While philosophers of mind have been arguing over the status of mental representations in cognitive science, cognitive scientists have been quietly engaged in studying perception, action, and cognition without explaining them in terms of mental representation. In this BIT, Anthony Chemero maps the evolution of a nonrepresentational, dynamical, ecological cognitive science and introduces radical embodied cognition.
Digital Media, Projection Design, and Technology for Theatre covers the foundational skills, best practices, and real-world considerations of integrating digital media and projections into theatre. The authors, professional designers and university professors of digital media in live performance, provide readers with a narrative overview of the professional field, including current industry standards and expectations for digital media/projection design, its related technologies and techniques. The book offers a practical taxonomy of what digital media is and how we create meaning through its use on the theatrical stage. The book outlines the digital media/projection designer’s workflow into nine unique phases. From the very first steps of landing the job, to reading and analyzing the script and creating content, all the way through to opening night and archiving a design. Detailed analysis, tips, case studies, and best practices for crafting a practical schedule and budget, to rehearsing with digital media, working with actors and directors, to creating a unified design for the stage with lighting, set, sound, costumes, and props is discussed. The fundamentals of content creation, detailing the basic building blocks of creating and executing digital content within a design is offered in context of the most commonly used content creation methods, including: photography and still images, video, animation, real-time effects, generative art, data, and interactive digital media. Standard professional industry equipment, including media servers, projectors, projection surfaces, emissive displays, cameras, sensors, etc. is detailed. The book also offers a breakdown of all key related technical tasks, such as converging, warping, and blending projectors, to calculating surface brightness/luminance, screen size and throw distance, to using masks, warping content and projection mapping, making this a complete guide to digital media and projection design today. An eResource page offers sample assets and interviews that link to current and relevant work of leading projection designers.
This Book Presents An Exhaustive Exposition Of The Theory And Practice Of Digital Signal Processing. Basic Concepts And Techniques Have Been Explained In Detail And Suitably Illustrated With Practical Examples And Software Programs. Practice Problems And Projects Have Also Been Given Throughout The Book.The Book Begins With An Introduction To Signals And The Relative Merits Of Analog And Digital Methods. Hardware Details Of Present-Day Dsp Integrated Circuits Are Explained Next And Full Tested Circuits Are Provided For Project Work By Students.Fourier Transforms Are Then Explained In Detail. Subsequently, Recursive Filter Design Methods Are Discussed With Typical Examples And Programs.An Exhaustive Account Of Various Filters Is Then Given With Design Techniques. The Discussion Is Illustrated Through Software Programs And Practical Design Examples.The Book Concludes With A Detailed Discussion Of Lattice Type Filters And Their Usage In Speech Processing. With Its Comprehensive Coverage And Practical Approach, This Is An Essential Text For Electrical, Electronics And Communication Engineering Students. Practising Engineers Would Also Find This Book To Be A Valuable Reference Source.
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Expert book-and-video package gives you complete training on Creative Suite 6 Design Premium! The next best thing to having your own private instructor guiding you through Adobe Creative Suite 6 Design and Web Premium at your own pace is this terrific book-and-video training tool from the expert instructors at AGI. More than 25 self-paced lessons teach you the basics of page layout, vector graphics, photo editing, document management, web design, animation, file management, and much more. Each step-by-step lesson is accompanied by exercises and video tutorials to make the concepts and techniques crystal clear. You'll find instruction for the complete suite, including InDesign, Illustrator, Photoshop, Dreamweaver, Flash, Fireworks, and Adobe Bridge. Features full-color, step-by-step instructions that make even the most complicated tasks easy to understand, while the video training enhances the content covered in the book Combines an 800+- page full-color instructional book along with lesson files and video training from expert instructors Covers each component of the complete Adobe Creative Suite 6 Design and Web Premium package, including InDesign, Illustrator, Photoshop, Dreamweaver, Flash, Fireworks, and Adobe Bridge Adobe Creative Suite 6 Design and Web Premium Digital Classroom is an effective way to master all the powerful tools in Adobe Creative Suite 6 Design and Web Premium at your own pace. Note: The DVD and other supplementary materials are not included as part of the e-book file. These materials are available for download upon purchase.
This book constitutes the refereed proceedings of the 15th European Congress on Digital Pathology, ECDP 2019, held in Warwick, UK in April 2019. The 21 full papers presented in this volume were carefully reviewed and selected from 30 submissions. The congress theme will be Accelerating Clinical Deployment, with a focus on computational pathology and leveraging the power of big data and artificial intelligence to bridge the gaps between research, development, and clinical uptake.
