This book, the first research publication on China's archery culture to appear in the English language, introduces the historic development, key concepts, and research methodologies for archery studies.
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.
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.
Confronting the digital revolution in academia, this book examines the application of new computational techniques and visualisation technologies in the Arts & Humanities.
This book looks at three different kinds of writing practice - theory-fiction, autofiction/autotheory and art writing - that are increasingly prevalent as genres (or 'hybrid genres') in the arts and critical humanities.
This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020.
This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones.
This unique text/reference advocates a novel forgetful approach to dealing with personal multimedia content in the long run, which is inspired by the effectiveness of human forgetting as a mechanism for helping us to stay focused on important things.
This book constitutes the thoroughly refereed post-conference of the 11th International Symposium on Computer Music Modeling and Retrieval, CMMR 2015, held in Plymouth, UK, in June 2015.
The Matrix (Lana Wachowski and Lilly Wachowski 1999) has permeated our cultural consciousness for two decades, working its way into such common parlance as "e;a glitch in the Matrix,"e; and the idea of taking the Red Pill.
This book covers computationally innovative methods and technologies including data collection and elicitation, data processing, data analysis, data visualizations, and data presentation.
The book sets out to examine the concept of 'chav', providing a review of its origins, its characterological figures, the process of enregisterment whereby it has come to be recognized in public discourse, and the traits associated with it in traditional media representations.
This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013.
This innovative collection explores uses of Shakespeare in a wide variety of 21st century contexts, including business manuals, non-literary scholarship, database aggregation, social media, gaming, and creative criticism.
Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games).
This book presents a deep spectrum of musical, mathematical, physical, and philosophical perspectives that have emerged in this field at the intersection of music and mathematics.
Die Topic-informierte Diskursanalyse ist ein Mixed-Methods-Verfahren, das Methoden des Text-Mining mit der Wissenssoziologischen Diskursanalyse verbindet, um Diskurstransformationen im Zeitverlauf zu analysieren.
This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing.
"e;Digital transformation"e; sounds harmless, given that the explosion in data volumes, processing power and Artificial Intelligence has driven humanity and the entire world to a point of no return.
This volume introduces the reader to the wide range of methods that digital humanities employ, and offers a practical guide to the study, interpretation, and presentation of cultural material and practices.