Interactive Experience In The Digital Age
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Author | : Linda Candy |
Publisher | : Springer Science & Business Media |
Total Pages | : 275 |
Release | : 2014-03-28 |
Genre | : Computers |
ISBN | : 3319045105 |
The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
Author | : Haidy Geismar |
Publisher | : UCL Press |
Total Pages | : 166 |
Release | : 2018-05-14 |
Genre | : Business & Economics |
ISBN | : 1787352838 |
Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future. Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.
Author | : Stuart Dunn |
Publisher | : Routledge |
Total Pages | : 162 |
Release | : 2019-02-13 |
Genre | : History |
ISBN | : 1315404443 |
A History of Place in the Digital Age explores the history and impact of Geographic Information Systems (GIS) and related digital mapping technologies in humanities research. Providing a historical and methodological discussion of place in the most important primary materials which make up the human record, including text and artefacts, the book explains how these materials frame, form and communicate location in the age of the internet. This leads in to a discussion of how the World Wide Web distorts and skews place, amplifying some voices and reducing others. Drawing on several connected case studies from the early modern period to the present day, the spatial writings of early modern antiquarians are explored, as are the roots of approaches to place in archaeology and philosophy. This forms the basis for a review of place online, through the complex history of the invention of the internet, in to the age of the interactive web and social media. By doing so, the book explores the key themes of spatial power and representation which these technologies frame. A History of Place in the Digital Age will be of interest to scholars, students and practitioners in a variety of humanities disciplines with an interest in understanding how technology can help them undertake research on spatial themes. It will be of interest as primary work to historians of technology, media and communications.
Author | : Cristina Bodinger-deUriarte |
Publisher | : Routledge |
Total Pages | : 254 |
Release | : 2019-06-04 |
Genre | : Social Science |
ISBN | : 1000011631 |
Interfacing Ourselves consists of new work that examines digital life on three levels: individuals and digital identity; relationships routinely intertwining digital and physical connections; and broader institutional and societal realities that define the context of living in the digital age. A key focus is what it means in varied social arenas when most individuals live as co-present or multi-present—simultaneously engaged in digital and physical space—alone and with others. Topics include how: digital life contributes to well-being; individuals experience digital dependency; a smartphone is more than a smartphone; netiquette reveals social change; some online communities become prosocial salient havens while others reinforce social inequality; Millennials build intimacy; Latinx do familismo; and digital surveillance and big data redefine consumerism, advocacy, and civic engagement. Six chapters incorporate insights from hourly journals of Millennials undergoing a period of digital abstinence. Other chapters draw from surveys, digital auto-ethnography, content analysis, and other methods to explore digital life at the level of individual and interactive experience, and at a broader institutional and societal level. Ultimately, the book presents the need for living a mindful digital life by developing greater awareness as an individual, a social being, and a netizen and citizen.
Author | : Melissa Langdon |
Publisher | : Springer |
Total Pages | : 171 |
Release | : 2014-08-20 |
Genre | : Computers |
ISBN | : 1493912704 |
This book explores digital artists’ articulations of globalization. Digital artworks from around the world are examined in terms of how they both express and simulate globalization’s impacts through immersive, participatory and interactive technologies. The author highlights some of the problems with macro and categorical approaches to the study of globalization and presents new ways of seeing the phenomenon as a series of processes and flows that are individually experienced and expressed. Instead of providing a macro analysis of large-scale political and economic processes, the book offers imaginative new ways of knowing and understanding globalization as a series of micro affects. Digital art is explored in terms of how it re-centers articulations of globalization around individual experiences and offers new ways of accessing a complex topic often expressed in general and intangible terms. The Work of Art in a Digital Age: Art, Technology and Globalization is analytic and accessible, with material that is of interest to a range of researchers from different disciplines. Students studying digital art, film, globalization, cultural studies or digital media trends will also find the content fascinating.
