You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
Design, History and Time reflects on the nature of time in relation to design, in both past and contemporary contexts. In contrast to a traditional design historical approach which emphasizes schools and movements, this volume addresses time as a continuum and considers the importance of temporality for design practice and history. Contributors address how designers, design historians and design thinkers might respond to the global challenges of time, the rhythms of work, and the increasing speed of life and communication between different communities. They consider how the past informs the present and the future in terms of design, the importance of time-based design practices such as rapid prototyping and slow design, time in relation to memory and forgetting, and artefacts such as the archive for which time is key, and they also ponder the design of time itself. Showcasing the work of 15 design scholars from a range of international contexts, this book provides an essential text for thinking about changing attitudes to the temporal.
Information Design provides citizens, business and government with a means of presenting and interacting with complex information. It embraces applications from wayfinding and map reading to forms design; from website and screen layout to instruction. Done well it can communicate across languages and cultures, convey complicated instructions, even change behaviours. Information Design offers an authoritative guide to this important multidisciplinary subject. The book weaves design theory and methods with case studies of professional practice from leading information designers across the world. The heavily illustrated text is rigorous yet readable and offers a single, must-have, reference to anyone interested in information design or any of its related disciplines such as interaction design and information architecture, information graphics, document design, universal design, service design, map-making and wayfinding.
This handbook sets out the processes and products of ′digital′ research. It is a theoretical and practical guide on how to undertake and navigate advanced research in the arts, humanities and social sciences. Topics covered include: - how to make research more accessible - the use of search engines and other sources to determine the scope of work - research training for students - what will theses, dissertations and research reports look like in ten years′ time? - the storing and archiving of such research - ethics and methodologies in the field - intercultural issues The editors focus on advances in arts and practice-based doctorates, and their application in other fields and discipli...
None
This book constitutes the refereed proceedings of the First Joint International Conference on Interactive Digital Storytelling, ICIDS 2008, held in Erfurt, Germany, in November 2008. The 19 revised full papers, 5 revised short papers, and 5 poster papers presented together with 3 invited lectures and 8 demo papers were carefully reviewed and selected from 62 submission. The papers are organized in topical sections on future perspectives on interactive digital storytelling, interactive storytelling applications, virtual characters and agents, user experience and dramatic immersion, architectures for story generation, models for drama management and interacting with stories, as well as authoring and creation of interactive narrative.
Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experienc...
Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices....
This book outlines the process of writing and publishing research in the field of architecture and design. The book sets out to help researchers find a voice and find the best fit for their work. Information about the different types of publication on offer is set out, as well as how to make that important initial approach. From pitching an idea for a review in a magazine, to producing a journal article right through to the monograph, Writing and Publishing in Architecture and Design maps out the different steps for the novice author. Your first steps in publishing can be daunting, and the book offers material which will inspire confidence, by demystifying the publication process. It also in...
A Theory of Contemporary Rhetoric describes, explains, and argues the overarching theory of contemporary rhetoric. This current view of rhetoric brings together themes in the communication arts, including political literary criticism; bi- and multi-lingualism; multimodality; framing as an artistic and sociological device for composition and interpretation; literacy in the digital age; and the division between fiction and ‘non-fiction’ in language/literature studies. Chapters explore the implications of rhetoric for particular aspects of the field. Discussions throughout the book provide illustrations that ground the material in practice. As an overarching theory in the communication arts...