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Gregory Bateson’s contribution to 20th century thinking has appealed to scholars from a wide range of fields dealing in one way or another with aspects of communication and epistemology. A number of his insights were taken up and developed further in anthropology, psychology, evolutionary biology and communication theory. But the large, trans-disciplinary synthesis that, in his own mind, was his major contribution to science received little attention from the mainstream scientific communities. This book represents a major attempt to revise this deficiency. Scholars from ecology, biochemistry, evolutionary biology, cognitive science, anthropology and philosophy discuss how Bateson's thinkin...
Combining research approaches from biology, philosophy and linguistics, the field of Biosemiotics proposes that animals, plants and single cells all engage in semiosis – the conversion of objective signals into conventional signs. This has important implications and applications for issues ranging from natural selection to animal behavior and human psychology, leaving biosemiotics at the cutting edge of the research on the fundamentals of life. Drawing on an international expertise, the book details the history and study of biosemiotics, and provides a state-of-the-art summary of the current work in this new field. And, with relevance to a wide range of disciplines – from linguistics and semiotics to evolutionary phenomena and the philosophy of biology – the book provides an important text for both students and established researchers, while marking a vital step in the evolution of a new biological paradigm.
This book constitutes the refereed proceedings of the 5th International Conference on Interactive Digital Storytelling, ICIDS 2012, San Sebastián, Spain, November 2012. The 14 revised full papers presented together with 6 short papers were carefully reviewed and selected from 48 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
This book presents programmatic texts on biosemiotics, written collectively by world leading scholars in the field (Deacon, Emmeche, Favareau, Hoffmeyer, Kull, Markos, Pattee, Stjernfelt). In addition, the book includes chapters which focus closely on semiotic case studies (Bruni, Kotov, Maran, Neuman, Turovski). According to the central thesis of biosemiotics, sign processes characterise all living systems and the very nature of life, and their diverse phenomena can be best explained via the dynamics and typology of sign relations. The authors are therefore presenting a deeper view on biological evolution, intentionality of organisms, the role of communication in the living world and the nature of sign systems - all topics which are described in this volume. This has important consequences on the methodology and epistemology of biology and study of life phenomena in general, which the authors aim to help the reader better understand.
This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.
This book provides an extensive overview and analysis of current work on semiotics that is being pursued globally in the areas of literature, the visual arts, cultural studies, media, the humanities, natural sciences and social sciences. Semiotics—also known as structuralism—is one of the major theoretical movements of the 20th century and its influence as a way to conduct analyses of cultural products and human practices has been immense. This is a comprehensive volume that brings together many otherwise fragmented academic disciplines and currents, uniting them in the framework of semiotics. Addressing a longstanding need, it provides a global perspective on recent and ongoing semiotic research across a broad range of disciplines. The handbook is intended for all researchers interested in applying semiotics as a critical lens for inquiry across diverse disciplines.
This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 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 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.