Author | : Haidy Geismar |
Publisher | : UCL Press |
Total Pages | : 166 |
Release | : 2018-05-14 |
Genre | : Business & Economics |
ISBN | : 1787352811 |
Museum Object Lessons for the Digital Age explores the nature of digital objects in museums, asking us to question our assumptions about the material, social and political foundations of digital practices. Through four wide-ranging chapters, each focused on a single object – a box, pen, effigy and cloak – this short, accessible book explores the legacies of earlier museum practices of collection, older forms of media (from dioramas to photography), and theories of how knowledge is produced in museums on a wide range of digital projects. Swooping from Ethnographic to Decorative Arts Collections, from the Google Art Project to bespoke digital experiments, Haidy Geismar explores the object lessons contained in digital form and asks what they can tell us about both the past and the future. Drawing on the author’s extensive experience working with collections across the world, Geismar argues for an understanding of digital media as material, rather than immaterial, and advocates for a more nuanced, ethnographic and historicised view of museum digitisation projects than those usually adopted in the celebratory accounts of new media in museums. By locating the digital as part of a longer history of material engagements, transformations and processes of translation, this book broadens our understanding of the reality effects that digital technologies create, and of how digital media can be mobilised in different parts of the world to very different effects.
Author | : Marco Spies |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2020-10-06 |
Genre | : Design |
ISBN | : 0500023700 |
An invaluable source of inspiration for anyone involved with or interested in the design of interactive brands Digital design plays a crucial role in how customers experience a brand. However, corporate websites and online shops are only one part of interactive brand identity. The importance of mobile apps for smartphones and tablets has grown exponentially in recent years, while interactive touch points and billboards are increasingly found in the real world. The interface is now the brand. Branded Interactions is a practical handbook for professional digital designers and those just starting out. It is designed to guide the reader through the process of digital brand design in five key phases: discovering a demographic, defining an action plan, designing an interface, delivering a quality product, and distributing the design to the marketplace. All the sections are packed with real-world examples, case studies, and interviews with experts from leading brands and interactive agencies. A wealth of design documentation and diagrams helps to build a solid framework for any project, incorporating brand strategy at every stage while remaining flexible enough to incorporate change and creativity.
Author | : Jason Boog |
Publisher | : Simon and Schuster |
Total Pages | : 336 |
Release | : 2014-07-15 |
Genre | : Education |
ISBN | : 1476749817 |
A program for parents and professionals on how to raise kids who love to read, featuring interviews with childhood development experts, advice from librarians, tips from authors and children’s book publishers, and reading recommendations for kids from birth up to age five. Every parent wants to give his or her child a competitive advantage. In Born Reading, publishing insider (and new dad) Jason Boog explains how that can be as simple as opening a book. Studies have shown that interactive reading—a method that creates dialogue as you read together—can raise a child’s IQ by more than six points. In fact, interactive reading can have just as much of a determining factor on a child’s IQ as vitamins and a healthy diet. But there’s no book that takes the cutting-edge research on interactive reading and shows parents, teachers, and librarians how to apply it to their day-to-day lives with kids, until now. Born Reading provides step-by-step instructions on interactive reading and advice for developing your child’s interest in books from the time they are born. Boog has done the research, talked with the leading experts in child development, and worked with them to compile the “Born Reading Essential Books” lists, offering specific titles tailored to the interests and passions of kids from birth to age five. But reading can take many forms—print books as well as ebooks and apps—and Born Reading also includes tips on how to use technology the right way to help (not hinder) your child’s intellectual development. Parents will find advice on which educational apps best supplement their child’s development, when to start introducing digital reading to their child, and how to use tech to help create the readers of tomorrow. Born Reading will show anyone who loves kids how to make sure the children they care about are building a powerful foundation in literacy from the beginning of life.
Author | : Loïc Tallon |
Publisher | : Rowman Altamira |
Total Pages | : 264 |
Release | : 2008-08-28 |
Genre | : Business & Economics |
ISBN | : 0759112371 |
The biggest trend in museum exhibit design today is the creative incorporation of technology. Digital Technologies and the Museum Experience: Handheld Guides and Other Media explores the potential of mobile technologies (cell phones, digital cameras, MP3 players, PDAs) for visitor interaction and learning in museums, drawing on established practice to identify guidelines for future implementations.
Author | : John V. Pavlik |
Publisher | : Columbia University Press |
Total Pages | : 263 |
Release | : 2019-09-17 |
Genre | : Language Arts & Disciplines |
ISBN | : 0231545517 |
With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.