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V. 1. Cognitions -- v. 2. Critical theories
Improvisation informs a vast array of human activity, from creative practices in art, dance, music, and literature to everyday conversation and the relationships to natural and built environments that surround and sustain us. The two volumes of the Oxford Handbook of Critical Improvisation Studies gather scholarship on improvisation from an immense range of perspectives, with contributions from more than sixty scholars working in architecture, anthropology, art history, computer science, cognitive science, cultural studies, dance, economics, education, ethnomusicology, film, gender studies, history, linguistics, literary theory, musicology, neuroscience, new media, organizational science, performance studies, philosophy, popular music studies, psychology, science and technology studies, sociology, and sound art, among others.
The Handbook on Socially Interactive Agents provides a comprehensive overview of the research fields of Embodied Conversational Agents;Intelligent Virtual Agents;and Social Robotics. Socially Interactive Agents (SIAs);whether virtually or physically embodied;are autonomous agents that are able to perceive an environment including people or other agents;reason;decide how to interact;and express attitudes such as emotions;engagement;or empathy. They are capable of interacting with people and one another in a socially intelligent manner using multimodal communicative behaviors;with the goal to support humans in various domains. Written by international experts in their respective fields;the boo...
We are on the cusp of a revolution, where the intersection of technology, the human body and everyday objects will become completely seamless. Smart textiles are a key part of this revolution. Smart Textiles for Designers introduces the different qualities and properties that can be embedded in, integrated with, and applied to fabrics and looks at the different contexts in which these smart textiles can be used, from healthcare to haute couture, firefighting to sportswear. A survey of specific fabrics grouped by properties provides a core reference section and a palette for the designer to work from. The book also examines five different design approaches and features interviews with leading designers and design teams, showing their processes and working methods. The first book to look at this exciting and quickly developing area of technology through the eyes of a designer, this is both a core reference work and an inspirational guide for students and professionals alike.
Taking a cross-media approach to the ever-changing field of digital storytelling, this book offers an essential introduction to producing and editing interactive storytelling content, and to the platforms that host it. Merging algorithmic and AI approaches with basic writing technique, the authors begin by providing a brief history of the field before moving on to practical step-by-step guides on techniques, models and software architectures. Examples and exercises are drawn from free-to-access, purpose-built software created by the authors as well as exemplary interactive storytelling work. Assuming the perspective of the storyteller and focusing on elements shared across different fields of professional communication, the book is designed to be a primer for digital communicators, irrespective of the medium they are working with. As such, the methods provided will be applicable across the spectrum of TV, film, videogames, web and mobile storytelling. Interactive Storytelling is recommended reading for professionals as well as advanced undergraduate and postgraduate students of interactive entertainment, multimedia design and production, and digital journalism.
The Eighth Scandinavian Conference on Artificial Intelligence continues a tradition of being one of the most important regional AI conferences in Europe. Keith Downing focuses on the low road to artificial intelligence, that is, the development of AI through evolutionary artificial life approaches. The topics of the accepted papers range from multi-agent systems, robots, natural languages and machine learning to general knowledge-based systems and formal approaches to AI. This collection of papers together exemplifies the diversity of research in artificial intelligence today. Two of the invited speakers, both focus on vision, although each from slightly different viewpoints. One considers biological models for vision and its consequences for artificial vision, whereas the other considers the relation between real world objects and their internal representation in robots. The last keynote speaker, presents answer set programming, a new idea for declarative programming.
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 ...
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
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