This book shows that screens don't just distribute the visible and the invisible, but have always mediated our body's relationships with the physical and anthropological-cultural environment.
This volume constitutes selected and revised papers presented during the Third International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2023, held in Athens, Greece, in March 2023.
This volume constitutes selected and revised papers presented during the Third International Conference on Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, TMM_CH 2023, held in Athens, Greece, in March 2023.
This book gives an overview of the key issues related to books and reading within the field of cultural economics and identifies additional lacunae in this area of research.
This book illustrates the latest developments in literacy and language assessment in the digital context, and subsequently presents a rigorous validation study on a newly proposed form of assessment (scenario-based assessment, SBA) that seeks to respond to the contextual change of literacy activities.
This edition revises the original core chapters and adds 15 contributions from artists who shed new light on the progress made in the early decades of the 21st Century.
This book offers an extensive assessment of the nature and feasibility of the metaverse and is the first to critically examine its social and ethical implications.
This book, achieved in cooperation with the Academic Alliance for Reconciliation Studies in the Middle East and North Africa (AARMENA), focuses on peacebuilding, conflict transformation, and shifts toward approaching the reconciliation process as an inter-, trans- and multidisciplinary field.
This book constitutes the refereed proceedings of the 9th International Conference on Mathematics and Computation in Music, MCM 2024, held in Coimbra, Portugal, during June 18-21, 2024.
This book constitutes the refereed proceedings of the 9th International Conference on Mathematics and Computation in Music, MCM 2024, held in Coimbra, Portugal, during June 18-21, 2024.
This book explores the ways in which artists use technology to create different perceptions of time in art in order to reflect on contemporary relationships to technology.
This book illustrates the latest developments in literacy and language assessment in the digital context, and subsequently presents a rigorous validation study on a newly proposed form of assessment (scenario-based assessment, SBA) that seeks to respond to the contextual change of literacy activities.
This book explores the ways in which artists use technology to create different perceptions of time in art in order to reflect on contemporary relationships to technology.
This machine-generated volume, with chapter introductions by the human expert, of summaries of the existing studies furthers our understanding of the impact of digitalisation on spaces, their imaginations and representations.
This book offers fresh critical insights to the field of cultural and museum resources, aiming to explore its transformation and utilization from the cultural value theory.
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing.
Hopping, climbing and swimming robots, nano-size neural networks, motorless walkers, slime mould and chemical brains - "e;Artificial Life Models in Hardware"e; offers unique designs and prototypes of life-like creatures in conventional hardware and hybrid bio-silicon systems.
The advent of powerful processing technologies and the advances in software development tools have drastically changed the approach and implementation of computational research in fundamental properties of living systems through simulating and synthesizing biological entities and processes in artificial media.
Computer Graphics for Artists: an introduction is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer GraphicsOpening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts.
This edition revises the original core chapters and adds 15 contributions from artists who shed new light on the progress made in the early decades of the 21st Century.
This book explores the emerging field of hyperconnectivity looking at technology and systems that allow person-to-person and person-to-machine communication in networked organizations and the social and economic impact of this society.
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education.
This exciting new book explores the relationship between cultural traditions and computers, looking at how people from very different cultures and backgrounds communicate and how the use of information technologies can support and enhance these dialogues.
This book discusses all aspects of computing for expressive performance, from the history of CSEMPs to the very latest research, in addition to discussing the fundamental ideas, and key issues and directions for future research.
This textbook presents the fundamental concepts and methods for understanding and working with images and video in an unique, easy-to-read style which ensures the material is accessible to a wide audience.
This machine-generated volume, with chapter introductions by the human expert, of summaries of the existing studies furthers our understanding of the impact of digitalisation on spaces, their imaginations and representations.