This book reports on research findings and practical lessons featuring advances in: digital and interaction design; graphic design and branding; design strategies and methodologies; design education; society and communication in design practice; and other related areas.
This edited volume aims to unpack the digitisation of art and media within the dynamics of participatory culture, and how these changes affect the power relations between the production and consumption of these new forms in a globalised Asia.
Latin American Digital Poetics seeks to take the pulse of emergent poetic forms whose history is entangled with the computational and its AI dreams and achievements.
In this book, a solid and emerging group of international researchers contributes to the theory of metadiscourse and to our understanding of the role metadiscourse and related 'meta' phenomena may play in digital forms of communication.
The disciplinary triad of open-access, multimodality, and writing center studies presents a timely, critical lens for discussing academic publishing in a moment of crucibilic change, where rapid technological advancements force scholars and institutions to question what is produced and "e;counts"e; as academic writing.
This book presents new insights into the production and reception of Irish drama, its internationalisation and political influences, within a pivotal period of Irish cultural and social change.
This book constitutes the refereed proceedings of the 6th International Conference on Evolutionary Computation in Combinatorial Optimization, EvoMUSART 2017, held in Amsterdam, The Netherlands, in April 2017, co-located with the Evo*2017 events EuroGP, EvoCOP and EvoApplications.
This book describes various new computer based approaches which can be exploited for the (digital) reconstruction, recognition, restoration, presentation and classification of digital heritage.
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.
Expanding Austenland: The Pride and Prejudice Fanfiction Archive explores Jane Austen's reception in popular culture through an exploration of the ever-expanding terrain of online fanfiction, professionally published (profic) texts, and other intertextual reworkings inspired by the author's most popular novel, Pride and Prejudice.
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 develops a philosophy of the predominant yet obtrusive aspects of digital culture, arguing that what seems like insignificant distractions of digital technology ?
This book explores how social networking platforms such as Facebook, Twitter, and WhatsApp 'accidentally' enable and nurture the creation of digital afterlives, and, importantly, the effect this digital inheritance has on the bereaved.
The book investigates the theme of Modernism (1920-1960 and its epigones) as an integral part of tangible and intangible cultural heritage which contains the result of a whole range of disciplines whose aim is to identify, document and preserve the memory of the past and the value of the future.
The disciplinary triad of open-access, multimodality, and writing center studies presents a timely, critical lens for discussing academic publishing in a moment of crucibilic change, where rapid technological advancements force scholars and institutions to question what is produced and "e;counts"e; as academic writing.
"e;Reframing Postcolonial Studies addresses the urgent issues that Black Lives Matter has raised with respect to everyday material practices and the frameworks in which our knowledge and cultural heritage are conceptualized and stored.
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing.
This volume presents a broad coverage of theoretical issues that deal with digital culture, representation and ideology in art and museums, and other cultural sites, offering new insights into issues of representation in the digitization of art.
This book frames the undeniably copious 21st-century performances of stupidity that occur within social media as echoes of rhetorical experiments conducted by humanist writers of the Renaissance.
Dieses Lehrbuch vermittelt fundierte theoretische und praktische Kenntnisse, die für ein effizientes und selbstständiges Arbeiten in den Digital Humanities notwendig sind.
This book addresses the gap between print and digital scholarly approaches by combining both praxis and theory in a case study of a new international collaborative digital project, the Modernist Archives Publishing Project (MAPP).
This edited volume aims to unpack the digitisation of art and media within the dynamics of participatory culture, and how these changes affect the power relations between the production and consumption of these new forms in a globalised Asia.
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016.
The Novel as Network: Forms, Ideas, Commodities engages with the contemporary Anglophone novel and its derivatives and by-products such as graphic novels, comics, podcasts, and Quality TV.
An der Schnittstelle von Semantic Web und historischer Linguistik untersucht die Studie, mit Fokus auf die lexikalische Semantik, die mögliche Modellierung von Ressourcen der mittelalterlichen Galloromania als Linked Data.
This book presents a comprehensive exploration of the transformative journey toward smart cities and the implementation of cutting-edge technologies in urban development.
This book provides new critical and methodological approaches to digital humanities, intended to guide technical development as well as critical analysis.
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.
The volume reports on interdisciplinary discussions and interactions between theoretical research and practical studies on geometric structures and their applications in architecture, the arts, design, education, engineering, and mathematics.
Bringing together contributions from the fields of sociology, media and cultural studies, arts, politics, science and technology studies, political communication theory and popular culture studies, this volume engages both with theoretical debates and detailed empirical studies, showcasing how the public sphere is transformed by digital media, and in turn how this digital public sphere shapes and is shaped by debates surrounding crisis, conflict, migration and culture.
Media Boundaries and Conceptual Modelling forms part of the humanities tradition by facing one of the fundamental problems since antiquity: how different media represent the world we live in.