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Work as fundamental to life, explored at different levels of organization from the perspectives of a variety of biological and nonbiological disciplines.
How can various technologies, from the more conventional to the very new, be used to archive, share and understand dance movement? How can they become part of new ways of creating dance? What does this tell us about the ways in which technology is part of how we make sense and think? Well-known choreographers and dance collectives including William Forsythe, Siohban Davis, Merce Cunningham, Anne Teresa De Keersmaeker and BADco. have initiated projects to investigate these questions, and in so doing have inaugurated a new era for dance archives, education, research and creation. Their work draws attention to the intimate relationship between the technologies we use and the ways in which we th...
Networked thermostats, fitness monitors, and door locks show that the Internet of Things can (and will) enable new ways for people to interact with the world around them. But designing connected products for consumers brings new challenges beyond conventional software UI and interaction design. This book provides experienced UX designers and technologists with a clear and practical roadmap for approaching consumer product strategy and design in this novel market. By drawing on the best of current design practice and academic research, Designing Connected Products delivers sound advice for working with cross-device interactions and the complex ecosystems inherent in IoT technology.
This volume was first published by Inter-Disciplinary Press in 2016. Mappings the Digital: Cultures and Territories of Play is an interdisciplinary discussion about the state of play and the state of games in contemporary culture. This volume takes a critical look and how our cultures and territories are being renegotiated through our engagement with digital media, games, and tools. This volume argues broadly that our tangible world, and our understanding of it, are being renegotiated and remapped by the digital worlds with which we engaged. Specifically, the chapters in this volume analyse linguistic changes; unique in-game cultures and behaviours; and new methods for communicating across real and perceived boundaries, for understanding cultural experiences, and for learning through play. Drawing from the global expertise of scholars within the fields of Cultural Studies, Game Studies, Foreign Language, Science and more, this volume bridges academic boarders to assemble a cohesive and authoritative resource on digital culture and play.
Taken – Tori Carrington In Seline Sanborn's opinion, her latest con was a thing of beauty – mind–blowing sex, enough cold cash to keep her in diamonds, and a gorgeous mark who would never know what hit him. What a rush! And she'd gotten away free and clear. After all, it was just chump change to sexy CEO Ryder Blackwell. There was no way he'd consider tracking her down... But even Seline's wildest erotic fantasies couldn't prepare her for what happened next... Stripped – Julie Leto Lilith St Lyon hasn't been too good lately. It seems using her powers to make Detective Mac Mancusi totally infatuated with her was a big no–no. After all, what woman could resist having a sexy guy like Mac aching for her every minute they were apart? But the council isn't pleased – in fact, they're stripping Lilith of her powers. What's a witch to do? Especially now – when Mac's suddenly back in her life, looking to rekindle the magic...
Why the world needs less AI and better programming languages. Decades ago, we believed that robots and computers would take over all the boring jobs and drudgery, leaving humans to a life of leisure. This hasn’t happened. Instead, humans are still doing boring jobs, and even worse, AI researchers have built technology that is creative, self-aware, and emotional—doing the tasks humans were supposed to enjoy. How did we get here? In Moral Codes, Alan Blackwell argues that there is a fundamental flaw in the research agenda of AI. What humanity needs, Blackwell argues, is better ways to tell computers what we want them to do, with new and better programming languages: More Open Representatio...
This text contains the papers from the 2000 IEEE International Symposium on Visual Languages (VL 2000). It covers: software and information visualization; visual query languages; theory of visual languages; visual language design issues; evaluation of visual languages; and more.