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Pygmalion
  • Language: de
  • Pages: 201

Pygmalion

Iii Preface The following is a map of this document. Chapters 1,2 --A psychological model of creative thought, forming the basis for the PYGMALION design principles. Chapter 3 --Other projects which adhere to some of the same principles. Chapters 4,5 --The PYGMALION programming environment in detail. Chapter 6 --Examples of PYGMALION programs and data structures. Chapter 7 --Conclusions and suggestions for the future. This paper places equal emphasis oil presenting a psychological model of thought and using the model in a computer environment. Readers interested in aspects of creative thoug·ht which can be assisted by a computer should read chapters I and 2. Readers interested in how the PYGMALION system attempts to stimulate creative thought should look at chapter 6 (mostly pictures) to get the flavor, then read chapters 4 and 5. The works of others which deal with the same aspects are described in chapter 3. Chapter 7 suggests areas for future exploration. Thorough readers will read the chapters in order. Chapter 6 and 4-A through 4-D are a minimal set for readers in a hurry. There are three parts to this report.

Pygmalion
  • Language: en
  • Pages: 504

Pygmalion

  • Type: Book
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  • Published: 1975
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  • Publisher: Unknown

None

A New History of Modern Computing
  • Language: en
  • Pages: 545

A New History of Modern Computing

  • Type: Book
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  • Published: 2021-09-14
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  • Publisher: MIT Press

How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi grou...

Make It New
  • Language: en
  • Pages: 281

Make It New

  • Type: Book
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  • Published: 2015-09-04
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  • Publisher: MIT Press

The role of design in the formation of the Silicon Valley ecosystem of innovation. California's Silicon Valley is home to the greatest concentration of designers in the world: corporate design offices at flagship technology companies and volunteers at nonprofit NGOs; global design consultancies and boutique studios; research laboratories and academic design programs. Together they form the interconnected network that is Silicon Valley. Apple products are famously “Designed in California,” but, as Barry Katz shows in this first-ever, extensively illustrated history, the role of design in Silicon Valley began decades before Steve Jobs and Steve Wozniak dreamed up Apple in a garage. Offerin...

Watch what I Do
  • Language: en
  • Pages: 684

Watch what I Do

  • Type: Book
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  • Published: 1993
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  • Publisher: MIT Press

Programming by Demonstration is a method that allows end users to create, customize, and extend programs by demonstrating what the program should do.

Explaining Creativity
  • Language: en
  • Pages: 568

Explaining Creativity

  • Type: Book
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  • Published: 2012-01-12
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  • Publisher: OUP USA

Explaining Creativity is a comprehensive and authoritative overview of scientific studies on creativity and innovation. Sawyer discusses not only arts like painting and writing, but also science, stage performance, business innovation, and creativity in everyday life. Sawyer's approach is interdisciplinary. In addition to examining psychological studies on creativity, he draws on anthropologists' research on creativity in non-Western cultures, sociologists' research on the situations, contexts, and networks of creative activity, and cognitive neuroscientists' studies of the brain.

Humanware-Practical Usability Engineering
  • Language: en
  • Pages: 243

Humanware-Practical Usability Engineering

Humanware is everything which helps human beings to handle (use and look after) a product, e.g. controls and indicators, program ergonomy, location of assembly divisions in parts to be put together, signs and other markings, instructions, training and technical consultation. Against the background of how humans behave when handling a product, this book offers advice and explains principles for suitable design of humanware: how to analyse needs, design different types of humanware, and test that it works. A wide range of specific examples are described. Exercises after each chapter give readers the possibility of trying to solve humanware problems themselves. Suggested solutions are provided at the end of the book. The book is intended for practising developers, designers and technical communicators, and for students of these professions.

Computer-Aided Design of User Interfaces III
  • Language: en
  • Pages: 397

Computer-Aided Design of User Interfaces III

Advances in electronics, communications, and the fast growth of the Internet have made the use of a wide variety of computing devices an every day occurrence. These computing devices have different interaction styles, input/output techniques, modalities, characteristics, and contexts of use. Furthermore, users expect to access their data and run the same application from any of these devices. Two of the problems we encountered in our own work [2] in building VIs for different platforms were the different layout features and screen sizes associated with each platform and device. Dan Ol sen [13], Peter Johnson [9], and Stephen Brewster, et al. [4] all talk about problems in interaction due to ...

Microsoft PixelSense
  • Language: en
  • Pages: 167

Microsoft PixelSense

What is Microsoft PixelSense Microsoft PixelSense was an interactive surface computing platform that allowed one or more people to use and touch real-world objects, and share digital content at the same time. The PixelSense platform consists of software and hardware products that combine vision based multitouch PC hardware, 360-degree multiuser application design, and Windows software to create a natural user interface (NUI). How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Microsoft PixelSense Chapter 2: Computer mouse Chapter 3: Graphical user interface Chapter 4: Touchscreen Chapter 5: Gesture recognition Chapter 6: Tangible user interface Chapter 7: Multi-touch Chapter 8: Pen computing Chapter 9: 3D user interaction Chapter 10: Natural user interface (II) Answering the public top questions about microsoft pixelsense. (III) Real world examples for the usage of microsoft pixelsense in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Microsoft PixelSense.

Structured Documents
  • Language: en
  • Pages: 234

Structured Documents

This volume explores the structured representation of documents in computer document preparation systems. Using this approach to documents allows their logical structure to be represented both descriptively and analytically. Papers from major authorities in the field have been selected to form a unified whole. The book presents various models that can be used for representing documents within electronic publishing software and shows the advantages that can be drawn from a high level representation. Viewpoints of the typographer, linguist, and computer scientist are provided.