colllen Qiao
Publisher : World Scientific
Page : 404 pages
File Size : 53,6 Mb
Release : 2020-08-26
Category : Business & Economics
ISBN : 9789811216992

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Marketing Strategy In The Digital Age: Applying Kotler's Strategies To Digital Marketing by Milton Kotler,Tiger Cao,Sam Wang,Colllen Qiao Pdf

The market changes faster than marketing. In essence, marketing strategy has undergone only two eras, the entity era and the bit era, also known as the industrial age and the digital age. In the age of digital society, all CEOs, CMOs and senior marketing executives must consider how to change their strategies, improve the role of marketing and adopt emerging technological and data tools to integrate with the Internet. The goal of digital marketing strategy is not to disrupt existing marketing strategies, but to complement, integrate and develop the two at the same time.In this book, the authors provide detailed discussion and practical analysis on the relationship between marketing and digital technologies and propose a marketing implementation framework for digital strategy platforms. Standing for Recognize, Reach, Relationship and Return, the 4R system is a powerful strategic trading tool for digital implementation, especially for CEOs and CMOs. All other tools, such as data platforms, content marketing, DSP digital advertising and digital marketing ROI design essentially serve the 4R system. As such, the authors advocate for firms to restructure their digital marketing strategy around the 4R system.

Humans at Work in the Digital Age

Author : Shawna Ross,Andrew Pilsch
Publisher : Routledge
Page : 298 pages
File Size : 40,8 Mb
Release : 2019-12-05
Category : Language Arts & Disciplines
ISBN : 9780429534799

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Humans at Work in the Digital Age by Shawna Ross,Andrew Pilsch Pdf

Humans at Work in the Digital Age explores the roots of twenty-first-century cultures of digital textual labor, mapping the diverse physical and cognitive acts involved, and recovering the invisible workers and work that support digital technologies. Drawing on 14 case studies organized around four sites of work, this book shows how definitions of labor have been influenced by the digital technologies that employees use to produce, interpret, or process text. Incorporating methodology and theory from a range of disciplines and highlighting labor issues related to topics as diverse as census tabulation, market research, electronic games, digital archives, and 3D modeling, contributors uncover the roles played by race, class, gender, sexuality, and national politics in determining how narratives of digital labor are constructed and erased. Because each chapter is centered on the human cost of digital technologies, however, it is individual people immersed in cultures of technology who are the focus of the volume, rather than the technologies themselves. Humans at Work in the Digital Age shows how humanistic inquiry can be a valuable tool in the emerging conversation surrounding digital textual labor. As such, this book will be essential reading for academics and postgraduate students engaged in the study of digital humanities; human-computer interaction; digital culture and social justice; race, class, gender, and sexuality in digital realms; the economics of the internet; and technology in higher education.

The Work of Art in a Digital Age: Art, Technology and Globalisation

Author : Melissa Langdon
Publisher : Springer
Page : 167 pages
File Size : 42,7 Mb
Release : 2014-08-20
Category : Computers
ISBN : 9781493912704

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The Work of Art in a Digital Age: Art, Technology and Globalisation by Melissa Langdon Pdf

This book explores digital artists’ articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization’s impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating.

Strategy in the Digital Age

Author : Michael Lenox
Publisher : Stanford University Press
Page : 214 pages
File Size : 50,7 Mb
Release : 2023-06-27
Category : Business & Economics
ISBN : 9781503635760

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Strategy in the Digital Age by Michael Lenox Pdf

Digital transformation is much more than building a digital infrastructure to gather and process data. It is about understanding how digital technologies enable the creation of innovative services and products. It is about identifying new competitive positions and business models and thinking critically about how to both create and capture value. Strategy in the Digital Age directly engages these concerns and provides a comprehensive roadmap for planning a successful digital strategy and executing a digital transformation in organizations. Covering major topics such as big tech, data analytics, artificial intelligence, blockchain, cryptocurrency, autonomy, cybersecurity, data privacy, and antitrust, strategy expert Michael Lenox outlines a set of novel, original frameworks to help those undertaking digital transformation at their organization devise their strategy. Readers will also come away with a greater understanding of how to navigate the human dimension of digital transformation and tackle the numerous social and policy challenges raised by digital technology. With insights from major companies such as Spotify, Facebook, and Uber, Lenox delivers a compelling volume that offers both a foundational understanding of this dynamic environment and an action plan for those seeking a path to digital strategy implementation for their organization.

