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Interactive Media is a new research field and a landmark in multimedia development. The Era of Interactive Media is an edited volume contributed from world experts working in academia, research institutions and industry. The Era of Interactive Media focuses mainly on Interactive Media and its various applications. This book also covers multimedia analysis and retrieval; multimedia security rights and management; multimedia compression and optimization; multimedia communication and networking; and multimedia systems and applications. The Era of Interactive Media is designed for a professional audience composed of practitioners and researchers working in the field of multimedia. Advanced-level students in computer science and electrical engineering will also find this book useful as a secondary text or reference.
The ways of representing information and content are increasingly dominated by the interactive technologies of digital media. Two challenges shaping the future of design for professionals emerge from this overwhelming trend: How do the classical fields o
Written in a down to earth, non technical language which gives aspiring writers expert advice on how to break into this fast-growing field.
"Addressing the issues that managers in the multimedia industry have confronted while developing and implementing this innovative technology, this book focuses on the latest research and findings in digital television technologies. Covered are the major issues surrounding digital convergence including the digital metamarket and new digital media devices and their potential for IT convergence at the macro level. Also addressed are multimedia and interactive digital television and the economic implications of these technologies. Additionally, the managerial implications of interactive digital television are covered, including branding strategies for digital television channels and the critical role of content media management."
"This book illustrates how interactive music can be used for valorizing cultural heritage, content and archives not currently distributed due to lack of safety, suitable coding, or conversion technologies. It explains new methods of promoting music for entertainment, teaching, commercial and non-commercial purposes, and provides new services for those connected via PCs, mobile devices, whether sighted or print-impaired"--Provided by publisher.
This is the first book to thoroughly examine how early and easy access to the Internet and digital technologies impacts children and adolescents. Experts in the field examine the research that shows the social, cognitive, developmental, and academic problems that can result when children spend excessive time in front of screens. As a whole. the book provides an invaluable resource for those who need to assess, treat, and prevent Internet addiction in children and adolescents. Internet Addiction in Children and Adolescents: Provides tools that help predict a child’s level of risk for media-related problems. Examines how to diagnose and differentiate Internet addiction from other psychiatric conditions. Explores evidenced-based treatment approaches and how to distinguish pathology from normal development. Shows how to create inpatient treatment programs and therapies to address media addiction. Highlights the psychological, social, and family conditions for those most at risk. Evaluates the effects of the excessive use of electronic games and the Internet on brain development. Explores the physical risks that result from excessive media use and strategies for combating the problem. Examines school-based initiatives that employ policies and procedures designed to increase awareness of excessive media use and help educators identify students who misuse technology, and strategies of intervention and communication with parents. Identifies signs of problem Internet behavior such as aggressive behavior, lying about screen use, and a preference for screen time over social interactions. Outlines the risk factors for developing internet addiction. Provides strategies for treatment and prevention in family, school, and community settings. Practitioners and researchers in psychology, social work, school counseling, child and family therapy, and nursing will appreciate this book's thorough review if internet addiction among children and adolescents. The book also serves as an engaging supplement in courses on media psychology, addiction counseling, abnormal psychology, school counseling, social issues, and more.
Contemporary society resides in an age of ubiquitous technology. With the consistent creation and wide availability of multimedia content, it has become imperative to remain updated on the latest trends and applications in this field. Digital Multimedia: Concepts, Methodologies, Tools, and Applications is an innovative source of scholarly content on the latest trends, perspectives, techniques, and implementations of multimedia technologies. Including a comprehensive range of topics such as interactive media, mobile technology, and data management, this multi-volume book is an ideal reference source for engineers, professionals, students, academics, and researchers seeking emerging information on digital multimedia.
A quest to find something new by excavating the "deep time" of media's development—not by simply looking at new media's historic forerunners, but by connecting models, machines, technologies, and accidents that have until now remained separated. Deep Time of the Media takes us on an archaeological quest into the hidden layers of media development—dynamic moments of intense activity in media design and construction that have been largely ignored in the historical-media archaeological record. Siegfried Zielinski argues that the history of the media does not proceed predictably from primitive tools to complex machinery; in Deep Time of the Media, he illuminates turning points of media history—fractures in the predictable—that help us see the new in the old. Drawing on original source materials, Zielinski explores the technology of devices for hearing and seeing through two thousand years of cultural and technological history. He discovers the contributions of "dreamers and modelers" of media worlds, from the ancient Greek philosopher Empedocles and natural philosophers of the Renaissance and Baroque periods to Russian avant-gardists of the early twentieth century. "Media are spaces of action for constructed attempts to connect what is separated," Zielinski writes. He describes models and machines that make this connection: including a theater of mirrors in sixteenth-century Naples, an automaton for musical composition created by the seventeenth-century Jesuit Athanasius Kircher, and the eighteenth-century electrical tele-writing machine of Joseph Mazzolari, among others. Uncovering these moments in the media-archaeological record, Zielinski says, brings us into a new relationship with present-day moments; these discoveries in the "deep time" media history shed light on today's media landscape and may help us map our expedition to the media future.
Movable books are an innovative area of children’s publishing. Commonly equated with spectacular pop-ups, movable books have a little-known history as interactive, narrative media. Since they are hybrid artifacts consisting of words, images and movable components, they cross the borders between story, toy, and game. Interactive Books is a historical and comparative study of early movable books in relation to the children who engage with them. Jacqueline Reid-Walsh focuses on the period movable books became connected with children from the mid-17th to the early-19th centuries. In particular, she examines turn-up books, paper doll books, and related hybrid experiments like toy theaters and paignion (or domestic play set) produced between 1650 and 1830. Despite being popular in their own time, these artifacts are little known today. This study draws attention to a gap in our knowledge of children’s print culture by showing how these artifacts are important in their own right. Reid-Walsh combines archival research with children’s literature studies, book history, and juvenilia studies. By examining commercially produced and homemade examples, she explores the interrelations among children, interactive media, and historical participatory culture. By drawing on both Enlightenment thinkers and contemporary digital media theorists Interactive Books enables us to think critically about children’s media texts paper and digital, past and present.
This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.