Digital surveillance is a daily and all-encompassing reality of life in China. This book explores how Chinese citizens make sense of digital surveillance and live with it. It investigates their imaginaries about surveillance and privacy from within the Chinese socio-political system. Based on in-depth qualitative research interviews, detailed diary notes, and extensive documentation, Ariane Ollier-Malaterre attempts to ‘de-Westernise’ the internet and surveillance literature. She shows how the research participants weave a cohesive system of anguishing narratives on China’s moral shortcomings and redeeming narratives on the government and technology as civilising forces. Although many participants cast digital surveillance as indispensable in China, their misgivings, objections, and the mental tactics they employ to dissociate themselves from surveillance convey the mental and emotional weight associated with such surveillance exposure. The book is intended for academics and students in internet, surveillance, and Chinese studies, and those working on China in disciplines such as sociology, anthropology, social psychology, psychology, communication, computer sciences, contemporary history, and political sciences. The lay public interested in the implications of technology in daily life or in contemporary China will find it accessible as it synthesises the work of sinologists and offers many interview excerpts.
Critical appraisal of architectural design and management in the digital age through international perspectives Architectural Design and Management in the Digital Age delivers an evaluation of digitalisation in the evolving processes of architecture, providing a holistic treatment of the subject in terms of technologies, human context, emerging concepts, and the management of digital projects. This book includes analysis of: the advantages of digital technology in appropriate circumstances, but also to appreciate that alternative methods may continue to provide considerable benefits for other situations. the implications of the digital world for creativity and architectural quality, the diversity of people who could be involved, and reaching the disadvantaged and disenfranchised. the role of the architect and other professionals within design and management processes. how emphasis on data management is creating diverging practices, which involve new concepts and definitions that require interpretation, especially with regard to experiences of design processes in different countries. Providing fresh reflections on a myriad of timely topics, Architectural Design and Management in the Digital Age: international perspectives is an essential resource for researchers, academics, and advanced students in architecture, design management, and construction, along with professionals in those disciplines.
This Proceedings volume contains articles presented at the CIRP-Sponsored Inter- tional Conference on Digital Enterprise Technology (DET2009) that takes place December 14–16, 2009 in Hong Kong. This is the 6th DET conference in the series and the first to be held in Asia. Professor Paul Maropoulos initiated, hosted and chaired the 1st International DET Conference held in 2002 at the University of D- ham. Since this inaugural first DET conference, DET conference series has been s- cessfully held in 2004 at Seattle, Washington USA, in 2006 at Setubal Portugal, in 2007 at Bath England, and in 2008 at Nantes France. The DET2009 conference continues to bring together International expertise from the academic and industrial fields, pushing forward the boundaries of research kno- edge and best practice in digital enterprise technology for design and manufacturing, and logistics and supply chain management. Over 120 papers from over 10 countries have been accepted for presentation at DET2009 and inclusion in this Proceedings volume after stringent refereeing process. On behalf of the organizing and program committees, the Editors are grateful to the many people who have made DET2009 possible: to the authors and presenters, es- cially the keynote speakers, to those who have diligently reviewed submissions, to members of International Scientific Committee, Organizing Committee and Advisory Committes, and to colleagues for their hard work in sorting out all the arrangements. We would also like to extend our gratitude to DET2009 sponsors, co-organizers, and supporting organizations.
Practical Design of Digital Circuits: Basic Logic to Microprocessors demonstrates the practical aspects of digital circuit design. The intention is to give the reader sufficient confidence to embark upon his own design projects utilizing digital integrated circuits as soon as possible. The book is organized into three parts. Part 1 teaches the basic principles of practical design, and introduces the designer to his ""tools"" — or rather, the range of devices that can be called upon. Part 2 shows the designer how to put these together into viable designs. It includes two detailed descriptions of actual design exercises. The first of these is a fairly simple exercise in CMOS design; the second is a much more complex design for an electronic game, using TTL devices. Part 3 focuses on microprocessors. It illustrates how a particular design problem changes emphasis when a microprocessor is introduced. This book is aimed at a fairly broad market: it is intended to aid the linear design engineer to cross the barrier into digital electronics; it should provide interesting supporting reading for students studying digital electronics from the more academic viewpoint; and it should enable the enthusiast to design much more ambitious and sophisticated projects than he could otherwise attempt if restricted to linear devices.