Emergence in Interactive Art

Author : Jennifer Seevinck
Publisher : Springer
Page : 182 pages
File Size : 49,6 Mb
Release : 2017-03-28
Category : Computers
ISBN : 9783319452012

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Emergence in Interactive Art by Jennifer Seevinck Pdf

This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence in Interactive Art explores the rich opportunities for interactive experiences of digital art systems that are provided by looking through a ‘lens’ of emergence. And what better way to explore these potentials than through the open-ended domain of emergence, with its inherent affinity to the natural world? Through an integrated approach of practice, research and theory this book reveals design and analytical insights relating to emergence, interaction and interactive art to benefit artists, researchers and designers alike.

Museums and Digital Culture

Author : Tula Giannini,Jonathan P. Bowen
Publisher : Springer
Page : 590 pages
File Size : 43,8 Mb
Release : 2019-05-06
Category : Computers
ISBN : 9783319974576

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Museums and Digital Culture by Tula Giannini,Jonathan P. Bowen Pdf

This book explores how digital culture is transforming museums in the 21st century. Offering a corpus of new evidence for readers to explore, the authors trace the digital evolution of the museum and that of their audiences, now fully immersed in digital life, from the Internet to home and work. In a world where life in code and digits has redefined human information behavior and dominates daily activity and communication, ubiquitous use of digital tools and technology is radically changing the social contexts and purposes of museum exhibitions and collections, the work of museum professionals and the expectations of visitors, real and virtual. Moving beyond their walls, with local and global communities, museums are evolving into highly dynamic, socially aware and relevant institutions as their connections to the global digital ecosystem are strengthened. As they adopt a visitor-centered model and design visitor experiences, their priorities shift to engage audiences, convey digital collections, and tell stories through exhibitions. This is all part of crafting a dynamic and innovative museum identity of the future, made whole by seamless integration with digital culture, digital thinking, aesthetics, seeing and hearing, where visitors are welcomed participants. The international and interdisciplinary chapter contributors include digital artists, academics, and museum professionals. In themed parts the chapters present varied evidence-based research and case studies on museum theory, philosophy, collections, exhibitions, libraries, digital art and digital future, to bring new insights and perspectives, designed to inspire readers. Enjoy the journey!

Museum Object Lessons for the Digital Age

Author : Haidy Geismar
Publisher : UCL Press
Page : 166 pages
File Size : 55,8 Mb
Release : 2018-05-14
Category : Business & Economics
ISBN : 9781787352827

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Museum Object Lessons for the Digital Age by Haidy Geismar Pdf

Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future. Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.

Handbook of Research on Human Development in the Digital Age

Author : Bryan, Valerie C.,Musgrove, Ann T.,Powers, Jillian R.
Publisher : IGI Global
Page : 526 pages
File Size : 47,6 Mb
Release : 2017-07-13
Category : Computers
ISBN : 9781522528395

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Handbook of Research on Human Development in the Digital Age by Bryan, Valerie C.,Musgrove, Ann T.,Powers, Jillian R. Pdf

The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances, researchers can further optimize the various opportunities that technology provides. The Handbook of Research on Human Development in the Digital Age is a pivotal reference source presenting the latest scholarly research on the impact of technology on the population through different theories and perspectives. Featuring extensive coverage on a broad range of topics such as cyberbullying, mobile technology, and social skills development, this publication is ideally designed for academicians, researchers, and practitioners seeking current research on new trends in technology that impact society.

Human-Computer Interaction – INTERACT 2017

Author : Regina Bernhaupt,Girish Dalvi,Anirudha Joshi,Devanuj K. Balkrishan,Jacki O’Neill,Marco Winckler
Publisher : Springer
Page : 545 pages
File Size : 45,6 Mb
Release : 2017-09-20
Category : Computers
ISBN : 9783319680590

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Human-Computer Interaction – INTERACT 2017 by Regina Bernhaupt,Girish Dalvi,Anirudha Joshi,Devanuj K. Balkrishan,Jacki O’Neill,Marco Winckler Pdf

The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection. Part IV: security and trust; social media and design innovation; UX adoption in the organizations; virtual reality and feeling of immersion; case studies; courses; demonstrations; interactive posters; field trips.